Game machine

JP2024011973A5Pending Publication Date: 2026-03-31SOPHIA CO LTD
View PDF 0 Cites 0 Cited by

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 where the period required for awarding prize values can become prolonged, leading to inefficiencies in gameplay.

Method used

Incorporating a gaming machine with a game control system that includes a counting mechanism to track awards and a payout control system that waits for a predetermined time after paying out specific prize values, allowing for efficient transmission of information related to different award values.

Benefits of technology

This approach significantly shortens the period required for awarding prize values, enhancing gameplay efficiency and reducing wait times.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

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 put-out control means which can receive information from the game control means, 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 a predetermined number or more, information corresponding to a second prize value different from the first prize value can be transmitted. After putting out the first prize value or the second prize value, the put-out control means is forced to wait for a predetermined time.SELECTED DRAWING: Figure 110
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] BACKGROUND 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] Japanese Patent Application Publication No. 2017-12359 Summary of the Invention [Problem to be solved by the invention]

[0004] However, it could take a long time for the prize value to be awarded.

[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 a representative embodiment of the present invention, in a gaming machine equipped with a gaming control means capable of controlling the progress of a game and a payout control means capable of receiving information from the gaming control means, the gaming control means has a counting means for counting the number of prizes corresponding to a first prize value, and when there are a predetermined number of prizes corresponding to the first prize value, is capable of transmitting information corresponding to a second prize value different from the first prize value, and the payout control means waits for a predetermined time after paying out the first prize value or the second prize value. [Effects of the Invention]

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

[0008] [Figure 1] FIG. 2 is an oblique view of the gaming machine from the front side. [Figure 2] FIG. [Figure 3] 1 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] FIG. 2 is a block diagram showing an example of the configuration of a presentation control system of a gaming machine. [Figure 5A] 1 is a flowchart (part 1) showing the procedure of the main process. [Figure 5B] 10 is a second flowchart showing the procedure of the main process. [Figure 5C] 10 is a third flowchart showing the procedure of the main process. [Figure 6] A diagram showing the RAM configuration of a gaming microcomputer. [Figure 7] 10 is a flowchart showing a procedure for a safety device information initialization process. [Figure 8] 10 is a flowchart showing the procedure for a performance display editing process. [Figure 9] 10 is a flowchart showing a procedure for a timer interrupt process. [Figure 10] 10 is a flowchart showing the procedure of an output process. [Figure 11] A flowchart showing the steps of the prize slot switch / status monitoring process. [Figure 12] 10 is a flowchart showing the procedure for the fraud and winning monitoring process. [Figure 13] 10 is a flowchart showing the procedure for updating the number of winnings counter. [Figure 14] 10 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] 10 is a flowchart showing the procedure for special game processing. [Figure 17] 10 is a flowchart showing the procedure for the start port switch monitoring process. [Figure 18] This is a flowchart showing the procedure for common processing of the special chart start port switch. [Figure 19] 10 is a flowchart showing a procedure for a specific area switch monitoring process. [Figure 20] 10 is a flowchart showing the procedure for special chart normal processing. [Figure 21] This is a flowchart showing the steps for the special chart 1 change start processing. [Figure 22] This is a flowchart showing the steps for the special chart 2 change start processing. [Figure 23] This is 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] This is a flowchart showing the steps of the small hit determination process. [Figure 25C] This 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] 10 is a flowchart showing the steps of a special chart information setting process. [Figure 29] 10 is a flowchart showing the steps of the variation pattern setting process. [Figure 30] 10 is a flowchart showing the procedure of a 2-byte allocation process. [Figure 31] 10 is a flowchart showing the procedure of a distribution process. [Figure 32] 10 is a flowchart showing the steps of the fluctuation start information setting process. [Figure 33] This is a flowchart showing the procedure for processing during special chart change. [Figure 34] 10 is a flowchart showing the procedure for a time-saving end setting process. [Figure 35] A flowchart showing the steps of the presentation mode information check process. [Figure 36A] This is a flowchart showing the steps of the first half of the processing during special chart display. [Figure 36B] This is a flowchart showing the steps of the latter half of the processing during special chart display. [Figure 37] 10 is a flowchart showing the procedure for a support operation setting process. [Figure 38] 10 is a flowchart showing a procedure for processing a bonus game. [Figure 39] This is a flowchart showing the procedure for normal processing of reels. [Figure 40] This is a flowchart showing the steps for processing the end of a jackpot. [Figure 41] This is a flowchart showing the steps of the jackpot end setting process 1. [Figure 42] This is a flowchart showing the steps of the jackpot end setting process 2. [Figure 43] 10 is a flowchart showing the procedure for general game processing. [Figure 44] 10 is a flowchart showing a procedure for gate switch monitoring processing. [Figure 45] A flowchart showing the steps of the regular power winning switch monitoring process. [Figure 46] 10 is a flowchart showing the procedure of normal processing. [Figure 47] This is a flowchart showing the steps of the normal map change processing transition setting process. [Figure 48] This is a flowchart showing the procedure for processing during normal map changes. [Figure 49] 10 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] 10 is a flowchart showing the procedure for a normal power operation transition setting process. [Figure 52] 10 is a flowchart showing the procedure for processing normal residual balls. [Figure 53]This is a flowchart showing the procedure for normal winning end processing. [Figure 54A] 10 is a flowchart showing the procedure of the first half of an external information editing process. [Figure 54B] 10 is a flowchart showing the procedure of the second half of the external information editing process. [Figure 55] 10 is a time chart showing the transmission of external information or a test signal. [Figure 56] 10 is a flowchart showing a procedure for a safety device-related process. [Figure 57] 10 is a flowchart showing the procedure of an outside-area integration process. [Figure 58] 10 is a flowchart showing a procedure for a performance display device control process. [Figure 59] A flowchart showing the steps of the difference ball confirmation process. [Figure 60] 10 is a flowchart showing a procedure for a safety device operation monitoring process. [Figure 61] 10 is a flowchart showing the main processing of the performance control device. [Figure 62] 10 is a flowchart showing a received command check process. [Figure 63] 10 is a flowchart showing a received command analysis process. [Figure 64] 10 is a flowchart showing a single command process. [Figure 65] 10 is a flowchart showing a pre-reading symbol command process. [Figure 66] 10 is a flowchart showing a look-ahead variation command process. [Figure 67] 10 is a flowchart showing a pattern command process. [Figure 68] 10 is a flowchart showing a variable command process. [Figure 69] 10 is a flowchart showing a variable performance setting process. [Figure 70] 10 is a flowchart showing a procedure for processing a hit-related command. [Figure 71A]10 is an example of a game state transition diagram (game flow) showing transitions of game states. [Figure 71B] 10 is another example of a game state transition diagram showing transitions in game states. [Figure 72] This is a table showing the number of time reductions and the specified remaining number of reserves 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 normal map change display game and normal power operation. [Figure 74] 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 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] 10 is a game state transition diagram (game flow) illustrating transition of game states in the second embodiment. [Figure 78] In the second embodiment, this is a table showing the number of time reductions 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] This is a diagram showing the features of the normal map change display game and normal 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, number of special chart 2 reservations, etc., from the time-saving state as a specific game state to the transition state (normal game state in which remaining reservations are consumed). [Figure 81] FIG. 11 is a front view of a game board according to a third embodiment. [Figure 82]10 is a game state transition diagram (game flow) illustrating the transition of game states in the third embodiment. [Figure 83] In the third embodiment, this is a table showing the number of time reductions 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] 10 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] 11A and 11B are diagrams illustrating the display of a collective display device according to a third embodiment. [Figure 86] FIG. 10 is a diagram showing the features of the general map variation display game in the third embodiment. [Figure 87] FIG. 10 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 related to the third embodiment. [Figure 89] 10 is a flowchart showing the steps of the variation pattern setting process according to the third embodiment. [Figure 90] 11 is a flowchart showing the steps of the variable start information setting process according to 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. 11 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 the latter half of the external information editing process according to the third embodiment. [Figure 93B] 11 is a time chart showing the on / off states of jackpot 1 to 4 signals as external information in the third embodiment. [Figure 94A] 10 is a time chart showing the output of a test signal to a test firing test device in the third embodiment. [Figure 94B] FIG. 11 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] 10 is a table showing how a launch position designation signal is output according to the third embodiment. [Figure 96] 10 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 prize opening and the on / off operation of the lever solenoid in the case of a small win 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 prize opening and the on / off operation of the lever solenoid in the case of a small win result in the special chart 2 variable display game. [Figure 99] 13 is a table showing the state of a performance-related device 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 chronological order in the fourth embodiment (part 1). [Figure 100B] FIG. 13 is an example (part 2) of a screen transition diagram showing display screens of a display device in chronological order in the fourth embodiment. [Figure 101] 13 is another example (example 2) of a screen transition diagram showing display screens of a display device in chronological order in the fourth embodiment. [Figure 102] This is a screen transition diagram illustrating different operation notification displays depending on the game status in the fourth embodiment. [Figure 103] A figure showing an example of an operation notice 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. [Figure 106] FIG. 13 is a diagram showing an example (example 1) of a specific model display displayed other than as 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 modified example (part 2) 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 modified example (part 3) of the operation advance notice display on the display screen of the display device in the fourth embodiment. [Figure 109A] FIG. 11 is a block diagram showing the internal configuration of the CPU of the gaming microcomputer according to the fifth embodiment. [Figure 109B] FIG. 13 is a diagram illustrating the 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. [Figure 113A] 11 is a program listing (part 1) 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. [Figure 113B] 11 is a program listing (part 2) 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. [Figure 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 list 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. [Figure 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 illustrating a communication method between a game control device and a payout control device (part 1). [Figure 118] FIG. 2 is a diagram illustrating the communication method between the game control device and the payout control device (part 2). [Figure 119] 10 is a diagram illustrating the output (transmission) timing of a dispensing busy signal of the dispensing control device. FIG. [Figure 120] 13 is a memory map according to the sixth embodiment. [Figure 121] 10 is an instruction table (Example 1-1) illustrating an LD instruction for transferring 1 byte of data among transfer instructions. [Figure 122] This is an instruction table (Example 1-2) that illustrates an LD instruction that transfers two bytes of data among transfer instructions. [Figure 123] This is an instruction table (Example 1-3) that illustrates the LDW instruction, which transfers two bytes of direct value, among the transfer instructions, 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. [Figure 125] This is an instruction table (Example 2-2) illustrating a CP instruction that compares two bytes of data among comparison instructions. [Figure 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. [Figure 130] 5-1 and 5-2 are instruction tables illustrating examples of return instructions for returning from subroutines, interrupt processes, etc. [Figure 131] 13 is a flowchart showing the procedure of an output process according to the sixth embodiment. [Figure 132] 13 is a flowchart showing the procedure of outside-area integration processing according to the sixth embodiment. [Figure 133] 13 is a flowchart showing the procedure of a test signal output process according to the sixth embodiment. [Figure 134] 1 is a program listing showing the program structure of a part of a main processing program. [Figure 135] 10 is a program listing showing the program structure of a timer interrupt processing program. [Figure 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. [Figure 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 drawing status check processing program. [Figure 138] 10 is a program listing showing a program structure of a part of a start port switch monitoring processing program. [Figure 139] 10 is a program listing showing the program structure of a hardware random number acquisition processing program. [Figure 140] This is a program list showing the program structure of the special chart start port switch common processing program. [Figure 141] This is a program list showing a part of the program structure of the special chart reservation information determination processing program. [Figure 142]This is a program list showing the program structure of the jackpot determination processing program. [Figure 143] This is a program list showing the program structure of the special normal processing program. [Figure 144A] This is a program list showing the program structure of part of the processing program during special chart display. [Figure 144B] This is a program list showing the program structure of another part of the special chart display processing program. [Figure 145] 10 is a program listing showing the program structure of a start port signal editing processing program. [Figure 146] 10 is a program listing showing a program structure of a safety device-related processing program. [Figure 147] 10 is a program listing showing the program structure of an outside-area integration processing program. [Figure 148] 10 is a program listing showing a program structure of a test signal output processing program. [Figure 149] This is a program listing showing the program structure of a portion of the difference ball confirmation processing program. [Figure 150] 10 is a program listing showing a program structure of a safety device operation monitoring processing program. [Figure 151] 10 is a command table illustrating comparison commands executed by a CPU of a performance control device. [Figure 152A] 13 is an example (example 1) of a screen transition diagram showing display screens of a display device in time series in relation to the seventh embodiment (part 1). [Figure 152B] 13 is an example (example 1) of a screen transition diagram showing display screens of a display device in chronological order (part 2) in relation to the seventh embodiment. [Figure 152C] 13 is an example (example 1) of a screen transition diagram showing display screens of a display device in time series (part 3) in relation to the seventh embodiment. [Figure 152D] 13 is an example (example 1) of a screen transition diagram showing display screens of a display device in chronological order (part 4) in relation to the seventh embodiment. [Figure 152E]13 is an example (example 1) of a screen transition diagram showing display screens of a display device in time series (part 5) in relation to the seventh embodiment. [Figure 152F] 13 is an example (example 1) of a screen transition diagram showing display screens of a display device in time series (part 6) in relation to the seventh embodiment. [Figure 153A] 13 is another example (example 2) of a screen transition diagram showing display screens of a display device in time series (part 1) in relation to the seventh embodiment. [Figure 153B] 13 is another example (example 2) of a screen transition diagram showing display screens of a display device in chronological order (part 2) in relation to the seventh embodiment. [Figure 153C] 13 is another example (example 2) of a screen transition diagram showing display screens of a display device in chronological order (part 3) in relation to the seventh embodiment. [Fig. 154] 13 is a table illustrating the expected probability of winning depending on the combination of panels in the seventh embodiment. [Figure 155] 13 is a table illustrating the expected probability of winning depending on the combination of panels in the seventh embodiment. [Figure 156] This is a table explaining the expected probability of winning due to the effect presentation when an over-winning occurs in the seventh embodiment. [Figure 157] 13 is a table illustrating the content of the dialogue effects (lines effects) corresponding to the colors of the hand icons in the icon movement effects in the seventh embodiment. [Figure 158] 13 is a table illustrating the contents of meter outer periphery effect colors corresponding to the colors of the meter scales of the meter in the seventh embodiment. [Figure 159] 13 is a table illustrating the color of the meter decrease number (display color of the decrease number) displayed on the display screen in accordance with the decrease number of the meter scale of the meter in the seventh embodiment. [Figure 160] 13 is a table illustrating the meter decrements corresponding to the colors of the hand icons that move in the icon movement effect in the seventh embodiment. [Figure 161]This figure shows a case in the eighth embodiment where the stopped pattern becomes a time-saving pattern in the final special pattern change display game (final game of time-saving) in a specific game state, and then the game enters a specific game state (time-saving state) again. [Figure 162A] FIG. 13 is a rear view of the gaming machine according to the ninth embodiment. [Figure 162B] A diagram showing an outline of a cross section of the game control device along line 108B-108B in Figure 162A. [Figure 163A] FIG. 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. [Figure 163B] FIG. 13 is an enlarged view of the top and side of the gaming machine according to the ninth embodiment. [Figure 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 jamming as an abnormality that occurs in the variable winning device in the 10th embodiment. [Figure 165] This is another diagram explaining ball jamming as an abnormality that occurs in the variable winning device in the 10th embodiment. [Figure 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 opening signal, electric device operating 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. [Figure 167] 13 is a detailed time chart illustrating how the solenoid is turned off for a short period corresponding to the load reduction period during the open time (drive period) in the tenth embodiment. [Figure 168] 13 is a detailed time chart illustrating how the solenoid is turned on for a short period corresponding to the load reduction period after the end of the release time (drive period) in the tenth embodiment. [Figure 169] 23 is a time chart showing a case in which a load reduction period is provided only during a part of an open time in the tenth embodiment. [Figure 170]This is a time chart showing the case in which multiple load reduction periods are set during one opening time in the 10th embodiment, and the case in which multiple load reduction periods are set during one remaining ball processing time. DETAILED DESCRIPTION OF THE INVENTION

[0009] [First embodiment] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Preferred embodiments of the present invention will now be described with reference to the accompanying drawings. In the description of the gaming machine, the terms front, back, left and right refer to 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 and closed. 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 attached to the shaft, and the right end is the open end that is opened by rotation. The frame 11 and the front frame 12 form an outer frame unit 17.

[0012] The front frame 12 is provided with a game board 30 (see FIG. 2) 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 skill 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 individually. 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 control device (main board) 100 (see FIG. 3) and the like arranged on the back side of the game board 30. It can be accessed.

[0014] Various frame components are arranged 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 a light-emitting device that can produce a light effect according to the game state. The decoration devices 18a, 18b, and 18c are provided. It houses lighting components such as LEDs inside and is a performance device that produces light effects according to the game status. The lighting members disposed inside the decorative devices 18a, 18b, and 18c are frame decorative devices. The device 18 (see FIG. 4) is a part of the device 18.

[0016] The decoration device 18a is arranged in the left and right direction of the gaming machine 10 at the top of the glass frame 15 (or the opening and closing frame). The top unit is extended and protrudes diagonally upwards towards the front. The decorative device 18a has a generally flat front surface 456 that has 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 its initial position (normal position) only when necessary. The decoration device 18a (herein, When the top unit moves, it moves from the initial position to the operating position. It becomes a device (movable part).

[0017] The decorative 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 decorative devices 18b and 18c are located on the center side (inner The light is emitted toward the player from the side of the gaming machine 10, and the light leaks out of the gaming machine 10 from a plurality of openings. can be.

[0018] Upper speakers 19a are disposed at the upper right and 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 located 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 emit 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 launcher.

[0020] The upper tray unit 20 includes a performance operation device that receives input operations from the player, and A ball lending operation device that accepts input operations, and a decoration device 2 that performs light-emitting effects etc. depending on the game state. 2 and further comprising:

[0021] The effect operation device is an operation device including the effect button 25, a cross key switch 450, and volume adjustment button switches 451a and 451b, and is provided at the top center and to the left of the upper tray unit 20 for easy operation by the player. 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 its surface or being made entirely of metal, and has a metallic luster, 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-emitting 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 adjustment button switches 451a and 451b are connected to the operation panel 69 of the upper tray unit 20. 0, and controls the volume of the speaker 19 (upper speaker 19a and lower speaker 19b). The cross key switch 450 (cross key SW) is used to adjust the value. The volume control button switches 451a and 451b are located on the upper left side 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 LED for effect, for example. , which may also be called a directional key switch, and is a set of multiple (for example, four) A general switch may be used. For example, while waiting for customers and / or during play (game). When the volume control button switches 451a and 451b are pressed in a predetermined state such as The volume of the speaker 19 may be adjustable, and may be adjusted by switching the switch before or after the cross key switch 450. The light intensity (brightness, luminance) of the LED for effect 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 effect operation device (particularly the effect 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) and start memory. It is possible to perform a preview effect that predicts the results 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 variable display game.

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

[0026] 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 (for example, a jackpot) occurring is high (probability change state, probability fluctuation state), a jackpot state ( In this way, the gaming machine 10 is in a special gaming state (special game state) and a small win gaming state (small win state). A plurality of game states having different probability of occurrence of results are provided, and a game control device 100 (game state selection means, The setting means selects (sets) one game state from the plurality of game states and sets the current game state. It can be a state.

[0027] Here, the probability change state (specific game state) continues until the next big hit occurs (rule (Stop type), and those that continue until a predetermined number of variable display games are executed (Number cut type) , ST), and those that continue until a predetermined probability of winning the lottery (falling lottery type), etc. be.

[0028] Furthermore, whether or not a probability change state occurs is not determined by the jackpot pattern random number, It may also be possible to make it so 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 The ball lending operation device is provided on the upper right side of the operation panel 490 of the game machine 20. 490a, a ball loan button 27, and a return button 28. is a display area where the balance of a prepaid card or the like 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 follows: This is a button that is operated by the player.

[0030] The decorative device 22 contains an illumination member such as an LED inside, and emits light according to the game state. The decoration device 22 is a device for dispensing and distributing the decorations, and is provided in the upper tray unit 20. The lighting member provided constitutes a part of the frame decoration device 18 (see FIG. 4).

[0031] Below the glass frame 15 equipped with the above-mentioned upper tray unit 20, etc., and at the bottom of the front frame 12 The game 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, which includes a lower tray 23 that can be stored. The upper tray units 20 are shaped to fit together and are arranged side by side, stacked in the 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 can be made to flow down.

[0032] The operating handle 24 is located at the lower right 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 becomes faster as the rotation amount of the operating handle 24 increases. That is, the ball launching device is set to launch the game ball into the game area 32 with a force (speed) The firing force (degree) 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 hit (normal hit) is a hit in which the game ball flows down the left side of the game area 32, and a right hit is a hit in which the game ball flows down the right side of the game area 32. This includes a right-handed hit that sends 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 interval. The lower tray 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 / 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 ejection hole 23a.

[0034] In addition, on the back side of the front frame 12, there is 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 gaming board 30 of the gaming machine 10 will be described with reference to FIG. 10 is a front view of the game board 30 provided.

[0036] As shown in FIG. 2, the game board 30 includes a flat game board body 3 serving as a mounting base for various components. The game board body 30a is made of wood or synthetic resin. A gaming 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 so that a windmill is installed as a component for changing the direction of the game balls. The ball is then thrown into the water, and the direction of its movement is changed by these elements. Then it flows down the play area 32.

[0037] In the approximate center of the game area 32, a center window is formed, which serves as 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 it is a performance display device (variable display device) that displays multiple identification information in a variable manner (variable display). 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 a device 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. (such as a binding display) will be displayed.

[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 that leads to the inside of the The stage portion 40b on which the game balls can roll is provided. The section 40b is located above the starting winning slot 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 has become 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 performance unit 40d, respectively. The upper production unit 40c and the side production unit 40d are provided. constitutes a part of the board decoration device 46 (see FIG. 4) and the board performance device 44 (see FIG. 4). .

[0041] In the gaming area 32 on the right side of the center case 40, there is 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 to detect the passing game ball. When a 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 slot 35 is also arranged in the gaming area 32 at the lower right of the center case 40. The entry of the game ball into the general winning opening 35 is controlled by the winning opening 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 figure, below the starting gate 34 is the second starting winning gate (starting gate 2, the second start winning area) equipped with a normal variable winning device 37 (normal electric device, normal electric) is provided. The normal variable winning device 37 is rotated forward to change the state in which the game balls can easily flow in. When the movable member 37b is in the closed state, the game ball However, the game ball cannot enter the 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 enter when hitting from the left, and 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 the result of the ordinary game is displayed. When the predetermined stop display mode is reached, the normal power solenoid 37c (see FIG. 3) is activated. The opening state (advantageous for the player) allows the game balls to easily flow into the normal variable winning device 37. The movable member 37b changes to the open state (the state where it is easy to win a prize). A closed state (a state where it is difficult for the game ball 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 and closing member) and is always in an open state (open state), but A configuration having a material (such as a fluorine-containing 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 configured to shorten the fluctuation time of the normal map fluctuation display game or to increase the probability of winning the normal map fluctuation display game. By setting the probability higher than normal, it is possible to increase the frequency of winning situations, and to create special games. The duration of the easy-to-win state is longer than the easy-to-win state that occurs in the normal game state where 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) A "boot state" occurs.

[0046] In the game area 32 to the right of the starting winning hole 36, there is a lower large winning hole solenoid 38b (see FIG. 3). By pulling it 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 of the type is provided. The first special variable winning device 38 closes the big winning port according to the result of the special variable display game. A closed state (a blocked state disadvantageous to the player) to an open state (a game state advantageous to the player) ) and facilitates the flow of game balls into the lower winning hole, allowing players to play a predetermined game. Value (for example, prize balls or the number of time reductions / variables after the jackpot) is assigned. In addition, inside the lower large prize winning hole, there is a detection means for detecting the game ball that has entered the said large prize winning hole. 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 (see FIG. 3) is provided. The door opens by rotating the top edge to the right (see reference). 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 opening is closed (a closure that is disadvantageous to the player) depending on the result of the special chart change display game. The state is changed from a closed state to an open state (a special game state advantageous to the player), and the player is given a chance to enter the big prize slot. By facilitating the flow of game balls, the player can receive a predetermined game value (for example, prize balls or jackpot end points). The number of times for the time reduction / number of times for the probability change after the end of the game is given. As a detection means for detecting the game ball that has entered the large prize opening, the upper large prize opening switch 39a (counter The second special variable winning device 39 is provided with a right-hand 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 big prize entrance switch 43.

[0048] A specific area 86 (a so-called V winning hole) 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 the specific area 86 (V winning hole). When the ball enters the slot, 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 winning) is detected by a sensor (specific area switch 72 described later) or the like. It can be detected through the V entry, and when it detects the V entry, it will be confirmed that it will move to the big win state after the small win ends. At the same time, information indicating that a V-winning has occurred is sent to the performance control device 300 (which will be described later) 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 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 slot 35, starting winning slot 36, normal variable winning device 37, and special variable winning device 38 When a game ball enters the 39th big winning hole, 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 did not win in the winning hole, etc. In addition, there are a general winning slot 35, a starting winning slot 36, a normal variable winning device 37, and a special variable winning device. The devices 38 and 39 and their vicinity are provided with LEDs (described later) that can emit light when a game ball wins a prize. A part of the board decoration device 46 is provided.

[0051] In addition, outside the game area 32, in the lower right corner of the game board body 30a, there is a special chart change display game. The game (special map 1 change display game, special map 2 change display game) and the normal map change display game are performed. 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 and display information such as the current game status.

[0052] The collective display device 50 is a variable table consisting of a 7-segment 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 table 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 unit (special map 1 reserve display 54, special map 2 reserve display 55, general map reserve display 56 ) and. The special diagram 1 hold indicator 54 is composed of lamps D11 and D12. The special map 2 reservation 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 hitting with the right hand (when hitting with the right hand) or when hitting with the left hand (when hitting 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) lights up when a time-shortened state occurs to notify the occurrence of the time-shortened state. 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 indicator, probability state Display unit, lamp D9), number of rounds at the time of the jackpot (number of times the special variable winning device 38, 39 is opened and closed) ) is provided in the round display section 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 (for example, This is done by a variable display that repeatedly turns on and off (flashes) the central segment. The special diagram 1 display 51 and the special diagram 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, All LEDs installed as a container can be turned on and off (all LEDs flashing simultaneously) or in a circular Lighting (starting with any one LED, lighting up in a predetermined order at a predetermined time, then turning off), or multiple This may be done by turning on and off (blinking) or circulating a certain number of LEDs. In the normal display 53, the variable display game turns on and off the lamps D10 and D18. This is done by repeating the variable 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 the special diagram 2 display 52.

[0055] The lamp display device 80 displays and turns off the symbol (the fourth special symbol, the fourth symbol, which will be described later). Lamp display unit 1, 2 (LED) that performs variable display (flashing) that repeats the display, and each special diagram 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 lamp display units 1 and 2 is 2 seconds after the blinking cycle. The display is performed in a period of 1 minute (for example, 100 msec). 51, the special chart 2 display 52, the variable time of the variable display in the normal chart display 53 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. The output is measured by the output control device 300 (described later).

[0057] The lamp display units 3 and 4 (Special Diagram 1 Hold LED 1, Special Diagram 1 Hold LED 2) are in the off state, lit state Depending on the combination of status and flashing status, the number of reserved special charts (number of first start memories) is displayed. , the lamp display units 5, 6 (Special diagram 2 reserved LED 1, Special diagram 2 reserved LED 2) are in the off state, lit The number of reserved special charts (number of second start memories) is displayed depending on the combination of the status and flashing status. The display unit 3-6 will end the display of the reserved number when a jackpot occurs, but will not display the reserved number when the jackpot is not in progress. (Including when a reach occurs on the display device 41 as described below), the number of reserved hands is displayed.

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

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

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

[0061] The game cannot be started, for example, the game has already been started. If the game has not finished yet or if the result of the game has not been won, When the normal variable winning device 37 is converted into the open state, the game ball enters the normal starting game. When passing through Route 34, if the number of normal map start memories (normal map reserve number) is less than the upper limit, the number of memories Add (+1).

[0062] The general map start memory (general map reserve) is a hit / miss to determine the general map fluctuation display game. A random number value for judgment is stored, and if this random number value for judgment matches the judgment value, When the normal map variation display game is a hit, a specific result pattern (specific result) is derived.

[0063] The general map change display game is executed by the general 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 flashes to indicate the deviation. After the specified 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 a 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 time. The game ball is normally entered 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 is performed by switching the start hole 1. The starter switch 36a (see FIG. 3) and the starter port 2 switch 37a (see FIG. 3) detect the starter port 2. 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 predetermined upper limit. FIG. 2 shows the variable display game. The ball is detected as the starting winning ball of the 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 the special winnings for a predetermined number of times (for example, up to 8 times) The number of special winnings stored in the special winning memory is limited to the number of winnings stored in the special winning memory. The special drawing 1 hold display 54 and the special drawing 2 hold display 55 are displayed on the display device 4. It is also displayed on display screen 1.

[0067] The game control device 100 is a game device that is connected to the start winning slot 36 or the first start memory (see FIG. 1). Based on the memory, the special chart 1 reserve, the special chart 1 display 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 Based on the 2 start memory, the 2 special chart display device 52 executes the 2 special chart variable display game. do.

[0068] Special chart 1 variable display game (first special chart variable display game) and special chart 2 variable display game (second special The special chart 1 display 51 and the special chart 2 display 52 display identification information (special This is done by displaying a variable pattern (pattern, special pattern) and then stopping the display of a predetermined result pattern.

[0069] In addition, the display device 41 displays a plurality of types of identification information (for example, For example, a special display game that displays numbers, symbols, character designs, etc. will be done.

[0070] The display device 41 displays the special decorations consisting of the numbers and the like. The different patterns (identification information) are on the left (first special pattern), right (second special pattern), and center (third special pattern). The display will start changing (scrolling) in order, and after a specified time, the changing symbols will stop in order. The display device 41 displays the result of the special chart variation display game. In order to enhance the fun, various effects such as the appearance of characters are displayed. In the variable display game, the lamp display device 80 displays the special decorative symbols (identification information). The fourth special symbol appears when the light turns on and off (flashes) on the display units 1 and 2. (4th symbol) will change. The change display of lamp display parts 1 and 2 will change after a predetermined 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 and stop.

[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 a 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 mode of the display device 41 changes to a special result mode (for example, For example, the numbers will be "7, 7, 7" and so on.

[0072] At this time, the special variable winning devices 38, 39 are operated by the large winning port solenoids (38b, 39b) ( When electricity is applied to the main prize winning hole (see Figure 3), the main prize winning hole opens from a closed state for a predetermined time (for example, 30 seconds). That is, the special variable 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, and during this 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 hit 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 In response to this, 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 operate the large winning port solenoids 38b and 39b (see FIG. 3 By applying electricity to the power supply (see reference), the large prize opening is converted from a closed state to an open state for a predetermined short period of time. In addition, the full opening time of the big prize entrance is the small hit state (small hit game state) is the big hit state (special Since the time it takes for a small win to be completed is shorter than the time it takes for a big win to be completed, the amount of play value that a player can acquire in a small win state is shorter than that in a big win state. The value (number of balls acquired) is small. In both the small hit and big hit states, the big prize entrance is open. 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 port) is converted to the open state, and the big win state (the big win state due to the V winning during the small win) (including the special variable winning device 38) in which only the special variable winning device 38 (lower large winning port) is converted into 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 conditional device, and a small win is a result that does not accompany the activation of a conditional device. The condition device is a specific result that occurs when a jackpot occurs in the special chart variable display game (when the jackpot pattern stops). The condition device operates when the stop display is displayed. For example, when a jackpot state occurs, The specific purpose of continuously operating the special variable winning devices 38 and 39 as special electric devices is to The condition device is activated when the flag of the specific area 86 is set. It may also mean that the game ball has passed through (V winning). For example, the specific flags mentioned above may not be set, such as when a small prize is won. However, as will be described later in this embodiment, if there is a V winning during the 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 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 that are 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 the case of a small hit, a special variable is set by setting the small hit flag. The 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. The game with special chart 2 variation display takes priority over the game with special chart 1 variation display. 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 priority, Special Chart 2 change priority).

[0079] Regarding the decorative special chart variable display game in the display device 41, the special chart 1 variable display game and the special The variable display game shown in FIG. 2 may be executed on separate display devices or in separate display areas. In this case, the display may be executed on the same display device or display area. The decoration special chart change display game corresponding to the game and the special chart 2 change display game is not executed at the same time. You can 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. The glass frame opening detection switch 63 provided on the glass frame 15 or the front frame (game frame) 12 or the like 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 the 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 gaming microcomputer (hereinafter referred to as a gaming microcomputer) 111 is a CPU section 110 having an input port; an input section 120 having an output port and a driver; an output section 130 having a signal processing section 140, a signal processing section 140a, a signal processing section 140b, a signal processing section 140c, and a signal processing section 140d. 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 a crystal oscillator and generates the CPU clock and timer interrupts. The random number generating circuit includes an oscillator circuit (crystal oscillator) 113 that generates 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 400 supplies DC32V, DC12V, and DC5V to electronic components such as motors. A DC voltage of a predetermined level, such as V, is supplied to the device to make it operable.

[0084] The power supply device 400 is an AC / DC converter that generates a DC voltage of 32 V from a 24 V AC power supply. DC voltages from inverters and DC32V to lower levels such as DC12V and DC5V A normal power supply unit 410 having a DC-DC converter that generates a a backup power supply unit 420 for supplying a power supply voltage to the RAM inside the power supply unit 1 during a power outage; The power supply monitoring circuit includes a power failure monitoring signal and a relay that 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 board separate from the main board, a backup power supply unit 420 and a control signal generating unit 43 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 outage. The control signal generating unit 430 is configured to hold the signal generated by the normal power supply unit 410, for example. 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 monitoring signal is changed and a reset signal is output after a predetermined 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 outage monitoring signal is read by the gaming microcomputer 1. 11 is read repeatedly in the main loop of the main program. Reset The signal is a type of forced interrupt signal, which causes the entire control system to reset.

[0088] The game control device 100 (main board) also includes a setting key switch 93. The switch 93 is turned on by the operator's rotation operation or the like, and the game conditions (game) are set. 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. It 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 value, the higher the winning probability. The setting key switch 93 and the RAM initialization switch 112 are used to set the game conditions ( The setting change means (setting change device 42, setting means) is configured to be able to change the probability setting value. Oh, not the RAM initialization switch 112, but another switch also serves as the setting value change switch. Alternatively, a dedicated switch for changing the set value may be provided.

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

[0090] As will be described later, when the gaming machine 10 is powered on (recovered from a power outage, restored to power), 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 (setting change state, setting possible state, setting change mode) where the value can be changed (settable) 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 six stages, for example, and the probability setting value is set to 1 (setting 1). ), Probability setting value 2 (setting 2), Probability setting value 3 (setting 3), Probability setting value 4 (setting 4), Probability There are two setting values: 5 (setting 5) and 6 (setting 6). Generally, setting 1 is the most popular with players. Setting 6 is the most advantageous 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), the working setting values ​​0 to 5 are The working setting value and the probability setting value are set in the same numerical range (i.e. You can also 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] In addition, instead of operating the RAM initialization switch 112 (setting value change switch), 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 ment type. For example, the collective display device 50) displays information about the setting values ​​such as the display probability setting values ​​(for example, the probability setting A display that can read values ​​1 to 6 may be displayed on the front of the gaming machine (for example, a collective display device). device 50), not only during the setting variable state or the setting confirmation state, but also during game control execution ( Information about setting values, such as display probability setting values, may also be displayed during the game (even during system processing).

[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] ROM 111b stores unchanging information for game control (programs, fixed data, various random numbers, 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. As the ROM 111b or RAM 111c, an electrically rewritable memory such as an EEPROM is used. A non-volatile memory that can be read may also be used.

[0096] In addition, the ROM 111b stores, for example, the execution time of the special chart variable display game, the performance content, the reach A fluctuation pattern (fluctuation mode) that determines whether or not a state occurs. The fluctuation pattern table is stored as a start memory. The CPU 111a refers to the fluctuation pattern random numbers 1 to 3 to determine the fluctuation pattern. In addition, the fluctuation pattern table shows the results of the selection when the result is a miss. Deviation fluctuation pattern table, the jackpot fluctuation pattern table selected when the result is a jackpot Furthermore, these pattern tables include the A table for determining the latter half fluctuation pattern (later half fluctuation group table) (e.g., bull or late fluctuation pattern selection table), the fluctuation pattern before the reach state Tables for determining half fluctuation patterns (first half fluctuation group table and first half fluctuation pattern) It 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 in accordance with 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 variable display control of the display device progresses and the display Even when the result reaches the stage before it is derived and displayed, the display conditions for the special result mode are For example, while maintaining the special result state, The state where the change is displayed in multiple change display areas (the so-called full rotation reach) is also a reach state. The reach state is when the display control of the display device progresses and the display result is derived. 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 plurality of variable display areas becomes a special result mode. This refers to the display state when the conditions are met.

[0098] Therefore, for example, a decorative special chart change table displayed on a display device in response to a special chart change display game The display game displays a plurality of identification information for a predetermined time in each of the left, center, and right variable display areas on 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 the special result mode are met (for example, The state where the variable display stops with the same identification information) is the reach state. When the area change display is stopped, any two of the left, center, or right change display areas A state where 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. It may be displayed dynamically.

[0099] The reach state includes multiple reach effects, and special result modes (jackpot modes) are introduced. There are different types (types) of reach effects that have different possibilities (different expectations), such as normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP There are three types of reach: Special 2 Reach (SP3 Reach), Special 3 Reach (SP3 Reach), and Premium Reach. In addition, the expected probability of a jackpot (expected value) is: No reach < Normal reach < Special 1 reach The order of increasing is <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 variation display game. In the case of a big hit (when a big hit occurs), 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 becomes a miss) Therefore, the state in which the reach state occurs is This is a state in which there is a high possibility of a jackpot compared to when a reach state does not occur.

[0100] The expected degree of the effect (prediction) indicates the probability of winning if that effect is selected. The selection rate of the performance when it is a jackpot and the selection rate when it is not a jackpot (when it is a 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 payouts. It generates control signals (commands) for the device 200 and the performance control device 300, and The driving signals for the display device are 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. The random number of big win symbols to determine the big win symbols, and the small win symbols to determine the small win symbols A random number for a symbol, a random number for a symbol to determine the time-saving symbol (the symbol to stop when a symbol is selected) described below, Fluctuation patterns in special chart fluctuation display games (fluctuations in various reach and no reach fluctuation displays) To generate a variable pattern random number etc. to determine the execution time of the displayed game The random number generating circuit and the CPU 1 generate the random number based on the oscillation signal (original clock signal) from the 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 ROM 111b in the process related to the special chart variable 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 fluctuation 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 diagram showing a plurality of variations stored in ROM111b when a special variation display game is executed. The fluctuation distribution information to obtain one of the fluctuation pattern tables from the 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 payout command (command or data) and the like. Then, the payout motor 91 of the payout unit is driven, and control is performed to pay out the prize balls. The payout control device 200 also controls the payout based on a ball loan request signal from the card unit 600. The payout motor 91 of the unit is driven and controlled to dispense the loan 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 normal start gate 34, first start input 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 prize winning switch 35a of the general prize winning device 35. , 39 large prize entrance switch 43 (lower large prize entrance switch 38a, upper large prize entrance 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 A chip (proximity I / F) 121 is provided.

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

[0106] The output of the proximity I / F 121 is input to the second input port 123, the third input port 124, or the 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 the third input port 124 .

[0107] In addition, among the outputs of the proximity I / F 121, the detection signal of the radio wave sensor 62 and the signals of the sensors and switches An abnormality detection signal is output when an abnormality in the switch is detected and 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] The second input port 123 is connected to 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, Frame open detection switch 63, a front frame open detection switch provided on the front frame 12 (main frame) etc. A signal from the main body frame open detection switch 64 and a vibration sensor 6 for detecting vibrations of the gaming machine 10 The signal from 5 is input.

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

[0111] In addition, among the outputs of the proximity I / F 121, the output 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 mentioned above, the proximity I / F 121 has a signal level conversion function. To enable the conversion function, the proximity I / F 121 is provided with a power supply 400 and a normal IC operation. In addition to the voltage required for operation, such as 5V, a voltage of 12V is also supplied. .

[0113] The data held by the third input port 124 is input by the gaming microcomputer 111 to the third input port 124. The enable signal CE is generated by decoding the address assigned to the port 124. It 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] The input unit 120 also receives a frame radio wave invalid signal output from the dispensing control device 200, a dispensing bill A signal indicating a payout error, a status signal indicating a lack of balls before payout, and a chute ball shortage signal. 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 has accumulated to a certain amount (is full) 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 signal indicates whether or not a command can be received.

[0115] The input unit 120 also receives signals such as a power outage 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 transmitted to the data buffer. The information is input to the gaming microcomputer 111 via the switch 140. These signals are treated as equivalent to the signals from the outside of the gaming microcomputer 111. This is because there is a limit to the number of terminals that can receive these signals.

[0116] On the other hand, the reset signal RST, which has been noise-removed by the Schmitt buffer 125, The reset signal is directly input to a reset terminal provided in the microcomputer 111, 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 section 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] Also, 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 malfunction of the system. However, just 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. To 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 disposed on the communication path from the technical 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 organization (not shown). The test device receives data informing the user of the special pattern information of the variable display game and a signal indicating the probability of winning. The buffer 133 can be mounted to output the above signals via the relay board 70. The Fa 133 is a game control system for pachinko machines (mass-produced products) installed in game parlors. It 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. 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 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 indicating, for example, that the gaming machine is in a state where it cannot be controlled. 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] The relay board 70 receives the signal output from the buffer 133 and is connected to the test firing device. The signal line of the switch detection signal is relayed without passing through a buffer. The port on the relay board 70 is provided with a connector for connecting the gaming microcomputer 11 A chip enable signal CE output from the 1 is also supplied, and selection is controlled by the signal CE. The signal from this port is supplied to the test firing equipment.

[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 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 entrance solenoid 39b (large prize entrance solenoid 2) operates the lever to enter a specific area. A second output port for outputting opening / closing data for the lever solenoid 86b that opens the 86 134 is provided.

[0123] The output unit 130 also has an anode of an LED that is turned on or off depending on 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 off data.

[0124] The output unit 130 also displays an LED indicator according to 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 output 141 of the digit line. A seventh output port 142 is provided for outputting on / off data.

[0125] The output unit 130 also outputs information about the gaming machine 10, such as jackpot information, to the external information terminal 71. The external information terminal 71 is provided with a fifth output port 137 for outputting to the 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 relay. 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 the 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 bit buffer 132.

[0126] Furthermore, the output section 130 includes a normal current solenoid 37 that outputs from a second output port 134. c and the opening and closing data signals of the large prize opening solenoids 38b and 39b are received, and the solenoid drive signal a first driver (drive circuit) 138a that generates and outputs a signal; 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 performance display that outputs an on / off drive signal for the segment line on the current supply side of driver 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 line is supplied with DC 12V. The third driver 138c drives the digit lines and draws current through the digit lines according to the display data. Since the purpose is to provide a stable 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 cathode 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 through 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 dynamic display unit 152 The LEDs are sequentially selected by the dynamic 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 at 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, that is, 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 to transmit information such as the 9 is a signal indicating that the gaming microcomputer 111 transmits data to and receives data from the inspection device 500 via serial communication. The data transmission and reception is configured to be bidirectional. Like a normal general-purpose microprocessor, the gaming microcomputer 111 has a serial communication terminal. Since this is done using input ports 122, 123, and 124, ports such as not present.

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

[0132] The performance display device 152 is provided on the game control device 100 (main board), For example, the performance display device 152 may be provided in other locations. 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 passed through the winning hole (number of winnings) and the number of game balls that passed through the outlet 30b are The number of discharged balls is the sum of the signals from the out ball detection switch 74. In this embodiment, the winning slots include a general winning slot 35, a start winning slot, and a 36 (first start winning slot, start slot 1), normal variable winning device 37 (second start winning slot, start slot 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 game area 32). The ratio (proportion) of the number of balls acquired is calculated as (number of balls acquired / number of balls discharged) x 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 winning combinations is determined based on the number of winning combinations in a predetermined period (for example, from the time the gaming machine 10 is turned on until the present time). Of the total number of winning balls (total number of winning balls) obtained by winning the jackpot, the winning balls during the jackpot state The percentage (%) of the number of winning balls (number of winning balls by each device) (= so-called consecutive devices) The ratio of winning balls to winning balls in the big prize slot is calculated as follows: It can be the ratio of the number of winning balls (during the big hit state and the small hit state) (= the big winning entrance ratio), 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, the normal game change display game, and the round game (play during the big hit or small hit) are executed. A game stop means (play stop means) capable of generating a game stop state (game not possible state, game prohibited state) that cannot be 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 an abnormally high number of safe balls is thrown due to cheating. In such cases, it is possible to take appropriate measures against fraud and also to prevent players from becoming addicted to the game. If addiction is curbed, players can play with peace of mind.

[0137] In this embodiment, the safety device is implemented by 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 the number of balls is the number of safe balls minus the number of ejected balls (the difference in the number of balls (Number of balls = Number of safe balls - Number of ejected balls). In this way, the activation condition of the safety device is a two-stage condition (1) (2) The difference in the number of balls regarding condition (1) is as described mainly in this embodiment. Simply put, the number of safe balls and the number of ejected balls from the time of power-on to the present are set to zero. However, the difference in the number of balls related to condition (1) is from the time of the lowest value of the 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 that increased from the minimum value) The maximum increase in the number of balls in a day's business (the so-called MY) is sufficient. The activation condition may be other conditions. 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 winning device It is also possible to configure the system so that the machine is not operating or the big prize opening is not open. .

[0139] In this embodiment, the number of safe balls is determined based on a predetermined period (for example, the period from power-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 a payout error, 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 and used as 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 predetermined period. The signal from the light bulb detection switch 74 can be counted.

[0140] In addition, instead of the number of discharged balls, the number of shot balls that are shot and introduced into the game area 32 is used. The difference in the number of balls may be calculated by subtracting the number of safe balls from the number of balls fired. 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 playing 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 will be installed 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 the 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 graphic processor performs image processing for displaying images on the display device 41 according to the code and data. VDP (Video Display Processor) 312 as a processor, and various melodies and sound effects The sound source LSI 314 controls the sound output to play the sound from the speaker 19. do.

[0143] The main control microcomputer 311 contains a P ROM (Programmable Read-Only Memory) consists of a program ROM 321, a working area RAM322 provides a memory area, and Fe can retain memory contents even if power is not supplied during a power outage. RAM323, a timekeeping means for generating information indicating the current date and time (year, month, day, 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, the main control microcomputer 311 is connected to a WDT (watchdog timer) circuit 324. The main control microcomputer 311 analyzes the command from the gaming microcomputer 111. It determines the display content and instructs the VDP312 on the content of the output video, and Instructing the playback of sounds, lighting decorative lamps, driving control of motors and solenoids, and managing the performance time and so on.

[0145] The VDP312 includes RAM312a, which provides a working area, and a memory for enlarging and reducing images. 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 RAM) used to expand and process image data such as video files. A RAM 326 is connected.

[0146] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are connected by a power It is configured so that 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 sends 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 synchronization 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. The input signals INT0 to INTn and the commands and data from the main control microcomputer 311 are received. A wait signal WAIT is also input to notify the user that the state is being reached.

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

[0149] The sound source LSI 314 is connected to an audio ROM 327 in which audio 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 sends 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 The 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 has a function to receive 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 gaming microcomputer 111 of the gaming control device 100 receives the DC5 The main control microcomputer 311 of the performance control device 300 operates at DC 3.3V. Therefore, the command I / F 331 is provided with a function for converting the signal level.

[0151] In addition, the performance control device 300 includes a A panel decoration LED control system 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 that drives and controls a device (for example, a frame decoration device 18, etc.), a game board 3 0 (including the center case 40) is provided with a board effect device 44 (for example, a display device 41 A moving object that controls the driving of a moving object that enhances the performance effect in cooperation with the performance display in the game. The control circuit 334 is provided. The panel decoration device 46 is also 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 frame direction of the motor etc. (motor etc. that moves the top unit) provided in the glass frame 15 It may also be equipped with a frame effect movable body control circuit that drives and controls the device (for example, the top unit) .

[0153] Furthermore, the performance control device 300 includes a function button 25 provided in the glass frame 15. The effect button switch 25a is attached to the touch panel provided on the surface of the effect button 25. 25b, a cross key switch 450, volume adjustment button switches 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 to input 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. The motor is used to provide a DC voltage of the desired level to the electronic components controlled by it. DC32V for driving the motor and solenoid, a display device 41 consisting of a liquid crystal panel, DC12V is used to drive the inverter and LEDs, and DC5V is the power supply voltage for the command I / F331. In addition to V, it is designed to 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 device is reset by the main control microcomputer 311. 311, VDP312 (VDPRESET signal), 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 that drive and control the The performance control device 300 is also provided with a cooling FA for cooling various parts 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 is driven. 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 game ball detection signal from the switch 34a, a random number value for determining whether the game ball has been hit 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 in a variable manner for a predetermined time, and then the general map display stops. 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, and the normal variable winning device The control unit 37 opens the movable member 37b of the device 37 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 map variation display game is a loss, The display 53 is controlled to display the result of the miss.

[0159] In addition, the game ball detection signal from the start port 1 switch 36a provided in the start winning port 36 Based on the input, the start winning (start memory) is memorized, 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 ROM111b. 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 in the normal variable winning device 37 Based on the signal input, the start memory is memorized, and based on the start memory, the jackpot of the special chart 2 variable display game is determined. A random number value for judgment is extracted and compared with the judgment value stored in ROM111b, and the special chart 2 variation is The winning or losing of the displayed game is determined.

[0161] The CPU 111a of the game control device 100 controls the special chart 1 variation display game and the special chart 2 variation display game. A control signal (performance control command) including the judgment result of the displayed game is output to the performance control device 300. Then, the special pattern 1 display 51 and the special pattern 2 display 52 are displayed in a variable manner for a predetermined time. After that, the special chart variable display game that stops is displayed. , 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 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 the decorative special chart change display game corresponding to the special chart change display game. The control device 300 sets the presentation state and the stage 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.). Do your best.

[0163] Then, the CPU 111a of the game control device 100 determines whether the result of the special chart variable display game is a win. 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 the 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 allows control to be performed to allow game balls to flow into the big prize opening.

[0164] Then, a predetermined number of game balls (for example, 10 balls) enter the big prize opening, or the big prize opening is opened. Either a predetermined releasable time (for example, 27 seconds or 0.05 seconds) has elapsed since the release Opening the big prize entrance until the conditions are met is considered one round (R), and this is Repeated control (cycle play) for a number of times (for example, 15 times, 11 times, or 2 times) ) is performed. That is, when the stop result pattern is a special result pattern, the game control device 100 In addition, the special prize opening opening / closing 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 set based on the result of the special game 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, the special chart 1 variation display game and the special chart 2 variation display game Even if a high probability state is reached based on the result of the above, the special chart 1 variation display game and the special chart 2 variation 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 set based on the result of the special game 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 normal variable display game and the normal variable winning device 37 are controlled to be in a time-saving operation state. It is possible to increase the number of normal variable winning devices 3 per unit time compared to the normal game state in which no special game is played. In order to control the opening time of 7 so that it is substantially longer, it will be in a normal power support state. Even in high probability states (normal probability states) excluding the latent probability state, the time is shortened 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. This allows the time to be shortened, and it is also possible to shorten the time for special chart variation display games.

[0168] In addition, in the time-saving state, 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 a number greater than the first number of times the device is opened (for example, 2 times). (For example, 4 times) It is possible to set the second opening number. 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 more than usual. This allows you to play special games in the time-saving state. It is easier to win the normal variable winning device 37 than in a normal game state where the variable winning device 37 is not used. The number of times that each special chart variation display game is executed can be increased compared to the normal game state. It is also possible to set multiple types of time-saving states that change differently. 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 achieved, the first or second opening mode can be selected. In this case, the selection probability of the first opening mode and the second opening mode may be different. The probability state and the time-saving state can occur independently, and both can occur simultaneously. It is possible to generate only one of them.

[0170] [Transition state when power is turned on] As described above, when the power is turned on, the RAM initialization switch 112 and the setting key switch 93 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 Figure 5B 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 setting confirmation state (setting confirmation mode) is entered, where you can check the probability setting value. (See A1034-A1039 in Figure 5B and Figure 15).

[0173] Also, when the power is turned on, the setting key switch 93 is off but the RAM initialization switch 11 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 a normal power recovery state (normal power recovery mode), where power is simply restored.

[0175] [Control of gaming control device] The control of the gaming machine that performs 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 FIGS. 5A, 5B, and 5 The main processing shown in C and the timer shown in FIG. 9 which is executed at a predetermined time interval (for example, 4 msec) and interrupt processing.

[0176] [Main processing (game control device)] First, the main processing will be described. 1 is a flowchart showing the procedure of the main processing by the The process starts with the following. 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 to set the stack pointer, which is the start 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 to 00h.

[0179] Next, the game control device 100 outputs a firing prohibition signal and sets the firing permission signal to a prohibited state. The launch permission signal is sent to at least one of the game control device 100 and the payout control device 200 (A1005). If at least one of them is outputting a signal prohibiting launch, it will be set to the prohibited state, and the ball launcher will The launch of the game ball is prohibited. After that, the game control device 100 The status of the switch 93 and the RAM initialization switch 112 is 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). By setting a predetermined initial value in the delay timer, the game control device 1 which serves as the main control means 00, and performs various controls according to instructions from the slave control means (for example, the payout control device 200 and the performance The waiting time (for example, 3 This allows the game control device 100 to start up first when the power is turned on. Therefore, before the slave control devices (for example, the dispensing control device 200 and the performance control device 300) start up, This prevents 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). It is performed using a memory area that is not subject to 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, it prevents the control from becoming complicated when powering on. It is possible.

[0182] Before the start of the waiting time, the status of the setting key switch 93 and the RAM initialization switch 112 By reading this, the operation of the setting key switch 93 and 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 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 tedious operation. The operation of the setting key switch 93 and 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 outage monitoring process is started, the game control device 100 first receives input from the power supply device 400. The power outage monitoring signal is read via the port and data bus to detect the power outage. If a power outage has occurred (A1008 result), is "Y"), and waits until the power to the gaming machine is cut off.

[0185] If a power outage has not occurred (the result of A1008 is "N"), the game control device 100 , update the power-on delay timer by -1 (A1009), and check whether the timer value 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 expired, 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 this period, and prevents malfunctions when powering on. It is possible to deal with the situation appropriately. Note that access to RAM is permitted until the waiting time has elapsed. The memory contents from the last power outage are still retained, so In the event of a power outage, there is no need to perform backup processing. 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, RAM, EEPROM, etc. can be read and written. Enables RWM (read-write memory) access (A1011) and provides all output ports with Output off data (set to no output) (A1012).

[0188] Next, the game control device 100 is connected to a serial port (pre-installed 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) (A1013).

[0189] Next, the game control device 100 calculates the time in the game microcomputer 111 (clock generator). Counter / Timer Clock (CTC) generates the current interrupt signal and the random number update trigger signal (CTC). The CTC circuit is activated (A1014). The clock generator is provided with a clock signal from the 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 triggers updating of the random number supplied to the

[0190] Next, the game control device 100 detects an RA indicating an abnormality in the RAM (here, 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 outage inspection area 1 in the RWM is normal. If the data is normal (A1016), the data is checked. 6 is "Y"), the value of power outage inspection area 2 in the RWM is normal power outage inspection area check data. Determine whether it is a data (A1017).

[0192] Furthermore, if the value of the power outage inspection area 2 is normal (result of A1017), the game control device 100 The result is "Y", and the checksum of a specific area in the RWM (for example, a work area within the area) is calculated. The checksum calculation process is performed (A1018), and the calculated checksum and 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 outage inspection area is not normal. If the result of A1016 is "N" or the result of A1017 is "N", If the checksums do not match (result of A1019 is "N"), the RAM abnormal flag is cleared. The process proceeds to step A1021 without any further processing.

[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). If the switch is on (the result of A1021 is "Y"), the setting is changed. The process moves 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 them is off (result of A1021 is "N"), the RAM (here RAM Determine whether the RAM abnormality flag indicating an abnormality in 111c) is set (A102 2) If the RAM error flag is not set (result of A1022 is "N"), Determine whether the probability 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 1044, A1048-A1051 execute normal power-on (power recovery) processing .

[0196] When the probability setting change flag is set, the game control device 100 If the result is "Y", it will be 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 of 0 has occurred.

[0197] Next, the game control device 100 displays the 7-segment display data (error table "E1") when the game is stopped. The driver 152 of the performance display device 152 is used to display the data (shown in the figure) on the performance display device 152. 0a, 150b (A1025). Then, the external device (game center internal management device (HO security signal to notify abnormalities in the 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 jackpot signal may be input to the external information terminal 71. The signal is maintained in the OFF state. Then, the processing of steps A1025 and A1026 is 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 A1026 is repeatedly processing and waiting, interrupts remain disabled. (A1001), timer interrupt processing that can execute special game 1, 2 game processing and normal game processing (Figure 9) cannot be executed, so the game (special chart change display game, normal chart change display game, round Games such as gambling (games with bonuses, etc.) cannot be performed.

[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 the ON operation and the ON operation, If this happens, it is assumed that an abnormality has occurred and the processes A1024-A1026 are executed. For example, the probability setting If the power is turned off and restarted during a change (before the setting change is completed), the setting change operation may not be completed. The probability setting change flag may be set even when no operation is being performed.

[0199] On the other hand, the game control device 100 also performs the same operation 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 of "E1") at the time of the stop is displayed on the driver of the performance display device 152. This is output to the drivers 150a and 150b (A1025) 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 jackpot remains in RAM 111c, the jackpot signal Other signals to the external information terminal 71, such as the signal, are maintained in the OFF state.

[0200] After that, it is determined whether a power outage has occurred (A1027), and if no power outage has 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. Disable access to the writable RWM (Read Write Memory) (A1029). , and wait until the power to the gaming machine 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 (the result of A1021 is "Y"), the probability setting is being changed (setting variable state) First, it checks whether the RAM error flag is set. (A1030). If the RAM error flag is set (A1030 result is "Y "), because it is unknown whether the probability setting value is correct, the probability setting value area of ​​RAM111c Clear the probability setting value stored in the area and set it to the initial value (for example, the minimum setting value "1") (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 (A1030 result is "N" "), and without clearing the probability setting value, the probability setting change in progress flag is set (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 notification will report 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. (The result of A1022 is "N") and the probability setting change flag is set. If not (the result of A1023 is "N"), check whether setting key switch 93 is on or not. If the setting key switch 93 is on (A1034), "Y"), the RAM initialization switch 112 is off, and the probability setting is being checked (setting The process of "Probability setting confirmation state" starts and a flag indicating that the probability setting is being confirmed is displayed. Then, the command during the probability setting confirmation is sent to the performance control device 30. 0 (performance control board) (A1036), and proceed to the processing of 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 common process during the change and probability setting confirmation is the process from step A1037 to A1043. Execute.

[0204] The game control device 100 first performs security checks during the probability setting change and the probability setting confirmation. To output a signal, set 128 ms (predetermined time) in the security signal control timer area. (A1037) In addition, the count of the security signal control timer 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 confirmation 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 the probability setting change 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, it is determined whether the setting key switch 93 is 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 case 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 The setting value can be changed in the setting variable state (setting change state, setting change mode), or the probability setting value The checkable setting confirmation state (setting confirmation mode) continues.

[0207] On the other hand, when the setting key switch 93 is off (A1039 If the result is "Y", the interrupt is prohibited (A1041), and the command to end the announcement 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 that the probability setting is being checked or that the probability setting is being changed. The notification ends.

[0208] Next, the game control device 100 checks whether the probability setting change flag is set, i.e., It is determined whether the probability setting has been changed up until now (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 has been confirmed, step A1048 onwards Normal processing is performed when the power is turned on (or restored).

[0209] When the setting key switch 93 is off (result of A1034), the game control device 100 If the value is "N", it is determined whether the RAM initialization switch 112 is on (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 value area are cleared. The game information stored in the RAM 111c is cleared to 0. The mid-interrupt flag is also cleared here. The number of winning balls area stores the number of winning balls (total number of winning balls) 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. RAM clear with setting change (when the result of A1043 is "Y") and RAM clear without setting change. In either case, the safety device is activated. The safety device is deactivated by clearing the That is, when the RAM is cleared in step A1045, the stable There may be cases where the all device operating flag field is not cleared to 0.

[0210] In addition, in this case, in addition to the probability setting value area, the stack area and unused area are not cleared. Work area for performance display (outside work area) related to the composition, performance information and its display (performance display) There is no need to clear the stack area (part of the area) and the stack area (outside the 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 command for initializing the RAM 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 result is "N"), and both the setting key switch 93 and RAM initialization switch 112 are Since the power is also off, normal power-on processing (when power is restored after a power outage) begins, and Save the initial value at power recovery (when power is restored) in the area to be initialized as the old process (A104 8) The areas to be initialized here are the power outage inspection area 1 in the work area (Fig. 6), the power outage inspection area 2 in the work area (Fig. 6), and the power outage inspection area 3 in the work area (Fig. 6). Includes inspection area 2 and checksum area. All other errors are re-monitored when 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 error or error monitoring area (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 needed. Unlike the normal power-on, the safety device activation flag for the work area (Fig. 6) is 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) Counter area, safety device operation information area, old operation information area) are initially set in step A1048. However, it will be initialized in 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 must be initialized. Therefore, the margin of error (the number of balls) before the safety device is activated (the game is stopped) The tolerance range, the limit of the difference in the number of balls) can be increased. The work area for displaying the performance of the outside work area can also be increased. It is not initialized in step A1048, but as described later, the performance display editing process (A1059 ) may be initialized.

[0214] Also, step A1 at normal power-on (when power is restored after a power outage) without RAM initialization In 048, after power-on or after the end of the jackpot, 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. The value may be maintained without being cleared (initialized) so as not to cause any disadvantage to the player. As shown in Figure 36B, when the ceiling counter value reaches the ceiling number of times, the time is reduced. 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 is not disadvantaged.

[0215] In addition, this execution number (i.e., ceiling counter value) or the remaining number of games until the ceiling (ceiling number The number of executions) is displayed by the fluctuation 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 when the power is turned on normally. You can match 677 with the ceiling counter value in the ceiling counter area, or you can vary it without matching. The number of times display 677 may be displayed with the initial value 0. If no consistency is achieved, the number of times may be displayed. 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 any disadvantage to the gaming parlor (game parlor), In the time-saving state, the special chart change display game (the special chart 1 change display game and the special chart 2 change display game) The time reduction fluctuation 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 reduction fluctuation count 2 area where the time reduction fluctuation count 2 (described later) is stored is also not cleared (initialized). The value may be maintained. Also, in machines that have a probability of a change of number of times (ST), In order to avoid any disadvantage to the side of the game, the special chart fluctuation display game (special chart 1 fluctuation table) The number of high probability variations corresponding to the remaining number of runs of the game (display game and special game 2 variation display game) is stored. The high probability fluctuation count area (ST counter) is not cleared (initialized) and the value may be maintained. In addition, there is a limit to the number of consecutive jackpots (or the number of consecutive wins described below). In machines where a bonus is provided, in order to avoid any disadvantage to the gaming facility, The jackpot count area where 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 used. A corresponding power outage recovery command is sent to the performance control device 300 (performance control board) (A104 9) Proceed to processing of step A1050.

[0218] In addition, the command and step for initializing RAM sent in the processing 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, decorative special chart 1 reserved number command and decorative special chart 2 reserved number command that show the reserved number of special charts 1 and 2 A probability information frame showing whether the command, probability state (high probability state or low probability state), or time-saving state is in effect. A display count information frame indicating the number of times the special chart change display game has been executed in a specified display mode. The command includes a power outage recovery command indicating that the power has been turned on.

[0219] Furthermore, the command at the time of RAM initialization and the command at the time of power recovery include the probability of the gaming machine 10 Setting value information command (probability) that indicates the setting value (setting information) The game control device 100 includes a setting value information command. It is only necessary to send 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 RAM is the RAM initialization command (RAM clear command). When the performance control device 300 receives the RAM initialization command, it performs the following operations, 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 given for 30 seconds. Also, when power is restored, the display The command includes a screen specification command that specifies the display content on the screen of the device 41. The command is for special charts 1 and 2 when they are normally being processed (when they are not changing or hitting) , the customer waiting demo command, otherwise the recovery screen command is sufficient. Also, when power is restored, In this command, as mentioned above, 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). As a safety device in operation flag, "1" indicating that the safety device is in operation is displayed in the safety device in operation flag area. If the safety device is activated, it can be determined that the safety device is activated (safety device activated flag). If the safety device is activated (result of A1050 is "Y"), the safety A command indicating that the safety device is in operation is sent to the performance control device 300 (performance control The safety device is activated and the process proceeds to step A1052. If the device is not running (the result of A1050 is "N"), go directly 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 safety devices (safety device counter value, safety device operation, etc. Executes the safety device information initialization process (A1053) to initialize the safety device information (operation information, old operation information, etc.) ) Then, 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 unconditionally stable 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 provided and the power is turned on while pressing the count continuation switch, safety device information will be displayed. There is no need to initialize (clear).

[0223] As will be described later, when transitioning to the safety device information initialization process, 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 saving the pointer to the stack pointer storage area in RAM111c, the flag register is Since the lag (especially the zero flag) may change, the The flag register is an 8-bit register where each bit is either 0 or is a flag that takes the value 1. For details about the flag register, see JP2013- Those disclosed in Japanese Patent Application Laid-Open No. 2018-94101 and the like can be used. .

[0224] Next, the game control device 100 activates and sets the random number generation circuit (A1055). The random number generator is started by setting a specific register (CTC update enable register) in the random number generator. The CPU 111a sets the code (specified value) for The bit transposition pattern of the hard random numbers generated by the number generation circuit hardware 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 transposition pattern is the bit arrangement of the extracted random number (the arrangement before the bit transposition in the upper row). , 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 transposition pattern. This breaks the regularity and increases the secrecy of the random numbers. The permutation pattern may be a fixed single pattern or a plurality of patterns prepared in advance. It is also possible to select from the turn. Also, it is possible to set it arbitrarily by the user. good.

[0227] Next, the game control device 100 prohibits interrupts (A1056) and checks whether the game is stopped. If the safety device is activated (if the safety device activation flag is 1), (case) or stop the game (special chart change display game, regular chart change display game, round game, etc.) If a necessary strong error 2 (described below) occurs, it can be determined that play has stopped.

[0228] If the game is not stopped (the result of A1057 is "N"), the game control device 100 The information (value) of the register is pushed to the internal stack area (A1058), Executes the performance display editing process to calculate performance information such as base value (ball payout rate) (A1059 ) Here, you can calculate performance information (such as the ratio of special features and payout rate). 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 this, if a weak error (described later) or a strong error 1 (described later) occurs, which is an error other than strong error 2, Even if the game is not stopped, the performance display editing process, etc., is performed in step A1058. -A1060 processing is executed. Note that if a weak error or a strong error 1 occurs, It is also possible to configure the system so that the processing of steps A1058-A1060 is not executed.

[0229] As will be described later, when transitioning to the performance display editing process, the stack pointer is Safety device information, performance information, and performance display (performance information display) from the stack area related to the area ) related to the out-of-area stack area. At that time, the stack pointer for game control 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 DMA register is saved.

[0230] On the other hand, when the game is stopped (the result of A1057 is "Y"), the game control device 100 , interrupts are permitted without executing performance display editing processing, etc. (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 displayed. It is not recalculated and does not change. 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 it to execute display / edit 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 / illegal command, In the setting process (B1316), different strengths corresponding to weak error, strong error 1, and strong error 2 are set. Error notification can be set and executed.

[0232] For example, the performance control device 300 may adjust the volume of the error notification sound from the speaker or Brightness of the LED that emits light for notification (LED for the board decoration device 46 or the frame decoration device 18) The intensity (brightness) may be increased in the order of weak error < strong error 1 ≦ strong error 2. 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 in accordance with the hall / player setting mode. Set the volume (below the maximum volume) adjusted by the code processing (B0011), and then set the strong error 1 and strong error When 2 occurs, the volume of the notification 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 payout. An overflow occurs when the ball runs out and the bottom tray 23 is 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 indicating a dispensing error is generated.

[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 stopped from playing. Stone fraud, board radio wave fraud, frame radio wave fraud, vibration fraud, abnormal discharge error, V passing error, large prize opening Including fraud and normal power fraud. In the case of strong error 2, the security signal (A93 22) is output to the external information terminal 71 (see Figure 54A). If a strong error 2 occurs, the game (special chart change display game and normal The game (such as the image change display game or the round game) is stopped, and it can be determined that the game is stopped (A1 057). Also, 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 jackpots and A game stop state (unplayable state, game prohibited state) in which the game cannot be performed (play during a small win) It is possible to reproduce.

[0236] After step A1061, the game control device 100 determines whether a power outage has occurred. If there is no power outage (result of A1062 is "N"), 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 a safety device is activated or a severe error 2 occurs, the performance display editing process will not be carried out. In the 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 (predetermined time period, e.g. Since this is much shorter than the interrupt period (for example, 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, set the power outage inspection area check data 1 in the power outage inspection area 1 (A1064). (A1065) and save the power outage inspection area check data 2 in the power outage 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 outage inspection area, and the check data is saved when the power is cut off. 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 is 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 the probability setting change flag is set as in step A1032. By setting the setting, the setting can be changed any number of times while the gaming machine 10 is running. It may be possible to switch to the mode (change 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 is Work area, unused area, stack area inside the area, unused area, work area outside the 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, 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 It 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 a probability setting area, a test signal output data area (test signal output data related to errors), and a (including the data area), random number area, switch control area, segment area, power outage inspection area 1, power outage In addition to the electrical inspection area 2 and checksum area, it also shows whether the safety device is in operation (if it is activated). The safety device operation flag area indicates whether the safety device is in operation or not, and the timer interrupt (for example, 4 msec c) includes an 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 cow that corresponds to the difference in the number of balls. The safety device counter area stores the counter value (number of balls difference + initial value), and 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. The safety device counter area ( 3 bytes in size) is not read by the program in the area, but the safety device counter When transmitting the value or difference number information 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 cow Counter value = difference in number of balls + 100,000). However, the safety device counter value is related to the difference in number of balls. It is not limited to this, as long as it indicates the number. By separating these areas, the efficiency of program development can be improved and the initial It also becomes easier to distinguish between the two.

[0244] Furthermore, the out-of-area work area is used to store performance information and performance display work areas. It can also 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 when processing performance information and performance display, and when processing safety equipment. The external stack area is shared when processing the test signal. 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 unused area is placed between the area for internal programs and the area for external programs. The programs in the ROM area are classified as game control programs and game control programs. It consists of a main program corresponding to the main processing (Fig. 5A-Fig. 5C) and a The game control program area includes an interrupt processing program corresponding to the timer interrupt processing. An unused area may be placed between the main area and the game control data area (data area). The subroutines of the program or interrupt processing program are basically the same as the in-area programs. (Unless otherwise specified, it will be an in-area program), but there are exceptions where it will be an out-area program. The program outside the ROM area is a safety device that corresponds to the safety 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. Reset or clear the safety device counter value, safety device operation information, previous operation information, etc. The information is set to the initial value (initial information). Note that the safety device operation information is information that indicates the current status. The previous 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 you to set the stack pointer indicating the stack to be used as the internal stack pointer. Switch from the area to the out-of-area stack area.

[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 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. Push it away.

[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 decreases from 0, the safety device counter value (= difference in number of balls + initial value) is smaller than the initial value. Since the initial value is set to a value greater than 0, a value other than 100,000 is acceptable. In this way, when the power is restored (when the power is turned on), the safety device counter value is not It will be initialized (cleared) so that it will not be 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 turned on. It does not need to be initialized (cleared) when power is restored. When the information is initialized (cleared), the safety device will be activated (the game will be stopped) regarding the difference in the number of balls. This increases the margin of error (the acceptable range of the difference in the number of balls, the limit of 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 using the power, the remaining number of games (up to the ceiling number of times) until the time-saving state occurs will be The safety device activation information area will not change the game and will be beneficial to the player. The safety device non-operation information (value 0) corresponding to the non-operation state (normal state) is used 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 The initialization process ends. The stack pointer is set to 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 RAM without using a register. In this case, the registers are not saved / restored to RAM. Since it does not perform stack pointer related processing (A1101, A1102, A1103, A1 Also, the flag registers before and after the safety device information initialization process are unnecessary. Data evacuation / restoration (A1052, A1054) will also become unnecessary.

[0253] In this embodiment, the safety device counter value is set to 0 to 189999 (safety device counter If the value is 0 to 189999, the safety device operation information indicates that the safety device is not activated (normal). Safety functions that correspond to non-operational states (operation notice state, operation warning state, and normal state where no operation is performed) The device is not operational (value 0). 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 activation notice information (value 1) corresponds to the activation notice state that warns of the activation 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 the operation warning state that warns of the operation of the safety device. In this case, the difference in the number of balls (= number of safe balls - number of discharged balls) reaches the difference in the number of balls 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. This corresponds to the 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 time limit is reached and the game is stopped, the safety device operation information indicates that the safety device is in operation. In this case, the difference in the number of balls is The ball standard value has reached 95,000, and it is neither a big hit nor a small hit, so the above conditions (1 )(2) is satisfied, it corresponds to the case where the activation condition of the safety device is satisfied. .

[0256] [Performance display editing process] Next, the performance display editing process (A1059) in the main process 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 value is saved in the data storage area (A1201), and the stack pointer is set to the value of the external stack area. and set the address value that indicates the beginning of the external stack area (external stack area) ( A1202). This allows you to set the stack pointer indicating the stack to be used as the internal stack pointer. Switch from the area to the out-of-area stack area.

[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 general-purpose registers in the external work area. A validity check is performed to determine the validity of the work area for displaying functions, and if it is invalid and abnormal, Then, the work area for performance display is initialized (including initial value setting) (A1204).

[0259] In the validity check, the value stored in the work area for performance display was an impossible value in 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 flag indicates that the performance display work area has been initialized. Determine whether a specific value (for example, 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 function 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 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 prevents the program from crashing due to an out-of-range value being obtained. This can prevent errors before they occur. In addition, 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 invalid, it can be initialized immediately and abnormal performance indication (abnormal background This can minimize the risk of errors (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. 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 when the external stack area is initialized, the register values ​​saved in the external stack area are Protect and do not initialize. Initialization of the performance display work area is performed in the work area within the area (game control There is a distinction between the initialization of the work area for game control and the in-area stack area (stack area for game control). Since it is executed by the internal work area and internal stack area, it does not affect the internal work area and internal 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 (such as the number of out balls and the number of regular winning balls) (A1205) For the total number of balls released since power was turned on (total number of balls released, total number of outs) A counting interval is set, and each time the total number of out balls reaches a predetermined number (for example, 60,000 The aggregation period is switched each time the number of entries increases.

[0263] For example, the timing for switching the counting period is determined by the total number of out balls since the power was turned on. The timing of when the numbers become 300, 60300, 120300, 180300... In other words, the width of the time window is basically 60,000 except for the first time window. First time window: 0-300 items, second time window: 300-60300 items, third time window: 6 items 03:00~12:03:00, 4th counting period = 12:03:00~18:03:00, 5th counting period Time window numbers indicating the first to fifth 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 (If "Y" is selected), set the time window switching (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) Counter and the total number of winning balls (number of winning balls) in each counting period. You can clear the normal winning ball counter, or you can clear the final base value (or latest base value) of each calculation period. value) to the base value storage area of ​​the next time window.

[0265] When it is not the timing to switch the counting period (the result of A1205), the game control device 100 (A120 is "N"), and it is determined whether there is a switch input to the input port to be monitored. 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 displayed. The rising edge information (copied in step A9603 of FIG. 58) is checked. For each input port to be monitored, the copied rising edge information of the switch 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 in all other cases it can be determined that there is input. As for the rising edge of the switch, unless it is masked during copying, 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 inputs 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 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 38, the upper large winning port switch of the second special variable winning device 39 switch 39a, the first start winning port 36 start winning port 1 switch 36a, the second start winning port 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 slot switch, right winning slot switch), out ball detection switch 74, etc. The base value (or payout rate) can be changed depending on the outcome.

[0268] Next, the game control device 100 determines whether or not the target switch is in its valid period (A 1209). In addition, there have been cases of fraudulent entry into the large prize slot and regular power fraud, 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 starting 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 is in the valid period of the target switch (the result of A1209 is " Y"), and determine 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 (the result of A1210 is "N"), the process of step A1218 Transition to.

[0270] If 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 normal base state is in effect (A1212). The base value can be calculated and updated during this period. be.

[0271] 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 prize balls corresponding to the total number of prize balls in the calculation period, the total number of prize balls is calculated. The number is updated (A1213). Next, the target switch is the out ball detection switch 74. By adding 1 in this case, the number of out balls in the counting period is calculated as the normal number of out balls. (Number of normal outs, number of normal discharged balls) is updated (A1214). Next, the target switch is out If the ball detection switch 74 is on, the total number of balls out (total outs) is increased by 1. Update the number of balls (number of balls, total number of balls discharged) (A1215).

[0272] In this embodiment, the out ball detection switch 74 is used to detect balls that have been ejected from the game area 32. All game balls that have passed through the winning hole or the outlet 30b are detected. Not only the game balls that entered the out hole 30b, but also the winning holes (first starting winning hole 36, second starting winning hole The game balls that enter the winning hole 37, the big winning hole, or the general winning hole 35 will be thrown into a passageway (not shown) 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 2 is "N"), the total number of out balls is calculated without updating the number of regular prize balls or regular out balls. Therefore, the high base state (second game) is updated instead of the normal base state (A1215). In the state, time-saving state, probability change state or special game state), the number of normal prize balls and the number of normal 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 it can be easily implemented.

[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 by loop processing in accordance with the timer interrupt period (predetermined time period). The time intervals are much shorter than the time required for the signal processing (for example, 4 msec). Therefore, the performance display editing process is repeatedly executed during the interrupt period, and the switch counter (e.g., 0 to 7) is the bit (e.g., bit The switch counter will go from 0 to bit 7 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 for the fourth input port 126 .

[0275] On the other hand, if there is no switch input to any of the input ports to be monitored, the game control device 100 If the result of A1207 is "N", the base value calculation process (predetermined (A1217) is executed. Note that when the switch input is first input to the monitored input port, On the other hand, some or all of the monitored input ports may not be properly connected to the switch. Even if it is first detected, the switch input is checked for all monitored input ports. After the switch is turned on, the input information of the switch that has been input 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. When a ball enters the normal variable winning device 37), the large winning hole, or the general winning hole 35, As a 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 input (detection) of 9a usually updates and changes the number of prize balls, and the base value changes, and In the second stage, the number of out balls is updated by the input (detection) of the out ball detection switch 74. In other words, when one game 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 there is a ball, the number of regular prize balls and regular out balls will not be updated by the ball itself. Since the base value does not change, the base value also remains unchanged. However, since no prize balls are awarded, the number of prize balls is not usually updated.

[0277] The base value is the value of the output processing 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 operating and the game is stopped, or when a severe error 2 occurs and the game is stopped Then, the performance display device 152 outputs off data and turns off.

[0278] As a special case, 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 particular example, the real-time value The number of regular prize 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 ends. This indicates the address of the internal 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 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 out balls is updated.

[0281] [Timer interrupt processing] Next, the timer interrupt process will be explained. Figure 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 computer 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 checks 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 address is set (A1302). By switching from register bank 0 to register bank 1, the main processing This is equivalent to saving the registers in use. 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, the input process 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 being changed or the probability setting is being confirmed. It is determined whether the probability setting is being changed or confirmed (A1304). If the result of A1304 is "Y", a probability setting change Execute the update / confirmation process (A1305).

[0284] 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 (e.g. Controlling the drive of actuators such as the large prize entrance solenoid 39b and the drive control of LEDs (light emitting control) The output process is executed to perform the following: If a launch prohibition signal is output in step A1005, this output process will be performed. A launch permission signal can be outputted and the launch permission signal can be set to the permitted state.

[0285] Next, the game control device 100 sends the commands (payouts) set in the transmission buffer by various processes. A dispensing command transmission process is executed to output a 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, monitor whether there is a normal signal input from the big prize entrance switch 39a, and 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 determines whether the game is stopped or not (A1309). When all devices are activated (when the safety device activation flag is 1) or when it is necessary to stop playing, If a strong error 2 occurs, it can be determined that the game is stopped.

[0287] When the game is not stopped (the result of A1309 is "N"), the game control device 100 Game processing (A1310), Yakumono game processing (A1311), Futo game processing (A131 2) Execute the 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 processing (A1310) and the special game processing (A 1311), general game processing (A1312), segment LED editing processing (A1313) Execute.

[0288] In the segment LED editing process, the plurality of segment LEDs constituting the collective display device 50 are Some of the LEDs (memory display section, round display section, etc.: D3-D7, D11-D17) The settings related to the drive are executed. In addition, other parts 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 set 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), Yakumono game processing (A1311), Futo game processing (A131 2) Step A131 without executing the segment LED editing process (A1313) If the safety device is activated or if a severe error 2 occurs, the process proceeds to step 4. When the game is stopped, the special game process (A1310) and the normal game process (A1312) ) is not executed, so the number of reserved special maps (A2906, A4611) and the number of reserved regular maps (A770 7, A7918) does not change. On the other hand, if a weak error or a strong error 1 occurs, the game stops. The special game process (A1310) and the regular game process (A1312) are executed. Therefore, the number of reserved special maps (A2906, A4611) and the number of reserved general maps (A7707, A7918) ) can be changed by updating by +1 (when a hold occurs) or by -1 (when a hold is consumed).

[0290] In addition, depending on the type of error, such as weak error, strong error 1, and strong error 2, special game processing Processing (A1310), Yakumono game processing (A1311), Uzu game processing (A1312), Execute some of the segment LED editing processes (A1313) and do not execute the others. For example, if a strong error 2 occurs, the segment LED editing process You can just execute it.

[0291] Furthermore, the game control device 100 outputs safety device operation information corresponding to the state of the safety device to the performance control unit. A safety device that can send a command to the performance control device 300 or set a safety device activation flag. The device-related processing is executed (A1314). Then, the detection signal from the magnetic sensor switch 61 is The magnet irregularity monitoring process is executed to check the signal and determine whether there is any abnormality (A1315 Furthermore, the detection signal from the radio wave sensor 62 of the game board is checked to see if there is any abnormality. The radio wave fraud monitoring process (panel radio wave fraud monitoring process) is executed to determine whether the radio wave is fraudulent (A1316).

[0292] Thereafter, the game control device 100 detects the fraudulent behavior due to vibration based on the input from the vibration sensor 65. Next, execute the vibration fraud monitoring process to monitor the abnormal discharge from the big prize opening (A1317). The abnormal discharge monitoring process monitors the special variable (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, an abnormality of the special variable winning device 39 Discharge is monitored, and if an abnormal discharge occurs, an abnormal discharge flag is set. The game ball that has passed through the large prize opening switch 39a of the separate variable prize winning device 39 is 2 (V winning port switch) or the remaining ball discharge port switch 73 and discharged.

[0293] Next, the game control device 100 sets signals to be output to various external devices in an output buffer. Then, the external information editing process is executed (A1319). , determine whether or not game play is stopped (A1320).

[0294] If the game is not stopped (the result of A1320 is "N"), the game control device 100 The value of the safety device counter is updated (A1321). Calculation of the difference in the number of balls) and the display control of the performance display device 152 are performed ( 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, etc. do.

[0295] As will be described later, when transitioning to the out-of-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 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 the performance display are not updated. This allows unnecessary control during game stoppage to be omitted. 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), Yakumono 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 system to execute outside-area integration processing.

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

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

[0300] The game control device 100 first outputs the data of the segments of the collective display device (LED) 50. output port 135 (segment output port) (see Figure 3) to which the OFF data is input. Reset output port 135 (A1601). Next, reset all solenoids (including the main entrance solenoid). solenoids 38b, 39b, lever solenoid 86b, and normal power solenoid 37c) Then, as in step A1309, the output data is set (A1602). 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 strong error 2 occurs that requires the game to be stopped , it can be determined that gaming is stopped.

[0301] When the game is not stopped (the result of A1603 is "N"), the game control device 100 The data for the outlet solenoids 38b, 39b, the lever solenoid 86b, and the normal power solenoid 37c The data to be output to the solenoid output port 134 that 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 stop operating, and the big prize opening, the specific area 86, The normal variable winning device 37 is closed and the game is stopped. The prize slot is closed and round play (play during a big win or small win) cannot be performed.

[0302] Then, the game control device 100 sequentially scans the digit lines of the collective display device (LED) 50. The value of the digit counter for scanning is updated by +1 in the range of 0 to 3 (only 1 is added). (The next value after 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 firing (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 segment area in RAM 111c corresponding to the value of the bit counter is connected to the segment line. 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 the work area within the area (game control work area). It may be included in the network area.

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

[0306] On the other hand, when the game is stopped (the result of A1612 is "Y"), the game control device 100 , without processing steps A1613 and A1614, the off data (A1610) The signal is output to the output port 135 for segment output (A1615). 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 map variation display game and the normal map variation 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 (irregular 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 synthesized (A1617), and the final synthesized data is sent to the external information / launch permission signal The signal is output to the signal output port 137 (A1618). The output data is for firing permission (A1614), and firing is prohibited when the game is stopped (firing stop This will be the output data (A1611) when the safety device is activated or when a strong error occurs. When -2 occurs, the launch of game balls from the ball launcher is prohibited in the game stop state. On the other hand, unless the game is stopped, the balls will not be released from the ball launcher. Even when the game is stopped, the balls from the ball launcher can still be shot. It is also possible to configure the system so that firing is permitted and 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 test 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). The data to be output is loaded to the test terminal output port 4 on the relay board 70 that outputs the signal. 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 that outputs the test signal to the test firing device 5, and combine the data to be output to the test terminal output port 5 on the relay board 70. The data is output (A1623).

[0310] Next, the game control device 100 calculates 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 Next, the digit lines of the performance display device 152 are sequentially set to 0. The value of the digit counter 2 for scanning is updated by +1 in the range of 0 to 3 (increment by 1) (A1625) Furthermore, for the value of digit counter 2, The digit output data is then sent to the corresponding LED digit line (A1626). 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 performance information and its display (performance display). The loaded segment output data is input to the output port 141 (segment) for the performance display device 152. 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 The output process ends without executing the processes in 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 data of step A1624 cannot be output to output port 141, 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 and staff of the amusement facility who saw the performance display device 152 , the game is stopped, the safety device is activated, or a strong error 2 (illegible error) has occurred. You can recognize that you were born.

[0313] In addition, even if a 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 slot switch / status monitoring process] Next, the winning slot switch / status monitoring process (A1308) in the timer interrupt process (Figure 9) ) will be explained in detail. Figure 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. (A2001). As a result, the number of acquired game balls area is within one interrupt (within a predetermined time period). ) is the area that stores the number of winning balls (total). The number of skill balls is equal to the increase in the number of safe balls within one break. Prepare a prize opening monitoring table 1 corresponding to the upper prize opening switch 39a in the prize device 39. (A2002). And, even though the Kamidai prize entrance was not open, there was an illegal entry into the Kamidai prize entrance. It monitors whether there are any winnings and also performs fraud and winning monitoring processing to detect legitimate winnings ( A2003).

[0316] Thereafter, the game control device 100 controls the lower large winning port in the lower large winning port (special variable winning device 38). The 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 will be monitored to see if there are any fraudulent prizes. In addition, a fraud and winning monitoring process is executed to detect normal 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, fraudulent winning is monitored. In both cases, a fraud and winning monitoring process is executed to detect normal winnings (A2007). A prize gate monitoring table for a prize gate switch that allows winning at any time and does not require fraud monitoring is prepared (A20 08). The winning gate switches that can always be used are the start gate 1 switch 36a and the general winning gate 35. is.

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

[0319] Thereafter, 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 gaming 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 in the gaming machine status monitoring table 1. 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 value is based on the chute runout switch signal from the dispensing control device 200. The state (shooting ball out error) is monitored. The value of the state scan counter 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 dispensing abnormal status signal is In this way, the gaming machine status monitoring table 1 is set to monitor the status (payout abnormal 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. A gaming machine status monitoring table 2 is prepared to determine whether an error has occurred (A2013). A gaming machine status check process is executed to determine the status, such as whether the game is running 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 open detection switch is used. If the monitoring of the status (glass pane open error) is set and the value of the status scan counter is 1, In this case, the status is based on the signal output from the front frame open detection switch (main body frame open error, front If the value of the status scan counter is 2, The monitoring of the status (frame radio wave illegal) based on the frame radio wave illegal signal is set, and the status scan counter If the value is 3, monitoring of the state based on the touch switch signal is set.

[0323] Next, the game control device 100 determines whether the value of the status scan counter is 0. (A2015). And if the value of the error scan counter is not 0 (A2015 If the result is "N", proceed 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 (payment busy signal flag) based on the busy signal. - Signal check processing is performed (A2016), and processing proceeds to step A2017.

[0325] The processing in step A2016 is performed by checking the status scan counter, which is updated at each timer interrupt. It 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 pressed at an inappropriate timing. Execute V passage timing monitoring process to monitor whether or not V has passed (A2017). In the timing monitoring process, the detection signal of the specific area switch 72 is generated at an inappropriate timing. If this occurs, a V passing 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 slot switch / status monitoring process is completed. do.

[0328] In addition, the V passage 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 & Prize 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 / status 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 variable winning device 39, the winning port switch in the normal variable winning device 37 (Starting gate 2 switch 37a) is the processing performed for the second starting winning gate (normal variable winning For the prize device 37) and the large prize opening (special variable prize device 38, 39), a forcible opening and closing member Since it is easy to open the door and insert game balls to pay out prize balls, Provide positive monitoring.

[0331] The game control device 100 first checks the fraud monitoring period flag of the winning slot switch that is the target of error monitoring. (A2101) and determine whether or not it is during the fraud monitoring period (A2102). For example, the fraud monitoring period is when the winning gate switch that is the target of error monitoring does not detect the game ball. For example, when the winning port switch is the lower large winning port switch 38a, a special variable winning port is This is a period other than during the 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 slot 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 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 (for example, 5). (A2105).

[0333] The reason for the number of judgments being set to 5 is that, for example, if the big prize entrance in the open state is converted to the closed state, At that time, the game ball gets caught in the door material of the big prize opening, and the game ball exceeds the valid period of the count switch. This is to prevent fraudulent winnings due to excessive input or noise in the signal. This is to prevent a false positive from being easily detected as an error.

[0334] Then, if the number of the determinations is not more than the number of the determinations, the game control device 100 N"), prepare a prize entrance monitoring table for the target prize entrance switch (A2110). If the number of fraudulent wins is equal to or greater than the judged number (the result of A2105 is "Y"), the number of fraudulent wins is calculated as the judged number of fraudulent 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 furthermore, prepare an illegal winning occurrence flag as an illegal flag (A2109). Then, the prepared invalid flag is compared with the value of the target invalid 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 slot monitoring table for the target winning slot 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 the notification timer is permitted to be updated (A2113). If there is no winning (the result of A2113 is "N"), the fraud and winning monitoring process ends. If the notification timer is allowed to be updated (the result of A2113 is "Y"), the target notification timer If it is not 0, it is updated by -1 (A2114). The minimum value of the notification timer is set to 0. are.

[0338] The alarm timer is updated when the error monitoring target winning port switch is an error 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 If there are two winning port switches in the automatic winning device (large winning port), the alarm timer is updated by the If the error monitoring target winning gate switch is one, it is permitted. If the switch is the other way around, it is not permitted. For correct notifications, the notification timer is updated twice as frequently, and the specified time (e.g., 60 This prevents the time from running out halfway through the specified time (000ms).

[0339] After that, the game control device 100 determines whether the value of the notification timer is 0 (A211 5), if the value is not 0 (the result of A2115 is "N"), that is, the time is up. If not, the fraud and winning monitoring process is terminated. Also, if the value of the notification timer is 0 ( A2115 result is "Y", that is, the time is up or has already been up If this happens, prepare the target unauthorized release command as a performance command (A2116) and A flag for canceling 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 current state becomes 0 (A2118).

[0340] The game control device 100 determines whether the value of the notification timer reaches 0 (result of A2118). The result is "Y"), that is, when the value of the notification timer becomes 0 in this fraud & winning monitoring process. To do this, clear the number of fraudulent winnings in question (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 value of When the value of the notification timer becomes 0 in the fraud & winning monitoring process, the prepared fraud flag is set. Compare 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 will end. If the prepared invalid flag and the value of the target invalid 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 effect command setting process is executed (A2122). After that, the fraud and winning monitoring process is terminated. do.

[0343] By the above process, when a fraud occurs, a fraud occurrence command is sent to the performance control device 300. When the fraud is cancelled, a fraud cancellation command is sent to the performance control device 300, and a notification of fraud is sent. The start and end of the

[0344] [Winning number counter update process] FIG. 13 is a flowchart showing the procedure for updating the winning number counter. The data update process is performed in step A2009 of the winning slot 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 1) or when it is necessary to stop playing, If 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 gate switches to be monitored is obtained from the gate monitoring table (A2202), and the target winning gate is It is determined whether there is an input to the entrance switch (A2203). The winning table contains 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 of the prize counter area 2 is defined. If there is no input, The result of 2203 is "N"), and the table address is updated to the address of the next record (A22 15), it is determined whether monitoring of all switches has been completed (A2216).

[0347] On the other hand, when there is an input to the target winning port switch, the game control device 100 3 is "Y"), the number of acquired game balls is loaded from the acquired game ball number area (A2204), The number of winning balls corresponding to the elephant winning slot switch is added to the number of winning balls (A2205), and after the addition The value is saved in the area for the number of acquired balls (A2206). The number of acquired game balls stored is updated with each winning switch, and the number of acquired game balls is finally This is the total number of winning balls won within one interval.

[0348] The area for the number of winning balls is in the work area within the area, and the process for 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, it is only read out. In addition, all winning port switches are simultaneously Even if you enter the total number of winning balls, it will be less than 255 (1 byte), so the total number of winning balls will be No upper limit check 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). It is determined whether a bar flow occurs (A2209). The size is in bytes (0 to 65535).

[0350] If no overflow occurs (result of A2209), the game control device 100 (If the value is "N"), the updated value is saved in the prize 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] Then, the game control device 100 updates the loaded value by +1 (A2212) and Determine whether the value will cause an overflow (A2213). If this does not occur (the result of A2213 is "N"), the updated value is stored in the prize counter area. 2 (A2214). The winning number counter area 2 is 1 byte (0 to 255). It is.

[0352] After the processing 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 monitoring of all switches has been completed. (A2216).

[0353] If the monitoring of all switches has not been completed (result of A2216), the game control device 100 (The result is "N"), and step A2203 is performed to determine whether or not there is an input to the target winning port switch. Also, when monitoring of all switches is completed (the result of A2216 is "Y"), ), the winning counter update process is completed. This completes the process until all switches are monitored. The processing of steps A2203-A2216 is repeated, and the number of winning balls acquired within one interrupt is calculated. The number of winning balls (total) will be obtained, and each winning slot (each winning slot) within one slot 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 any further processing. 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 no prize balls are obtained (no payouts). Before the game is stopped (i.e., the detection of the game ball by the winning slot 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) for The winning data corresponding to the winning balls that have not yet been transmitted is stored. The counter area 1 serves as a prize ball command counter capable of storing information relating to prize ball commands.

[0356] The winning number counter area 2 is a predetermined number of winning balls (scheduled number of payouts) generated by winning into the winning slot. It is used to send a main winning ball signal to an external device every time the number (here 10) is reached. The winning data corresponding to the winning balls in the area where the main winning ball signal generation process is not performed. That is, the winning number counter area 2 stores information about the main winning ball signal. It forms a memorizable main prize 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 prize counter area is provided for 3 prize balls, 2 prize balls, 10 prize balls, and 14 prize balls. The number of wins in the winning slot is added to the count in the corresponding winning number counter area. In other words, the information on each winning entry can be stored as a unit. The number of winning counter area 1 (2 bytes) is the same as the number of winning counter area 2 (1 A larger area than 1000 bytes is allocated, allowing more winning data to be stored. This is because the main prize ball signal can be sent regardless of the state of the destination. However, the sending of 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 be accumulated.

[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 performed in step A201 of the winning port switch / status monitoring process shown in FIG. 2, A2014, etc.

[0359] The game control device 100 first obtains the status monitoring table corresponding to the status 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 determines whether the signal to be checked is on ( 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 a status flag. (A2303), and obtain and prepare the target state OFF command (A2304). The target status off monitoring timer comparison value is obtained (A2305). The status off flag is For the touch switch signal, it indicates a normal state. Indicates the status.

[0361] On the other hand, if the signal to be checked is on (result of A2302), the game control device 100 (The result is "Y"), prepare a status on flag as a status flag (A2306), and The ON command is acquired and prepared (A2307). In addition, the target status ON monitoring timer is compared. The status on flag indicates an error or It indicates an invalid 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 area 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 status 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 value of the status monitoring timer 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 (the result of A2315 is "N"), the prepared status flag is set to the target status flag. Save the command to the lag area (A2316). Finally, set the command. The specified processing is executed (A2317), and the gaming machine status check processing is terminated.

[0366] The effect 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 an error notification, Regarding the payout of game balls, such as ball out errors, overflow errors, and payout abnormality 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 release errors (included in Strong Error 1), such as errors and main frame release errors. There are commands to handle invalid frame radio wave 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 settings. The rate setting change / confirmation process allows you to change or confirm the probability setting value.

[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 included 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 (the 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 Output via 0b (A2404).

[0370] Here, the probability setting value display data is the display probability setting value displayed on the performance display device 152. This data is stored in the probability setting value display data area. In order to prevent confusion among hall staff and other related parties, 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 small win). It may mean probability.

[0371] Next, the game control device 100 updates the security signal control timer by -1 if the 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 for notifying the abnormality to the external information terminal 71 (A2406) Here, other signals such as a jackpot signal are output to the external information terminal 71. The signal is kept off.

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

[0373] When the probability setting change flag is set, the game control device 100 If the result of the test is "Y", that is, if the probability setting is being changed, the first timer interrupt after power-on It is determined whether 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 ends. If the RAM initialization switch 112 is pressed and held down, the probability setting value may be unintentionally updated. This is to prevent the situation from being overturned.

[0374] The game control device 100 executes the timer interrupt process (A240) if it is not the first timer interrupt process after power-on. 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 ends.

[0375] When the RAM initialization switch 112 is input, the game control device 100 The result is "Y"), the working setting value in the working setting value area (in 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 when you enter the setting change mode, the setting values ​​for work are saved. The probability read from the probability setting value area is stored in the business setting 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 value is updated by +1, the working setting value is 0 (probability setting value Therefore, the probability setting values ​​1 to 6 are repeatedly updated by +1. The range of possible working settings is also limited by the number of probability settings. In the case of multi-stage settings, for example, 0 to 1 or 0 to 5, but in the case of single-stage settings, 0 In the case of multi-stage setting, the RAM initialization switch 112 is operated 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 after updating. (updated to the same value).

[0376] In addition, every time the probability setting value is updated by +1, or the game state is switched to a setting variable state, etc. When this occurs, a command (setting value information command) is sent to the performance control device 300 to inform the performance control device 300 of the setting value. Similarly, it may be transmitted every time the probability setting value is updated by +1, or when the setting is changed to a 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 stopped if there is an abnormality such as a main abnormality in the game control device 100. In addition, if the game is in a special state, time-saving state, or jackpot state, it is advisable to stop the game. 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 notify the value (setting value information command) may be sent, or the test signal may be transmitted from an external tester. It may be possible to output the data to a shooting test device.

[0377] In the above description, 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 then store the value corresponding to the working setting value in the working setting value area in the probability setting value area for the first time. This way, if a power outage occurs while you are 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 for the special game processing. In this process, the input of the start port 1 switch 36a and the start port 2 switch 37a is monitored, and the special diagram fluctuation is Controls all processing related to the displayed game and sets 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 gate switch monitoring process to monitor winnings (A2600). In the process, the game ball enters the normal variable winning device 37 which is the starting winning hole 36 and the second starting 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 displayed. Before the game starts, a game result pre-determination is performed to determine the game result based on winnings 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 the game ball into the specific area 86 (V entry port) Switch monitoring processing is executed (A2601). For details of the specific area switch monitoring processing, see More details will be provided later.

[0381] Next, the game control device 100 executes the upper large winning slot switch monitoring process (A2602). In the upper prize winning port switch monitoring process, the count switch provided in the special variable prize 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 timer is not 0 (1 (A2603) The special game processing timer is updated by -1, and the timer allocation 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 Special game sequence branch table to be referenced to branch to the process corresponding to the game process number Set the rule in the register (A2605). In addition, the special game sequence branch table is 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 using the special game processing number. The corresponding 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 fluctuations in the special chart fluctuation display game, set the start of fluctuations in the special chart fluctuation 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 explained later.

[0385] If the game processing number is "1" in step A2607, the game control device 100 This is a special 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 necessary information such as the symbol stop command that indicates the symbol stop and the stop display time corresponding to the symbol stop 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 diagram display to set information necessary to transition to a big hit state or a small hit state For example, during the special chart display process, the results of the special chart change display game are If it is a hit, the condition device operation information indicating that the condition device is operating is sent to Set the processing number "0" for the special game processing number area and set it in 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 opening, and the processing number for the small hit opening pre-processing is "3". Set and save in the special chart game processing number area. If the result of the special chart change display game is a miss, If so, set the processing number for the special game normal processing to "0" and save it in the special game processing number area. .

[0387] If the game processing 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 data in the area, save the on data in the upper large winning port solenoid output data area, and open the small winning Set the release command as a 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 opening process (A2612). For example, in the small hit opening process, The remaining ball processing time (for example, 3.0 seconds) is saved in the special game processing timer area, and the remaining balls are Set the processing number "5" for the processing and save it in the special game processing number area.

[0389] If the game processing 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 process 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 number 1. After preparing the special drawing 1 variation control table to control the variation of 51 (A2614), The symbol variation control process for the special symbol 2 display 51 is executed (A2615). After preparing the special drawing 2 variation control table to control the variation of 52 (A2616), 2. The symbol variation control process for the display 52 is executed (A2617). Next, during the small win, the lever 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 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 win in the active winning slot 36 (the result of A2703 is "Y"), the game state is to hit 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 right hand is hit (the 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-hand hit instruction notification command is used as a performance command. The system 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 transmitted to the performance control The data is transmitted to the control device 300.

[0394] In other words, if the normal power support state (time-saving state) is in effect, the probability state of the variable display game (high probability state) Regardless of the state (low probability state), prepare the right-hand 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, To win the variable winning device 37, you must hit it with your right hand. 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. Hitting the right hand side is more advantageous than hitting the left hand side. 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 left hand is hit during normal power support mode), a right hand hit instruction notification command is issued. is transmitted to the performance control device 300, and the performance control device 300 issues a notification ( A warning is displayed on the display device 41 etc. by displaying a right-hand stroke 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 drawing start switch common processing (A2 708). And, the winning monitoring table for the second starting winning slot (normal variable winning device 37) (A2709), execute the hardware random number acquisition process (A2710), and open the second starting winning slot. Determine whether there is a winning entry to the second starting winning entry (A2711). If the result of A2711 is "N", the start port switch monitoring process ends.

[0396] On the other hand, when there is a win in the second start winning slot (result of A2711), the game control device 100 "Y"), whether the normal electric device (normal variable winning device 37) is in operation, that is, That is, whether the normal variable winning device 37 is activated and in an open state in which the game ball can win a prize or not. If the electric device is in operation (A2712 result is "Y"), ), 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 determine whether a normal power fraud is occurring (A2713). To the normal variable winning device 37 If the number of fraudulent winnings is equal to or greater than the fraud detection number (for example, 5), then a general electricity fraud is occurring. The normal variable winning device 37 is in a closed state, and the game ball cannot win a prize. Therefore, if a game ball enters the machine when it is closed, there is some kind of abnormality or If fraud occurs, and there are any winning balls in this closed state, The number of fraudulent wins counted in this way is then counted as the number of fraudulent wins. If the number of judgments is equal to or greater than the upper limit, 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 2. A table for setting the reserved information by the starting winning port (normal variable winning device 37) was prepared. After (A2714), execute the special starting port switch common processing (A2715), and start port switch The switch monitoring process is terminated. Also, in A2713, a normal power fraud has occurred (the 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 starter switch common processing] Next, the special start port switch common processing in the start port switch monitoring processing (A2708, A 2715) will be explained in detail. Figure 18 shows the procedure for common processing of the special starting switch. The special start port switch common processing is a flowchart of the start port 1 switch 36a and the start port 2 switch 36b. When there is an input from the second switch 37a, the process is performed in common for each input. 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 the output count is checked to see if it has overflowed. (A2903). If the output count does not overflow (the result of A2903 is "N"), Save the updated value in the RWM start signal output count area (A2904) and proceed to step A. On the other hand, if the number of outputs overflows (result of A2903), the process proceeds to A2905. 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 value after updating by +1 becomes "0", and the number of outputs It is configured to determine that an overflow has occurred.

[0401] Next, the game control device 100 turns on 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 Determine 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 (the result of A2905 is "N"), the special drawing start port switch common processing is terminated. Also, 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. (A2906), and then save the target starting port winning flag (A2907).

[0402] Next, the game control device 100 performs a random number detection corresponding to the start switch and the number of reserved 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). The jackpot pattern random number of the special chart change display game that starts when the moving mouth switch is detected is extracted, and R Save the random number stored in the WM jackpot pattern (A2910). Next, the start port to be monitored A random number for the small win symbol in the special symbol variation display game that starts when the switch is detected is extracted, and the small win symbol is The random number is saved in the symbol storage area (A2911). Also, the support number is used to determine the time-saving symbol. Extract the random number of the symbol and save the random number of the symbol for the support in the random number storage area of ​​the RWM. (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 symbol 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 winning pattern random number, the support winning pattern random number, and the big winning pattern random number are the special pattern 1 stopping pattern described below. 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 these stop symbols The small winning stop pattern, the support winning stop pattern, or the big winning stop pattern corresponding to the pattern number It is used to determine the stop pattern.

[0405] In this embodiment, in order to avoid confusion, the small winning symbol random number, the support winning symbol random number, the big winning symbol random number, The random numbers are set independently, but in order to reduce the random number storage area of ​​the RWM, By sharing two random numbers (common random numbers), the small winning pattern (stop pattern number at the time of small winning, small winning stop pattern Pattern pattern), Support winning pattern (stop pattern number when support winning, support winning stop pattern) , and the jackpot symbols (the stop symbol number at the time of the jackpot, the jackpot stop symbol pattern) are distributed. That is, when determining the small winning symbols, the range of the common random number is divided and assigned to each small winning symbol. When assigning or determining the winning symbols, the range of the common random number is divided into the winning symbols for each winning symbol. When assigning to or determining the winning symbols, the range of common random numbers is divided into 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 determination process (pre-determination process, pre-reading process) that can be determined 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 patterns random numbers, support winning patterns random numbers) and other stopping pattern information (jackpot stopping patterns , small win stop pattern, time-saving stop pattern, miss stop pattern) corresponding to the 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 the 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, it corresponds to the start switch and the number of reserved special drawings to be monitored. Prepare the decorative special drawing reservation number command as a performance command (A2915), and set the performance command Execute the process (A2916) to end the special start switch common process. The game control device 100 executes the variable display game based on the start memory before the variable display game is executed. The apparatus is provided with a pre-determination means capable of 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 The start memory means stores a predetermined number of start memories as execution rights for the program. The start memory means (game control device 100) stores the game balls to the first start winning hole (start winning hole 36). The various random numbers extracted based on the winnings are stored as the first starting memory up to a predetermined number, and 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 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 indicating that the condition device is in operation is set, the condition It can be determined that the device is in operation.

[0410] When the condition device is not in operation (the 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 on the condition device. The information is saved in the position operation information area (A3004), and the specific area switch monitoring process is terminated.

[0411] If you are not in a small win (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 1 is "N", the specific area switch monitoring process is terminated without any action.

[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 the 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 slot is 0 (A3200). Or, if the remaining ball counter of the big prize entrance is not 0 (the result of A3200 is "N "), and proceed to processing of step A3215 without starting the special chart change display game.

[0414] The game control device 100 is in the normal processing of the accessory, 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 (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 tickets for special chart 1 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), the performance command setting process is performed (A3214), and the process of step A3215 is performed. 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 the special chart normal processing (A3215 ), save the processing number in the special game processing number area (A3216), and The fraud monitoring period flag area is cleared (A3217). The flag is saved during the viewing period (A3218) and the normal processing of the special chart 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 reserve corresponding to the special chart 2 reserve number Prepare the residual number command (decorative 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 charts 1 is not 0 (the result of A3206 is "N "), execute the special chart 1 change start process (A3207), and the decorative special chart reserve corresponding to the special chart 1 reserve number Prepare the residual number command (decorative special diagram 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 process 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 diagram 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 If there is a second start memory in the game control device 100, the fluctuation based on the second start memory A priority control means 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 will be executed in priority to the special chart 2 variable display game. If the special drawing 1 reservation is to be prioritized, the judgment of step A3201 is It is sufficient to determine whether the number is not equal to 0.

[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 variation flag is saved in the variation pattern discrimination area (A3401). 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 processing such as setting information. The details of the hit flag 1 setting process will be described later.

[0423] Next, the game control device 100 determines whether the special symbol 1 stop symbol (symbol information) is 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 (A3403) is executed. In the fixed processing, the stop pattern number at the time of miss, support hit, or jackpot, and this stop pattern number The corresponding missing stop pattern, support stop pattern, or jackpot stop pattern Save the turn. The stop pattern number when the support hits or when the jackpot hits 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 is configured to set 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 variable pattern of the special variable display game. Special Chart 1 Variation Pattern Setting Information, which is a table in which information for referencing various information is set Prepare the information table (A3405).

[0426] Thereafter, the game control device 100 performs a variable pattern display 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 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 completed. In the information setting process, the fluctuation time value corresponding to the fluctuation pattern (fluctuation pattern number) is obtained, and the The game processing timer is saved in the area. 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 that will start from now on is set. The number of reserved special drawings for the different 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 processing is performed at the start of the special chart 2 variation display game, and the special chart 1 variation shown in FIG. The same processing as that in the start processing 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 chart 2 variation flag indicating this is saved in the variation pattern discrimination area (A3501). 2. The jackpot flag 2 is used to determine whether the variable display game is a jackpot or not. Execute the jackpot flag 2 setting process, which performs processing such as setting jackpot information (A3502 ).

[0429] Next, the game control device 100 determines whether the special symbol 2 stop symbol (symbol information) is related to the special symbol 2 variable display game. The special pattern 2 stop pattern setting process for setting the variable pattern (A3503) is executed. Execute special drawing information setting process to set special drawing information, which is a parameter for setting the pattern (A3504). Next, various information regarding the setting of the variation pattern of the special chart 2 variation display game A table containing information for referencing the special chart 2 variation pattern setting information table Prepare the hose (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, start the variation of the special chart 2 variation display game. 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] [Jackpot flag 1 setting process] Next, the details of the jackpot flag 1 setting process (A3402) in the special chart 1 fluctuation start process 23 is a flowchart showing the procedure for setting the big hit flag 1.

[0432] The game control device 100 first stores the miss information in the big hit flag 1 area and the support hit flag 1 area. Next, the RWM special chart 1 jackpot random number storage area (for reserved number 1) is saved. ) and prepare the jackpot random number (A3602), and the special chart 1 jackpot random number storage area (For reserved number 1) is cleared to 0 (A3603). Note that reserved number 1 means the item that is first consumed. An area that stores information (random numbers, etc.) about the special chart start memory (here, the first of the special charts 1) After that, the jackpot is determined based on whether the prepared random number value matches the jackpot determination value. A jackpot determination process is executed to determine whether or not the jackpot is correct (A3604).

[0433] If 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 The jackpot information is overwritten and saved in the flag 1 area (A3606), and the jackpot flag 1 setting process is completed. 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. Execute the support hit determination process to determine whether or not the support hit is true (A3607), and the result of the determination It is determined whether or not the result is a support hit (A3608). The jackpot random number is also used for the determination (in other words, the same random number is used for the support hit determination and the jackpot determination). (Numbers are used.) Here, the support hit (time reduction hit) of the special chart variable display game is the next This is the time-saving result (specific result) that enters the time-saving state from the 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 special decoration chart variable display game. The short symbol can be displayed on the display device 41.

[0435] The game control device 100 is, when the special chart variable display game is a support hit (the result of A3608 is "Y"), and the support hit flag 1 area where the miss information was saved in step A3601 is 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"), The jackpot flag 1 setting process is terminated without saving the support hit information in the jackpot flag 1 area. do.

[0436] In this way, 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 can be omitted. In short, it is not necessary to set a "support hit (time-saving hit)" in the results of the special chart 1 variable display game. It is also possible to configure the Special Chart 1 Variable Display Game to have a "small win" as a result.

[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 in the jackpot flag 1 area. You may save the information.

[0438] [Jackpot flag 2 setting process] Next, the details of the jackpot flag 2 setting process (A3502) in the special chart 2 fluctuation start process 24 is a flowchart showing the procedure for setting the big hit flag 2. This process is the same as the process in the big hit flag 1 setting process shown in FIG. 23, 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 two support win flag areas. Save the miss information 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). This means that the information about the special chart start memory that is the first in the digestion order (in this case, the first among the special charts 2) ( This is the area where the prepared jackpot random number value matches the small jackpot judgment value. Depending on whether or not the ball is hit, a small hit determination process is performed to determine whether or not it is a small hit (A3704 ).

[0440] If 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, if 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 variable display game is a support hit based on the obtained jackpot random number value. The support hit determination process is executed to determine whether or not the support hit is successful (A3707), and the result of the determination is a support hit. In this embodiment, the judgment of the support hit is also made based on the jackpot. A random number is used (in other words, the same random number is used to determine the support hit and the jackpot). Here, the support hit (time reduction hit) of the special chart change display game is the next special chart change display This is the time-saving result (specific result) that causes the game to enter the time-saving state, and corresponds to this specific result. Then, the performance control device 300 displays the time-saving pattern as a result of stopping the decorative special pattern variable display game. It can be displayed on device 41.

[0442] The game control device 100 is, when the special chart variable display game is a support hit (the result of A3708 is "Y"), and the support flag 2 area where the miss information was saved in step A3701 is The jackpot information is overwritten and saved (A3709), and the jackpot flag 2 setting process is completed.

[0443] On the other hand, if the result of the support hit determination process (A3707) is not a support hit (A3708 If the result is "N", the prepared random number value is optional and the jackpot judgment value is matched. Depending on whether or not the number of the jackpots is 1, a jackpot determination process may be executed to determine whether or not the jackpot has been reached (A371 0). The game control device 100 determines whether the result of the jackpot determination process (A3710) is a jackpot. In this case (the result of A3711 is "Y"), the error information is saved in step A3701. Overwrite the jackpot information in the hit flag 2 area and save (A3712), and set the jackpot flag 2. On the other hand, if the result of the jackpot determination process (A3710) is not a jackpot, (The result of A3711 is "N"), the jackpot is won while the miss information is saved in the jackpot flag 2 area. The flag 2 setting process is then completed.

[0444] In this way, in this embodiment, the result of the special chart 2 variable display game is "small hit", "support hit", It will be either "(time shortening hit)" or "miss", but as an option, special chart 2 fluctuation It is also possible to provide a "jackpot" as a result of the displayed game.

[0445] In addition, in the big hit flag 2 setting process, small hit information is saved in the small hit flag 2 area. , the support hit flag 2 area is configured to save the support hit information, but the jackpot and support hit Since small hits do not overlap, save the small hit information and support hit information in the big hit flag 2 area. Good too.

[0446] [Jackpot determination process] Next, the jackpot determination process in the jackpot flag 1 setting process and the jackpot flag 2 setting process ( A3604, A3710) will be described in detail. Figure 25A shows the procedure for...

Claims

[Claim 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 comprises a first subroutine and a second subroutine having a smaller program size than the first subroutine. The first subroutine includes the first branch instruction and the second branch instruction, The second subroutine includes a specific call instruction and the second branch instruction, but does not include the first branch instruction. The aforementioned specific call instruction is an instruction that executes a specific subroutine that includes processing that can change the aforementioned specific flag, The second branch instruction included in the second subroutine can be executed after returning from the specific subroutine without going through a process that can change the specific flag, and branches based on the execution result of the process that can change the specific flag included in the specific subroutine. 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.