Game machine

JP2024011972A5Pending Publication Date: 2026-03-31SOPHIA CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-07-15
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

The existing gaming machines face a challenge in prolonging the period required for awarding prize values, leading to inefficiencies in the gaming experience.

Method used

Incorporating a game control system that includes a counting mechanism to determine the number of prizes and transmit information corresponding to predetermined award values, allowing for timely updates and transitions between different prize values based on predefined conditions.

Benefits of technology

This approach significantly reduces the time taken to award prizes, enhancing the gaming experience by ensuring quicker and more dynamic interactions with the gaming machine.

✦ Generated by Eureka AI based on patent content.

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Abstract

To shorten a period in which a prize value is granted.SOLUTION: In a game machine including game control means which can control a progress of a game and operation means which can be operated by a player, information related to an operation is displayed on the game control means in an outwardly protruding manner, and in addition, the game control means includes counting means which counts the number of prizes corresponding to a first prize value. When the number of the prizes corresponding to the first prize value is less than a predetermined number, information corresponding to the first prize value can be transmitted. When the number of the prizes corresponding to the first prize value is the predetermined number or more, information corresponding to a second prize value different from the first prize value can be transmitted. After a transmission of the information corresponding to the first prize value or the information corresponding to the second prize value, a next information transmission is forced to wait for a predetermined time.SELECTED DRAWING: Figure 113B
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Conventionally, there exist gaming machines that transmit information (payout command) corresponding to a prize value (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2017-12359 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, there was a possibility that the time required for the award value to be granted would be longer.

[0005] Therefore, an object of the present invention is to shorten the period during which the prize value is awarded. [Means for solving the problem]

[0006] In one representative embodiment of the present invention, in a gaming machine equipped with a game control means capable of controlling the progress of a game and an operation means operable by a player, information related to the operation is displayed on the game control means so as to protrude outward, and the game control means further comprises a counting means for counting the number of prizes corresponding to a first prize value, and is capable of transmitting information corresponding to the first prize value when there is not a predetermined number of prizes corresponding to the first prize value, and is capable of transmitting information corresponding to a second prize value different from the first prize value when there is a predetermined number of prizes corresponding to the first prize value, and after transmitting the information corresponding to the first prize value or the information corresponding to the second prize value, waits a predetermined time before transmitting the next information. Effect of the Invention

[0007] According to one aspect of the present invention, the period during which the prize value is awarded can be shortened. [Brief description of the drawings]

[0008] [Figure 1] 1 is an oblique view of the gaming machine from the front side. [Diagram 2] FIG. [Diagram 3] 2 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] 2 is a block diagram showing an example of the configuration of a performance control system of a gaming machine. [Figure 5A] 1 is a flowchart (part 1) illustrating a procedure of a main process. [Figure 5B] 13 is a second flowchart illustrating the procedure of the main process. [Figure 5C] 13 is a third flowchart illustrating the procedure of the main process. [Figure 6] A diagram showing the RAM configuration of an amusement microcontroller. [Figure 7] 10 is a flowchart showing a procedure for a safety device information initialization process. [Figure 8] 13 is a flowchart showing a procedure for a performance display editing process. [Figure 9] 13 is a flowchart showing a procedure for a timer interrupt process. [Figure 10] 13 is a flowchart showing a procedure for an output process. [Figure 11] A flowchart showing the steps of the prize slot switch / status monitoring process. [Figure 12] 13 is a flowchart showing the procedure for the fraud and winning monitoring process. [Figure 13] 13 is a flowchart showing the procedure for a winning number counter update process. [Figure 14] 13 is a flowchart showing the steps of a gaming machine status check process. [Figure 15] A flowchart showing the steps of the probability setting change / confirmation process. [Figure 16] 13 is a flowchart showing the steps of special game processing. [Figure 17] 13 is a flowchart showing the steps of a start port switch monitoring process. [Figure 18] 13 is a flowchart showing the steps of common processing of the special chart start port switch. [Figure 19] 13 is a flowchart showing a procedure for a specific area switch monitoring process. [Figure 20] 13 is a flowchart showing the procedure for special chart normal processing. [Figure 21] A flowchart showing the steps of the special chart 1 change start processing. [Figure 22] A flowchart showing the steps of the special chart 2 change start processing. [Figure 23] A flowchart showing the steps of the jackpot flag 1 setting process. [Figure 24] A flowchart showing the steps of the jackpot flag 2 setting process. [Figure 25A] A flowchart showing the steps of the jackpot determination process. [Figure 25B] A flowchart showing the steps of the small hit determination process. [Figure 25C] 13 is a flowchart showing the steps of the support hit determination process. [Figure 26] This is a flowchart showing the steps of the special chart 1 stop pattern setting process. [Figure 27] This is a flowchart showing the steps of the special chart 2 stop pattern setting process. [Figure 28] 13 is a flowchart showing the steps of a special chart information setting process. [Figure 29] 13 is a flowchart showing the steps of a variation pattern setting process. [Diagram 30] 13 is a flowchart showing the procedure of a 2-byte allocation process. [Diagram 31] 13 is a flowchart showing a procedure for a distribution process. [Diagram 32] 13 is a flowchart showing the steps of a variable start information setting process. [Diagram 33] 13 is a flowchart showing the steps of processing during special chart change. [Diagram 34] 13 is a flowchart showing the steps of a time-saving end setting process. [Diagram 35] A flowchart showing the steps of a presentation mode information check process. [Figure 36A] A flowchart showing the steps of the first half of the processing during special chart display. [Figure 36B] A flowchart showing the steps of the latter half of the processing during special chart display. [Figure 37] 13 is a flowchart showing the procedure for a support operation setting process. [Figure 38] 13 is a flowchart showing a procedure for processing a bonus game. [Figure 39] 13 is a flowchart showing the procedure for normal processing of reels. [Diagram 40] A flowchart showing the steps of the jackpot end processing. [Diagram 41] A flowchart showing the steps of the jackpot end setting process 1. [Diagram 42] A flowchart showing the steps of the jackpot end setting process 2. [Diagram 43] 13 is a flowchart showing the procedure for a general game process. [Diagram 44] 13 is a flowchart showing a procedure for a gate switch monitoring process. [Diagram 45] A flowchart showing the steps of the regular power winning switch monitoring process. [Figure 46] 13 is a flowchart showing the procedure of normal processing. [Figure 47] 13 is a flowchart showing the steps of the process for setting the transition to processing during normal map fluctuations. [Figure 48] 13 is a flowchart showing the steps of processing during normal map changes. [Figure 49] 13 is a flowchart showing the procedure for processing during normal map display. [Figure 50] This is a flowchart showing the procedure for processing during a normal hit. [Figure 51]13 is a flowchart showing the procedure of a normal power operation transition setting process. [Figure 52] 13 is a flowchart showing the procedure for processing normal residual balls. [Figure 53] 13 is a flowchart showing the procedure for normal hit end processing. [Figure 54A] 13 is a flowchart showing the procedure of the first half of an external information editing process. [Figure 54B] 13 is a flowchart showing the procedure of a second half of the external information editing process. [Figure 55] 4 is a time chart showing a state in which external information or a test signal is transmitted. [Figure 56] 13 is a flowchart showing a procedure of a safety device-related process. [Figure 57] 13 is a flowchart showing a procedure for outside region integration processing. [Figure 58] 10 is a flowchart showing a procedure for a performance display device control process. [Figure 59] 13 is a flowchart showing the steps of the difference ball confirmation process. [Figure 60] 5 is a flowchart showing a procedure of a safety device operation monitoring process. [Figure 61] 13 is a flowchart showing the main processing of the performance control device. [Figure 62] 13 is a flowchart showing a received command check process. [Figure 63] 13 is a flowchart showing a received command analysis process. [Figure 64] 13 is a flowchart showing a single command process. [Figure 65] 13 is a flowchart showing pre-reading pattern command processing. [Figure 66] 13 is a flowchart showing a look-ahead variation command process. [Figure 67] 13 is a flowchart showing a pattern-related command process. [Figure 68] 13 is a flowchart showing variable command processing. [Figure 69]13 is a flowchart showing a variable performance setting process. [Figure 70] 13 is a flowchart showing a procedure for processing a hit-related command. [Figure 71A] 1 is an example of a game state transition diagram (game flow) showing the transition of a game state. [Figure 71B] 13 is another example of a game state transition diagram showing the transition of a game state. [Figure 72] This is a table showing the number of time-saving turns and the specified remaining number of reserved turns corresponding to the patterns that are the winning types of the special chart change display game. [Figure 73] This is a diagram showing the features of the regular map change display game and regular power operation. [Figure 74] This is a timing chart showing the game status, normal pattern probability (normal pattern hit probability), normal pattern status, normal power status, number of special pattern 2 reserved, special pattern change display game (special pattern change), etc. after a jackpot of pattern A. [Figure 75] This is a timing chart showing the game status, normal symbol probability (normal symbol hit probability), normal symbol status, normal power status, number of special symbol 2 reserved, special symbol change display game (special symbol change), etc. after a jackpot of symbol B. [Figure 76] This is a timing chart showing the game status, normal symbol probability (normal symbol hit probability), normal symbol status, normal power status, number of special symbol 2 reserved, special symbol change display game (special symbol change), etc. after a jackpot of symbol F. [Figure 77] 13 is a game state transition diagram (game flow) illustrating the transition of a game state in the second embodiment. [Figure 78] In the second embodiment, this is a table showing the number of time-saving times and the specified remaining number of reservations corresponding to the patterns that are the winning types of the special chart variable display game. [Figure 79] A diagram showing the features of the map change display game and regular power operation in the second embodiment. [Figure 80] In the second embodiment, this is a timing chart showing the game state, special chart change display game (special chart change), normal chart state, normal power state, special chart 2 reserved number, etc., from the time-saving state as a specific game state to the transition state (normal game state in which remaining reserved numbers are consumed). [Figure 81] FIG. 11 is a front view of a game board according to a third embodiment. [Figure 82] 13 is a game state transition diagram (game flow) illustrating the transition of a game state in the third embodiment. [Figure 83] In the third embodiment, this is a table showing the number of time-saving times and the specified remaining number of reservations (specified remaining number of reservations) corresponding to the patterns that are the winning types of the special chart variable display game. [Figure 84] 13 is a table summarizing the operation status of time-saving when a new time-saving operation trigger occurs from each game state in the third embodiment. [Figure 85] FIG. 13 is a diagram illustrating a display of a collective display device according to a third embodiment. [Figure 86] FIG. 13 is a diagram showing the features of the map variation display game in the third embodiment. [Figure 87] FIG. 11 is a diagram showing features of normal power operation in the third embodiment. [Figure 88] A flowchart showing the steps of the special chart information setting process in the third embodiment. [Figure 89] 13 is a flowchart showing the steps of a variation pattern setting process according to the third embodiment. [Figure 90] 13 is a flowchart showing the steps of the variable start information setting process in the third embodiment. [Figure 91] This is a table showing the setting status of the variable pattern table in the third embodiment for each game state and special chart type (special chart 1 or special chart 2). [Figure 92] FIG. 13 is a diagram illustrating an example of a rendering screen of a display device according to a third embodiment. [Figure 93A] 13 is a flowchart showing the procedure of a second half of the external information editing process according to the third embodiment. [Figure 93B] 13 is a time chart showing the on / off states of jackpot 1 to 4 signals as external information in the third embodiment. [Figure 94A] 13 is a time chart showing the output of a test signal to a test firing test device in the third embodiment. [Figure 94B] FIG. 13 is a diagram illustrating examples of easy-to-win state signals 1 to 4 corresponding to medium support and high support in the third embodiment. [Figure 95] 13 is a table showing the output state of a launch position designation signal according to the third embodiment. [Figure 96] 13 is a time chart showing the output of a launch position designation signal according to the third embodiment. [Figure 97] In the third embodiment, this is a time chart illustrating the opening operation of the upper large winning port and the on / off operation of the lever solenoid in the case of a small winning result in the special chart 1 variable display game. [Figure 98] In the third embodiment, this is a time chart illustrating the opening operation of the upper large winning port and the on / off operation of the lever solenoid in the case of a small winning result in the special chart 2 variable display game. [Figure 99] 13 is a table showing the state of devices related to performance according to the state of a safety device in the fourth embodiment. [Figure 100A] FIG. 13 is an example (example 1) of a screen transition diagram showing display screens of a display device in time series in the fourth embodiment (part 1). [Figure 100B] FIG. 23 is an example (example 1) (part 2) of a screen transition diagram showing display screens of a display device in a time series in the fourth embodiment. [Figure 101] FIG. 13 is another example (example 2) of the screen transition diagram showing display screens of the display device in time series in the fourth embodiment. [Figure 102] This is a screen transition diagram illustrating different operation preview displays depending on the game status in the fourth embodiment. [Figure 103] A figure showing an example of an operation preview display before and after a reach during a variable display in the fourth embodiment. [Figure 104] FIG. 13 is a diagram illustrating an example of an operation advance notice display while waiting for customers in the fourth embodiment. [Figure 105] In the fourth embodiment, a display screen of the display device in a setting confirmation state (setting confirmation mode) is illustrated. [Fig. 106] FIG. 13 is a diagram showing an example (example 1) of a specific model display other than a video in the fourth embodiment. [Figure 107] FIG. 13 is a diagram showing an example (example 2) of a specific model display displayed other than as a video in the fourth embodiment. [Figure 108A] FIG. 13 is a diagram showing a modified example (part 1) of the operation advance notice display on the display screen of the display device in the fourth embodiment. [Figure 108B] FIG. 13 is a diagram showing a second modified example of the operation advance notice display on the display screen of the display device in the fourth embodiment. [Figure 108C] FIG. 13 is a diagram showing a third modified example of the operation advance notice display on the display screen of the display device in the fourth embodiment. [Figure 109A] A block diagram showing the internal configuration of a CPU of a gaming microcomputer according to a fifth embodiment. [Figure 109B] FIG. 13 is a diagram illustrating a configuration of a flag register according to the fifth embodiment. [Figure 110] 13 is a flowchart showing the procedure of a dispensing command transmission process according to the fifth embodiment. [Figure 111] 13 is a flowchart showing the procedure for a winning number counter update process according to the fifth embodiment. [Figure 112] 13 is a program list showing a program structure of a dispensing command constant definition program according to the fifth embodiment. [Fig. 113A] 11 is a program listing (part 1) illustrating a program structure of a dispensing command transmission process program corresponding to the dispensing command transmission process (FIG. 110) according to the fifth embodiment. [Fig. 113B] 11 is a program listing (part 2) illustrating a program structure of a dispensing command transmission process program corresponding to the dispensing command transmission process (FIG. 110) according to the fifth embodiment. [Fig. 114] 13 is a program list illustrating a payout number command table according to the fifth embodiment. [Figure 115]11 is a modified example of a program listing showing a program structure of a dispensing command transmission processing program corresponding to the dispensing command transmission processing (FIG. 110) according to the fifth embodiment. [Fig. 116] 13 is a modified example of a program list illustrating a payout number command table according to the fifth embodiment. [Figure 117] FIG. 1 is a diagram explaining the communication method between the game control device and the payout control device (part 1). [Fig. 118] FIG. 2 is a diagram explaining the communication method between the game control device and the payout control device (part 2). [Figure 119] A diagram explaining the output (transmission) timing of a dispensing busy signal of the dispensing control device. [Figure 120] 13 is a memory map according to the sixth embodiment. [Figure 121] 11 is a command table (Example 1-1) illustrating an LD command for transferring 1 byte of data among transfer commands. [Figure 122] 13 is a command table (Example 1-2) illustrating an example of a transfer command such as an LD command for transferring two bytes of data. [Figure 123] This is an instruction table (Example 1-3) that illustrates the LDW instruction, which is one of the transfer instructions and transfers a two-byte direct value, and an instruction table (Example 1-4) that illustrates other transfer instructions (LDD instruction, LDY instruction). [Figure 124] This is an instruction table (Example 2-1) illustrating a CP instruction, which is a comparison instruction that compares one byte of data. [Fig. 125] This is an instruction table (Example 2-2) illustrating a CP instruction, which is a comparison instruction that compares two bytes of data. [Fig. 126] This is an instruction table (Example 2-3) illustrating the CPJ instruction among the comparison instructions. [Figure 127] This is an instruction table (Example 2-4) illustrating a CPW instruction that compares two bytes of data among comparison instructions. [Figure 128] This is an instruction table (Example 3-1) that illustrates the JRR instruction that jumps to a nearby address, and an instruction table (Example 3-2) that illustrates the JR instruction that can jump to a distant address. [Figure 129] This is an instruction table (Example 4-1) that illustrates the CALL instruction, which can call a subroutine at any address, and an instruction table (Example 4-2) that illustrates the CALLT instruction and CALLR instruction, which cannot call a subroutine at any address. [Fig. 130] This is an instruction table (Example 5-1, Example 5-2) showing examples of return instructions for returning from a subroutine, an interrupt process, etc. [Fig. 131] 13 is a flowchart showing the procedure of an output process according to the sixth embodiment. [Fig. 132] 23 is a flowchart showing the procedure of outside area integration processing according to the sixth embodiment. [Fig. 133] 13 is a flowchart showing a procedure of a test signal output process according to the sixth embodiment. [Fig. 134] 4 is a program listing showing a program structure of a part of a main processing program. [Fig. 135] 4 is a program listing showing a program structure of a timer interrupt processing program. [Fig. 136] This is a program list showing the program structure of a special game processing program and a program list explaining a special game sequence branch table. [Fig. 137] This is a program list showing the program structures of a 2-byte decrement processing program, a 2-byte data acquisition processing program, a 1-byte data acquisition processing program, and a special chart status check processing program. [Figure 138] 11 is a program listing showing a program structure of a portion of a start port switch monitoring processing program. [Figure 139] 11 is a program listing showing a program structure of a hardware random number acquisition processing program. [Fig. 140] This is a program listing showing the program structure of the special chart start port switch common processing program. [Fig. 141] This is a program listing showing a part of the program structure of a special chart reservation information determination processing program. [Fig. 142]This is a program listing showing the program structure of a jackpot determination processing program. [Fig. 143] This is a program listing showing the program structure of the special normal processing program. [Fig. 144A] This is a program listing showing a part of the program structure of the processing program during special chart display. [Fig. 144B] This is a program listing showing another part of the program structure of the special chart display processing program. [Fig. 145] 11 is a program listing showing a program structure of a start port signal editing processing program. [Fig. 146] 4 is a program listing showing a program structure of a safety device related processing program. [Fig. 147] 11 is a program listing showing a program structure of an outside area integration processing program. [Fig. 148] 4 is a program listing showing a program structure of a test signal output processing program. [Figure 149] This is a program listing showing a part of the program structure of the difference ball confirmation processing program. [Fig. 150] 4 is a program listing showing a program structure of a safety device operation monitoring processing program. [Fig. 151] 11 is an instruction table illustrating comparison instructions executed by a CPU of the performance control device. [Fig. 152A] FIG. 13 is an example (example 1) of a screen transition diagram showing display screens of a display device in time series in the seventh embodiment (part 1). [Fig. 152B] FIG. 23 is an example (example 1) of a screen transition diagram showing display screens of a display device in time series (part 2) in relation to the seventh embodiment. [Fig. 152C] FIG. 23 is an example (example 1) (part 3) of a screen transition diagram showing display screens of a display device in time series in the seventh embodiment. [Fig. 152D] FIG. 13 is an example (example 1) (part 4) of a screen transition diagram showing a display screen of a display device in time series in the seventh embodiment. [Fig. 152E]FIG. 13 is an example (example 1) (part 5) of a screen transition diagram showing a display screen of a display device in time series in the seventh embodiment. [Fig. 152F] FIG. 13 is an example (example 1) (part 6) of a screen transition diagram showing a display screen of a display device in time series in the seventh embodiment. [Fig. 153A] 13 is another example (example 2) (part 1) of a screen transition diagram showing display screens of a display device in time series in the seventh embodiment. FIG. [Fig. 153B] 23 is another example (example 2) of a screen transition diagram showing display screens of a display device in time series in the seventh embodiment (part 2). FIG. [Fig. 153C] 13 is another example (example 2) of a screen transition diagram showing display screens of a display device in time series (part 3) in relation to the seventh embodiment. [Fig. 154] 13 is a table explaining the expected probability of winning based on panel combinations in the seventh embodiment. [Fig. 155] 13 is a table explaining the expected probability of winning based on panel combinations in the seventh embodiment. [Fig. 156] This is a table explaining the expected probability of winning due to the effect presentation when an over win occurs in the seventh embodiment. [Fig. 157] 23 is a table illustrating the contents of the dialogue effects (lines effects) corresponding to the colors of the hand icons in the icon movement effects in the seventh embodiment. [Fig. 158] 23 is a table illustrating the contents of meter outer periphery effect colors corresponding to the colors of the meter markings in the seventh embodiment. [Fig. 159] 13 is a table for explaining the content of the color of the meter decrement number (display color of the decrement number) displayed on the display screen in accordance with the decrement number of the meter scale of the meter in the seventh embodiment. [Fig. 160] 23 is a table illustrating the meter decrement amounts corresponding to the colors of the hand icons that move during the icon movement performance in the seventh embodiment. [Fig. 161]This figure shows a case in which, in the eighth embodiment, the stopped pattern becomes a time-saving pattern in the final special chart change display game (final game of the time-saving mode) in a specific game state, and then the game enters the specific game state (time-saving mode) again. [Fig. 162A] FIG. 13 is a rear view of the gaming machine according to the 9th embodiment. [Fig. 162B] A diagram showing an outline of a cross section of the game control device taken along line 108B-108B in Figure 162A. [Fig. 163A] 13 is an enlarged view of the periphery of the operation means such as the effect buttons of the gaming machine according to the ninth embodiment. FIG. [Fig. 163B] 13 is an enlarged view of the top and side of the gaming machine according to the 9th embodiment. FIG. [Fig. 163C] FIG. 13 is an enlarged view of the upper left side of the game board according to the ninth embodiment. [Fig. 164] This is a diagram explaining ball biting as an abnormality that occurs in the variable winning device in the tenth embodiment. [Fig. 165] This is another diagram explaining ball biting as an abnormality that occurs in the variable winning device in the tenth embodiment. [Fig. 166] In the tenth embodiment, this is a time chart showing the on / off states of the test signals (variable signal, winning signal, electric device release signal, electric device operation signal), as well as the on / off states of the solenoid that drives the variable winning device and the opening and closing operation of the movable member. [Fig. 167] 23 is a detailed time chart illustrating how the solenoid is turned off for a short period of time corresponding to a load reduction period during an open time (driving period) in the tenth embodiment. [Fig. 168] 23 is a detailed time chart illustrating how the solenoid is turned on for a short period of time corresponding to the load reduction period after the end of the release time (drive period) in the tenth embodiment. [Fig. 169] 23 is a time chart showing a case in which a load reduction period is provided only during a part of an opening time in the tenth embodiment. [Fig. 170]This is a time chart showing a case in which multiple load reduction periods are provided during one opening time in the tenth embodiment, and a case in which multiple load reduction periods are provided during one remaining ball processing time. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] [First embodiment] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. In the description of the gaming machine, the terms front, back, left and right refer to the directions as seen by a player playing a game.

[0010] [Overall view of the gaming machine] FIG. 1 is a diagram illustrating a gaming machine.

[0011] The gaming machine 10 is attached to a frame 11 fixed to the island equipment via a hinge 16 so that it can be opened, closed, and rotated. The opening and closing frame is made up of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). The left end of the opening and closing frame is attached to a hinge. The right end is the end that is opened by rotation. The frame 11 and the front frame 12 form an outer frame unit 17.

[0012] A game board 30 (see FIG. 2) is disposed on the front frame 12, and the front of the game board 30 is A glass frame 15 with a cover glass 14 is attached. The function of the play area 32 (see FIG. 2) formed on the play board 30 is to serve as a play visual recognition area. The cover glass 14 is shown as an example of a transparent member. A plastic cover may be used instead of the glass 14. The glass frame 15 is made of a transparent material. It functions as a transparent member holding frame.

[0013] The front frame 12 and the glass frame 15 can be opened separately. For example, by opening only the glass frame 15, the player can access the play area 32 of the play board 30. In addition, by opening the front frame 12 while the glass frame 15 is not open, The game controller (main board) 100 (see FIG. 3) and the like are provided on the back side of the game board 30. can be accessed.

[0014] Various frame components are provided around the edge of the glass frame 15 surrounding the cover glass 14. do.

[0015] The upper center, right side, and left side of the glass frame 15 are provided with lighting effects that can be displayed according to the game status. The decoration devices 18a, 18b, and 18c are provided. It is a device that contains lighting components such as LEDs inside and produces lighting effects according to the game status. The lighting members disposed inside the decorative devices 18a, 18b, and 18c are frame decorative devices. The sensor 10 constitutes a part of the sensor 18 (see FIG. 4).

[0016] The decoration device 18a is arranged in the upper part of the glass frame 15 (or the opening and closing frame) in the left and right direction of the gaming machine 10. The top unit is extended and protrudes diagonally upward toward the front. The decoration device 18a has a generally flat front surface 456 having various markings such as the model name. In this embodiment, 8a is fixed and does not move, but it can be pulled out to reduce the feeling of pressure on the player. It can be moved forward, upward or diagonally from the initial position (normal position) into which it is inserted only when necessary. The decoration device 18a (herein, When the top unit (top unit) moves (moves), a frame effect that allows it to move from the initial position to the operating position It becomes a device (movable part).

[0017] The decoration device 18b is provided on the right side of the glass frame 15 and extends in the vertical direction. The decorative device 18c is a protruding performance unit (front frame light emitting unit) that protrudes from the glass. On the left side of the frame 15, a protruding performance unit is installed extending in the vertical direction and protruding forward. The decoration devices 18b and 18c are arranged on the center side (inner The light is emitted toward the player from the side of the game machine 10, and the light leaks out of the game machine 10 from a plurality of openings. can be.

[0018] Upper speakers 19a are disposed at the upper right and upper left corners of the glass frame 15. In addition to these upper speakers 19a, two lower speakers 19b are provided at the bottom of the gaming machine 10. The lower speaker 19b is provided at the lower left corner of the glass frame 15 and the lower right corner of the front frame 12. The upper speaker 19a and the lower speaker 19b are arranged in the corners. The left and right upper speakers 19a are for emitting warning sounds, notification sounds, etc. The speaker is covered with a side speaker decorative member 470.

[0019] The lower part of the glass frame 15 is provided with an upper tray unit 21 capable of storing game balls (game media). The upper tray 21 is formed in a box shape with an opening at the top. The game balls stored in the tray 21 are supplied one by one to the ball launching device.

[0020] The upper tray unit 20 includes a performance operation device that receives input operations from a player and A ball lending operation device that accepts input operations, and a decoration device 2 that performs light emission effects etc. according to the game state. 2.

[0021] The effect operation device is an operation device including the effect button 25, the cross key switch 450, and the volume adjustment button switches 451a, 451b, and is provided at the center of the upper part of the upper tray unit 20 and on its left side so that the player can easily operate it. The effect button 25 is arranged in the opening of the operation panel 490 so as to be surrounded by the operation panel 490. The operation panel 490 can reflect light by metal plating on the surface or by being made entirely of metal, and has a metallic luster of, for example, silver. When the effect button 25 emits light, the light from the effect button 25 is reflected by the surrounding operation panel 490, making the light emission effect of the effect button 25 more effective.

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

[0023] The volume control button switches 451a and 451b are connected to the operation panel 69 of the upper tray unit 20. The volume control unit 19 controls the volume of the speaker 19 (upper speaker 19a and lower speaker 19b). Adjust by increasing or decreasing (+-). The cross key switch 450 (cross key SW) is The volume control buttons 451a and 451b are located at the top left of the operation panel 490 of the The cross key switch 450 is provided adjacent to the switch 450 and is used to adjust the brightness of the LEDs for effects, for example. , which may also be called directional key switches, are multiple (for example, four) keys arranged in the front, back, left, right, etc. A general switch may be used. For example, when waiting for customers and / or playing a game. When the volume control button switches 451a and 451b are pressed in a predetermined state such as the above, The volume of the speaker 19 may be adjustable, and may be adjusted by pressing the front or rear switch of the cross key switch 450. The light intensity (brightness, luminance) of the LED for effects may be adjustable by pressing the switch. In addition, the volume control button switches 451a and 451b are not provided, and the cross key switch 4 The volume of the speaker 19 can be adjusted by pressing the left or right switch 50. stomach.

[0024] When the player operates the performance operation device (particularly the performance button 25), the display device 41 (See Figure 2) A special chart change display game in which the player's operation is involved For example, you can select a performance pattern (performance mode) or start memory. It is possible to carry out a preview performance that notifies the result of the variable display game in advance. The variable display game includes the special variable display game, and if it is simply a variable display game, In this specification, refers to a special chart change display game.

[0025] In addition, the player can operate the production operation device not only during the execution of the variable display game but also during non-execution. The presentation pattern may also be changed by changing the

[0026] In addition, the game state when the variable display game is executed consists of a plurality of game states. The skill state (normal state) is a game state in which no special game state occurs. The special game state is, for example, a time-saving state as a specific game state or a special state in a variable display game. A state where the probability of a result (e.g. a jackpot) occurring is high (a sure-win state, a probability-changing state), a jackpot state ( In this way, the gaming machine 10 is in the special gaming state, and the small win gaming state. A game control device 100 (a game state selection means, A setting means selects (sets) one game state from the plurality of game states to set the current game state. It can be a state.

[0027] Here, the probability state (specific game state) continues until the next big hit occurs (rule (Play-by-play type), which continues until a set number of variable display games are played (Play-by-play type) , ST), and those that continue until a specified probability of falling lottery is won (falling lottery type), etc. be.

[0028] Furthermore, whether or not the probability of occurrence of the probability of occurrence is determined not by the jackpot pattern random number, but by the jackpot. It may also be so arranged that when this occurs, a probability variable state always occurs.

[0029] The ball lending operation device is an operation device that a player operates when borrowing a game ball, and is The ball loan operation device is provided on the upper right side of the operation panel 490 of the game machine 20. 490a, the ball loan button 27, and the return button 28. is a display area where the remaining balance of a prepaid card, etc. is displayed. The ball loan button 27 is used to loan game balls. The return button 28 is a button that the player operates when borrowing a game. When a prepaid card or the like is to be ejected from a card unit (not shown) arranged as shown in the figure, This is a button that is operated by the player.

[0030] The decoration device 22 contains lighting components such as LEDs inside, and emits light according to the game status. The decoration device 22 is a device for performing the above-mentioned operations, and is provided in the upper tray unit 20. The lighting member provided constitutes a part of a frame decoration device 18 (see FIG. 4).

[0031] The lower part of the front frame 12 is below the glass frame 15 equipped with the upper tray unit 20 and the like. The machine includes an operating handle 24 for controlling the operation of a ball launcher (not shown) and a storage unit for storing game balls. A lower tray unit 29 is provided that includes a lower tray 23 that can be held in place. The upper tray units 20 are shaped to match each other and are arranged side by side in a vertical direction. By operating the upper tray operation part 435 of the unit 20, the game balls on the upper tray 21 are transferred to the lower tray 23. and it can be made to flow down.

[0032] The operating handle 24 is located at the lower right part of the front frame 12, below the right lower speaker 19b. When the player rotates the operating handle 24, the ball launching device The game balls supplied from the upper tray 21 are launched into the game area 32 of the game board 30. The launch speed of the game balls is increased as the rotation amount of the operating handle 24 is increased. That is, the ball launching device is set to launch the game ball into the game area 32 with a force (speed) The launch force (degrees) can be changed in response to the operation of the operating handle 24 by the player, The game balls can be launched in various different launch modes. A left shot (normal shot) is a shot in which the game ball flows down the left side of the game area 32, and a right shot is a shot in which the game ball flows down the right side of the game area 32. This includes a right-handed hit that knocks the batter down.

[0033] The lower tray 23 of the lower tray unit 29 is spaced apart from the upper tray unit 20 at a predetermined distance. The lower plate 23 is disposed below the unit. and an opening / closing operation part 23b for opening and closing the ball hole 23a. The player operates the opening and closing operation part 23b to open the ball ejection hole 23a, and the lower tray 2 The game balls stored in 3 can be discharged to the outside through the ball removal hole 23a.

[0034] In addition, on the back side of the front frame 12, a power supply unit 400 that supplies power to various devices, An upper tank 448 for storing game balls supplied from a supply device (not shown) installed in the upper A payout device (payout unit) that pays out game balls flowing down from the tank 448 onto the upper tray 21. etc. will be placed.

[0035] [Game board] Next, the game board 30 of the gaming machine 10 will be described with reference to FIG. FIG. 1 is a front view of a game board 30 provided in the game machine 10.

[0036] As shown in FIG. 2, the game board 30 includes a flat game board main body 3 which serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin. A game area 32 surrounded by a guide rail 31 is provided in front of the gaming machine 10. The game is played by shooting game balls from a ball shooting device into a game area 32 surrounded by a guide rail 31. The game area 32 is configured to have a windmill as a member for changing the flow direction of the game ball. The ball is then thrown into the water, and the direction of the ball changes as it rolls. Then it flows down the play area 32.

[0037] In the approximate center of the game area 32, a center window is formed, which is a display area for the variable display game. The case (front structure) 40 is attached. A window portion formed in the center case 40 Behind the screen is a performance display device (variable display device) that displays multiple identification information in a variable manner. The display device 41 is, for example, a liquid crystal display. The display contents can be seen from the front side of the game board 30 through the window of the center case 40. The display device 41 is not limited to one equipped with a liquid crystal display. The display may be equipped with an EL or CRT display.

[0038] The display screen (display unit) of the display device 41 is provided with a plurality of variable display areas. Characters that create identification information (special symbols) and variable display games are displayed in the dynamic display area. In addition, the display screen displays images based on the progress of the game (jackpot display, fanfare display, etc.) The display will show the current status (banding, etc.).

[0039] In addition, the center case 40 is provided with a ball guide mechanism for receiving the balls flowing down the game area 32. The inlet 40a to the warp passage 40e to lead to the inside of the warp passage 40e, and the inlet 40a to lead to the warp passage 40e The stage portion 40b on which the game ball can roll is provided. The section 40b is disposed above the start winning port 36 and the normal variable winning device 37. The game ball rolling on the stage portion 40b enters the start winning hole 36 or the normal variable winning device 37. It is becoming easier to do so.

[0040] The upper and right sides of the center case 40 are provided with an upper performance unit 40c and a side The performance unit 40d is provided. The upper performance unit 40c and the side performance unit 40d constitute a part of the board decoration device 46 (see FIG. 4) and the board performance device 44 (see FIG. 4). .

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

[0042] A general winning slot 35 is arranged in the game area 32 at the lower left of the center case 40. A general winning port 35 is also arranged in the game area 32 on the lower right side of the center case 40. The entry of the game ball into the general winning hole 35 is controlled by a winning hole switch (SW ) 35a to 35n (see FIG. 3).

[0043] The game area 32 below the center case 40 is provided with the conditions for starting the special chart variable display game. A start winning hole (start winning hole 1, first start winning area) 36 is provided. In the game area 32 on the right side of the starting gate 34, there is a second starting winning hole (starting hole 2, a normal variable winning device 37 (normal electric device, normal electricity) equipped with a second start winning area) is provided. The normal variable winning device 37 is rotated forward to change the state into one in which game balls can easily flow in. When the movable member 37b is in the closed state, the game ball However, the game ball cannot win the normal variable winning device 37. When the normal variable winning device 37 wins, a special variable display game is executed as an auxiliary game. In addition, the starting winning hole 36 is designed to make it easier for the game ball to win when hitting from the left, and is equipped with a normal variable winning mechanism. Position 37 makes it easier for the game ball to win when hit from the right.

[0044] The movable member 37b is a so-called tongue-type ordinary electric device, and is used to display the results of the ordinary game. When the specified stop display mode is reached, the normal power solenoid 37c (see FIG. 3) is activated. In this state, the balls are easily allowed to flow into the normal variable winning device 37 (which is advantageous for the player). If the movable member 37b is not in the open state (the winning-prone state), A closed state (uneasy winning state, difficult winning state) in which the game balls are unlikely to flow into the normal variable winning device 37. In this embodiment, the start winning port 36 is different from the normal variable winning device 37. It does not have a movable member (opening / closing member) and is always in an open state (open state), but A configuration having a material (such as a ferroelectric material) is also possible.

[0045] The movable member 37b is controlled by a game control device 100, which will be described later. The device 100 is adapted to shorten the time for changing the normal map change display game or to increase the probability of winning the normal map change display game. By setting the probability higher than normal, it is possible to increase the frequency of winning situations, or to create special play situations. The duration of the easy-to-win state is longer than that of the normal game state in which no skill is performed. By doing so, the time-saving state (normal power support state) will be generated as the specific game state mentioned above. In addition, even in the probability variation state (excluding the latent probability variation state), the time-saving state (normal power support) is overlapped. A "standby state" occurs.

[0046] In the game area 32 to the right of the start winning hole 36, a lower large winning hole solenoid 38b (see FIG. 3) By pulling the ball from the front to the back, the large prize opening is opened. A first special variable winning device 38 (special electric device) having a door 38c is provided. The first special variable prize winning device 38 closes the big prize winning port according to the result of the special variable display game. A state where the player is in a closed state (a blocked state that is disadvantageous to the player) is changed to an open state (a game state that is advantageous to the player). ) to facilitate the flow of game balls into the lower large winning hole, thereby allowing players to play a specified game. Value (for example, the number of prize balls or the number of time-saving / variable bonuses after a big win) is assigned. In addition, the lower large prize opening is provided with a detection means for detecting the game ball that has entered the large prize opening. A winning port switch 38a (count switch) is provided. The device 38 makes it easier for the game ball to win when hit from the right.

[0047] In the game area 32 above the normal variable winning device 37, an upper large winning port solenoid 39b (FIG. 3 The upper end of the door rotates to the right and opens the upper prize entrance. A second special variable prize winning device 39 having a second special variable prize winning device 39c is provided. The state where the big prize mouth is closed (a closure disadvantageous to the player) due to the result of the special chart change display game The state is changed from a closed state (a special game state advantageous to the player) to an open state (a special game state advantageous to the player), and the player is given access to the big prize hole. By facilitating the flow of game balls, the player can receive a predetermined game value (for example, prize balls or the end of a jackpot). The number of times the bonus is awarded after the bonus is given (the number of times the bonus is awarded after the bonus is given). As a detection means for detecting the game ball that has entered the large winning hole, the upper large winning hole switch 39a (counter The second special variable prize winning device 39 is equipped with a right-hand switch (see FIG. 3). In addition, the lower large winning hole switch 38a and the upper large winning hole switch 38b are 39a are collectively referred to as a large prize opening switch 43.

[0048] A specific area 86 (a so-called V winning port) is provided inside the second special variable winning device 39. After the opening and closing door 39c is opened by a small win, the game is entered into a specific area 86 (V winning hole). If the ball enters the jackpot, a big win is confirmed. The specific area 86 is only open for a long time during a small win. The game control device 100 may be configured to allow the game ball to pass through easily by, for example, The passage of the game ball into the specific area 86 (V entry) is detected by a sensor (specific area switch 72 described later) or the like. It can be detected through the V-winning, and when it detects the V-winning, it is confirmed that the small win will end and the big win will start. At the same time, the performance control device 300 described later receives information indicating that a V win has occurred (specific area pass). Then, the performance control device 300 transmits a V winning command to the display device 41, etc. This can be reported.

[0049] That is, in this embodiment, the gaming machine 10 is a so-called 1 type 2 type mixed machine (1+2 type machine). In this embodiment, the second special variable prize winning device 39 is opened by the small win, When the game ball enters a specific area 86 (V entry port) in the special variable entry device 39, a jackpot occurs. To live.

[0050] General winning port 35, start winning port 36, normal variable winning device 37, and special variable winning device 38 When a game ball enters the large prize hole 39, the payout control device 200 (see FIG. 3) The number of winning balls corresponding to the type of winning hole is discharged from the payout device to the upper tray 21. The area 32 is provided with an outlet 30b for collecting game balls that do not win in the winning holes. In addition, the general winning hole 35, the starting winning hole 36, the normal variable winning device 37, and the special variable winning device The devices 38 and 39 and their vicinity are provided with LEDs (described later) that can emit light when the game ball wins a prize. A panel decoration device 46 (part of the panel decoration device 46) is provided.

[0051] In addition, outside the game area 32, in the lower right corner of the game board body 30a, a special chart change display game is provided. The game (special chart 1 change display game, special chart 2 change display game) and the regular chart change display game are executed. The collective display device 50 is provided with an LED lamp (light emitting portion, The display units 51 to 60 are configured from light members (illuminating members) and display information such as the current game state.

[0052] The collective display device 50 is a variable display device composed of a 7-segment type display (LED lamp) or the like. The first special chart change display unit 51 (special chart 1 display, lamp D1) and the second special chart change display unit 52 for the display game A display unit 52 (special map 2 display, lamp D2) and a variable display unit 53 (normal map variable display game) for the normal map variable display game. Display indicator, lamps D8, D10, D18) and each variable display game start (hold) memory number report Knowledge memory display section (special drawing 1 reserved display 54, special drawing 2 reserved display 55, general drawing reserved display 56 ) and. The reserved indicator 54 in FIG. 1 is composed of lamps D11 and D12. The special 2 reserve indicator 55 is composed of lamps D13 and D14. is composed of lamps D15 and D16.

[0053] In addition, the collective display device 50 displays the time when the ball should be hit from the right (when the ball should be hit from the right) or when the ball should be hit from the left (when the ball should be hit normally). A first game status display unit 57 (first game status indicator, lamp D7) that notifies the player that the game is in progress; A second game state display unit 58 (second game state display unit 58) that lights up when a time-saving state occurs to notify the occurrence of the time-saving state. Skill status indicator, lamp D17) When the gaming machine 10 is turned on, the probability of winning is in a high probability state. A third game state display unit 59 (third game state display, probability state Display unit, lamp D9), number of rounds at the time of the big win (number of times the special variable winning device 38, 39 is opened and closed ) is displayed on the round display unit 60 (lamps D3-D6).

[0054] In the special chart 1 display 51 and the special chart 2 display 52, the variable display game displays identification information (e.g. This is done by a variable display in which the central segment (the first segment, the second segment, the third segment, the fourth segment, the fifth segment, the sixth segment, the seventh segment, the eighth ... The special chart 1 display 51 and the special chart 2 display 52 are not limited to such segment type display units, It may be configured by a group of multiple LEDs, and when performing a variable display, the display All LEDs installed as a device can be turned on and off (all LEDs flashing simultaneously) or in a cyclic manner. Lighting (one LED lights up in a specific order at a specific time and then goes out), or multiple This can be done by turning on and off (blinking) or circulating a certain number of LEDs. In the normal display 53, the variable display game is performed by turning on and off the lamps D10 and D18. This is done by repeating the change display (flashing). Also, the normal map display 53 and the special map 1 display 5 1. It can be configured appropriately in the same manner as special diagram 2 display 52.

[0055] The lamp display device 80 displays and turns off the light as a pattern (a fourth special pattern, a fourth pattern, which will be described later). Lamp display units 1 and 2 (LEDs) that perform variable display (flashing) and each special chart variable It has a lamp display unit 3-6 (LED) for notifying the start (hold) and number of memories of the dynamic display game. The lamp display device 80 is controlled by a performance control device 300 (described later).

[0056] The lamp display units 1 and 2 flash at a predetermined interval (for example, 200 msec) as a variable display. In other words, the switching between turning on and off of the lamp display units 1 and 2 is performed at a blinking cycle of 2 The period is 1 / 100 (for example, 100 msec). 51, the special chart 2 display 52, the normal chart display 53, the change time of the change display is the game control device 1 00, whereas the fluctuation time of the lamp display units 1 and 2 of the lamp display device 80 is calculated. This is measured by the exit control device 300 (described later).

[0057] The lamp indicators 3 and 4 (Special Drawing 1 Hold LED 1 and Special Drawing 1 Hold LED 2) are off and on. Depending on the combination of the status and blinking status, the number of reserved special charts (number of first start memories) is displayed. ,The lamp display units 5 and 6 (Special Drawing 2 Hold LED 1 and Special Drawing 2 Hold LED 2) are in the off state, the lit state Displays the number of reserved special charts 2 (number of second start memories) depending on the combination of the status and blinking status. The display unit 3-6 ends the display of the reserved number when a jackpot occurs, but in cases other than during the jackpot state. (Including the case where a reach described below has occurred on the display device 41), the number of reserved balls is displayed.

[0058] Next, the flow of the game in the gaming machine 10, the normal chart change display game and the special chart change display game The details will be explained.

[0059] In the gaming machine 10, gaming balls are shot out from a ball launcher (not shown) toward a gaming area 32. The game is played by hitting the balls. The balls are placed in various places within the game area 32. The ball flows down the play area 32 while changing the rolling direction due to obstacles such as nails and windmills. 34, general winning hole 35, starting winning hole 36, normal variable winning device 37, or special variable winning device The ball is either placed in the slot 38 or 39 or is thrown through the outlet 30b at the bottom of the game area 32. The balls flow into the general winning hole 35, the starting winning hole 36, and the general winning hole 37. When a game ball enters the general variable winning device 37 or the special variable winning device 38, 39, the winning A number of prize balls according to the type of winning hole are discharged onto the upper tray 21 via a payout device.

[0060] The normal start gate 34 is provided with a gate for detecting a game ball that has passed through the normal start gate 34. A switch 34a (see FIG. 3) is provided. When the game ball passes through the starting gate 34, The gate switch 34a detects the random number for hit determination extracted at this time. Based on the result of the determination, a game of changing the map is executed.

[0061] A state in which the normal map change display game cannot be started, for example, the normal map change display game has already been played If the game has not ended or the result of the game has not been won, When the normal variable winning device 37 is converted to an open state, the game ball is When passing through Route 34, if the number of normal map start memories (normal map reserve numbers) is less than the upper limit, the number of memories is An addition (+1) is made.

[0062] The start memory (hold) is a record of the winning or losing of the game. A random number value for judgment is stored, and if this random number value for judgment of a win matches the judgment value, the corresponding When the game of changing numbers is won, a specific result pattern (specific outcome) is derived.

[0063] The map change display game is executed by the map display device 53 provided in the collective display device 50. The normal map indicator 53 is in the lit state as normal identification information (normal map). When the LED is off, it blinks to indicate the position of the LED. This will display the change in the normal identification information, and after the specified change display time has elapsed, the LED will light up or The result is displayed when the light goes out.

[0064] If the random number value extracted when passing through the normal map start gate 34 is the winning value, the normal map display The normal pattern (normal pattern) displayed on the device 53 stops in the winning state, and the winning state is reached. When the normal current solenoid 37c (see FIG. 3) is driven, the movable member 37b moves at a predetermined The ball is converted to the open state only for a certain period (for example, 3 seconds x 2 times), and the ball is normally inserted into the variable winning device 37. Awards are acceptable.

[0065] The entry of the game ball into the start winning hole 36 and the entry into the normal variable winning device 37 are performed by one swing of the start hole. The start port 2 switch 36a (see FIG. 3) and the start port 2 switch 37a (see FIG. 3). The game ball that entered the start winning hole 36 is detected as the start winning ball of the special chart 1 variable display game, The number of balls that have won the normal variable winning device 37 is limited to a certain upper limit. FIG. 2 is detected as the starting winning ball of the variable display game, and is stored up to a predetermined upper limit.

[0066] When detecting the start winning ball of the special chart change display game, the jackpot random number value, the jackpot pattern random number value, each The variation pattern random number value, etc. are extracted. These random number values ​​are stored in the special chart reservation record of the game control device 100. The memory area (part of RAM) stores a certain number of times (for example, up to 8 times) as special chart start winning memory. The number of special winnings is stored up to the limit. The information is displayed on the special drawing 1 reservation display 54 and the special drawing 2 reservation display 55, and the display device 4 It will also be displayed on display screen 1.

[0067] The game control device 100 is a start memory (see FIG. 1) that stores a winning entry into the start winning slot 36 or a first start memory (see FIG. 1). Based on the memory, the special chart 1 reserve, the special chart 1 display device 51 executes the special chart 1 variable display game. In addition, the game control device 100 is a normal variable winning device 37 winning or second start memory (special figure Based on the 2 start memory and the 2 reserve, the 2 variable display game is executed by the 2 display 52. do.

[0068] Special chart 1 variable display game (first special chart variable display game) and special chart 2 variable display game (second special The game is a game where special information (special This is done by displaying a variable number of symbols (pattern, special pattern) and then stopping the display of a specified result pattern.

[0069] In addition, the display device 41 displays a plurality of types of identification information (e.g. For example, a special display game that changes the display of numbers, symbols, character patterns, etc. is performed. will be done.

[0070] The display device 41 displays the special symbols in a display game. The different patterns (identification information) are on the left (first special pattern), right (second special pattern), and center (third special pattern). The display will begin to change (scroll) in order, and after a certain period of time, the changing symbols will stop. The display device 41 displays the result of the special chart variation display game. In order to increase interest, various effects such as the appearance of characters are displayed. In the variable display game, the lamp display device 80 displays a special symbol (identification information) as another decorative special symbol. The fourth special symbol appears when the lights on and off are alternately turned on and off (blinking) on ​​the display units 1 and 2. (4th symbol) will change. The change display of lamp display units 1 and 2 will change after a certain period of time from the start. If there is a miss, the light will turn off, and if there is a big hit or small hit, the light will turn on.

[0071] The game ball enters the start winning hole 36 or the normal variable winning device 37 at a predetermined timing. If the winning random number is the winning value at the time of winning detection, the special chart variable display game As a result, a specific result pattern (special result pattern) is derived from the displayed pattern, and the jackpot state ( In response to this, the display state of the display device 41 becomes a special result state (e.g. For example, the numbers would be "7, 7, 7" etc.

[0072] At this time, the special variable winning devices 38 and 39 are connected to the large winning port solenoids (38b, 39b) ( When electricity is applied to the large prize winning hole (see Figure 3), the large prize winning hole opens from a closed state for a predetermined time (for example, 30 seconds). That is, the special variable prize winning devices 38 and 39 are converted into a predetermined state. The balls open wide for a certain period of time or until a certain number of balls win, during which time the player can win as many balls as possible. You will be given the privilege of being able to earn it.

[0073] The game ball enters the first start winning hole 36 or the normal variable winning device 37 at a predetermined timing. If this is done (if the jackpot random number value at the time of winning detection is a small jackpot value), the special chart fluctuation display game As a result of the game, a specific result pattern (small win result pattern) is derived from the displayed pattern, and the small win state Correspondingly, the display mode of the display device 41 becomes a small win result mode. In the embodiment, the jackpot random number value is also used to determine the small hit, but the small hit value (small hit determination value ) is different from the jackpot value (jackpot determination value).

[0074] At this time, the special variable winning devices 38 and 39 are connected to the large winning port solenoids 38b and 39b (see FIG. 3). By applying electricity to the large prize slot (see reference), the large prize slot is converted from a closed state to an open state for a specified short period of time. In addition, the full opening time of the big prize entrance is longer when in the small prize state (small prize game state) than when in the big prize state (special Since the time required for the small win is shorter than that required for the big win, the player can win less game value in the small win state than in the big win state. The value (number of balls won) is small. In addition, the big prize entrance is open in both the small and big win states. The big win state is called the first special game state, and the small win state is called the second special game state. For simplicity, in this embodiment, the special variable prize-winning device 39 ( Only the upper large winning hole) is converted to the open state, and the big win state (the big win state due to the V winning during the small win) This explains the configuration in which only the special variable winning device 38 (lower large winning port) is converted to an open state. do.

[0075] Here, we will explain the difference between a big win and a small win.

[0076] A big win is a special result that accompanies the activation of a condition device, and a small win is a special result that does not accompany the activation of a condition device. The condition device is a specific result that occurs when a jackpot occurs in a special chart variable display game (when the jackpot pattern stops). The condition device operates when the stop display is displayed. For example, the condition device operates when a jackpot state occurs. A specific function for continuously operating the special variable winning devices 38 and 39 as special electric devices. The condition device is activated when the flag is set in the specific area 86. It may also mean that the game ball has passed through the V (a V win). For example, the specific flags mentioned above may not be set, such as when a small prize is won. However, as described later in this embodiment, if there is a V-winning during a small winning state, In this case, the condition device will be activated. It may be a software means such as a flag that is turned on and off automatically, or it may be an electrically turned on It may be a hardware means such as a switch that is turned on or off. In the field of pachinko machines, this device is a necessary condition for the continuous operation of electric gadgets. These are terms commonly used in the field and have the same meaning in this specification. It is used as a word.

[0077] Specifically, in the case of a jackpot, a jackpot flag is set, and a special variable prize-winning device In contrast, in the case of a small hit, a special variable is set by setting the small hit flag. The dynamic prize-winning device is opened.

[0078] In addition, the special diagram 1 display 51 and the special diagram 2 display 52 may be configured as separate displays. However, it may be configured as the same display device, but each special chart change display game is not executed simultaneously. In addition, the special chart 2 variable display game has priority over the special chart 1 variable display game. It is designed to be executed, and the start memory of the special chart 1 variable display game and the special chart 2 variable display game If the special chart change display game is available, the special chart 2 change display game will be It will be executed (Special chart 2 reserved consumption is prioritized, Special chart 2 change is prioritized).

[0079] Regarding the decorative special chart change display game in the display device 41, The variable display game shown in FIG. 2 may be executed on separate display devices or in separate display areas. The same display device or display area may be used for the same purpose. The decoration special chart change display game corresponding to the game and the special chart 2 change display game are not executed at the same time. You may do so.

[0080] In the following explanation, we will not distinguish between the special chart 1 variable display game and the special chart 2 variable display game. In such cases, it is simply called a special chart change display game.

[0081] In addition, although not particularly limited, the start port 1 switch 36 in the start winning port 36 a, the start port 2 switch 37a, the gate switch 34a, the winning port in the normal variable winning device 37 The switch 35a and the count switch (38a, 39a) are provided with a coil for magnetic detection. A non-contact type that detects game balls by utilizing the phenomenon that the magnetic field changes when metal comes close to the coil. A magnetic proximity sensor (hereinafter referred to as a proximity switch) is used. A glass frame opening detection switch 63 provided on the glass frame 15, etc., and a front frame (game frame) 12, etc. The front frame open detection switch 64 (main frame open detection switch) has a mechanical contact. A microswitch having the following structure can be used.

[0082] [Game Control Device] FIG. 3 is a block diagram of a game control system of the gaming machine 10. 0 (main board), and the game control device 100 is a main control device (main board) that controls the game in an integrated manner. A game microcomputer (hereinafter referred to as a game microcomputer) 111 is The CPU section 110 has a CPU, an input section 120 has an input port, and an output port, a driver, etc. an output section 130 having a signal processing unit 140 and a signal processing unit 150; The data bus 140 is connected to the data bus 140.

[0083] The CPU section 110 is a gaming microcomputer (CP) called an amusement chip (IC). It has an oscillator like a crystal oscillator and is used for the CPU clock and timer interrupts. The random number generating circuit includes an oscillator circuit (crystal oscillator) 113 for generating a clock that is a reference for the random number generating circuit. The game control device 100 and the solenoids and motors driven by the game control device 100 The power supply unit 400 supplies DC32V, DC12V, and DC5V to electronic components such as the motor. A DC voltage of a predetermined level, such as V, is supplied to the device to make it operable.

[0084] The power supply unit 400 is an AC / DC converter that generates a DC voltage of 32 V from a 24 V AC power source. Converters and DC32V voltages to lower levels of DC voltage such as DC12V and DC5V A normal power supply unit 410 having a DC-DC converter that generates A backup power supply unit 420 that supplies a power supply voltage to the RAM inside the A power failure monitoring circuit is provided, and a power failure monitoring signal and a relay are provided to notify the game control device 100 of the occurrence and recovery of a power failure. The control signal generating unit 430 generates and outputs a control signal such as a set signal.

[0085] In this embodiment, the power supply device 400 is configured separately from the game control device 100. The backup power supply unit 420 and the control signal generating unit 430 are mounted on separate boards or on the game control board. It may be configured to be integrated with the device 100, i.e., to be provided on the main board. Since the game control device 100 is subject to replacement when changing the model, as in the embodiment, the power supply 400 or a backup power supply unit 420 and a control signal generating unit 43 on a board separate from the main board. By setting a value of 0, it is possible to exclude the item from replacement and reduce costs.

[0086] The backup power supply unit 420 is composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply is the gaming microcomputer 111 ( In particular, the internal RAM is supplied with data, and the data stored in the RAM is preserved even during a power outage or after a power cut. The control signal generating unit 430 is configured to hold, for example, a signal generated by the normal power supply unit 410. The 32V voltage is monitored and if it drops below 17V, for example, a power outage is detected and the system shuts down. The power monitor signal is changed and a reset signal is output after a specified time. When the power is turned on or when power is restored, a reset signal is output after a predetermined time has elapsed from that point.

[0087] The game control device 100 is also provided with a RAM initialization switch 112. When the initialization switch 112 is pressed down and turned on, an initialization switch signal is generated. Based on this, the RAM 111c in the gaming microcomputer 111 and the RA in the payout control device 200 The process of forcibly initializing the information stored in M ​​is performed. However, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is read by the gaming microcomputer 1. 11 is read repeatedly in the main loop of the main program that is executed. Reset The signal is a type of forced interrupt signal, which causes the entire control system to be reset.

[0088] In addition, the game control device 100 (main board) is equipped with a setting key switch 93. The switch 93 is turned on by the operator by a rotating operation or the like, and is used to determine the game conditions (game). The probability setting value (setting value) according to the setting can be changed. The switch 112 is a setting value change switch that can change the probability setting value according to the operation of the operator. In this embodiment, the probability setting value is a probability of winning such as a big win probability or a small win probability. This is a setting value for setting the selection probability, but other game conditions (such as presentation) other than probability are also set as probability. For example, the higher the probability setting, the higher the probability of winning. The setting key switch 93 and the RAM initialization switch 112 are used to set game conditions ( The setting change means (setting change device 42, setting means) is configured to be able to change the probability setting value. Oh, the RAM initialization switch 112 is not used, but another switch is used to change the setting value. Alternatively, a dedicated, independent set value changing switch may be provided.

[0089] The setting key switch 93 and the RAM initialization switch 112 are connected to the game control device in the game machine 10. By being installed on the device 100, it cannot be operated unless the front frame 12 (main body frame) is opened. In other words, the general player cannot access the setting key. Therefore, the RAM initialization switch 93 and the RAM initialization switch 112 cannot be accessed and operated.

[0090] As described later, when the gaming machine 10 is turned on (when a power outage is restored, or when power is restored), the gaming machine 10 The probability setting is performed according to the on / off state of the constant key switch 93 and the RAM initialization switch 112. A setting variable state in which the value can be changed (settable) (setting change state, setting possible state, setting change mode) The game can transition to various states, such as the setting confirmation state (setting confirmation mode) where you can check the probability setting value. It is possible.

[0091] In this embodiment, the probability setting value is defined in, for example, six stages, and the probability setting value 1 (setting 1 ), Probability setting value 2 (setting 2), Probability setting value 3 (setting 3), Probability setting value 4 (setting 4), Probability There are 5 settings (Setting 5) and 6 probability settings (Setting 6). Generally, setting 1 is the most popular with players. The setting is unfavorable to the player, and setting 6 is the most favorable setting for the player. Settings 1 and 2 are low settings. ,Settings 3 and 4 are intermediate settings (medium settings), and settings 5 ​​and 6 are high settings.

[0092] In the probability setting change process, the operator presses the RAM initialization switch 112. Each time, the working setting value (setting) in the working setting value area is set to setting value 0 (setting 1, probability setting value 1). → Setting value 1 (Setting 2, Probability setting value 2) → Setting value 2 (Setting 3, Probability setting value 3) → Setting value 3 ( Setting 4, Probability Setting value 4) → Setting value 4 (Setting 5, Probability Setting value 5) → Setting value 5 (Setting 6, Probability The setting value will change as follows: setting value 6) → setting value 0 (setting 1) → setting value 1 (setting 2) →... In this way, the RAM initialization switch 112 also functions as a setting value change switch. For the sake of explanation, during the setting change state (setting change mode), set the working setting values ​​0 to 5 respectively. The working setting value and the probability setting value are set in the same numerical range (i.e. You can set the values ​​to 0-5 or 1-6 and treat them as the same (working setting value and probability setting values ​​to the same number).

[0093] Note that the RAM initialization switch 112 (setting value change switch) is not operated, but the setting key The probability setting value may be changed by rotating the switch 93 to a predetermined position. The probability setting value is not limited to 6 levels. And, for the selected working setting value of 0 to 5, The corresponding display probability setting value is, for example, a 4-digit 7-segment type (8-segment type including the dot Dp). The performance is displayed on the performance display device 152, which is a display of the performance display type. For example, the collective display device 50) displays information on the setting values ​​such as the probability setting value for display (for example, the probability setting A display that can read the values ​​1 to 6 may be displayed on the front of the gaming machine (for example, a collective display device). 50), not only during the setting variable state or the setting confirmation state, but also during game control execution (the game Information regarding the setting values, such as the display probability setting value, may also be displayed during the game process.

[0094] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111a , a read-only ROM (read-only memory) 111b and a read / write RA M (random access memory) 111c.

[0095] The ROM 111b stores immutable information for game control (programs, fixed data, various random numbers, etc.). The RAM 111c stores the CPU 111a's judgment value, etc. in a non-volatile manner. It is used as a working area and a storage area for various signals and random numbers. A storage means for storing the information (technical information) and capable of retaining the stored information even if a power outage occurs The ROM 111b and RAM 111c are electrically rewritable like an EEPROM. A non-volatile memory that can be read may be used.

[0096] In addition, the ROM 111b stores, for example, the execution time of the special chart variable display game, the performance contents, the reach A fluctuation pattern for determining the fluctuation pattern (fluctuation mode) that determines whether or not a state occurs The change pattern table is stored as a start memory. The table for the CPU 111a to refer to the fluctuation pattern random numbers 1 to 3 and determine the fluctuation pattern. In addition, the fluctuation pattern table shows that the option that will be selected when the result is a miss. Deviation fluctuation pattern table, the jackpot fluctuation pattern table selected when the result is a jackpot In addition, these pattern tables include the following: A table for determining the latter half fluctuation pattern, which is the fluctuation pattern (later half fluctuation group table Bull and late fluctuation pattern selection table, etc.), the fluctuation pattern before the reach state Tables for determining half fluctuation patterns (first half fluctuation group table and first half fluctuation pattern) This includes the following:

[0097] Here, the reach (reach state) refers to a display device that has a display state that can be changed, and the display device A plurality of display results are derived and displayed at different times, and the plurality of display results are displayed according to a predetermined characteristic. When a different result pattern occurs, the game state becomes advantageous to the player (special game state). In the gaming machine 10, when some of the display results have not yet been derived and displayed, A display state in which the display result already derived and displayed satisfies the conditions for becoming a special result state. In other words, the reach state is when the display control of the display device progresses and the display Even when the results have reached the stage before they are derived and displayed, the display conditions for the special result mode are For example, the special result state is maintained while keeping the state. The state where multiple variable display areas are used to display the variable (so-called full rotation reach) is also a reach state. In addition, the reach state is when the display control of the display device progresses and the display result is derived and displayed. The display state at the stage before the display result is derived and displayed. A condition in which at least a part of the display results of the determined multiple variable display areas becomes a special result state. This refers to the display state when the following conditions are met.

[0098] Therefore, for example, a special chart change table displayed on a display device in response to a special chart change display game The game is a game in which a plurality of identification information is displayed for a predetermined period of time in each of the left, center, and right variable display areas of the display device. After the information is displayed, the display stops and the result is displayed in the order of left, right, and center. In this case, the left and right variable display areas will display the state where the conditions for a special result are met (for example, The state where the display stops with the same identification information as the previous one is called the reach state. When the area change display is temporarily stopped, any two of the left, center, or right change display areas A state in which the conditions for a special result are met (for example, the same identification information, but The remaining variable display area is changed from the reach state to the reach state. The display may be dynamically changed.

[0099] The reach state includes multiple reach effects, which lead to special result patterns (jackpot patterns). There are different types of reach effects that have different chances of being produced (different expectations), such as normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP 2 Reach), Special 3 Reach (SP3 Reach), and Premier Reach are set. In addition, the expected value of the jackpot is: No reach < Normal reach < Special 1 reach <Special 2 Reach <Special 3 Reach <Premium Reach> In addition, the reach state is at least a special result state derived in the special chart variable display game. In the case where the winning number is reached (when the winning number is reached), the variable display mode is included. In other words, when it is determined that a special result pattern is not derived in the special chart variation display game (when it is a miss) In this case, the state where the reach state occurs may be included in the variable display mode. This is a state in which the possibility of a jackpot is high compared to when a reach state does not occur.

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

[0101] The CPU 111a executes a game control program in the ROM 111b to control the payout. It generates control signals (commands) for the device 200 and the performance control device 300, and also generates solenoids and The display device drive signal is generated and output to control the entire gaming machine 10. However, the gaming microcomputer 111 is a random number generator for determining whether a special chart variable display game has a jackpot. A random number for determining the big win pattern, a random number for determining the small win pattern, A random number for a symbol, a random number for a symbol for a support to determine the time-saving symbol (the symbol for the support to stop) described below, Fluctuation patterns in special chart fluctuation display games (fluctuations in fluctuation displays of various reaches and no reaches To generate a variable pattern random number etc. to determine the execution time of the displayed game A random number generating circuit and a CPU 1 based on an oscillation signal (original clock signal) from an oscillation circuit 113. A timer interrupt signal or random number generator with a predetermined period (for example, 4 msec (milliseconds)) for 11a A clock generator is provided to generate a clock that provides update timing for the synthesis circuit. .

[0102] In addition, the CPU 111a executes the process related to the special chart change display game. Select one of the plurality of fluctuation pattern tables stored in the Specifically, the CPU 111a acquires the game result (jackpot) of the special chart variable display game. Win or lose), and the probability state of the special chart change display game as the current game state (normal probability Multiple fluctuation pattern tables based on the number of start memories, etc. The CPU 11 selects and acquires one of the fluctuation pattern tables. 1a is a plurality of variations stored in the ROM 111b when a special chart variation display game is executed. A fluctuation distribution information table that obtains one of the fluctuation pattern tables. It serves as a means of obtaining information.

[0103] The dispensing control device 200 includes a CPU, a ROM, a RAM, an input interface, and an output interface. The game controller 100 is equipped with a ball dispenser and a ball dispenser. Then, the control unit 94 drives the payout motor 91 of the payout unit and controls the payout of winning balls. In addition, the payout control device 200 pays out balls based on a ball loan request signal from the card unit 600. It drives the unit's payout motor 91 and performs control to pay out loaned balls.

[0104] The input section 120 of the gaming microcomputer 111 is provided with a radio wave detector for detecting the emission of radio waves to the gaming machine. Sensor 62 (panel radio wave sensor), gate switch 34a of the normal starting gate 34, first starting The start port 1 switch 36a in the prize port 36, the start port 2 in the prize port 37 (normal variable prize device) The variable prize winning device 38 is a special variable prize winning device 38. The variable prize winning device 37a is a general prize winning device 35a. The variable prize winning device 38 is a special variable prize winning device 38. The variable prize winning device 37a is a variable prize winning device 35a. The variable prize winning device 38 is a special variable prize winning device 38 ... , 39 large prize winning port switch 43 (lower large prize winning port switch 38a, upper large prize winning port switch 39a ) and the high level supplied by these switches is 11V and the low level is 7V. This interface receives a negative logic signal such as the above and converts it to a positive logic signal of 0V-5V. A chip (proximity I / F) 121 is provided.

[0105] Further, the interface chip (proximity I / F) 121 includes a specific area switch 72, a remaining The ball outlet switch 73 is connected to the out ball detection switch 74. detects the passage (V winning) of the game ball into a specific area 86 (V winning hole). The switch 73 passes through a remaining ball outlet that discharges game balls from the special variable winning devices 38 and 39. The out ball detection switch 74 detects the ball that has been shot into the game area and has finished playing. Detect all game balls that have passed through the winning hole or the outlet 30b. .

[0106] The output of the proximity I / F 121 is input to a second input port 123, a third input port 124, or a third input port 125. 4 is supplied to the input port 126 and read into the gaming microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, the gate switch 34a and the start port 1 switch Switch 36a, start port 2 switch 37a, prize port switch 35a, big prize port switch 43 The outgoing signal is input to a third input port 124 .

[0107] Among the outputs of the proximity I / F 121, the detection signal of the radio wave sensor 62 and the sensor and switch An abnormality detection signal that is output when an abnormality in the switch is detected is input to the second input port 123 .

[0108] In addition, among the outputs of the proximity I / F 121, the specific area switch 72 and the remaining ball outlet switch 73 or the detection signal of the out ball detection switch 74 is input to the fourth input port 126. .

[0109] In addition, the second input port 123 is provided with a fraud detection device provided on the front frame 12 of the gaming machine 10. The detection signal of the magnetic sensor switch 61, the glass provided in the glass frame 15 of the gaming machine 10, etc. Frame opening detection switch 63, a front frame opening detection switch provided on the front frame 12 (main body frame) etc. A signal from 64 (main body frame open detection switch) and a vibration sensor 6 for detecting vibration of the gaming machine 10 The signal from 5 is input.

[0110] The second input port 123 receives a setting key switch signal from the setting key switch 93. The data is taken in and supplied to the game microcomputer 111 via the data bus 140.

[0111] In addition, the output of the proximity I / F 121 to the third input port 124 is The signal is also supplied from the device 100 to a test firing device (not shown) via a relay board 70. Furthermore, among the outputs of the proximity I / F 121, the start port 1 switch 36a and the start port 2 switch The detection signal of the switch 37a is input to the third input port 124 as well as to the gaming microcomputer 111. It is structured as follows.

[0112] As described above, the proximity I / F 121 has a signal level conversion function. To enable the conversion function, the proximity I / F 121 is connected to a power supply unit 400 for normal IC operation. In addition to the voltage required for operation, such as 5V, a voltage of 12V is also provided. .

[0113] The data held by the third input port 124 is input by the gaming microcomputer 111 through the third input port 124. The enable signal CE is generated by decoding the address assigned to the port 124. The second input port can be read by asserting 2 (changing to a valid level). The same applies to the fourth input port 123, the fourth input port 126, and the first input port 122 described below.

[0114] In addition, the input unit 120 receives a frame radio wave illegal signal output from the dispensing control device 200, A signal indicating a payout error, a status signal indicating a lack of balls before payout, and a shot ball out signal indicating a lack of balls before payout. Switch signal, overflow switch signal indicating overflow, on operating handle 24 Touch switch signal based on the input of the provided touch switch, RAM initialization switch 1 12 and supplies it to the gaming microcomputer 111 via the data bus 140. A first input port 122 is provided. The overflow switch signal is input to the lower tray 23. Output when it is detected that the skill ball is stored at a certain amount (full) The frame radio wave illegal signal is generated when the frame radio wave sensor installed on the front frame 12 (main frame) detects radio waves. The dispensing busy signal is a signal that is output based on the detection of This is a signal that indicates whether or not a command can be accepted.

[0115] The input unit 120 also receives signals such as a power failure monitoring signal and a reset signal from the power supply device 400. A Schmitt buffer 125 is provided to input the signal to the gaming microcomputer 111. The Schmitt buffer 125 has the function of removing noise from these input signals. The power failure monitoring signal from the power supply device 400 is temporarily input to the first input port 122 and then The information is input to the gaming microcomputer 111 via the switch 140. The signals from the external device provided in the gaming microcomputer 111 are treated as equivalent to the signals from the external device. This is because there is a restriction on the number of terminals that can receive such signals.

[0116] On the other hand, the reset signal RST, which has been noise-removed by the Schmitt buffer 125, The reset signal is input directly to a reset terminal provided in the microcomputer 111 for the power supply, and is also input to the output section 13 0. The reset signal RST is directly supplied to the center without passing through the output unit 130. By outputting to the relay board 70, the port of the relay board 70 (FIG. The test firing signal held in the test chamber (not shown) is turned off.

[0117] In addition, the reset signal RST can be output to the test firing device via the relay board 70. The reset signal RST is input to each of the ports 122 and 123 of the input unit 120. , 124. The reset signal RST is input by the gaming microcomputer 111. Therefore, the data set in each port of the output unit 130 is reset to prevent the system from malfunctioning. However, immediately before the reset signal RST is input, the input ports of the input section 120 are idle. The data read by the gaming microcomputer 111 is discarded by resetting the gaming microcomputer 111. Because it will be discarded.

[0118] The output unit 130 includes a communication path from the gaming microcomputer 111 to the performance control device 300 and a A Schmitt buffer arranged on the communication path from the dispensing microcomputer 111 to the dispensing control device 200 132 is provided. Data is transmitted to the performance control device 200 via serial communication. This is one-way communication that prevents signals from being input to the technique control device 100.

[0119] Furthermore, the output unit 130 is connected to a data bus 140 and receives a test firing signal from a certification agency (not shown). Data informing the test device of the special pattern information of the variable display game and a signal indicating the probability of winning The buffer 133 that outputs the above signals via the relay board 70 can be mounted. The Fa133 is a control system for pachinko machines (mass-produced products) installed in game arcades. This is a component that is not mounted on the device (main board). The detection signal of the switch that does not need processing, such as the start switch, is not passed through the buffer 133. The signal is supplied to the test firing device via a relay board 70.

[0120] On the other hand, the magnetic sensor switch 61 and the radio wave sensor 62 are not suitable for use in the test firing device. The detection signal that cannot be supplied is temporarily taken into the gaming microcomputer 111 and is not used as another signal or information. The information is processed into an error signal, for example, to indicate that the gaming machine is in an uncontrollable state. The data is then supplied from the data bus 140 to the test firing device via the buffer 133 and the relay board 70. do.

[0121] In addition, the relay board 70 receives the signal output from the buffer 133 and is used for test firing. A port that supplies a signal to a device, or a signal line that relays a switch detection signal without using a buffer The relay board 70 is provided with a connector for connecting the gaming microcomputer 11 to the port. A chip enable signal CE output from the chip 1 is also supplied, and selection is controlled by the signal CE. The signal from this port is supplied to a test firing device.

[0122] In addition, the output unit 130 is connected to the data bus 140 and opens the normal variable winning device 37. A solenoid (normal current solenoid) 37c that opens the first special variable winning device 38 The winning port solenoid 38b (large winning port solenoid 1) and the second special variable winning device 39 are opened. The large prize entry solenoid 39b (large prize entry solenoid 2) is operated by a lever to enter a specific area. A second output port for outputting opening / closing data for the lever solenoid 86b that opens the valve 86 134 is provided.

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

[0124] The output unit 130 also displays LED indicators in accordance with the content to be displayed on the performance display device 152. The sixth output port is used to output the on / off data of the segment line to which the terminal is connected. The cathode terminal of the LED of the performance display device 152 is connected to the digit line of the output 141. A seventh output port 142 is provided for outputting on / off data.

[0125] In addition, the output unit 130 outputs information about the gaming machine 10, such as big win information, to the external information terminal 71. The external information terminal 71 is provided with a fifth output port 137 for outputting the image data to the external information terminal 71. A relay is provided, and an external device (such as an information collection terminal or an internal management system) installed in the game center is connected to the The gaming machine 10 can be connected to an external device (such as a hall computer) and can transmit information about the gaming machine 10 to an external device. The fifth output port 137 can be used to supply a simulated A release permission signal is also output to the dispensing control device 200 via the shot buffer 132.

[0126] Further, the output section 130 includes a normal current solenoid 37 that outputs from a second output port 134. c and the large prize opening solenoids 38b and 39b receive the opening / closing data signals and the solenoid drive signal A first driver (drive circuit) 138a generates and outputs a signal, and outputs the signal from a third output port 135. A second signal outputting an ON / OFF drive signal for the segment line on the current supply side of the collective display device 50 2 driver 138b, the current draw of the collective display device 50 output from the fourth output port 136 A third driver 138c outputs an on / off drive signal for the input digit line, and a fifth output port An external information signal to be supplied from the port 137 to an external device such as a management device is output to the external information terminal 71. A fourth driver 138d is provided.

[0127] Furthermore, the output unit 130 includes a performance display device 152 output from a sixth output port 141. A segment driver for displaying performance that outputs the on / off drive signal for the segment line on the current supply side of 150a, the current draw of the performance indicator 152 output from the seventh output port 142 A digit driver 150b for performance display outputs an on / off drive signal for the digit line on the It is provided.

[0128] The first driver 138a is provided with a 32V power supply to drive a solenoid. A power supply voltage of DC 32V is supplied from the power supply device 400. A second driver 138b that drives the segment lines is supplied with DC 12V. The third driver 138c drives the digit line and draws out a current corresponding to the display data. Since the purpose is to provide a simple and fast power supply, the power supply voltage may be either 12V or 5V.

[0129] The second driver 138b outputs 12V to the anode of the LED via the segment line. A third driver 138c supplies a current to the terminal and outputs a ground potential. By drawing current through the digit line, dynamic driving is performed in the collective display device 50. The power supply voltage flows to the LEDs selected in sequence in a single operation, lighting them up. The display segment driver 150a supplies power to the anode terminal of the LED via the segment line. The cathode is connected to the digit driver 150b for performance display, which outputs a ground potential. By drawing current from the terminal through the digit line, the dynamics are displayed on the performance display device 152. The LEDs are sequentially selected by the digital driving method, and the power supply voltage flows to them, lighting them up. The fourth driver 138d that outputs to the external information terminal 71 sets the external information signal to a level of 12V. In order to provide a power supply, DC 12V is supplied. The first driver 138a and the like are connected to the output section 130 of the game control device 100, i.e., the main board. Alternatively, it may be provided on the relay board 70 side.

[0130] Furthermore, the output unit 130 outputs the identification code and program of each gaming machine to an external inspection device 500. A photocoupler 139 is provided for transmitting information such as the number of 9 is a data transmission between the gaming microcomputer 111 and the inspection device 500 by serial communication. The data transmission and reception is performed by the communication The serial communication terminal of the gaming microcomputer 111 is the same as that of a general-purpose microprocessor. Since this is done using input ports 122, 123, and 124, no ports are provided. not present.

[0131] In this embodiment, the performance display device 152 is a multiple (four) seven-segment type (dot Dp It consists of a display (LED lamp) of 8 segments including the driver for performance display. 50a and 150b are LED drivers, but are not limited to these.

[0132] The performance display device 152 is provided on the game control device 100 (main board), For example, the performance display device 152 may display the probability setting value and the role of the The ratio, payout rate, and number of balls ejected can be displayed.

[0133] Here, the number of discharged balls is the number of game balls discharged from the game area 32 (also called the number of out balls). The number of game balls that have passed through the winning hole (number of winning balls) and the number of game balls that have passed through the outlet 30b are The number of discharged balls is the sum of the number of discharged balls and the number of discharged balls. In this embodiment, the winning slots include a general winning slot 35 and a start winning slot. 36 (first start winning hole, start hole 1), normal variable winning device 37 (second start winning hole, start hole 2 ), and special variable winning devices 38, 39 (large winning slots).

[0134] The payout rate is the sum of the number of winning balls to the number of discharged balls (or the number of shot balls introduced into the play area 32). It is calculated as (number of balls acquired ÷ number of balls discharged) × 100 (%). The ball rate is the number of balls won (total number of winning balls) per 100 balls dispensed.

[0135] For example, the ratio of the number of winnings during a given period (for example, from when the gaming machine 10 is turned on to the present) is calculated. Of the total number of winning balls (total number of winning balls) obtained by winning in the jackpot, the jackpot during the jackpot state The percentage of winning balls (number of balls obtained by each feature) (= so-called consecutive features) The ratio of winning balls to winning balls that entered the big winning slot is the ratio of winning balls to winning balls that entered the big winning slot. The ratio of the number of winning balls (during the big win state and the small win state) (= the big win rate) may be used, or The number of winning balls obtained by winning the winning slot and the normal variable winning device 37 (second start winning slot) It may also be a ratio (= the commonly used so-called reel ratio (total reel ratio)).

[0136] Furthermore, the game control device 100 also has a function of a safety device. When the operating conditions (predetermined conditions) based on the number of balls discharged are met, the game will display a special chart variation. The game includes games such as the normal game, the normal game, and the round game (play during a big win or a small win). A game stop means (play stop means) capable of generating a game stop state (game not possible state, game prohibited state) that cannot be played In the game stop state, a new special chart change display game and a new normal chart change display game are The game cannot start. The safety device prevents the game from starting if there are an abnormally high number of safe balls due to cheating. In such cases, it is possible to take appropriate measures against fraudulent acts, and it also prevents players from becoming addicted to games. If addiction is curbed, players can play with peace of mind.

[0137] In this embodiment, the safety device is a software (program) in the game control device 100. This is a function realized by the completion function (or ending function, Of course, safety devices can be implemented as hardware such as electrical circuits or circuit boards. It may be provided as follows.

[0138] In this embodiment, the operating conditions of the safety device are: (1) the number of safe balls and the number of discharged balls; The number of balls that indicates the difference has reached the standard value (predetermined value), and (2) there is a small hit even during a big hit. The difference in number of balls is the number of safe balls minus the number of ejected balls (the difference in number of balls (Number of balls = Number of safe balls - Number of balls discharged). In this way, the activation condition of the safety device is two-stage condition (1) (2). The difference in the number of balls regarding condition (1) is as described mainly in this embodiment. In simple terms, the number of safe balls and the number of discharged balls from the time the power was turned on to the present are counted as zero. However, the difference in the number of balls related to condition (1) is from the time of the lowest difference in the number of balls to the present. The difference in the number of balls in a specified period, that is, the difference in the number of balls based on the minimum value (the difference in the number of balls increased from the minimum value) The maximum increase in the number of balls in a day's business (so-called MY) is sufficient. The activation condition may be other than the above. For example, the condition (1) may be the number of safe balls. It is also possible to configure the condition (2) to be that the special variable prize-winning device It is also possible to configure the system so that the main prize winning slot is not in operation or the main prize winning slot is not in an open state. .

[0139] In this embodiment, the number of safe balls is determined based on a predetermined period (for example, the period from when the power is turned on to the present). The total number of winning balls (number of winning balls, number of winning balls) that have been decided to be paid out. If there is an error in the payout of the winning balls, the total number of winning balls determined to be paid out will be The total number of winning balls actually paid out to the upper tray 21 through the The total number of prize balls that have been released may be measured using a detection switch or the like to determine the number of safe balls. The number of balls (number of out balls) is the number of game balls discharged from the game area 32 in a given period. The number of times can be counted by counting the signal from the light bulb detection switch 74.

[0140] In addition, the number of shot balls is the number of shot balls shot and introduced into the game area 32 instead of the number of discharged balls. The difference in the number of balls may be calculated by subtracting the number of safe balls from the number of shot balls. The number of balls released can be collectively called the number of balls used (difference in number of balls = number of safe balls - number of balls used). Foul balls that were shot by the ball launcher but did not reach the play area 32 are excluded, and the difference in the number of balls is When one ball is shot from the ball launcher, -1 is subtracted, and when one foul ball is shot, +1 is added. The detection switch (detection sensor) for counting the number of shot balls is placed in the game area. The entrance of the game ball to the area 32, i.e., the upper end of the guide path of the launched game ball on the game board 30 It may be provided in the vicinity.

[0141] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be described with reference to FIG. 1 is a block diagram of a performance control system of the gaming machine 10.

[0142] The performance control device 300 is an amusement chip (IC ) and the main control microcomputer (CPU) 311, which is a A graphic processor performs image processing for displaying images on the display device 41 according to the code and data. The VDP (Video Display Processor) 312 as a processor and various melodies and sound effects The device is equipped with a sound source LSI 314 that controls the sound output to reproduce the sound from the speaker 19. do.

[0143] The main control microcomputer 311 contains a P ROM (Programmable Read Only Memory) 321 program ROM, working area RAM322 provides a storage area, and Fe322 can retain memory contents even if power is cut off during a power outage. RAM 323, a clock means for generating information indicating the current date and time (date, day of the week, time, etc.) The RTC (real-time clock) 338 is connected to the main control microcomputer. The 311 also has RAM inside to provide working space.

[0144] In addition, a WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311. The main control microcomputer 311 analyzes the command from the gaming microcomputer 111. It determines the display contents and instructs the VDP312 on the contents of the output video, and Instructing the sound to be played, lighting up decorative lamps, driving and controlling motors and solenoids, and managing the performance time. etc.

[0145] The VDP 312 includes a RAM 312a that provides a working area, and a The VDP 312 also includes a scaler 312b for converting character images and video images. Image ROM 325 in which image data is stored and character data read from image ROM 325 Ultra-fast VRAM (video random access memory) used to expand and process image data such as video files. 326 is connected.

[0146] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are connected by a power The data is sent and received in parallel. By transmitting and receiving data, commands and data can be sent in a shorter time than with serial communication. Cut.

[0147] The VDP 312 transmits the image of the display device 41 and the glass frame 15 and the like to the main control microcomputer 311. A vertical synchronization signal VSYN for synchronizing the lighting of the decorative lamps provided on the game board 30 C, the synchronous signal STS that gives the data transmission timing is input. The main control microcomputer 311 is notified of the processing status, such as the completion of drawing to the VRAM, by the The input signals INT0 to INTn and the main control microcomputer 311 are waiting for reception of commands and data. A wait signal WAIT is also input to inform the user of the state.

[0148] The performance control device 300 transmits the signal to the display device 41 using the LVDS (low amplitude digital signal) method. A signal conversion circuit 313 for generating a video signal is provided. The video data, the horizontal synchronizing signal HSYNC, and the vertical synchronizing signal VSYNC are input to the line 313. The image generated by the VDP 312 is converted to a signal by a signal conversion circuit 313. and displayed on the display device 41.

[0149] The sound source LSI 314 is connected to a sound ROM 327 in which sound data is stored. The control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. The sound source LSI 314 also outputs an interrupt signal INT to the main control microcomputer 311. The performance control device 300 is provided with a An audio amplifier that drives the upper speaker 19a and the lower speaker 19b provided on the front frame 12. An amplifier circuit 337 including a power amplifier is provided, and the sound generated by the sound source LSI 314 is The generated sound is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337. can be.

[0150] In addition, the performance control device 300 receives commands transmitted from the game control device 100. An interface chip (command I / F) 331 is provided. 31, the number of reserved decorative special figures transmitted from the game control device 100 to the performance control device 300 Commands, special decoration commands, fluctuation commands, stop information commands, etc. are sent as performance control command signals. The game microcomputer 111 of the game control device 100 receives the DC5 The main control microcomputer 311 of the performance control device 300 operates at DC 3.3 V. For this reason, the command I / F 331 is provided with a signal level conversion function.

[0151] In addition, the performance control device 300 includes a game board 30 (including a center case 40) A panel decoration LED control device that drives and controls a panel decoration device 46 having LEDs (light emitting diodes) A control circuit 332, a frame decoration having an LED (light emitting diode) provided on the glass frame 15 A frame decoration LED control circuit 333 for driving and controlling a device (such as the frame decoration device 18), a game board 3 0 (including the center case 40) is provided with a board performance device 44 (for example, a display device 41 A movable board that controls the operation of a movable prop that enhances the performance effect in cooperation with the performance display in the game. A control circuit 334 is provided. The panel decoration device 46 is provided with the lamp display device 8 described above. May contain 0.

[0152] These control circuits 332 to 334 that drive and control lamps, motors, solenoids, etc. , and is connected to the main control microcomputer 311 via an address / data bus 340. , the motors and the like (motors for moving the top unit, etc.) provided in the glass frame 15 The device (e.g., the top unit) may be provided with a frame performance movable body control circuit that drives and controls the device. .

[0153] Furthermore, the performance control device 300 includes a performance button 25 provided on the glass frame 15. The performance button switch 25a is connected to the touch panel provided on the surface of the performance button 25. 25b, a cross key switch 450, a volume control button switch 451a, 451b, A performance device switch 47 (performance motor switch) for detecting the initial position of the motor in the performance device 44 The function of detecting the on / off state of the switch and inputting the detection signal to the main control microcomputer 311 is The state of the volume control switch 335 provided in the performance control device 300 is detected to control the main control A switch input circuit 336 is provided for inputting a detection signal to the microcomputer 311 .

[0154] The normal power supply unit 410 of the power supply device 400 is a power supply for the performance control device 300 having the above-mentioned configuration. A motor is used to provide a desired level of DC voltage to the power supply or the electronic components it controls. A DC32V supply for driving the motor and solenoid, a display device 41 consisting of a liquid crystal panel, DC12V for driving the converter and LEDs, and DC5V for the power supply voltage of the command I / F331. In addition to V, it can generate a DC15V voltage to drive motors, LEDs, and speakers. It is composed of:

[0155] Furthermore, the main control microcomputer 311 operates at low voltages such as 3.3V or 1.2V. When using an operating LSI, DC3.3V or DC1.2V is used based on DC5V. A DC-DC converter for generating the DC-DC signal is provided in the performance control device 300. The DC converter may be provided in the normal power supply unit 410 .

[0156] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is The reset signal is sent to the main control microcontroller 311 to reset the device. The signal output from 311 is VDP312 (VDPRESET signal), and the sound source LSI314. , an amplifier circuit 337 (SNDRESET signal) that drives a speaker, a lamp, a motor, etc. The IORESET signal is supplied to the control circuits 332 to 334 which drive and control the The performance control device 300 is also provided with a cooling FA for cooling each part of the gaming machine 10. When the N45 is connected and the power of the performance control device 300 is turned on, the cooling fan 45 runs. It is designed to move.

[0157] Next, the game control performed by these control circuits will be explained. The CPU 111a of the gaming microcomputer 111 of 00 is a game machine provided in the starting gate 34. Based on the input of the detection signal of the game ball from the switch 34a, a random number value for determining the winning of the game is drawn. The result is compared with the judgment value stored in ROM111b, and the result of the normal game change display is Determine the following.

[0158] Then, the identification pattern is displayed on the general map display 53 for a predetermined period of time, and then the general map display is stopped. If the result of the normal map variable display game is a win, the normal map display 53 The special result state is displayed, and the normal power solenoid 37c is operated to set up the normal variable prize winning system. The movable member 37b of the device 37 is opened for a predetermined time (for example, 3 seconds x 2 times) as described above. That is, the game control device 100 performs conversion control of the conversion member (movable member 37b). In addition, if the result of the normal chart change display game is a loss, The controller 52 controls the display 53 to display the result of the miss.

[0159] In addition, the detection signal of the game ball from the start hole 1 switch 36a provided in the start winning hole 36 Based on the input, the start winning (start memory) is stored, and based on the start memory, the special chart 1 variable display game The random number value for determining the big win is extracted and compared with the determination value stored in the ROM 111b. 1 Determine whether the variable display game is a hit or a miss.

[0160] In addition, detection of the game ball from the start port 2 switch 37a provided on the normal variable winning device 37 The start memory is stored based on the input of the signal, and the special chart 2 variable display game jackpot is determined based on the start memory. A random number value for judgment is extracted and compared with the judgment value stored in ROM 111b, and the special chart 2 variation is The winning or losing of the displayed game is judged.

[0161] The CPU 111a of the game control device 100 controls the special chart 1 variation display game and the special chart 2 variation A control signal (performance control command) including the judgment result of the displayed game is output to the performance control device 300. Then, the identification pattern is displayed variably for a predetermined period of time on the special pattern 1 display 51 and the special pattern 2 display 52. Then, the special chart variable display game is displayed. That is, the game control device 100 The starting winning area (first starting winning port 36, normal variable winning device) of the game ball flowing down the game area 32 The variable display game control means controls the progress of the variable display game based on winnings at the game machine 37).

[0162] In addition, the performance control device 300 controls the display device based on the control signal from the game control device 100. 41 displays a decorative special chart change display game corresponding to the special chart change display game. The control device 300 sets the presentation state and the slot based on the control signal from the game control device 100. It performs processes such as controlling the output of sound from the speakers 19a and 19b and the illumination of various LEDs. That is, the performance control device 300 is a performance control device that controls the performance related to the game (variable display game, etc.). To carry out one's duties.

[0163] Then, the CPU 111a of the game control device 100 determines whether the result of the special chart variable display game is a winning one. In this case, the special result state is displayed on the special chart 1 display 51 and the special chart 2 display 52, and the special In the process of generating a special gaming state, the CPU 111a For example, the opening and closing door 39c of the special variable winning device 39 is opened by the large winning port solenoid 39b. This controls the flow of game balls into the big prize opening.

[0164] Then, a predetermined number of game balls (for example, 10 balls) enter the big prize hole, or the big prize hole is opened. Either a predetermined releasable time (e.g., 27 seconds or 0.05 seconds) has elapsed since the release Opening the big prize gate until the condition is met is considered as one round (R), and this is a specified round. Control to continue (repeated) the number of rounds (for example, 15 times, 11 times, or 2 times) (cycle play) That is, when the stop result pattern is a special result pattern, the game control device 100 In addition, the special prize opening opening control means controls the opening and closing of the special prize opening. If the result of the game is a miss, the result of the miss will be displayed on the special chart 1 display 51 or the special chart 2 display 52. Controls the display.

[0165] In addition, the game control device 100 determines whether the special game state is in a special game state based on the result of the special game. After the end of the game, a high probability state can occur as a gaming state. The probability of winning in a special chart variation display game is higher than the normal probability state. In addition, whether the special chart 1 variable display game or the special chart 2 variable display game Even if the result of the above causes a high probability state, the special chart 1 variable display game and the special chart 2 variable display game Both teams will be in a high probability state.

[0166] In addition, the game control device 100 determines whether the special game state is in a special game state based on the result of the special game. After the end of the game, a time-saving state (specific game state) can be generated as a game state. In this case, the control is performed to set the normal variable display game and the normal variable winning device 37 in a time-saving operation state. It is possible to perform a normal variable winning device 3 per unit time in a normal game state in which no special game is performed. In order to control the open time of 7 to be longer, it will be in a normal power support state. Even in high probability states (normal probability states) other than the latent probability state, the time-saving state is duplicated and the normal power supply is Run the port.

[0167] In addition, in the time-saving state, the execution time of the special chart change display game (special chart change time) is also longer than usual. It is possible to shorten the time required for the special chart variation display game, and it is also possible to implement time-shortening variations.

[0168] In addition, in the time-saving state, the normal variation is displayed for one winning result of the normal variation display game. The number of times the winning device 37 is opened (the number of times the normal power is opened) is set to be greater than the first number of times the winning device 37 is opened (for example, twice). It is possible to set the second opening count to (for example, 4 times). Also, in the time-saving state The probability of winning the normal game (normal probability, normal winning probability) is calculated under normal operating conditions. It is possible to make the probability higher than the normal probability (low probability) when the state is in this state.

[0169] In the time-saving state, the normal map fluctuation time, normal map stop time, normal power opening count, normal power opening time, normal By changing one or more of the probabilities, the normal variable winning device 37 is set to the open state. The conversion time is extended from normal. This allows for special play during time-saving mode. It is easier to win the normal variable winning device 37 than in a normal game state where the variable winning device 37 does not play the normal game. The number of times the special chart variation display game is executed can be increased more than that in the normal game state. It is also possible to set multiple types of time-saving states with different changes. In the operating state, the movable member 37b may be set not to be opened (normal probability is 0). In addition, when a winning combination is selected, either the first or second opening mode may be selected. In this case, the selection probability of the first opening mode and the second opening mode may be made different. The probability state and the time-saving state can occur independently, and both can occur at the same time. It is possible to generate only one of them.

[0170] [Transition state when power is turned on] As described above, the RAM initialization switch 112 and the setting key switch 93 are Depending on whether it is on or off, it transitions to one of four states (modes).

[0171] When the power is turned on, the RAM initialization switch 112 and the setting key switch 93 are turned on. In this case, the probability setting value (setting value) can be changed (settable) state, setting possible state, setting change mode) (A1030-A1039 in Fig. 5B and See Figure 15).

[0172] Next, when the power is turned on, the setting key switch 93 is turned on but the RAM initialization switch When switch 112 is off, the probability setting value can be confirmed. (See A1034-A1039 in FIG. 5B and FIG. 15).

[0173] Also, when the power is turned on, the setting key switch 93 is off but the RAM initialization switch 11 is If 2 is turned on, the RAM will be initialized (RAM clear mode) and R The AM initialization process (RAM clear process) is executed, and the RAM 111c is initialized (see Figure 1). (See A1045-A1047 in 5B).

[0174] When the power is turned on, if the setting key switch 93 and the RAM initialization switch 112 are off, In this case, the system transitions to the normal power recovery state (normal power recovery mode), in which power is simply restored.

[0175] [Control of game control device] The control of the gaming machine for performing such a game will be described below. First, the game control device Control executed by the gaming microcomputer 111 of 100 The control process by the gaming microcomputer 111 is mainly shown in FIG. 5A, FIG. 5B, FIG. The main process shown in FIG. 9C and the timer process shown in FIG. and interrupt processing.

[0176] [Main processing (game control device)] First, the main process will be described. 1 is a flowchart showing a procedure of a main process performed by the The process starts with the game control device 100 executing the process shown in the flowchart. The step code (number) is represented as "A****".

[0177] As shown in FIG. 5A, when the game control device 100 starts the main process, first, an interrupt In addition, when an interrupt occurs, the values ​​of registers, etc. are cleared. Stack pointer setting process that sets the stack pointer, which is the top address of the area to be avoided Execute (A1002).

[0178] Next, specify register bank 0 as the register bank to be used (A1003), Set the upper address of the RAM start address in a specific register (A1004). For example, If the RAM address is in the range of 0000h to 01FFh, Set 00h.

[0179] Next, the game control device 100 outputs a launch prohibition signal and sets the launch permission signal to a prohibited state. The release permission signal is sent to at least one of the game control device 100 and the payout control device 200 (A1005). When at least one of the devices is outputting a signal prohibiting launch, the device is set to the prohibited state, and the ball launcher is The launch of the game ball is prohibited. After that, the game control device 100 sets the setting key. The states of the RAM initialization switch 93 and the RAM initialization switch 112 are read (A1006). Signals from the setting key switch 93 and the RAM initialization switch 112 are read.

[0180] Furthermore, the game control device 100 sets a power delay timer (A1007). A game control device 1 which serves as a main control means by setting a predetermined initial value in the delay timer A slave control means (for example, a payout control device 200 or a performance control device) that performs various controls according to instructions from 00. The waiting time (for example, 3 In this way, if the game control device 100 starts up first when the power is turned on, Therefore, before the slave control device (for example, the dispensing control device 200 or the performance control device 300) starts up, To prevent the slave controller from missing the command by sending the command to the slave controller. That is, when the game control device 100 is turned on, the main control means (game The start of the payout control device 200 and the performance control device 3 is delayed. 00, etc.) is set as a waiting time.

[0181] In addition, the timing of the power delay timer is subject to RAM validity check (checksum calculation). The authentication is performed using a memory area that is not subject to the validity check (such as a RAM area or register) This allows some R to be used when calculating check data such as the checksum of the RAM area. Since there is no need to exclude the AM region when calculating, this prevents the control from becoming complicated when powering on. It is possible.

[0182] Before the start of the waiting time, the state of the setting key switch 93 and the RAM initialization switch 112 By reading this, the operation of the setting key switch 93 and the RAM initialization switch 112 can be ensured. That is, after the waiting time has elapsed, the setting key switch 93 and the RAM initialization switch If you set it to read the status of switch 112, the setting key switch will be read after the waiting time has elapsed. 93 and RAM initialization switch 112, or set the time from power-on to the elapse of standby time. It is necessary to keep operating the key switch 93 and the RAM initialization switch 112. By loading the state before the wait time starts, you can avoid this hassle. The operation of the setting key switch 93 and the RAM initialization switch 112 performed when the power was turned on is accepted. This can prevent situations where the device cannot be attached.

[0183] When the power delay timer is set (A1007), the game control device 100 sets the standby time Executes the process of timing and monitoring the occurrence of power outages during standby time (A1008 to A 1010).

[0184] When the power failure monitoring process is started, the game control device 100 first receives input from the power supply device 400. The power failure monitoring signal is read via the port and data bus to detect the occurrence of a power failure. If a power outage has occurred (result of A1008), is "Y") and waits until the power to the gaming machine is cut off.

[0185] If no power outage has occurred (result of A1008 is "N"), the game control device 100 Then, the power-on delay timer is updated by -1 (A1009), and the timer value is checked to see if it is 0 or not. If the timer value is not 0 (the result of A1010 is "N"), That is, if the waiting time has not elapsed, the process returns to step A1008.

[0186] That is, the game control device 100 monitors the occurrence of a power outage during a predetermined standby time. This serves as a monitoring means. This delays the start of the game control device 100, which serves as the main control means. This makes it possible to respond to power outages that occur during the period, and prevents malfunctions when the power is turned on. Access to RAM is permitted until the wait time has elapsed. The contents stored in the memory from the last power outage are not updated, so There is no need to perform backup processing during a power outage. Even if a problem occurs, there is no need to back up the RAM, which reduces the burden on control. do.

[0187] On the other hand, if the timer value is 0 (the result of A1010 is "Y"), the game control device 100 ), that is, when the waiting time is over, the RAM, EEPROM, etc. can be read and written. Allows read / write memory (RWM) access (A1011) and provides all output ports with Output off data (set to no output state) (A1012).

[0188] Next, the game control device 100 is connected to a serial port (preinstalled in the game microcomputer 111). In this embodiment, the port is used for communication with the performance control device 300 and the dispensing control device 200. Set the use of (A1013).

[0189] Next, the game control device 100 detects the timing of the game in the game microcomputer 111 (clock generator). CTC (Counter / Timer Control) generates the IMA interrupt signal and the random number update trigger signal (CTC). The CTC circuit is activated (A1014). The clock generator is provided with an oscillator circuit 113. A frequency divider circuit divides the oscillation signal (original clock signal) from the A timer interrupt signal with a predetermined period (for example, 4 milliseconds) and a random number generation circuit for U111a and a CTC circuit that generates a signal CTC that provides a trigger for updating the random number supplied to the

[0190] Next, the game control device 100 detects an abnormality in the RAM (here, the RAM 111c). The M abnormality flag is set (A1015). Here, the abnormality flag is temporarily set to a predetermined value. Set it in the register.

[0191] Next, the game control device 100 checks whether the value of the power failure inspection area 1 in the RWM is normal. It is then determined whether the data is normal (A1016). 6 is "Y"), the value of power failure inspection area 2 in the RWM is normal power failure inspection area check data. It is determined whether the data is correct or not (A1017).

[0192] Furthermore, if the value of the power failure inspection area 2 is normal (result of A1017), the game control device 100 If the result is "Y", calculate the checksum of a specific area in the RWM (for example, a work area in the area). The checksum calculation process is performed (A1018), and the calculated checksum is compared with the Determine whether the checksums match (A1019). If the checksums match, In this case (the result of A1019 is "Y"), the RAM is normal and there is no RAM error indicating a RAM failure. The normal flag is cleared (A1020), and then the process proceeds to step A1021.

[0193] In addition, the game control device 100 detects that the check data in the power failure inspection area is not normal. If the result is "N" (A1016 is "N" or A1017 is "N"), If the checksums do not match (result of A1019 is "N"), the RAM abnormality flag is cleared. The process proceeds to step A1021 without any update.

[0194] Next, the game control device 100 operates the setting key switch 93 and the RAM initialization switch 112. The game control device 100 determines whether both switches are on (A1021). When the switch is on (result of A1021 is "Y"), the setting is changed (setting change mode The process proceeds to step A1030-A1040, where the process for changing the probability setting is executed.

[0195] The game control device 100 has at least one setting key switch 93 and a RAM initialization switch 112. If at least one of the RAM is off (result of A1021 is "N"), the RAM 111c) is set (A102) 2) If the RAM error flag is not set (result of A1022 is "N"), Determine whether the rate setting change flag is set (A1023). If the medium flag is not set (the result of A1023 is "N"), step A103 4-A1040 probability setting confirmation (setting confirmation state, setting confirmation mode) processing, step RAM initialization process (RAM clear process) of steps A1044-A1047, or step A Executes normal power-on (power recovery) processing for 1044, A1048-A1051 .

[0196] When the probability setting change flag is set (A1023 If the result is "Y", it is reported that there is an abnormality in the game control device 100 (main board). A main abnormality error notification command is sent to the performance control device 300 (A1024). The performance control device 300 that has received the main abnormality error notification command It notifies you that an abnormality in 0 has occurred.

[0197] Next, the game control device 100 displays the 7-segment display data (error display "E1") when the game is stopped. The driver 152 of the performance display device 152 is used to display the data (shown in FIG. 1) on the performance display device 152. 0a, 150b (A1025). Then, the external device (game center internal management device (HO A security signal is generated to inform the terminal (computer, information collection terminal, etc.) of an abnormality. The data is output to the external information terminal 71 (A1026). Even if the information remains in the RAM 111c, other information such as a big win signal may be input to the external information terminal 71. The signal is maintained in the off state. Then, the processes of steps A1025 and A1026 are repeated. and wait, then try changing the settings again (setting key switch 93 and RAM initialization switch 1 12) and wait for the power to be turned on. While the A1026 process is repeated and waiting, interrupts remain disabled. (A1001), timer interrupt processing that can execute special game 1, 2 and general game processing (Figure 9) cannot be executed, so the game (special chart change display game, regular chart change display game, round Games such as gambling (games with bonuses, etc.) cannot be played.

[0198] In this way, the setting change operation (setting key switch 93 and RAM initialization switch 112 If the probability setting change flag is set even though you have not performed both of the above operations, If this occurs, it is assumed that an abnormality has occurred and the process A1024-A1026 is executed. For example, the probability setting If the power is turned off and restarted while a change is being made (before the change is completed), the change operation may not be completed. The probability setting change flag may be set even if no operation is being performed.

[0199] On the other hand, the game control device 100 also performs the same procedure when the RAM abnormality flag is set (A102 2 is "Y"), it notifies that there is an abnormality in the game control device 100 (main board). A main abnormality error notification command is sent to the performance control device 300 (A1024), and the game is stopped. The 7-segment display data (error display data for "E1") at the time of the stop is displayed on the driver of the performance display device 152. The driver 150a and 150b (A1025) is used to notify external devices of a RAM abnormality. Then, the on data of the security signal is output to the external information terminal 71 (A1026). As mentioned above, even if the information about the big win remains in the RAM 111c, the big win signal is not generated. Other signals to the external information terminal 71, such as the signal, are maintained in the off state.

[0200] Then, it is determined whether a power outage has occurred (A1027), and if a power outage has not occurred, If so (the result of A1027 is "N"), repeat the processing of steps A1025 and A1026. On the other hand, when it is determined that a power outage has occurred (the result of A1027 is "Y"), Outputs off data to all output ports (A1028) and reads and writes RAM, EEPROM, etc. Prohibit access to the RWM (read-write memory) that can be written to (A1029). Then The game machine waits until the power is cut off.

[0201] The game control device 100 has both the setting key switch 93 and the RAM initialization switch 112. When the switch is on (result of A1021 is "Y"), the probability setting is being changed (setting variable state The process starts (in the RAM error state) and first checks whether the RAM error flag is set. (A1030). If the RAM error flag is set (A1030 result is "Y "), since it is unclear whether the probability setting value is correct, the probability setting value area of ​​RAM111c Clear the probability setting value stored in the area and reset it to the initial value (for example, the minimum setting value "1"), then (A1031), set the probability setting change flag to indicate that the probability setting is being changed ( A1032). If the RAM error flag is not set (result of A1030 is "N " ), and without clearing the probability setting value, set the probability setting change in progress flag (A1032). Next, a command for changing the probability setting is sent to the performance control device 300 (performance control board) (A1 033), the process proceeds to step A1037. Note that if a command is received during the probability setting change, The performance control device 300 that has received the signal reports on the display device 41 or the like that the probability setting is being changed. Know.

[0202] The game control device 100 has at least one setting key switch 93 and a RAM initialization switch 112. At least one of them is off (result of A1021 is "N") and the RAM abnormal flag is set. (Result of A1022 is "N") and the probability setting change flag is set. If not (result of A1023 is "N"), check whether setting key switch 93 is on or not. If the setting key switch 93 is on (A1034), The RAM initialization switch 112 is off, and the probability setting is being checked (setting The process of checking the probability setting (in the confirmation state) starts, and the probability setting confirmation flag is displayed, indicating that the probability setting is being confirmed. Then, the command for checking the probability setting is sent to the performance control device 30. 0 (performance control board) (A1036), and the process proceeds to step A1037. The performance control device 300 that received the command for changing the probability setting is currently checking the probability setting. This is notified on the display device 41 or the like.

[0203] After step A1033 or step A1036, the game control device 100 sets the probability The process of steps A1037 to A1043 is common to both the change and probability setting confirmation. Execute.

[0204] The game control device 100 first performs security checks during the probability setting change and during the probability setting confirmation. To output a signal, set 128 ms (predetermined time) in the security signal control timer area. (A1037) Note that the security signal control timer count and the security The signal output is executed in the probability setting change / confirmation process (Fig. 15) described later. If the setting change or probability setting check is terminated early, the remaining security signal control timer The count and security signal output are performed by the external information editing process (A1319). During probability setting changes and probability setting confirmation, the security signal is will be output.

[0205] Next, the game control device 100 allows an interrupt (A1038). The interrupt process (FIG. 9) can be executed. Then, the setting key switch 93 is turned off. If the setting key switch 93 is on (A1039), If the result is "N", it is determined whether a power outage has occurred (A1040). If not (the result of A1040 is "N"), the process returns to step A1039. If a power outage has occurred (the result of A1040 is "Y"), steps A1063-A10 Execute the process in the event of a power outage (69).

[0206] In this way, unless the setting key switch 93 is on and a power outage occurs, the probability setting A setting variable state (setting change state, setting change mode) in which the set value can be changed, or a probability setting value The verifiable setting confirmation state (setting confirmation mode) continues.

[0207] On the other hand, when the setting key switch 93 is off (A1039 The result of the above is "Y", the interrupt is prohibited (A1041), and the command to end the notification is sent to the performance control device. 300 (performance control board) (A1042). In addition, when the notification end command is received, The performance control device 300 notifies the user that the probability setting is being confirmed or that the probability setting is being changed. The notification will end.

[0208] Next, the game control device 100 checks whether the probability setting change flag is set or not, i.e. Then, it is determined whether the probability setting has been changed (A1043). If the lag is set (the result of A1043 is "Y"), that is, the probability setting If a change is being made, perform the RAM initialization process (described later) in steps A1045-A1047. On the other hand, if the probability setting change flag is not set (result of A1043), If the probability setting confirmation is in progress, the following steps will be performed after step A1048. Executes normal processing when power is turned on (when power is restored).

[0209] When the setting key switch 93 is off (result of A1034), the game control device 100 (A1044) If the RAM initialization switch 112 is on (the result of A1044 is "Y"), RA In M111c, the RAM area other than the probability setting value area for storing the probability setting value is set to 0. Clear (A1045). In other words, all the probability settings except those stored in the probability setting area are cleared. The game information stored in the RAM 111c is cleared to 0. The mid-interrupt flag is also cleared here. Also, within a specified time period (here, one timer interrupt The number of winning balls area stores the number of winning balls (total number of winning balls) won in the The safety device operation area is also cleared to 0. The safety device operation flag area that stores the safety device operation flag is also cleared to 0 (safety device operation flag =0), the safety device is deactivated. Note that in step A1045, the setting change is RAM clear with (when the result of A1043 is "Y") and RAM clear without configuration change In either case, the safety device is activated. The safety device is deactivated by clearing to 0, but the safety device is deactivated. The RAM clearing may be limited to one of the two cases. There may be cases where the all device operation flag field is not cleared to 0.

[0210] In addition, in addition to the probability setting area, the stack area and unused area are not cleared. Work area for performance display related to the composition, performance information and its display (performance display) (outside area work There is no need to clear the area (part of the area) and stack area (outside the area stack area). The information is derived based on the number of winning balls, for example, the payout rate, the base These include the payout rate (the rate at which balls are dispensed under normal game conditions), the ratio of special features, and the number of balls dispensed.

[0211] Next, the game control device 100 saves the initial values ​​at the time of RAM initialization in the area to be initialized. Then, the RAM initialization command is sent to the performance control device 300 (performance control The process proceeds to step A1052. Areas that are not cleared to 0 in A1045 are excluded from the areas to be initialized.

[0212] On the other hand, when the RAM initialization switch 112 is off (A1 044 is set to "N", and both the setting key switch 93 and the RAM initialization switch 112 are set to "N". Since the power supply is also off, normal power-on processing (when power is restored after a power outage) begins, and the power Save the initial value when power is restored (when power is restored) in the area that should be initialized as the old process (A104 8) The areas to be initialized here are the power failure inspection area 1 in the work area (Fig. 6), the power failure inspection area 2 in the work area (Fig. 6), Includes inspection area 2 and checksum area. All other errors are re-monitored when the power is turned on normally. Therefore, the area to be initialized is either the inside work area or the outside work area (Figure 6). Any area related to errors or error monitoring (such as the area of ​​test signal output data related to errors) Also, the probability setting confirmation flag mentioned above is cleared (initialized) here. The area to be initialized by step A1048 may be added as necessary. Unlike the normal power-on, the safety device activation flag for the work area (Fig. 6) is activated. The logging area is not cleared (initialized) and the value is maintained so that the safety device is not deactivated. do.

[0213] In addition, the safety device-related work area (see below for the safety device-related work area) for the safety devices in the outside work area The counter area, safety device operation information area, and old operation information area) are initially set in step A1048. However, it will be initialized by the safety device information initialization process (A1053) described later. The safety device counter value (information on the difference in the number of balls) in the safety device counter area is initialized. Depending on the difference in the number of balls, the margin of error (the number of balls difference) before the safety device is activated (the occurrence of a game stop state) The tolerance range, the difference in the number of balls limit) can be increased. The work area for displaying the performance of the work area outside the area can also be used. It is not initialized in step A1048, but the performance display editing process (A1059 ) may be initialized.

[0214] Also, step A1 during normal power-on (when power is restored after a power outage) without RAM initialization In 048, after the power is turned on or after the big win ends, the special chart change display game is in a state other than the probability change state. The ceiling counter area (described later) stores the ceiling counter value, which indicates the number of times the program has been executed. In order not to cause any disadvantage to the player, the value may be maintained without being cleared (initialized). As shown in Figure 36B, when the ceiling counter value reaches the ceiling number of times, the time-saving state is entered. By not clearing (initializing) the value, the time until the time-saving state occurs (up to the ceiling number of times) The remaining number of games to be played does not change when the power is turned on, and the player suffers no disadvantage.

[0215] In addition, this execution count (i.e., the ceiling counter value) or the remaining number of games until the ceiling (ceiling count The number of executions (number of executions) is displayed by the variation count display 677 (see Figure 92, Figure 100, etc.) described later. When the display is made on the device 41, the performance control device 300 displays the number of times of change at the time of normal power-on. You can match 677 with the ceiling counter value in the ceiling counter area, or you can change it without matching. The number of times display 677 may be set to the initial value 0. If consistency is not achieved, the number of times may be changed. The numeral display 677 will display a value that does not reflect the ceiling counter value.

[0216] Similarly, in step A1048, in order to avoid causing a disadvantage to the gaming parlor (game store), In the time-saving state, the special chart change display game (special chart 1 change display game and special chart 2 change display game) The time reduction variation count 1 (described later) corresponding to the remaining number of executions of the program is stored. The time corresponding to the number of times 1 area and the remaining number of times the special chart 2 variable display game is executed in the time-saving state The time shortening fluctuation count 2 area where the time shortening fluctuation count 2 (described later) is stored is also not cleared (initialized). The value may be maintained. In addition, in machines that have a special state of the ST type, In order to avoid any disadvantage to the side of the game, the special chart change display game (Special Chart 1 Change Display) The number of high probability variations corresponding to the remaining number of executions of the special game and the special game variation display game) is stored. The high probability fluctuation count area (ST counter) may not be cleared (initialized) and its value may be maintained. In addition, there is a limit to the number of consecutive jackpots (or the number of consecutive wins, as described below). In machines with a bonus system, in order to prevent the amusement center from being disadvantaged, The jackpot count area in which the number of wins is stored may also not be cleared (initialized) and the value may be maintained.

[0217] Next, the processing number prepared to rationally execute the special game processing described below is A corresponding power outage recovery command is sent to the performance control device 300 (performance control board) (A104 9) Then, proceed to processing at step A1050.

[0218] In addition, the command and step for initializing the RAM transmitted in the process of step A1047 The command sent by the A1049 process when power is restored includes a model specification indicating the type of gaming machine. Command, decoration special chart 1 reservation number command and decoration special chart 2 reservation number command that show the reservation number of special charts 1 and 2 A probability information frame showing the command, probability state (high probability state or low probability state), and whether or not the time-saving state is active A performance count information frame showing the number of times the special chart change display game has been executed in a specified performance mode The power failure recovery command indicates that the power has been turned on.

[0219] In addition, the command for initializing the RAM and the command for recovering from a power outage include the probability of the gaming machine 10. Setting value information command (probability) that indicates setting value information (setting information) The game control device 100 includes a set value information command when the power is restored (turned on). It is only necessary to transmit the setting value information command to the performance control device 300 once, and thereafter, The device 300 can control the performance by referring to the setting value information stored therein.

[0220] The command for initializing the RAM is the command for initializing the RAM (the command for clearing the RAM). The performance control device 300 that has received the RAM initialization command, for example, A customer waiting demo is displayed on the display device 41, and the LEDs of the board decoration device 46 and the sound of the speaker are used to display the RAM. The initialization (RAM clear) notification is performed for 30 seconds. In addition, the display The command includes a screen specification command that specifies the display contents of the screen of the device 41. The commands for special charts 1 and 2 are normally processed (when not changing or hitting) , the customer waiting demo command, otherwise the recovery screen command is fine. Also, when the power is restored, In this command, in order to match the fluctuation count display 677 and the ceiling counter value, , a command indicating the ceiling counter value may be included.

[0221] Next, it is determined whether the safety device is in operation (A1050). The safety device activation flag is set to "1", which indicates that the safety device is activated. If the safety device is activated, it can be determined that the safety device is activated when the safety device is activated. If the safety device is in operation (result of A1050 is "Y"), the safety A command indicating that the device is in operation is sent to the performance control device 300 (performance control device The safety device is activated and the process proceeds to step A1052. If the device is not running (the result of A1050 is "N"), the process proceeds to step A1052. Migrate.

[0222] Then, the flag register information (value) is pushed to the internal stack area (A 1052), safety device information related to the safety device (safety device counter value, safety device operation, etc. Performs the safety device information initialization process to initialize the safety device information (operating information, old operating information, etc.) (A1053 After that, the flag register information is restored (POP) (A1054). Except for when the game is stopped due to an abnormality (A1025-A1026), the game will be safe unconditionally when the power is turned on. All device information (safety device counter value, etc.) is initialized (cleared), but the count If a continuation switch is installed and the power is turned on while pressing the count continuation switch, the safety device information There is no need to initialize (clear)

[0223] As described later, when the safety device information initialization process is started, the stack pointer is reset. Safety device information, performance information, and performance display (performance information) from the stack area in the area related to technical control Switch to the outside stack area related to the display of the game. When the pointer is saved in the stack pointer save area of ​​RAM111c, the flag register is Since the lag (especially the zero flag) may change, the pre-processing is performed in step A1052. The flag register is an 8-bit register in which each bit is either 0 or is a flag that takes the value 1. For details about the flag register, see JP2013- The ones disclosed in JP233299A and JP2018-94101A can be used. .

[0224] Next, the game control device 100 activates and sets the random number generating circuit (A1055). The random number generator is started by writing a specific register (CTC update enable register) in the random number generator. The CPU 111a sets the code (specified value) for the purpose of the random The bit permutation pattern of the hard random numbers generated by the hardware random number generator is also set. In this embodiment, the random number generation circuit generates random numbers that are updated only by hardware. Then, the jackpot random number, the winning pattern random number (jackpot random number, small winning pattern random number, support winning pattern random number etc.), the normal random number and the variation pattern random numbers 1 to 3 are generated. A so-called "high-speed counter" that is updated based on a clock that is equal to or faster than the clock is sufficient. .

[0225] The bit permutation pattern is the bit arrangement of the extracted random numbers (the arrangement before the upper bit permutation). , and rearrange them in a predetermined order to create a different bit arrangement (the arrangement after bit transposition in the lower row). This is a pattern that determines how to replace data when storing it.

[0226] In this embodiment, the bits of the random number are swapped according to a bit permutation pattern. This breaks the regularity and increases the confidentiality of the random numbers. The transposition pattern may be a fixed single pattern or may be a set of multiple patterns prepared in advance. Alternatively, the user may select the desired number of turns. good.

[0227] Next, the game control device 100 prohibits interrupts (A1056) and checks whether the game is stopped or not. If the safety device is activated (if the safety device activation flag is 1), or stop playing (special game, regular game, round game, etc.) When a necessary strong error 2 (described below) occurs, it can be determined that play has stopped.

[0228] When the game is not stopped (the result of A1057 is "N"), the game control device 100 sets the flag The information (value) of the register is pushed to the internal stack area (A1058), Execute the performance display editing process to calculate performance information such as base value (ball payout rate) (A1059 ). Here, you may calculate performance information (such as the ratio of special features and payout rate). In addition, performance information and its An error occurred in the work area for performance display (part of the outside work area) related to the display (performance display). In some cases, this may be cleared. Then, restore (POP) the flag register information. (A1060) and enable the interrupt (A1061). If no error occurs, In addition to the above, if a weak error (described below) or strong error 1 (described below), which is an error other than strong error 2, occurs, Even if the game is not stopped, the performance display editing process, etc. are included in step A1058. -A1060 processing is executed. Note that if a weak error or strong error 1 occurs, It is also possible to configure the system so as not to execute the processing in steps A1058-A1060.

[0229] As described later, when the performance display editing process is started, the stack pointer is set to the game control Safety device information, performance information, and performance display (performance information display) from the stack area related to the area ) to the out-of-area stack area related to the game control stack pointer When saving to the stack pointer save area of ​​RAM111c, the flag of the flag register ( In particular, the zero flag may change, so the flag is set in advance in step A1058. The information in the command register is saved.

[0230] On the other hand, when the game is stopped (the result of A1057 is "Y"), the game control device 100 Then, interrupts are permitted without executing the performance display editing process (A1061). When all devices are operating or when a severe error 2 occurs, the performance display editing process (especially the performance Because the base value calculation process during the performance display editing process is not performed, performance information such as base values ​​is not No new calculations are made and no changes are made. In addition, even if a strong error 2 occurs, the game will not be stopped and the performance table It is also possible to configure the device to execute display editing processing, etc. Also, by enabling interrupts, timer interrupt processing can be executed. This makes it possible to carry out the process shown in Figure 9.

[0231] In this embodiment, errors are classified into three types: weak errors, strong errors 1, and strong errors 2. In addition, when the performance control device 300 receives an error / false command, In the setting process (B1316), different strengths corresponding to weak errors, strong errors 1, and strong errors 2 are set. Error reporting can be configured and implemented.

[0232] For example, the performance control device 300 may adjust the volume of the error notification sound from the speaker or the Brightness of LEDs (LEDs for display of the board decoration device 46 or the frame decoration device 18) that emit light for notification The degree (brightness) may be increased in the order of weak error < strong error 1 ≦ strong error 2. The speaker volume or LED brightness for Error 1 and Strong Error 2 may be set to the same. When a weak error occurs, the output control device 300 adjusts the volume of the notification sound according to the hall / player setting mode. Adjust the volume (below maximum volume) adjusted by the code processing (B0011), and set Strong Error 1 and Strong Error When 2 occurs, the volume of the alarm sound may be set to maximum volume.

[0233] A weak error occurs when the shoot ball out switch signal is generated in response to a lack of game balls before the payout. An overflow occurs when the ball runs out and the lower tray 23 becomes full. This includes overflow errors that cause switch signals. The signal is not output to the external information terminal 71 (see FIG. 54A). These may include normal errors and abnormal dispensing errors in which a status signal is generated indicating a dispensing abnormality.

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

[0235] Strong error 2 is an error related to fraud and should be treated as a stoppage of the game. Illegal stones, illegal board signals, illegal frame signals, illegal vibrations, abnormal discharge errors, V-passing errors, big prize slots Including fraud and general power fraud. In the case of strong error 2, the security signal (A93 22) is output to the external information terminal 71 (see FIG. 54A). If a strong error 2 occurs, the game (special chart change display game and regular The game (such as the game with the changing image display and the round game) is stopped, and it can be determined that the game is stopped (A1 057). In addition, when a strong error 2 occurs, just as when the safety device is activated, As a game, there are special chart change display games, normal chart change display games, and round games (during big wins and A game stop state (unplayable state, game prohibited state) in which the following cannot be executed: It is possible to reproduce.

[0236] After step A1061, the game control device 100 determines whether a power outage has occurred. If no power outage has occurred (result of A1062 is "N"), the status This returns to the process of step A1056. The loop process of A1062 is repeated. And the game stops until a power outage occurs. Unless the safety device is activated or a severe error 2 occurs, the performance display editing process will not be performed. In theory (A1059), performance information such as base values ​​can be repeatedly calculated.

[0237] The repetition period of the loop process is the timer interrupt period (a predetermined time period, e.g. Since this is much shorter than the interrupt period (e.g., 4 msec), the performance display editing process is executed many times during the interrupt period. Therefore, the winning of the game balls and the change in the number of balls discharged (the number of game balls entering the outlet 30b) If there is a ball, performance information such as base values ​​can change immediately.

[0238] When a power outage occurs (the result of A1062 is "Y"), the game control device 100 Starts the raw processing, temporarily disables interrupts (A1063), and sets off data to all output ports. Then, the power outage inspection area check data 1 is stored in the power outage inspection area 1 (A1064). (A1065), and save the power failure inspection area check data 2 in the power failure inspection area 2 ( A1066). In addition, the checksum calculation function calculates the checksum when the RWM is powered off. The process is executed (A1067), and the calculated checksum is saved in the checksum area. Finally, the process to prohibit access to the RWM is executed (A106 9) Wait until the power to the gaming machine is cut off.

[0239] In this way, the check data is saved in the power failure check area, and the check data is By calculating the checksum, the information stored in the RWM before the power was cut off is backed up correctly. When the power is turned on again, it can be determined whether the device has been backed up or not.

[0240] As described above, the main processing has been described. For example, steps A1056-A106 If the setting key switch and RAM initialization switch are turned on during the process of step 2, A determination process similar to that of A1021 is performed, and a probability setting change flag is set in the same manner as in step A1032. By setting the setting, the game machine 10 can be set to the setting variable state (setting variable state) any number of times while the game machine 10 is running. The mode may be switchable to the other mode.

[0241] [RAM area configuration example] FIG. 6 shows the configuration of the RAM 111c of the gaming microcomputer 111 (memory in the address space). As shown in FIG. 6, the word map in the area from the start address of the RAM 111c is area, unused area, stack area inside area, unused area, work area outside area, unused area The external stack area is allocated in order in the address space. The unused area between the internal stack area (the game control stack area and the internal stack area) The unused area between the external work area and the external stack area (external stack area) is It's not necessary.

[0242] The RAM work area (game control work area, first area) is the area program This is a work area for game control that is read and written by programs outside the area and read by programs outside the area. The error area is divided into the probability setting area, the test signal output data area (error-related test signal output data area), and the data area), random number area, switch control area, segment area, power outage inspection area 1, power outage In addition to the electric inspection area 2 and the checksum area, it also shows whether the safety device is in operation (if it is in operation, A safety device operation flag area that indicates whether or not a safety device is in operation, and a timer interrupt (for example, 4 msec c) includes an acquired game ball count area for storing the number of acquired game balls acquired as prize balls.

[0243] The external work area (second area) of RAM is read and written by external programs, and This is the area that is read by the program. The outside work area is the safety device cowl that corresponds to the difference in the number of balls. The safety device counter area stores the counter value (difference in number of balls + initial value), which corresponds to the state of the safety device. A safety device operation information area for storing safety device operation information, and a previous operation information area for storing previous operation information. A safety device counter area ( 3 bytes in size) is not read by programs in the area, but it is used to store the safety device counter. When transmitting the value or difference in the number of balls to the performance control device 300 by the difference command, In this embodiment, the safety device counter value is The value is proportional to the difference in the number of balls plus a predetermined initial value (100,000) (safety device cowl) (Counter value = difference in number of balls + 100,000). However, the safety device counter value is not related to the difference in number of balls. However, this is not limited to this, as long as it indicates the number of work areas. By separating the domains, the efficiency of program development can be improved and the initial It also becomes easier to distinguish between different types of substances.

[0244] In addition, the outside work area is used to store the work area for performance information and performance display. It is possible to store information related to performance information and performance display. The area may store information related to test signals and information related to error monitoring. In the outside work area, the safety device related work area (safety device Counter area, safety device operation information area, old operation information area) and performance information and performance display The work areas for displaying performance related to the above may be clearly separated or may be mixed. good.

[0245] The external stack area is used for processing performance information and performance display, and for safety purposes. The external stack area is used for both processing of test signals and processing of the equipment. It is also used when performing processing related to error monitoring.

[0246] In addition, there are programs within the domain (programs for processing within the domain) and programs outside the domain (programs for processing outside the domain). The programs are allocated in this order from the top address side in the address space of ROM 111b. The area is placed between the internal program area and the external program area, with an unused area between them. The programs in the ROM are classified as game control programs and game control programs. It consists of a main program that corresponds to the main processing (Fig. 5A-Fig. 5C) and a The interrupt processing program corresponds to the timer interrupt processing of the game control program. An unused area may be placed between the main area and the game control data area (data area). A subroutine of an interrupt processing program or an application program is basically a program within a region. (Unless otherwise specified, it will be an in-domain program), but there are exceptions: The program outside the ROM area is a security program that corresponds to the security device information initialization process. A device information initialization program, a performance display editing processing program corresponding to the performance display editing processing, It includes an outside area integration processing program corresponding to the outside area integration processing described below.

[0247] [Safety device information initialization process] Next, we will explain the details of the safety device information initialization process (A1053) in the main process. FIG. 7 is a flowchart showing the procedure of the safety device information initialization process. In the information initialization process, the safety device counter area, safety device operation information area, and old operation information area are initialized. The safety device counter value, safety device operation information, previous operation information, etc. The information is reset to the initial value (initial information). Note that the safety device operation information is information that indicates the current state. The old operation information indicates the previous state (mainly one interrupt before).

[0248] The game control device 100 first sets the stack pointer to the stack pointer of the outside work area. The data is saved in the data storage area (A1101), and the stack pointer is set to the out-of-area stack area (out-of-area Set the address value that indicates the beginning of the external stack area as the value of the external stack area ( A1102). This allows the stack pointer indicating the stack to be used to be set to the internal stack Switch from a region to an out-of-region stack region.

[0249] Next, the game control device 100 saves the register information (values) to the external stack area (P The registers to be saved are the registers to be protected (safety device information You can save only the general-purpose registers (registers used in the initialization process) or you can save all the general-purpose registers. To save all general-purpose registers, you must save the registers in both register bank 0 and register bank 1. It evacuates (PUSHes) the other way around.

[0250] Next, the game control device 100 saves the initial value (100,000) in the safety device counter area. The safety device counter value is reset to the initial value (A1104). When the number of balls decreases from 0, the safety counter value (= difference in number of balls + initial value) is smaller than the initial value. Since the number of characters may become large, the initial value is set to a value greater than 0, but a value other than 100,000 is also acceptable. In this way, when the power is restored (when the power is turned on), the safety device counter value is automatically reset to the original value. It is initialized (cleared) so that it is not profitable, but the special chart change display game is not in a special state. The ceiling counter value indicating the number of times the program has been executed remains unchanged unless the RAM initialization switch 112 is on. The safety device counter value (related to the difference in the number of balls) does not need to be initialized (cleared) when power is restored. When the information is initialized (cleared), the safety device will not operate (the game will stop) regarding the difference in the number of balls. This increases the margin of error (the acceptable range of difference in the number of balls, the limit on the difference in the number of balls) and benefits the player. On the other hand, as mentioned above, when power is restored (when the power is turned on), the ceiling counter value is cleared (initialized). By not having the time-saving state occur, the remaining number of games (up to the ceiling number of times) will be counted when the power is turned off. The safety device operation information area does not change the game and is to the player's benefit. The safety device non-operation information (value 0) corresponding to the non-operation state (normal state) is set as the safety device operation information. Then, the safety device non-operation information (value 0) is stored in the old operation information area. Save as old operating information (A1106).

[0251] Next, the game control device 100 restores the saved register (A1107) and Load from the inter-save area, set the stack pointer (A1108), and then Ends the initialization process. The stack pointer that was set is the address of the internal stack area. It will be shown.

[0252] In the above safety device information initialization process, the information is written directly to the RAM without using a register. When writing to a program, the registers are not saved / restored. In this case, the registers are not saved to RAM either. Since it is not performed, stack pointer related processing (A1101, A1102, A1103, A1 Also, the flag registers before and after the safety device information initialization process are no longer necessary. This also eliminates the need for data evacuation / recovery (A1052, A1054).

[0253] In this embodiment, the safety device counter value is set to 0 to 189999 ( When the value is 0 to 189999, the safety device operation information is that the safety device is not activated (normal). Safety functions that correspond to non-operational states (pre-operation state, operation warning state, and normal state without operation) The safety device counter value is 190000 to 194999 (safety When the total device counter is 190000 to 194999, the safety device operation information is The safety device operation notice information (value 1) corresponds to an operation notice state that warns of the operation of the safety device.

[0254] In addition, the safety device counter value is 195000, which is the counter reference value (safety device counter = If the game is not stopped even after reaching 195000, the safety device will be activated. The information is safety device operation warning information (value 2) corresponding to an operation warning state that warns of the operation of a safety device. In this case, the difference in the number of balls (= number of safe balls - number of discharged balls) reaches the standard value of 95,000. However, since the player is in the middle of a big win or a small win, the above condition (1) is met but the condition (2) is not met. When this condition is met, it corresponds to a case where the conditions for the safety device to operate are not met.

[0255] Furthermore, when the safety device counter value reaches 195000 (safety device counter = 195000), When the threshold is reached and the game is stopped, the safety device operation information indicates that the safety device is in operation. The safety device is in operation (value 3) corresponding to the safety device in operation (operating state). In this case, the difference in the number of balls is The ball reference value of 95,000 has been reached, and the ball has not yet been hit, nor has it been hit in the small or large win state. )(2) is satisfied, it corresponds to the case where the operating conditions of the safety device are satisfied. .

[0256] [Performance display editing process] Next, the performance display editing process (A1059) in the main processing will be explained in detail. FIG. 8 is a flowchart showing the procedure of the performance display editing process.

[0257] The game control device 100 first sets the stack pointer to the stack pointer of the outside work area. The stack pointer is saved to the data storage area (A1201) and the value of the outside stack area is set. and set the address value that indicates the beginning of the external stack area (external stack area) ( A1202). This allows the stack pointer indicating the stack to be used to be set to the internal stack Switch from a region to an out-of-region stack region.

[0258] Next, the game control device 100 sets the registers for both register bank 0 and register bank 1. The register information (value) is pushed to the external stack area (A1203). It is preferable to save all the general-purpose registers in the external work area. A validity check is performed to determine the validity of the work area for displaying the function, and if it is invalid and abnormal, Then, the work area for displaying performance is initialized (including setting initial values) (A1204).

[0259] In the validity check, the value stored in the performance display work area was an impossible value according to the design. If the value deviates from the design value (if it is outside the specified range), it can be determined to be invalid. The performance display RAM initialization completion flag indicates that the performance display work area has been initialized. Determine whether a specific value (e.g. 5Ah) is stored and use it as a division value to calculate the base value, etc. Determine whether the number that manages the progress of the process is within a specified range and monitor the value of the switch counter. The display period management determines whether the number of switches to be displayed is within the range of the current display period. Determine whether the number is within the range of the number of periods (0 to 3) and return the current time window number. In this way, the validity judgment is performed by determining whether the data is within the range of the number of sections (0 to 4). Determine whether the value of the area used as a pointer to the table is within a specified range. This is to prevent the program from running out of control by obtaining an out-of-range value. This can prevent errors from occurring in advance. Also, the validity of each performance display editing process is checked. This is effective.

[0260] In addition, since the validity check is performed every time the performance display editing process is executed, If the work area is not valid, it can be initialized immediately and abnormal performance indication (abnormal background This can minimize the risk of malfunction (display of temperature, etc.).

[0261] In addition, the initialization of the work area for performance display (including the initial value setting) is performed after saving the stack pointer. In order to protect the area, the area other than the stack pointer storage area is initialized. In this embodiment, the external stack area is not initialized, but it may be initialized. Even if the external stack area is initialized, the register values ​​saved in the external stack area are Protect and do not initialize. Initialization of the work area for performance display is done in the work area within the area (game control The initialization of the work area (for game control) and the stack area (for game control stack area) are different. Since it is executed by the internal work area and internal stack area, it does not affect the internal work area and stack area.

[0262] Next, the game control device 100 calculates the base value (ball payout rate) from the data (normal Determine whether it is time to switch the counting period for counting balls (number of balls won, number of regular winning balls, etc.) (A1205). For the total number of balls out since power-on (total number of balls discharged, total number of outs) A counting period is set, and each time the total number of out balls reaches a certain number (for example, 60,000 The aggregation period is switched each time the number of

[0263] For example, the timing of switching the counting period is determined when the total number of outs from the time the power is turned on is a predetermined number. The timing of when the numbers become 300, 60300, 120300, 180300, etc. In other words, the width of the time window is basically 60,000 except for the first time window. 1st calculation window = 0 to 300, 2nd calculation window = 300 to 60300, 3rd calculation window = 6 0300~120300 units, 4th counting period = 120300~180300 units, 5th counting period Time window numbers indicating the 1st to 5th time windows. The ranges are 0 to 4, and the time window number remains 4 for the sixth and subsequent time windows. The current time window number is stored in the performance display work area.

[0264] When it is time to switch the counting period (result of A1205), the game control device 100 "Y" is selected), and then set the time window change (A1206). The total out counter counts the total number of outs (total number of outs), Normal outs are counted by counting the number of out balls (number of discharged balls) The counter and the total number of winning balls (number of winning balls) in each counting period are counted. You can clear the normal winning ball counter, or set the final base value (or the latest base value) for each calculation period. value) to the base value storage area of ​​the next time window.

[0265] When it is not time to switch the counting period (result of A1205), the game control device 100 "N" is returned), and it is determined whether there is a switch input to the monitored input port (A120 7) In this embodiment, the input ports to be monitored are the third input port 124 and the fourth input port 125. Port 126 (see Figure 3).

[0266] Here, the switch status copied to the performance display work area for each input port to be monitored is The rising edge information (copied in step A9603 of FIG. 58) is checked. For each input port to be monitored, the copied switch rising edge information is stored. There is a bit field for all monitored input ports. If all the information is 0, it can be determined that there is no input, and otherwise it can be determined that there is input. Note that unless masked during copying, the rising edge of the switch is recorded as The bit corresponding to the switch where a new input (detection) occurred in the input processing (A1303) is set to 1, and the bits corresponding to the switches without new input are set to 0.

[0267] When there is a switch input to the input port to be monitored (A12 If the result of 07 is "Y", input the switch (target switch) corresponding to the switch counter. Check it to get the input information (A1208). The target switch here is the first special variable The lower large winning port switch 38a of the second special variable winning device 39 and the upper large winning port switch switch 39a, the first start winning hole 36 start winning hole 1 switch 36a, the second start winning hole 37 (normal The start port 2 switch 37a of the variable prize winning device, the prize port switch 35a of the general prize winning port 35 ( Left winning hole switch, right winning hole switch, out ball detection switch 74, etc., game ball detection The base value (or payout rate) can be changed depending on the outcome.

[0268] Next, the game control device 100 judges whether or not the target switch is in a valid period (A 1209). In addition, there have been cases of fraudulent use of the large prize slot and regular power slot, and the large prize slot and the second start prize slot 37 If the winning is invalid, i.e., the big winning port switch 38a, 39a or the start port 2 switch 37a In addition, the first start winning hole 36 and the out ball detection switch 74 may not be effective. There is also a time-sensitive switch.

[0269] The game control device 100 determines whether the target switch is in its valid period (if the result of A1209 is " Y"), and judge whether there is an input to the target switch corresponding to the switch counter (A1 210). If the target switch is not in its valid period (result of A1209 is "N") or If there is no input to the switch (result of A1210 is "N"), process step A1218. transition to.

[0270] When there is an input to the target switch (the result of A1210 is "Y"), the game control device 100 ), clear the input information (1 bit) of the bit corresponding to the target switch (A1211), Determine whether or not the device is in the normal base state (A1212). The base value can be calculated and updated during the normal game mode. be.

[0271] When the game control device 100 is in the normal base state (normal game state), (A121 If the result of 2 is "Y", the target switch is a switch that awards prize balls, By adding the number of winning balls corresponding to each, the total number of winning balls in the calculation period is calculated. The number is updated (A1213). Next, the target switch is the out ball detection switch 74. In this case, by adding 1, the number of out balls in the counting period is calculated as the normal number of out balls. Update (the number of normal outs, the number of normal discharged balls) (A1214). Next, the target switch is out If the out ball detection switch 74 is on, the total number of out balls (total out The number of balls discharged (number of balls discharged, total number of balls discharged) is updated (A1215).

[0272] In this embodiment, the out ball detection switch 74 is used to detect the ball that has been ejected from the game area 32. Detect all game balls that have passed through the winning hole or the outlet 30b. Not only the game balls that enter the out hole 30b, but also the winning holes (first start winning hole 36, second start winning hole The game balls that enter the winning hole 37, the big winning hole, or the general winning hole 35) are guided through a passageway (not shown) or the like. The ball is then guided to the out ball detection switch 74 and detected.

[0273] When the game control device 100 is not in the normal base state, which is the normal game state (A121 If the result of 2 is "N", the total number of out balls is updated without updating the number of regular prize balls or the number of regular out balls. Therefore, the high base state (second game) is updated instead of the normal base state (A1215). In the "normal" state, "time-saving state", "probability change state" or "special game state", the normal number of winning balls and the normal number of out balls It is not updated, and is calculated from the number of regular prize balls and the number of regular out balls (regular prize balls ÷ regular out balls). The number of out balls is not updated and remains unchanged. By eliminating the judgment process, the base value can be updated as the payout rate in all game states (variable It is also possible to configure it so that

[0274] Next, the game control device 100 changes the target switch to the next one in the next performance display editing process. In order to update the switch counter, the switch counter is incremented by +1 (A1216). The performance display editing process is performed according to the loop process in The time interval is much shorter than the time required for the detection (eg, 4 msec) (eg, a few μsec). Therefore, during the interrupt period, the performance display editing process is repeatedly executed, and the switch counter (e.g. 0 to 7) are the bits (e.g. bit The switch counter covers bits 0 to 7. Also, the switch counter will wrap around to 0 after the final value (e.g. 7). and the switch starts checking the input for the next monitored input port. For example, first the switch input is checked for the third input port 124, and then Next the switch input is checked with respect to the fourth input port 126 .

[0275] On the other hand, when there is no switch input to all the input ports to be monitored, the game control device 100 If the result of A1207 is "N", the base value calculation process (predetermined Processing) is executed (A1217). Note that when the switch input is first On the other hand, some or all of the monitored input ports may not have switch inputs. Even if the switch input is first checked, all monitored input ports are checked. After the switch is reset, the input information for the switch to which the input was made is cleared (A1211). , there will be no switch input to any of the monitored input ports.

[0276] In the base value calculation process, the base value is the ratio of the number of regular winning balls to the number of regular out balls. It is calculated by dividing the number of regular winning balls by the number of regular out balls. Therefore, the starting winning hole (starting winning hole 36 When a ball enters the normal variable winning device 37), the large winning hole, or the general winning hole 35, In the first stage, the switches 35a, 36a, 37a, 38a, 39a, 40a, 41a, 42a, 43a, 44a, 45a, 46a, 47a, 48a, 49a, 50a, 51a, 52a, 53a, 54a, 55a, 56a, 57a, 58a, The number of winning balls is usually updated and changed by the input (detection) of 9a, and the base value changes, and In the second stage, the number of out balls is usually updated by the input (detection) of the out ball detection switch 74. In other words, when one ball enters the winning slot, the base value changes in two stages. The value of the opening on the game board 30 will change (be affected). When a ball enters the hole 30b, the out ball detection switch 74 detects the ball. The number of out balls is updated and changed, and the base value also changes. If a ball is in the draw, the number of regular winning balls and regular out balls are not updated by the ball itself. Since the ball does not change, the base value is also maintained unchanged. However, since no prize balls are awarded, the number of prize balls is usually not updated.

[0277] The base value is the output value of steps A1624-A1630 regardless of whether it has changed or not. The processing results in the performance display being output to the performance display device 152. When all devices are working and the game is stopped, or when a strong error 2 occurs and the game is stopped Then, the performance display device 152 outputs off data and goes out.

[0278] As a special example, the real-time value of the base value (bL.) is displayed. The calculation of the base value may be performed only during the value display period, and in this special case, the real-time value The number of regular winning balls and regular out balls will be updated until the display period arrives, but the base value will not be calculated. It remains unchanged.

[0279] After step A1216 or A1217, the game control device 100 Return (A1218), load from the stack pointer save area, and set the stack pointer. The stack pointer is set (A1219) and the performance display editing process is terminated. It indicates the address of the inner stack area.

[0280] In FIG. 8, the process of step A1217 is performed immediately after step A1214. Then, without waiting for the input check of all the switches of the monitored input port, the number of winning balls or It is also possible to configure the system to perform the base value calculation process immediately after the number of balls out is updated.

[0281] [Timer interrupt processing] Next, the timer interrupt process will be described. FIG. 9 shows the timer interrupt process (interrupt process program). The flowchart shows the procedure for the timer interrupt process. A periodic timer interrupt signal generated by the CTC circuit in the processor is input to the CPU 111a. When a timer interrupt occurs in the gaming microcomputer 111, the timer The interrupt process begins.

[0282] When the timer interrupt process is started, the game control device 100 first selects the register buffer to be used. Specify register bank 1 as the register bank (A1301) and set the RAM start address to the specified register. The upper address of the main process is set at the start of the timer interrupt process (A1302). By switching from register bank 0 to register bank 1, This is equivalent to saving the registers in use. Note that when the timer interrupt process starts, , interrupts are automatically disabled.

[0283] Next, the game control device 100 receives inputs and signals from various sensors and switches, That is, input processing is executed to read the status of each input port (A1303). Based on the probability setting change flag and probability setting confirmation flag, the probability setting is changed or the probability setting is confirmed. It is determined whether the probability setting is being changed or confirmed (A1304). If the result of A1304 is "Y", the probability setting change Execute the update / confirmation process (A1305).

[0284] When the game control device 100 is not changing the probability setting or checking the probability setting (A130 4 is "N"), and based on the output data set by various processes, the solenoid (for example Controlling the actuators such as the large prize-winning solenoid 39b and the LED (light-emitting control) In addition, the output process for the main process is executed (A1306). If a launch prohibition signal is output in step A1005, this output process will be performed. A launch permission signal can be output and the launch permission signal can be set to an permitted state.

[0285] Next, the game control device 100 transmits the commands (payout A dispensing command transmission process is executed to output a dispensing command to the dispensing control device 200 (A1 307). Then, the start port 1 switch 36a, the start port 2 switch 37a, the winning port switch 35a, the big prize entrance switch 39a, whether or not there is a normal signal input, and error Winning port switch / status monitoring process that monitors (whether the front frame or glass frame is open, etc.) Perform the process (A1308).

[0286] Next, the game control device 100 judges whether the game is stopped or not (A1309). When all devices are activated (when the safety device activation flag is set to 1) or when it is necessary to stop playing, When a strong error 2 occurs, it can be determined that the game is stopped.

[0287] When the game is not stopped (the result of A1309 is "N"), the game control device 100 Game processing (A1310), gimmick game processing (A1311), normal game processing (A131 2) Execute segment LED editing process (A1313). Then, step A131 Execute the process from step 4 onwards. In addition to the case where no error occurs, there are also cases where a weak error and a strong error occur. Even if Error 1 occurs, the special game process (A1310) and the role game process (A 1311), general game processing (A1312), segment LED editing processing (A1313) Execute.

[0288] In the segment LED editing process, the multiple segment LEDs constituting the collective display device 50 are Part of the display (memory display section, round display section, etc.: LED lamps D3-D7, D11-D17) Settings related to driving are executed. In addition, other part of the collective display device 50 (variable display part: L Settings for driving ED lamps D1, D2, D8, D10, D18) are controlled by the symbol fluctuation control. The process (A2615, A2617, A7615) is executed. The settings for the operation of some of the (probability status display: LED lamp D9) are done during the power outage recovery process ( A1048) and other similar programs.

[0289] When the game is stopped (the result of A1309 is "Y"), the game control device 100 Game processing (A1310), gimmick game processing (A1311), normal game processing (A131 2) Step A131 without executing the segment LED editing process (A1313) The process proceeds to step 4. If the safety device is activated or a severe error 2 occurs, When the game is stopped, the special game process (A1310) and the normal game process (A1312) are performed. ) is not executed, so the number of reserved special maps (A2906, A4611) and the number of reserved regular maps (A770 7, A7918) will not change. On the other hand, if a weak error or strong error 1 occurs, the game will stop. The special game process (A1310) and the regular game process (A1312) are being executed. Therefore, the number of reserved special maps (A2906, A4611) and the number of reserved general maps (A7707, A7918) ) can be changed by updating it by +1 (when a hold is created) or by updating it by -1 (when a hold is cleared).

[0290] In addition, depending on the type of error, such as weak error, strong error 1, and strong error 2, the special game processing Processing (A1310), Yakumo game processing (A1311), Uzu game processing (A1312), Perform some of the segment LED editing processes (A1313) and not the others. For example, if a strong error 2 occurs, the segment LED editing process It is okay to execute only the above.

[0291] Furthermore, the game control device 100 outputs safety device operation information corresponding to the state of the safety device to the performance control device. A safety device that can send a command to the performance control device 300 or set a safety device operation flag. The device-related process is executed (A1314). Then, the detection signal from the magnetic sensor switch 61 is The magnet abnormality monitoring process checks the signal and judges whether there is an abnormality (A1315 In addition, the detection signal from the radio wave sensor 62 of the game board is checked to see if there is any abnormality. The radio wave irregularity monitoring process (panel radio wave irregularity monitoring process) is executed to determine whether or not there is any illegality (A1316).

[0292] Thereafter, the game control device 100 detects the fraudulent action caused by vibration based on the input from the vibration sensor 65. Next, the vibration irregularity monitoring process is executed to monitor the abnormality of the large prize hole. The abnormal discharge monitoring process monitors the abnormal discharge (A1318). The large prize opening switch 39a and the specific area switch 72 (V prize opening switch) in the dynamic prize winning device 39 Based on the input from the remaining ball outlet switch 73, the abnormality of the special variable winning device 39 The discharge is monitored, and if an abnormal discharge occurs, an abnormal discharge occurrence flag is set. The game ball that has passed through the large prize opening switch 39a of the separate variable prize device 39 is 2 (V winning port switch) or the remaining ball discharge port switch 73 and is discharged.

[0293] Next, the game control device 100 sets signals to be output to various external devices in an output buffer. Then, in the same manner as in step A1309, etc., external information editing processing is performed. Then, it is determined whether or not play has stopped (A1320).

[0294] When the game is not stopped (the result of A1320 is "N"), the game control device 100 sets the flag The register is saved to the internal stack area (A1321) and the safety device counter value is updated ( Calculation of the difference in the number of balls) and outside area integration processing that controls the display of the performance display device 152 ( A1322). Then, the flag register is restored (A1323) and the timer interrupt processing is started. If the safety device is not activated and no severe error 2 has occurred, the game will stop. The processing of steps A1321-A1323 is executed including the outside area integration processing, not inside the do.

[0295] As described later, when transitioning to the outside area integration process, the stack pointer is set to game control. Switch from the related in-area stack area to the out-area stack area. When saving the stack pointer to the stack pointer save area in RAM111c, the flag Since the register flags (especially the zero flag) may change, step A1321 In this case, the flag register is saved in advance.

[0296] On the other hand, when the game is stopped (the result of A1320 is "Y"), the game control device 100 The timer interrupt process is terminated without executing the outside area integration process, etc. When the safety device is activated (when the safety device activation flag is 1) or when a strong error 2 occurs Since the out-of-area integration process is not performed, the safety device counter value is not updated and the base value is not updated. The display contents of all performance displays are not updated. This allows you to omit unnecessary control during game stop. Cut.

[0297] Unlike the above, even if a strong error 2 occurs, the game will not be stopped and the special game processing (A 1310), Yakumo game processing (A1311), Uzu game processing (A1312), Segment It is also possible to configure the LED editing process (A1313) to be executed. However, it is also possible to configure the device to execute outside-area integration processing or the like.

[0298] Also, when returning from timer interrupt processing, the interrupt disable state is restored and the register bank is specified. The restoration of the settings is configured to be done automatically, but depending on the CPU used, external information editing may be required. After processing, the process of enabling interrupts and returning the register bank specification to register bank 0 The theory may also be carried out.

[0299] [Output processing] Next, we will explain the details of the output process (A1306) in the timer interrupt process (Figure 9). Fig. 10 is a flowchart showing the procedure of the output process.

[0300] The game control device 100 first outputs data for the segments of the collective display device (LED) 50. Outputs off data to output port 135 (segment output port) (see Figure 3) that outputs Reset the output port 135 (A1601). Next, reset all solenoids (including the main prize port solenoid). solenoid 38b, 39b, lever solenoid 86b, normal power solenoid 37c) The output data is set (A1602). Then, just like in step A1309, It is determined whether the operation is stopped (A1603). If the safety device is activated (safety device operation When the moving flag is set to 1, or when a severe error 2 occurs that requires the game to be stopped , it can be determined that gaming has stopped.

[0301] When the game is not stopped (the result of A1603 is "N"), the game control device 100 The data of the outlet solenoid 38b, 39b, the lever solenoid 86b, and the normal power solenoid 37c The data to be output to the solenoid output port 134 which outputs the data is synthesized (A1604). Then, data is output to the solenoid output port 134 (A1605). If there is (the result of A1603 is "Y"), do nothing and proceed to the processing of step A1605. Then, the off data (A1602) is output to the solenoid output port 134. When the game is stopped, all solenoids are stopped, and the big prize hole, the specific area 86, The normal variable prize winning device 37 and the like are closed and in the closed state. The prize slot is closed and round play (play during a big win or small win) cannot be performed.

[0302] The game control device 100 then sequentially scans the digit lines of the collective display device (LED) 50. The value of the digit counter for scanning is updated by +1 in the range of 0 to 3 (although only 1 is added). (The next 3 is updated to 0) (A1606). Furthermore, the L corresponding to the value of the digit counter The digit output data to the digit line of the ED is acquired (A1607). The digit output data and external information data are combined (A1608), and the combined data is Output to external information output port 136 (A1609).

[0303] Next, the game control device 100 outputs the off data as segment output data to the segment line. Then, set the output data for prohibiting emission (A161). 1). Furthermore, as in step A1603, it is determined whether or not the game is stopped (A 1612).

[0304] When the game is not stopped (the result of A1612 is "N"), the game control device 100 The set from the segment area in the RAM 111c to the segment line corresponding to the value of the bit counter Load the segment output data (A1613) and set the launch permission output data (A1 614), and outputs the loaded segment output data to the output port 135 for segment output. (A1615). This segment area is an internal work area (game control work area). The above may be included in the target domain (the target domain).

[0305] In this way, when the game is not stopped, the value of the digit counter is incremented by +1 within the range of 0 to 3. Each time the bit is updated, a new digit line is selected and the eight cells of the digit that this digit line connects to are Segment output data is output to the segment line. Digits 0 to 3 are output in sequence. Selected, the dynamic driving method (dynamic lighting control) for the collective display device 50 is realized.

[0306] On the other hand, when the game is stopped (the result of A1612 is "Y"), the game control device 100 , the off data (A1610) is output without performing the processing of steps A1613 and A1614. The signal is output to the output port 135 for segment output (A1615). This provides a safety device. When the safety device is activated (when the safety device activation flag is 1) or when a strong error 2 occurs In the game stop state, the collective display device 50 is turned off. Therefore, the special chart change display game and the normal chart change display game cannot be executed. When a player sees this, he or she will be informed that the game has been stopped, that a safety device has been activated, or that a major error 2 ( It is possible to recognize that a normal error has occurred.

[0307] Next, the game control device 100 loads the external information data to be output to the external information terminal 71. Then, the combined external information data and launch permission or launch prohibition are The output data is then combined (A1617) and the final combined data is sent to the external information / launch authorization signal The number is output to the output port 137 (A1618). Note that if the game is not stopped, The output data is for permission to launch (A1614), and when the game is stopped, launch is prohibited (launch stop This will be the output data for when the safety device is activated or when a strong error occurs (A1611). When -2 occurs and the game is stopped, the launch of game balls from the ball launcher is prohibited. On the other hand, unless the game is stopped, the ball launcher will not be able to launch the game balls. Even when the game is stopped, the balls can still be shot from the ball launcher. It is also possible to configure the device so that firing is permitted but firing is not prohibited (fire is not stopped).

[0308] Next, the game control device 100 outputs a test signal to the test firing device. The data to be output to the test terminal output port 1 is loaded and synthesized, and the test terminal on the relay board 70 is The synthesized data is output to output port 1 (A1619). Then, the data is sent to the test firing device. The data to be output to the test terminal output port 2 on the relay board 70 that outputs the test signal is loaded. The combined data is output to the test terminal output port 2 on the relay board 70 (A162 0).

[0309] Next, the game control device 100 outputs a test signal to the test firing device. The data to be output to the test terminal output port 3 is loaded and synthesized, and the test terminal on the relay board 70 is The synthesized data is output to output port 3 (A1621). In addition, the test firing test device is tested. The data to be output to the test terminal output port 4 on the relay board 70 that outputs the signal is loaded. The combined data is output to the test terminal output port 4 on the relay board 70 (A1622 ) And the test terminal output port on the relay board 70 which outputs the test signal to the test firing device The data to be output to the test terminal output port 5 on the relay board 70 is loaded and synthesized. The data is output (A1623).

[0310] Next, the game control device 100 reads the data of the segments of the performance display device (LED) 152. Outputs off data to output port 141 (segment output port 2) and outputs Then, the digit lines of the performance display device 152 are sequentially reset (A1624). Update the value of digit counter 2 for scanning by +1 in the range of 0 to 3 (add only 1 (A1625) Furthermore, for the value of digit counter 2, The digit output data is then sent to the corresponding LED digit line (A1626). Then, The acquired digit output data is output to output port 142 (digit output port 2) ( A1627).

[0311] Next, the game control device 100 determines whether the game is stopped or not, as in step A1603. If the game is not stopped (the result of A1628 is "N"), From the performance display device segment area in RAM 111c corresponding to the value of digit counter 2 Load segment output data (A1629). The performance display segment area is It is included in the work area for performance display related to the performance information and its display (performance display). The loaded segment output data is output to the output port 141 (segment The data is output to output port 2) (A1630), and then the output process is terminated.

[0312] On the other hand, when the game is stopped (the result of A1628 is "Y"), the game control device 100 Therefore, the output process is terminated without executing the processes of steps A1629 and A1630. Therefore, if the safety device is activated and the game is stopped (if the safety device activation flag is 1), When a strong error 2 occurs and the game is stopped, the segment of the performance display device segment area Since the off-output data cannot be output to the output port 141, the off-data of step A1624 is output as is to the output port 141 for the performance display device 152. When the value of the digit counter 2 goes through the range of 0 to 3, the performance display device 152 displays all LE D is forcibly turned off and hidden, and the manager or attendant of the amusement facility who saw the performance display device 152 When the game is stopped, a safety device is activated, or a strong error 2 (fraudulent error) occurs You can recognize that you have been born.

[0313] In addition, even if strong error 2 occurs, the game will not be stopped, and steps A1629 and A1630 It is also possible to configure it to execute processing, etc.

[0314] [Winning port switch / status monitoring process] Next, the winning port switch / status monitoring process (A1308) in the timer interrupt process (Figure 9) ) will be described in detail. FIG. 11 is a flow chart showing the procedure of the winning port switch / status monitoring process. -Chart.

[0315] The game control device 100 first resets the acquired game ball number area included in the in-area work area to 0. As a result, the number of acquired game balls area is within one interrupt (within a specified time period). The number of winning balls is the total number of winning balls. The number of skill balls is equal to the increase in the number of safe balls within one break. Prepare a winning port monitoring table 1 corresponding to the upper winning port switch 39a in the winning device 39. (A2002). And, even though the Kamidai prize gate was not open, there were illegal entries into the Kamidai prize gate. Execute fraud and winning monitoring process to detect whether there is a winning and to detect normal winning ( A2003).

[0316] After that, the game control device 100 controls the lower large winning port in the lower large winning port (special variable winning device 38). A winning slot monitoring table 2 corresponding to the switch 38a is prepared (A2004). Even if the main prize gate is not open, the lower main prize gate is monitored to see if there are any illegal prizes. In addition, a fraud and winning monitoring process is executed to detect legitimate winnings (A2005).

[0317] Then, the game control device 100 turns on the start port 2 switch 37a in the normal variable winning device 37. A corresponding winning slot monitoring table is prepared (A2006). Then, when fraudulent winning is monitored, In both cases, a fraud and winning monitoring process is executed to detect normal winnings (A2007). A winning port monitoring table for a winning port switch that allows winning at any time and does not require fraud monitoring is prepared (A20 08). The winning gate switches that can always win are the start gate 1 switch 36a and the general winning gate 35, etc. It is.

[0318] Next, the game control device 100 executes a winning number counter update process to update the winning number ( A2009). And, which of the multiple switches and signals to be monitored is A status scan counter to specify in sequence which switch or signal is to be monitored this time. (A2010). The status scan counter is updated in the range from 0 to 3.

[0319] After that, the game control device 100 changes the state to be monitored according to the value of the state scan counter. A gaming machine status monitoring table 1 for setting is prepared (A2011). Executes a machine status check process to determine whether a malfunction has occurred or not (A2012) .

[0320] The value of the status scan counter is referred to the gaming machine status monitoring table 1, and the status scan If the value of the counter is 0, an error is output due to an occurrence such as a disconnection of the switch connector. The status (switch abnormality error) based on the constant detection signal is monitored, and the status scan counter If the value of the parameter is 1, the ball is discharged based on the shot ball out switch signal from the dispensing control device 200. The state (shooting ball out error) is monitored. The state scan counter value is 2. If the overflow switch signal is set to monitor the status (overflow error), If the value of the status scan counter is 3, the status based on the dispense abnormal status signal is In this way, the gaming machine status monitoring table 1 is set to monitor the status (dispensing error). ,Weak errors are monitored.

[0321] Next, the game control device 100 sets the state to be monitored according to the value of the state scan counter. Then, prepare the gaming machine status monitoring table 2 for determining the error (A2013). A gaming machine status check process is executed to determine the status of the gaming machine, such as whether it is alive or not (A2014).

[0322] The value of the status scan counter is referred to the gaming machine status monitoring table 2, and the status scan If the value of the counter is 0, the signal output from the glass frame opening detection switch is used. If monitoring of the status (glass pane open error) is configured and the status scan counter value is 1, In this case, the state is based on the signal output from the front frame open detection switch (main body frame open error, front If the status scan counter value is 2, the following is set: The monitoring of the status (frame radio wave illegal) based on the frame radio wave illegal signal is set, and the status scan counter A value of 3 sets up state monitoring based on touch switch signals.

[0323] Next, the game control device 100 judges whether the value of the state scan counter is 0 or not. (A2015). And if the value of the error scan counter is not 0 (A2015 If the result of step A2014 is "N", the process proceeds to step A2017.

[0324] In addition, when the value of the error scan counter is 0, the game control device 100 015 is "Y"), the dispensing control device 200 is able to start dispensing control, Sets the busy signal status (pull-out busy signal flag) based on the busy signal. - Signal check processing is performed (A2016), and processing proceeds to step A2017.

[0325] The process of step A2016 is performed by updating the status scan counter every time a timer interrupt occurs. This function is executed only when the value of the timer is 0, so it is executed once every four timer interrupts. In other words, if the timer interrupt occurs every 4 ms, A201 will occur every 16 ms. The process of step 6 will be carried out.

[0326] Next, the game control device 100 detects that the specific area switch 72 is inappropriately operated by the game ball. Executes V-pass timing monitoring processing to monitor whether or not the V-pass has been passed (A2017). In the timing monitoring process, a detection signal of the specific area switch 72 is generated at an inappropriate timing. If this occurs, a V passage error will occur.

[0327] Next, the game control device 100 monitors whether any game balls remain in the specific area switch 72. The remaining ball monitoring process is executed (A2018), and the winning port switch / status monitoring process is terminated. do.

[0328] In addition, the V-pass timing monitoring process and remaining ball monitoring process in the winning gate switch / status monitoring process This process is necessary for a so-called 1-type 2-type mixer (1+2-type machine) like the present embodiment, and is usually This may not be necessary for Type 1 Pachinko machines.

[0329] [Fraud & Winning Monitoring Processing] FIG. 12 is a flowchart showing the procedure of the fraud and winning monitoring process. The process is the same as steps A2003 and A2004 in the winning port switch / state monitoring process shown in FIG. 005, A2007.

[0330] The fraud & winning monitoring process is performed by the lower large winning port switch 38a in the special variable winning device 38, The upper large winning port switch 39a of the dynamic winning device 39, the winning port switch in the normal variable winning device 37 This is the process performed for the (starting gate 2 switch 37a). The prize device 37) and the large prize opening (special variable prize device 38, 39) are forcibly opened and closed. Since it is easy to open the machine and insert game balls to pay out prize balls, Provide positive monitoring.

[0331] The game control device 100 first detects the fraudulent monitoring period flag of the winning port switch that is the object of error monitoring. (A2101) and determine whether or not it is during the fraud monitoring period (A2102). For example, the fraud monitoring period is a period during which the winning gate switch subject to error monitoring does not detect game balls. For example, when the winning port switch is the lower large winning port switch 38a, the special variable winning port is This is a period other than during a special game state in which the prize device 38 is opened.

[0332] Then, if it is the fraud monitoring period (the result of A2102 is " Y" and determine whether there is an input to the target winning port switch (A2103). If there is no input to the prize port switch (the result of A2103 is "N"), the target alarm timer is updated. Load new information (A2112). Also, if there is an input to the target winning slot switch, (The result of A2103 is "Y"), the number of illegal winnings is updated by +1 (A2104), and after the addition Determine whether the number of fraudulent winnings is equal to or greater than the number of fraudulent winnings to be monitored (e.g., 5). (A2105).

[0333] The reason for the number of judgments being set to 5 is that, for example, when a large prize winning gate in an open state changes to a closed state, When the ball is caught in the door of the big prize opening, the ball exceeds the effective period of the count switch. This is to prevent cases where a winner is awarded by mistake or when there is noise in the signal from being judged as cheating. This is to prevent a false positive from being easily determined to be an error when in fact it is not.

[0334] Then, if the number of pieces is not equal to or greater than the judgment number (the result of A2105 is " N"), prepare a winning port monitoring table for the target winning port switch (A2110). If the number of illegal wins is equal to or greater than the judgment number (the result of A2105 is "Y"), the number of illegal wins is calculated as the number of illegal wins. (A2106), and set the initial value (for example, 60000ms ) is saved (A2107).

[0335] Next, the game control device 100 prepares the target fraud occurrence command as a performance command ( A2108), and further prepare an illegal winning occurrence flag as an illegal flag (A2109). Then, the prepared fraud flag is compared with the value of the target fraud flag area (A2120).

[0336] On the other hand, if it is not the fraud monitoring period (the result of A2102 is "N "), prepare the winning port monitoring table for the target winning port switch (A2110), and set the prize balls. The winning number counter update process is executed (A2111). The details will be described later.

[0337] Then, the game control device 100 loads the target notification timer update information (A2112). Then, it is determined whether or not updating of the notification timer is permitted (A2113). If there is no winning (the result of A2113 is "N"), the fraud and winning monitoring process ends. If updating of the notification timer is permitted (the result of A2113 is "Y"), the target notification timer If the value is not 0, it is updated by -1 (A2114). Note that the minimum value of the notification timer is set to 0. is.

[0338] The update of the alarm timer is performed when the winning port switch subject to error monitoring is a winning port in the normal variable winning device 37. If it is a prize port switch (start port 2 switch 37a), it is permitted. Also, one special variable When there are two winning port switches in the automatic winning device (large winning port), the notification timer is updated by the If the error-monitored winning port switch is on one side, it is allowed. If the switch is the other, it is not permitted. For correct notifications, the notification timer is updated twice as frequently, and the notification is not updated within the specified time (e.g. 60 This prevents the timer from running out in half the time (000ms).

[0339] After that, the game control device 100 judges whether the value of the notification timer is 0 or not (A211 5) If the value is not 0 (the result of A2115 is "N"), that is, the time has expired, If not, the fraud and winning monitoring process is terminated. Also, if the value of the notification timer is 0 ( A2115 result is "Y", i.e. the time has expired or has already expired If so, prepare the target unauthorized release command as a performance command (A2116) and A flag to cancel the illegal winning is prepared as a lag (A2117). Then, the value of the notification timer is set to 0 It is determined whether this is the moment when the signal becomes active (A2118).

[0340] The game control device 100 determines whether the value of the notification timer reaches 0 (result of A2118). If the result is "Y", that is, if the value of the notification timer becomes 0 during this fraud & winning monitoring process To do this, the number of illegal winnings in question will be cleared (A2119).

[0341] In addition, the game control device 100, after the processing of step A2119 is completed or the notification timer If the value of is not 0 (the result of A2118 is "N"), that is, the previous When the value of the notification timer becomes 0 in the fraud & winning monitoring process, the prepared fraud flag is set. The value is compared with the value in the invalid flag area (A2120).

[0342] Then, the game control device 100 checks whether the prepared fraud flag and the value of the target fraud flag area match. If it matches (the result of A2120 is "Y"), the fraud and winning monitoring process ends. If the prepared illegal flag and the value in the target illegal flag area do not match (result of A2120) The result is "N"), and the prepared illegal flag is saved in the target illegal flag area (A2121). The performance command setting process is executed (A2122). Then, the fraud and winning monitoring process is terminated. do.

[0343] Through the above process, a fraud occurrence command is sent to the performance control device 300 when a fraud occurs. When the fraud is cleared, a fraud clear command is sent to the performance control device 300, and a report of the fraud is sent. The start and end of the

[0344] [Winning Number Counter Update Process] FIG. 13 is a flowchart showing the procedure of the winning number counter update process. The data update process is the same as step A2009 of the winning port switch / status monitoring process shown in FIG. This is executed in step A2111 of the fraud and winning monitoring process shown in 12.

[0345] The game control device 100 first determines whether or not the game is stopped (A2201). When all devices are activated (when the safety device activation flag is set to 1) or when it is necessary to stop playing, When a strong error 2 occurs, it can be determined that the game is stopped.

[0346] When the game is not stopped (the result of A2201 is "N"), the game control device 100 The number of winning port switches to be monitored is obtained from the port monitoring table (A2202), and the target winning port switch is It is determined whether there is an input to the winning port switch (A2203). The winning table includes the number of winning balls and the address of the winning number counter area 1 for each winning port switch to be monitored. The address, the address of the prize counter area 2, etc. are defined. If there is no input, (A The result of 2203 is "N"), and the table address is updated to the address of the next record (A22 15) Determine whether monitoring of all switches has been completed (A2216).

[0347] On the other hand, when there is an input to the target winning port switch (A220 3 is "Y"), the number of acquired balls is loaded from the acquired ball number area (A2204), The number of winning balls corresponding to the elephant winning hole switch is added to the number of winning balls (A2205), and after the addition The value is saved in the acquired ball count area (A2206). The number of balls acquired is updated with each winning switch. This is the total number of winning balls won within one interruption.

[0348] The number of winning balls area is in the work area within the area, and the process of updating the winning number counter is The program (part of the program in the area) is written in the difference ball confirmation processing program (described later) In the case of the out-of-area program, only the data is read. Even if you enter it, the total value of the winning balls is less than 255 (1 byte), so the number of winning balls is No upper limit checking is performed.

[0349] Next, the game control device 100 loads the value of the target winning number counter area 1 (A220 7) The loaded value is updated by +1 (A2208). In addition, the auto It is determined whether a bar flow occurs (A2209). The size is in bytes (0 to 65535).

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

[0351] After that, the game control device 100 updates the loaded value by +1 (A2212), and Determine whether the value causes an overflow (A2213). If no result occurs (the result of A2213 is "N"), the updated value is written to the winnings counter area. The winning counter area 2 is saved in 1 byte (0 to 255). It is Isu.

[0352] After the process of step A2214 is completed or when an overflow occurs, the game control device 100 If this occurs (result of A2213 is "Y"), the table address is set to the address of the next record. Then, it is determined whether or not monitoring of all switches has been completed. (A2216).

[0353] If the monitoring of all the switches has not been completed (result of A2216), the game control device 100 Step A2203 to determine whether or not there is an input to the target winning port switch (result is "N"). When monitoring of all switches is completed (the result of A2216 is "Y"), the process returns to step 1. ), the winning counter update process is completed. This completes the process until all switches are monitored. The processing of steps A2203-A2216 is repeated to count the number of winning balls obtained within one interrupt. The number of winning balls (total) will be obtained, and each winning slot (each winning slot) within one interval will be The winning number counter areas 1 and 2 are updated based on the winnings in the winning area, and winning information is stored. This will be the case.

[0354] When the game is stopped (the result of A2201 is "Y"), the game control device 100 does nothing. The winning number counter update process is terminated without updating the winning number counter. The detection of game balls on the switch is disabled, the number of game balls won is not updated, and the winning number counter area Since areas 1 and 2 are not updated, the winning information is not stored and the winning balls are not obtained (they are not paid out). In addition, before the game is stopped (i.e., the detection of the game ball by the winning hole switch is valid), The payout of prize balls based on the winning information stored at the time of the game will continue even when the game is stopped. do.

[0355] The winning number counter area 1 instructs the payout control device 200 to pay out winning balls. This is an area used to send a payout command (a prize ball command) to The winning data corresponding to the winning balls that have not yet been transmitted is stored. The counter area 1 constitutes a prize ball command counter capable of storing information regarding the prize ball command.

[0356] The winning number counter area 2 is a region where the number of winning balls (the number of balls to be paid out) generated by winning into the winning slot is counted. It is used to transmit the main winning ball signal to an external device every time the number (here, 10) is reached. The data of the winning balls corresponding to the winning balls that are not generating the main winning ball signal. That is, the winning number counter area 2 stores information about the main winning ball signal. It constitutes a memorizable main winning ball signal counter.

[0357] Each of these winning counter areas has a number of winning balls set for each winning slot (e.g. For example, a winning number counter area is provided for 3 prize balls, 2 prize balls, 10 prize balls, and 14 prize balls. The number of wins in the corresponding winning counter area is incremented by one based on the number of wins in the winning slot. In other words, the information on each winning entry can be stored as a unit. The number of winning counters in area 1 (2 bytes) is the number of winning counters in area 2 (1 A larger area than 1000 byte is allocated, allowing more winning data to be stored. This is because the main signal can be sent regardless of the state of the destination. However, the dispensing command may be suspended depending on the state of the dispensing control device 200 to which the dispensing command is sent. This is because there is a possibility that more unsent data will accumulate.

[0358] [Gaming machine status check process] FIG. 14 is a flowchart showing the procedure of the gaming machine status check process. The check process is step A201 in the winning port switch / state monitoring process shown in FIG. 2, A2014, etc.

[0359] First, the game control device 100 obtains a state monitoring table corresponding to the state scan counter. The status scan counter is a value ranging from 0 to 3 corresponding to the game status. The relationship between the status monitoring table and the status scan counter is as follows: This is as explained in the prize slot switch / status monitoring process.

[0360] Next, the game control device 100 judges whether the signal to be checked is on or not ( If the signal being checked is not on (result of A2302 is "N"), That is, if the signal to be checked is off, a status off flag is prepared as the status flag. Then, the target state OFF command is obtained and prepared (A2304). The target status off monitoring timer comparison value is obtained (A2305). The status off flag is For the touch switch signal, it indicates the normal state. Indicates the status.

[0361] On the other hand, when the signal to be checked is on (result of A2302), the game control device 100 The result is "Y", and a status on flag is prepared as a status flag (A2306), and the target status on The on command is obtained and prepared (A2307). In addition, the target status on monitoring timer is compared. The status on flag indicates an error or It indicates an illegal state, and for the touch switch signal, it indicates a touched state.

[0362] When the processing of step A2305 or step A2308 is completed, the game control device 100 determines whether the value of the target signal control region matches the acquired signal state (A2 309). If they match (the result of A2309 is "Y"), the process of step A2312 is performed. If they do not match (result of A2309 is "N"), the target signal control area The acquired signal status is saved in the area (A2310) and the target status monitoring timer is cleared ( A2311).

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

[0364] On the other hand, the game control device 100 checks whether the updated state monitoring timer value is a corresponding timer comparison value. In the above cases (result of A2313 is "Y"), the status monitoring timer is updated by -1 and the timer ratio The comparison value is kept at -1 (A2314). Furthermore, the prepared status flag is the target status flag. It is determined whether the value matches the value in the area (A2315). If it matches, (A231 If the result of step 5 is "Y", the gaming machine status check process is terminated.

[0365] On the other hand, the game control device 100 determines whether the prepared status flag matches the value of the target status flag area. If not (result of A2315 is "N"), the prepared status flag is set to the target status flag. The command is saved in the delay area (A2316). Finally, the command is saved in the command setting area (A2317). The specified processing is executed (A2317), and the gaming machine status check processing is terminated.

[0366] The presentation command here is either a state off command or a state on command. If the on command is an error command, an error notification is started to the performance control device 300. As a state-on command to cause the performance control device 300 to start notifying an error, Regarding ball payout errors such as ball out errors, overflow errors, and payout abnormal errors There is a command to deal with payout errors (included in weak errors), and also to open the glass frame. Frames that correspond to frame opening errors such as errors and main frame opening errors (included in Strong Error 1) There are commands to handle invalid frame radio errors (included in strong error 2).

[0367] [Probability setting change / confirmation process] Next, we will explain the details of the probability setting change / confirmation process (A1305) in the timer interrupt process. FIG. 15 is a flowchart showing the procedure for changing / confirming the probability setting. The rate setting change / confirmation process allows the probability setting value to be changed or confirmed.

[0368] The game control device 100 first determines whether the probability setting value is within the normal range (A2 401). The probability setting value here is stored in the probability setting area in the work area of ​​the RAM 111c. It is stored in the constant value area.

[0369] If the probability setting value is within the normal range (the result of A2401 is " Y"), set the probability setting value display data corresponding to the probability setting value (A2402), and The output is sent to the display device 152 via the drivers 150a and 150b (A2404). If the value is not within the normal range (result of A2401 is "N"), the probability setting value display data is Then, the light-off data is set (A2403), and the performance display device 152 is informed of the drivers 150a and 150b. Output via 0b (A2404).

[0370] Here, the probability setting value display data is a display probability setting value displayed on the performance display device 152. This data is stored in the probability setting value display data area. In order to prevent confusion among hall staff and other personnel, the same jackpot probability is applied even if the probability setting value is different. (and small win probability), set the display probability setting to the big win probability (and small win probability). In other words, the same display probability setting value indicates the same probability of a big win (and a small win). It may mean probability.

[0371] Next, the game control device 100 updates the security signal control timer by -1 if the security signal control timer is not 0. (A2405). The security signal control timer is set to 1 in step A1037. 28 ms (predetermined time). Next, the external device (game center internal management device (hall computer) The on-data of the security signal to inform the external information terminal 71 of an abnormality In addition, other signals such as a big win signal are output to the external information terminal 71 (A2406). The signal is maintained in the off state.

[0372] After that, the game control device 100 judges whether the probability setting change flag is set or not. If the probability setting change flag is not set (A2407), If the result of is "N", that is, if the probability setting is being confirmed, change / confirm the probability setting without doing anything. End processing.

[0373] When the probability setting change flag is set (A2407 If the result of the above is "Y", that is, if the probability setting is being changed, the first timer interrupt after power-on This is the first timer interrupt process after power-on (A2408). If there is (the result of A2408 is "Y"), the probability setting change / confirmation process is terminated. This is If the RAM initialization switch 112 is held down, the probability setting value may be updated unintentionally. This is to prevent the situation where new ones are made.

[0374] If this is not the first timer interrupt process after power-on, the game control device 100 8 is "N"), and it is determined whether the RAM initialization switch 112 is input (A2 409). If the RAM initialization switch is not input (result of A2409 is "N"), The rate setting change / confirmation process is completed.

[0375] When the RAM initialization switch 112 is input, the game control device 100 If the result is "Y", the working setting value in the working setting value area (RAM 111c or register) The probability setting value area is updated by +1 within the possible range. The rate setting value is updated by +1 (A2410). This allows the RAM initialization switch 112 to be operated. Each time it is created, the probability setting value in the probability setting value area is updated by 1. After that, the probability setting change / Ends the confirmation process. Note that the setting change mode is used to store working settings. The probability set value area is written to the business set value area (in RAM 111c or register). A value corresponding to the rate setting value (a value obtained by subtracting 1 from the probability setting value) may be stored. If the setting value is 5 (probability setting value 6) and the update is +1, the working setting value is 0 (probability setting value 1) can be returned to. Therefore, the probability setting values ​​1 to 6 are repeatedly updated by +1. The range of possible working values ​​is determined by the number of probability settings. In the case of multi-step settings, for example, 0~1 or 0~5, the single step setting is 0. In the case of multi-stage setting, the working RAM is initialized every time the RAM initialization switch 112 is operated. The setting value and probability setting value are updated to different values, but in the case of a one-stage setting, the same value is used even if it is updated. (updated to the same value).

[0376] In addition, every time the probability setting value is updated by +1, the game state is switched to a setting variable state, etc. When the setting value is set, a command (setting value information command) is sent to the performance control device 300. Similarly, it may be transmitted whenever the probability setting value is updated by +1, or when the setting variable state, etc. When the game state is switched, the test signal can be output to an external test firing device. In addition, these transmissions and outputs may be suspended if the game control device 100 has a main abnormality or other abnormality. In addition, it is preferable to stop the game if the game is in a special state, time-saving state, or jackpot state. When the state is changed or when the special chart change display game starts, the setting is made in the performance control device 300. A command to inform the test value (setting value information command) may be sent, or the test signal may be sent from an external test It may be possible to output the signal to a shooting test device.

[0377] In the above, the working setting values ​​are updated every time the RAM initialization switch 112 is operated. The probability setting value in the probability setting value area is updated directly in response to the The probability setting value (working setting value) being changed is stored in the working setting value area, and the setting When the key switch 93 is turned off and the setting change operation is completed (the result of A1039 is "Y "), and the value corresponding to the working setting value in the working setting value area is stored in the probability setting value area for the first time. This way, if a power outage occurs while changing the settings (A1040 The result of this is "Y" and the probability setting value (in the probability setting value area) used for game control, presentation control, etc. This prevents the stored probability setting value from being changed to an unintended value.

[0378] [Special game processing] Next, the details of the special game processing (A1310) in the timer interrupt processing mentioned above FIG. 16 is a flowchart showing the procedure of the special game processing. In this case, the input of the start port 1 switch 36a and the start port 2 switch 37a is monitored, and the special chart fluctuation is It controls all processing related to the displayed games and sets up the display of special charts.

[0379] The game control device 100 first turns on the start port 1 switch 36a and the start port 2 switch 37a. Execute the start port switch monitoring process to monitor winning (A2600). Start port switch monitoring In the process, the game ball enters the normal variable winning device 37 which constitutes the start winning hole 36 and the second start winning hole. Then, various random numbers (such as jackpot random numbers) are extracted, and the special chart variation display game based on the winning is A game result pre-determination is performed before the start of the game, in which the game result based on winning is determined in advance. The start port switch monitoring process will be described in detail later.

[0380] Next, a specific area switch that monitors the entry of a game ball into a specific area 86 (V entry port) The switch monitoring process is executed (A2601). For details of the specific area switch monitoring process, More details will be provided later.

[0381] Next, the game control device 100 executes the upper large winning port switch monitoring process (A2602). In the upper large winning port switch monitoring process, the count switch provided in the special variable winning device 39 The detection of the game ball at switch 39a is monitored.

[0382] Next, the game control device 100 updates the special game processing timer by -1 if the special game processing timer is not 0 (1 (A2603) The special game processing timer is updated by -1 to The time is measured for the interrupt period (4 msec) of the loading process. The minimum value of the processing timer is set to 0. Next, check whether the special game processing timer is 0. If the special game processing timer is not 0 (the result of A2604), If the answer is "N", proceed to step A2619.

[0383] When the special game processing timer is 0 (the result of A2604 is " Y"), that is, if the time is up or has already been up, the special game A special game sequence branch table that is referenced to branch to the process corresponding to the game process number. In addition, the special game sequence branch table is set to the register (A2605). This is used to obtain the branch destination address of the process corresponding to the special game process number (A2606). Next, a subroutine call is made based on the special game processing number. The appropriate game branching processing is executed (A2607).

[0384] If the game processing number is "0" in step A2607, the game control device 100 Monitor the start of the special chart change display game, set the start of the special chart change display game, and Executes the normal special chart processing, which sets the information necessary for setting and performing special chart change processing. (A2608). Details of the special chart normal processing will be described later.

[0385] If the game processing number is "1" in step A2607, the game control device 100 This is a function that sets the stop display time of the special chart and the information required for processing during the special chart display. Execute the process during the pattern change (A2609). For example, in the special pattern change process, Set the necessary information such as the symbol stop command and the stop display time corresponding to the stop symbol pattern. Set the processing number "2" for the special game processing during the special game display and save it in the special game processing number area. do.

[0386] If the game processing number is "2" in step A2607, the game control device 100 Processing during special chart display to set information necessary for transition to a big win state or a small win state Execute (A2610). For example, in the special chart display process, the result of the special chart change display game is If it is a hit, the condition device operation information indicating that the condition device is operating is Set the processing number "0" for the special game processing number area and set the processing number "0" for the special game processing number area. If the result of the special chart change display game is a small win, the small win fanfare command Set the necessary information such as the time before the small hit is released, and the processing number for the small hit release pre-processing is "3". Set and save in the special game processing number area. If the result of the special game is a miss, If so, set the processing number for the special game processing to "0" and save it in the special game processing number area. .

[0387] If the game process number is "3" in step A2607, the game control device 100 Execute the small hit opening pre-processing (A2611). For example, in the small hit opening pre-processing, The opening time of the large prize opening (small prize opening time, for example 1.6 seconds) is set in the special game processing timer area. Save the on data in the upper large entry port solenoid output data area, and open the small win Set the release command as the production command, and set the processing number "4" for the small hit release processing. The result is saved in the special game processing number area.

[0388] If the game processing number is "4" in step A2607, the game control device 100 Execute the small hit open processing (A2612). For example, in the small hit open processing, The remaining ball processing time (for example, 3.0 seconds) is saved in the special game processing timer area, and the remaining small winning balls Set the processing number "5" for the processing and save it in the special game processing number area.

[0389] If the game process number is "5" in step A2607, the game control device 100 Execute the small hit remaining ball processing (A2613). For example, in the small hit remaining ball processing, Set the processing number for the processing to "0" and save it in the special game processing number area.

[0390] When the processing based on the special game processing number is completed, the game control device 100 displays the special game 1 After preparing the special drawing 1 variation control table to control the variation of 51 (A2614), The pattern change control process for the special pattern 2 display 51 is executed (A2615). After preparing the special drawing 2 variation control table to control the variation of 52 (A2616), 2. Execute the pattern change control process for the display 52 (A2617). Next, during the small win, A lever that controls the opening operation of the lever solenoid 86b so as to open the solenoid 86b. - Execute solenoid control processing (A2618) and end special game processing.

[0391] [Start switch monitoring process] Next, details of the start switch monitoring process (A2600) in the special game process Fig. 17 is a flowchart showing the procedure of the start port switch monitoring process.

[0392] The game control device 100 first checks the winning monitoring table for the start winning hole 36 (starting hole 1). (A2701), execute the hardware random number acquisition process (A2702), and start the winning slot 36 It is determined whether or not there is a winning entry to the starting winning slot 36 (A2703). If the result of A2703 is "N", the process from step A2709 onwards is executed. If there is a winning entry to the active winning slot 36 (the result of A2703 is "Y"), the game state is to hit to the right. Determine whether it exists or not (A2704).

[0393] When the game control device 100 determines that the game state is not one in which the player can hit the right hand (result of A2704), If the answer is "N", the process from step A2707 onwards is executed. If the result of A2704 is "Y", the right-hit instruction notification command is treated as a performance command. Then, the controller 20 prepares the command (A2705), and executes the performance command setting process (A2706). In the setting process, the performance command is written to the serial transmission buffer, and the performance command is The received signal is then transmitted to the control device 300.

[0394] In other words, if the normal power support state (time-saving state) is selected, the probability state of the variable display game (high probability state) Regardless of the state (low probability state), prepare the right hit instruction notification command and set the performance command. In this embodiment, the left hand side is more likely to win the starting winning hole 36, and To win the variable winning device 37, you must hit it from the right. It does not pass through the starting gate 34. Therefore, in the normal power support state (time-saving state), it is better to hit from the left. However, if there is a winning entry in the starting winning slot 36 during normal power support mode, In this case (i.e., when the player hits the left hand during normal power support), the right hand hit instruction notification command is The performance control device 300 sends a notification ( A warning is displayed on the display device 41 etc. by displaying a right-hit instruction.

[0395] Next, the game control device 100 sets the reservation information by the start winning port 36 (starting port 1). After preparing the table (A2707), execute the special start switch common processing (A2 708). And, the winning monitoring table for the second start winning port (normal variable winning device 37) (A2709), execute the hardware random number acquisition process (A2710), and open the second start winning slot. It is determined whether or not there is a winning entry to the 2nd start winning slot (A2711). If there is no winning entry to the 2nd start winning slot ( If the result of A2711 is "N", the start port switch monitoring process is terminated.

[0396] On the other hand, when there is a winning entry to the second start winning slot (result of A2711), the game control device 100 In "Y", whether or not the normal electric device (normal variable winning device 37) is in operation, that is, In other words, whether the normal variable winning device 37 is in an open state in which the game ball can win a prize or not is determined. If the electric device is in operation (the result of A2712 is "Y"), ), and proceed to processing at step A2714.

[0397] On the other hand, when the normal electric device is not in operation (the result of A2712 is "N"), and judge whether a regular power fraud is occurring (A2713). To the regular power variable winning device 37 If the number of fraudulent winnings is equal to or greater than the number required to determine whether fraud has occurred (for example, 5), then a general electricity fraud is occurring. The normal variable winning device 37 is in a closed state, in which the game ball cannot win a prize, and in an open state, Therefore, if a ball wins in the closed state, there is some kind of abnormality or In the case where fraud has occurred, if there are any winning balls in this closed state, the number of winning balls will be counted. The number of illegal winnings counted in this way is counted as the number of illegal winnings. If the number of judgments (upper limit) is reached, it is determined that fraud is occurring.

[0398] If no fraudulent power supply is occurring (the result of A2713 is "N"), the game control device 100 A table was prepared to set the reserved information by the 2 start winning port (normal variable winning device 37). After that (A2714), execute the special start port switch common processing (A2715), and the start port switch The switch monitoring process is terminated. Also, in A2713, a normal power fraud has occurred (result of A2713 If the result is "Y", the start port switch monitoring process is also terminated. Prevent further startup storage from occurring.

[0399] [Special diagram start switch common processing] Next, the special diagram start port switch common processing in the start port switch monitoring processing (A2708, A 2715) will be described in detail. Figure 18 shows the procedure for the special start switch common processing. The flowchart shows the start port switch common process. When there is an input from the second switch 37a, the process is performed in common for each input. It is.

[0400] The game control device 100 first turns on the start port 1 switch 36a and the start port 2 switch 37a. Among these, information regarding the number of winnings on the start switch to be monitored is managed externally from the gaming machine 10. Load the number of start signal outputs (A2901), which is the number of times to output to the device. The value is updated by +1 (A2902) and it is judged whether the output count overflows or not. (A2903). If the output count does not overflow (the result of A2903 is "N"), The updated value is saved in the RWM start signal output count area (A2904), and step A On the other hand, if the number of output times overflows (result of A2903), If the result is "Y", the process proceeds to step A2905. The count field can store values ​​from "0" to "255". If the value is "255", the +1 update will make the updated value "0", and the number of outputs will be It is configured to determine that an overflow has occurred.

[0401] Next, the game control device 100 switches the start port 1 switch 36a and the start port 2 switch 37a. Of these, the number of reserved special drawings (start memory number) to be updated corresponding to the start switch to be monitored is the upper limit It is determined whether the number of reserved special drawings to be updated is less than the upper limit (here, 4) (A2905). If it is not less than 10 ... In addition, if the number of reserved special drawings to be updated is less than the upper limit (here, 4) (A2905 If the result is "Y", the number of reserved special drawings to be updated (number of reserved special drawings 1 or number of reserved special drawings 2) is updated by +1. Then (A2906), the target starting port winning flag is saved (A2907).

[0402] Next, the game control device 100 detects a random number corresponding to the start switch and the reserved number of special symbols to be monitored. The address of the number storage area is calculated (A2908), and the jackpot prepared in step A2805 is The random number is saved in the RWM jackpot random number storage area (A2909). Next, A random number of a winning pattern of a special pattern change display game that starts by detecting a moving mouth switch is extracted, and R Save the random number of the winning pattern in the WM random number storage area (A2910). Next, the start port of the monitored object A random number for a small win pattern in a special pattern variation display game that starts when a switch is detected is extracted, and a small win is The random number is saved in the pattern random number storage area (A2911). Also, the support number for determining the time-saving pattern is saved. Extract the random number of the symbol and save the random number of the symbol per support in the RWM random number storage area. (A2912).

[0403] In this embodiment, as described above, a big win occurs by a V winning after a small win. Therefore, it is not necessary to use the small winning pattern random number, and step A2911 is optional. It does not have to be executed. Also, since there is no small hit result in the special chart 1 variable display game, If the start port switch is the start port 1 switch 36a, you do not need to extract the small winning pattern random number. good.

[0404] In addition, the small hit pattern random number, the support hit pattern random number, and the big hit pattern random number are the special chart 1 stop pattern described later. In the setting process (A3403) and the special chart 2 stop pattern setting process (A3503), Stop symbol number, stop symbol number when a support hits, or stop symbol number when a jackpot hits, and The small win stop pattern, the support win stop pattern, or the big win stop pattern corresponding to the pattern number Used to determine the stop pattern.

[0405] In this embodiment, in order to avoid confusion, the small win pattern random number, the support win pattern random number, the big win pattern random number, The random numbers for each symbol are set independently, but in order to reduce the random number storage area of ​​the RWM, A random number (common random number) is shared to determine the small winning pattern (the stopping pattern number at the time of the small winning, the small winning stopping pattern Pattern), Support hit pattern (stop pattern number when support hit, support hit stop pattern) , and distribute the jackpot symbols (the symbol number that stops when the jackpot is reached, and the jackpot symbol pattern) That is, when determining the small winning symbols, the range of the common random numbers is divided and assigned to each small winning symbol. When assigning or determining the winning symbols, the range of the common random numbers is divided and each winning symbol is determined. When assigning to or determining the winning symbols, the range of common random numbers is divided to determine each winning symbol. or may be assigned to

[0406] Next, the game control device 100 calculates the variation pattern random numbers 1 to 3 as the variation patterns of the corresponding RWMs. The result of the variable display game (game result) is saved in the random number storage area (A2913). Execute the special drawing reservation information judgment process (pre-judgment process, pre-reading process) that can be judged beforehand (A29 14). In the special reserved information judgment process, the saved jackpot random number and winning pattern random number (jackpot pattern Random numbers, small winning pattern random numbers, support winning pattern random numbers) based on the stopping pattern information (big winning stopping pattern , small win stop pattern, time-saving stop pattern, miss stop pattern) corresponding to the pre-reading stop pattern command Or, the first half fluctuation number based on the saved fluctuation pattern random numbers 1 to 3 (number of fluctuations before the reach) And a predictive fluctuation pattern command corresponding to the latter half fluctuation number (number of fluctuation after the reach) is produced Set it as a command. And, the start switch and the number of reserved special drawings to be monitored are set. Prepare the decoration special drawing reservation number command as a performance command (A2915), and set the performance command Execute the process (A2916) to end the special chart start switch common process. The game control device 100 detects the variable display before the variable display game based on the start memory is executed. The game device includes a pre-determination means for determining the result of the dynamic display game in advance.

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

[0408] [Specific area switch monitoring process] Next, the details of the specific area switch monitoring process (A2601) in the special game process will be explained. 19 is a flowchart showing the procedure of the specific area switch monitoring process.

[0409] The game control device 100 first determines whether or not a small win is occurring (A3001). If the game processing number is "4" or "5", it can be determined that a small win is occurring. If the result of A3001 is "Y", it is determined whether the condition device is operating (A30 02). If the condition device operation information is set to indicate that the condition device is in operation, the condition It can be determined that the device is in operation.

[0410] When the condition device is not in operation (result of A3002 is "N"), the game control device 100 It is determined whether there is an input to the specific area switch 72 (A3003). If there is an input in 72 (the result of A3003 is "Y"), that is, if there is an entry in the specific area 86 ( When a V prize is awarded, the condition device operation information indicating that the condition device is in operation is displayed. The information is saved in the position operation information area (A3004), and the specific area switch monitoring process is terminated.

[0411] If the small win is not occurring (the result of A3001 is "N"), or if the condition device is operating (A3 002 is "Y"), or when there is no input to the specific area switch 72 (A3003 If the result of step 3 is "N", the specific area switch monitoring process is terminated without doing anything.

[0412] [Special chart normal processing] Next, we will explain the details of the special chart normal processing (A2608) in the special chart game processing. FIG. 20 is a flowchart showing the procedure for special chart normal processing.

[0413] First, the game control device 100 is in the normal processing of the accessory game processing described later, and Determine whether the remaining ball counter of the big prize opening is 0 (A3200). If the remaining ball counter of the big prize slot is not 0 (the result of A3200 is "N " ), and the special chart change display game is not started, and processing proceeds to step A3215.

[0414] The game control device 100 is in the normal processing of the role and the remaining ball counter of the big prize opening is 0. If (the result of A3200 is "Y"), the number of reserved special charts 2 (the number of second start memories) is 0. If the number of reserved special drawings 2 is 0 (the result of A3201 is "Y"), determine whether the number of reserved special charts 1 (number of first start memories) is 0 (A3206) And if the number of reserved seats is 0 (the result of A3206 is "Y"), the customer waiting demo will start. It is determined whether the customer waiting demo has already started (A3211), and if the customer waiting demo has not already started (A32 If the result of 11 is "N", set the customer waiting demo flag in the customer waiting demo flag area (A 3212).

[0415] Next, the game control device 100 prepares a customer waiting demo command as a performance command ( A3213), perform the performance command setting process (A3214), and process step A3215. On the other hand, if the customer waiting demo has already started in step A3211 (A32 11 is "Y"), and set the processing number to "0" for special chart normal processing (A3215 ), save the processing number in the special game processing number area (A3216), and Then, the fraudulent monitoring period flag area is cleared (A3217). The flag is saved during the viewing period (A3218) and normal special chart processing is terminated.

[0416] In addition, the game control device 100, when the number of reserved special charts 2 is not 0 (the result of A3201 is "N "), execute the special chart 2 change start process (A3202), and the decorative special chart reservation corresponding to the special chart 2 reservation number is Prepare the remaining number command (decoration special diagram 2 reserved number command) as a performance command (A3203 ), execute the performance command setting process (A3204). Then, the special chart 2 special chart change process The transition setting process is executed (A3205) and the special chart normal processing is terminated.

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

[0418] In addition, the game control device 100, when the number of reserved special figures 1 is not 0 (the result of A3206 is "N "), execute the special chart 1 change start process (A3207), and the decorative special chart reservation corresponding to the special chart 1 reservation number is Prepare the remaining number command (decoration special chart 1 reserved number command) as a performance command (A3208 ), execute the performance command setting process (A3209). Then, the special chart 1 special chart change process The transition setting process is executed (A3210) and the special chart normal processing is terminated.

[0419] In the special chart 1 special chart change processing transition setting process, set "1" as the processing number and Save the processing number in the processing number area, clear the customer waiting demo flag area, and control the special chart 1 fluctuation. Save the changing flag in the flag area.

[0420] In this way, by checking the number of reserved special drawings 2 before checking the number of reserved special drawings 1, If the number of reserved special charts 2 is not 0, the special chart 2 change start process (A3202) will be executed. In other words, the special chart 2 variable display game is executed in priority to the special chart 1 variable display game. (Special Figure 2 reserved priority consumption). In other words, the game control device 100 is the second start storage means If the game control device 100 has a second start memory, the fluctuation based on the second start memory A priority control method for executing the display game with priority over the variable display game based on the first start memory. In addition, the special chart 1 variable display game is executed in priority to the special chart 2 variable display game. In the case of preferential consumption of the reserved special drawing 1, the judgment of step A3201 is It is sufficient to determine whether the number is not equal to 0 or not.

[0421] [Special Chart 1 Change Start Processing] Next, we will explain the details of the special chart 1 change start processing (A3207) in the special chart normal processing. FIG. 21 is a flowchart showing the procedure for the special chart 1 change start process. The processing is performed at the start of the special chart 1 variable display game.

[0422] The game control device 100 indicates the type of special chart variable display game to be executed (here, special chart 1). The special chart 1 change flag is saved in the change pattern discrimination area (A3401). Next, the special chart 1 change The jackpot flag 1 is used to determine whether the displayed game is a jackpot or not. The jackpot flag 1 setting process is executed (A3402), which performs processes such as setting information. The details of the hit flag 1 setting process will be described later.

[0423] Next, the game control device 100 detects the special symbol 1 stop symbol (symbol information) related to the special symbol 1 variable display game. The special chart 1 stop pattern setting process related to the setting of the special chart 1 stop pattern setting process is executed (A3403). In the fixed processing, the stop pattern number at the time of miss, support hit, or big hit, and this stop pattern number The corresponding miss stop pattern, support stop pattern, or big win stop pattern pattern Save the turn. The stop pattern number at the time of the support hit or the big hit is the support hit pattern, The random number and the winning pattern are determined according to the random number.

[0424] Furthermore, the game control device 100 sets a special pattern, which is a parameter for setting a variation pattern. A special drawing information setting process is executed to set the information (A3404).

[0425] Next, the game control device 100 sets the variation pattern of the special chart 1 variation display game. A table in which information for referencing various information is set. Prepare the information table (A3405).

[0426] After that, the game control device 100 performs a variable pachinko game, which is a variable mode in the variable display game shown in FIG. Execute the fluctuation pattern setting process to set the turn (fluctuation pattern number) (A3406) Next, the game control device 100 sets the information on the start of the variation of the special figure 1 variation display game. The start information setting process is executed (A3407), and the special chart 1 change start process is terminated. In the information setting process, the fluctuation time value corresponding to the fluctuation pattern (fluctuation pattern number) is obtained, and The game process timer is saved in the game process timer area. Then, the variable command corresponding to the variable pattern number is Prepare the mode (MODE, ACTION) as a performance command and perform the performance command setting process. In addition, in the variable start information setting process, the special chart type of the special chart variable display game to be started is set. The number of reserved special drawings for the other item (Special Drawing 1 or Special Drawing 2) will be updated by -1 (decreased by 1).

[0427] [Special Chart 2 Change Start Processing] Next, we will explain the details of the special chart 2 change start processing (A3202) in the special chart normal processing. FIG. 22 is a flowchart showing the procedure for the special chart 2 change start process. The process is performed at the start of the special chart 2 variation display game, and is the special chart 1 variation shown in FIG. The same processing as in the start process is performed on the second start memory.

[0428] The game control device 100 first determines the type of special chart variable display game to be executed (here, special chart 2). The special pattern 2 change flag indicating the change is saved in the change pattern discrimination area (A3501). 2. A jackpot flag to determine whether the game is a jackpot or not. 2. A miss information Execute the jackpot flag 2 setting process, which performs processing such as setting jackpot information (A3502 ).

[0429] Next, the game control device 100 determines the special chart 2 stop pattern (pattern information) for the special chart 2 variable display game. The special pattern 2 stop pattern setting process related to the setting of the information is executed (A3503). Execute a special drawing information setting process to set the special drawing information, which is a parameter for setting the line. (A3504). Next, various information regarding the setting of the variation pattern of the special chart 2 variation display game A table in which information for referencing the information is set, Prepare the filter (A3505).

[0430] After that, the game control device 100 sets the variation pattern of the special chart 2 variation display game. Execute the pattern setting process (A3506). Finally, the special chart 2 variation display game variation start Execute the variable start information setting process (A3507) to set the information of the variable start information setting process (A3507), and execute the special diagram 2 variable start process. Finish.

[0431] [Big hit flag 1 setting process] Next, the details of the jackpot flag 1 setting process (A3402) in the special chart 1 fluctuation start process will be explained. 23 is a flow chart showing the procedure for setting the big win flag 1.

[0432] The game control device 100 first stores the miss information in the big win flag 1 area and the support win flag 1 area. The information is saved (A3601). Next, the RWM special chart 1 jackpot random number storage area (for reserved number 1) ) and load the jackpot random number from (A3602), and store the jackpot random number in the special chart 1 jackpot random number storage area. (For reserved number 1) is cleared to 0 (A3603). Note that reserved number 1 refers to the first item in the order of consumption. An area that stores information (random numbers, etc.) about the special chart start memory (here, the first of special chart 1) After that, depending on whether the prepared random number value matches the jackpot judgment value, the jackpot is determined. A jackpot determination process is executed to determine whether or not the jackpot has been reached (A3604).

[0433] When the result of the jackpot determination process (A3604) is a jackpot, the game control device 100 (The result of A3605 is "Y"), the jackpot in which the miss information was saved in step A3601 Overwrite the jackpot information in the flag 1 area and save it (A3606), and set the jackpot flag 1. End the process.

[0434] On the other hand, if the result of the jackpot determination process (A3605) is not a jackpot (the result of A3605 (The result is "N"), and optionally, the special chart variation display game is performed based on the obtained jackpot random number value. A support hit determination process is executed to determine whether or not the support hit is true (A3607), and the result of the determination is It is determined whether or not the game is a support hit (A3608). In this embodiment, the determination of the support hit is The random number of the jackpot is also used for the determination (in other words, the same random number is used for the determination of the jackpot and the support hit). (Numbers are used.) Here, the support hit (time reduction hit) of the special chart variable display game is the next This is a time-saving result (specific result) that enters the time-saving state from a special chart change display game, and at this time In response to the short result, the performance control device 300 displays the time as a result of stopping the decoration special chart variable display game. The short pattern can be displayed on the display device 41.

[0435] When the special chart variable display game is a support hit (result of A3608), the game control device 100 "Y" is set), and the loss information is saved in the support hit flag 1 area in step A3601. The jackpot information is overwritten and saved (A3609), and the jackpot flag 1 setting process is completed. On the other hand, if the special chart change display game is not a support hit (the result of A3608 is "N"), End the jackpot flag 1 setting process without saving the support hit information in the flag 1 area. do.

[0436] In this manner, in this embodiment, the result of the special chart 1 variable display game is "jackpot", " The result will be either a "Po hit (time-saving hit)" or a "miss", and there is no "small hit". Steps A3607-A3609 are optional and may be omitted. In short, it is not necessary to set a "support hit (time-saving hit)" in the result of the special chart 1 variable display game. It is also possible to configure the result of the Special Chart 1 Variable Display Game to include a "small win."

[0437] In addition, in the jackpot flag 1 setting process, the support hit information is saved in the support hit flag 1 area. However, since the jackpot and the support hit do not overlap, the support hit is placed in the jackpot flag 1 area. You may save the information.

[0438] [Big hit flag 2 setting process] Next, the details of the jackpot flag 2 setting process (A3502) in the special chart 2 fluctuation start process will be explained. 24 is a flow chart showing the procedure for the big win flag 2 setting process. This process is the same as the process in the jackpot flag 1 setting process shown in FIG. 23, but it is executed in the second start It is done with memory as the target.

[0439] The game control device 100 first selects two big win flag areas, two small win flag areas, and a support win flag area. The miss information is saved in the lag 2 area (A3701). Next, the RWM special chart 2 jackpot random number Load the jackpot random number from the storage area (for reserved number 1), prepare it (A3702), and 2. Clear the jackpot random number storage area (for reserved number 1) to 0 (A3703). Note that for reserved number 1 The information about the special chart start memory that is the first to be consumed (here, the first of the special charts 2) ( This is the area where the prepared jackpot random number value matches the small jackpot judgment value. Depending on whether the ball is hit or not, a small hit determination process is performed to determine whether the ball is hit or not (A3704 ).

[0440] When the result of the small win determination process (A3704) is a small win, the game control device 100 (The result of A3705 is "Y"), the small win that saved the miss information in step A3701 Overwrite the small hit information in the flag 2 area and save it (A3706), and set the big hit flag 2 End the process.

[0441] On the other hand, when the special chart variable display game is not a small win (A3705), the game control device 100 If the result is "N", the special chart variation display game is a support hit based on the obtained jackpot random number value. The process to determine whether the support is hit or not is executed (A3707), and the result of the determination is that the support is hit. It is determined whether or not there is a jackpot (A3708). In this embodiment, the jackpot is also used to determine whether or not there is a jackpot. A random number is used (in other words, the same random number is used to determine the jackpot and the bonus). Here, the support hit (time-saving hit) of the special chart change display game is the next special chart change display This is a time-saving result (specific result) that causes the game to enter a time-saving state, and corresponds to this specific result. Then, the performance control device 300 displa...

Claims

1. In a gaming machine equipped with game control means capable of running a game, The aforementioned game control means is A first storage means that stores a first program for game control in a first program storage area and a second program for non-game control in a second program storage area, A second storage means including a first work area that is readable and writable from the first program and readable and writable from the second program to serve as a work area for game control, a second work area that is readable and writable from the first program but readable and writable from the second program, and an unused area, A arithmetic processing means is configured to execute a first branch instruction and a second branch instruction that cause the address of an instruction to be executed in the first storage means to jump, and is capable of executing predetermined arithmetic processing by the first program and the second program. Multiple registers in which values ​​are stored when the aforementioned arithmetic processing is performed, An input unit having multiple input ports connected to any of the multiple switches or sensors used in the game, and capable of receiving signals input to the multiple input ports from any of the switches or sensors, A counting means for counting a count value based on the difference between the number of game values ​​awarded to the player or the number of game values ​​to be awarded to the player in accordance with the result of the game being played, and the number of game values ​​used in the game. A game stop means capable of creating a game-disabled state in which the game cannot be played, based on the fulfillment of predetermined conditions according to the aforementioned count values, Equipped with, The aforementioned first branch instruction is a branch instruction of a predetermined instruction length, The second branch instruction is a branch instruction in which the range of addresses that can be branched is restricted, the instruction length is shorter than that of the first branch instruction, and the branch is performed by checking a specific flag. The first program includes a first processing routine and a first specific subroutine called from the first processing routine, The second program includes a second processing routine, The first processing routine places a first instruction capable of changing the specific flag at a first address, and places a second branch instruction at a second address after the first address that causes processing to jump to a third address after the second address, thereby enabling the execution of the second branch instruction after the execution of the first instruction without going through the processing capable of changing the specific flag. Between the second address and the third address, a second instruction is placed to call the first specific subroutine without placing a save instruction to save a predetermined register and a restore instruction to restore the predetermined register. The second processing routine places the save command at the fourth address, the return command at the fifth address after the fourth address, and places a third command that calls the second specific subroutine between the fourth address and the fifth address. The second storage means places the unused area between the first work area and the second work area, A switch control area for storing data inputs from the switch or sensor is formed in the first work area of ​​the second storage means. The process of storing data inputs received from the multiple input ports in the switch control area by interrupt processing performed by timer interrupts at predetermined intervals is included in the first program. The counting means counts the count value in accordance with the information stored in the switch control area. Gaming machine.

2. The first instruction is an instruction that compares a predetermined register with a specific value and sets a value in the specific flag corresponding to the comparison result. The gaming machine according to claim 1.