Game machine
Patent Information
- Application Number
- JP2022206156
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-12-23
- Publication Date
- 2025-11-11
AI Technical Summary
Players may misunderstand the state of a gaming machine when a predetermined state overlaps with an error, leading to misidentification.
A gaming machine is designed with a game stopping mechanism that generates a game-disabled state upon certain conditions, accompanied by separate notification and error displays, and a signal output to prevent confusion.
Prevents player misidentification by clearly distinguishing between game-disabled states and errors through distinct visual and signal notifications.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art Conventionally, gaming machines capable of displaying an error display to notify a player that an error has occurred are known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-146854 A Summary of the Invention [Problem to be solved by the invention]
[0004] When the occurrence of a predetermined state and an error occur at the same time, the player may be led to misinterpret the state of the gaming machine. An object of the present invention is to provide a gaming machine that can prevent misunderstandings by players. [Means for solving the problem]
[0005] In order to solve the above problems, the invention described in claim 1 is: In a gaming machine capable of executing a game, a game stopping means capable of generating a game disabled state in which a game cannot be played when a predetermined condition is satisfied; A display control means capable of displaying, on a display device, a notification display notifying the occurrence of the game-unplayable state and an error display notifying the occurrence of an error; A signal output means for outputting a signal to an outside of the gaming machine, The display control means The notification display and the error display can be displayed at the same time, The signal output means is The device is characterized in that it is capable of outputting a signal in response to the occurrence of the unplayable state. Effect of the Invention
[0006] According to the present invention, it is possible to prevent a player from making a mistaken impression. [Brief description of the drawings]
[0007] [Figure 1] 1 is an oblique view of the gaming machine from the front side. [Diagram 2] FIG. [Diagram 3] 2 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] 2 is a block diagram showing an example of the configuration of a performance control system of a gaming machine. [Diagram 5] 1 is a flowchart (part 1) illustrating a procedure of a main process. [Figure 6] 13 is a second flowchart illustrating the procedure of the main process. [Figure 7] 13 is a third flowchart illustrating the procedure of the main process. [Figure 8] A diagram showing the RAM configuration of an amusement microcontroller. [Figure 9] 10 is a flowchart showing a procedure for a safety device information initialization process. [Figure 10] 13 is a flowchart showing a procedure for a performance display editing process. [Figure 11] 13 is a flowchart showing a procedure for a timer interrupt process. [Figure 12] 13 is a flowchart showing a procedure for an output process. [Figure 13] A flowchart showing the steps of the prize slot switch / status monitoring process. [Figure 14] 13 is a flowchart showing the procedure for the fraud and winning monitoring process. [Figure 15] 13 is a flowchart showing the procedure for a winning number counter update process. [Figure 16]13 is a flowchart showing the steps of a gaming machine status check process. [Figure 17] A flowchart showing the steps of the probability setting change / confirmation process. [Figure 18] 13 is a flowchart showing the steps of special game processing. [Figure 19] 13 is a flowchart showing the steps of a start port switch monitoring process. [Figure 20] 13 is a flowchart showing the steps of common processing of the special chart start port switch. [Figure 21] 13 is a flowchart showing a procedure for a specific area switch monitoring process. [Figure 22] 13 is a flowchart showing the procedure for special chart normal processing. [Diagram 23] A flowchart showing the steps of the special chart 1 change start processing. [Figure 24] A flowchart showing the steps of the special chart 2 change start processing. [Diagram 25] A flowchart showing the steps of the jackpot flag 1 setting process. [Figure 26] A flowchart showing the steps of the jackpot flag 2 setting process. [Figure 27] A flowchart showing the steps of the jackpot determination process. [Figure 28] A flowchart showing the steps of the small hit determination process. [Figure 29] 13 is a flowchart showing the steps of the support hit determination process. [Diagram 30] This is a flowchart showing the steps of the special chart 1 stop pattern setting process. [Diagram 31] This is a flowchart showing the steps of the special chart 2 stop pattern setting process. [Diagram 32] 13 is a flowchart showing the steps of a special chart information setting process. [Diagram 33] 13 is a flowchart showing the steps of a variation pattern setting process. [Diagram 34] 13 is a flowchart showing the procedure of a 2-byte allocation process. [Diagram 35]13 is a flowchart showing a procedure for a distribution process. [Diagram 36] 13 is a flowchart showing the steps of a variable start information setting process. [Figure 37] 13 is a flowchart showing the steps of processing during special chart change. [Figure 38] 13 is a flowchart showing the steps of a time-saving end setting process. [Figure 39] A flowchart showing the steps of a presentation mode information check process. [Diagram 40] A flowchart showing the steps of the first half of the processing during special chart display. [Diagram 41] A flowchart showing the steps of the latter half of the processing during special chart display. [Diagram 42] 13 is a flowchart showing the procedure for a support operation setting process. [Diagram 43] 13 is a flowchart showing a procedure for a bonus game process. [Diagram 44] 13 is a flowchart showing the procedure for normal processing of reels. [Diagram 45] A flowchart showing the steps of the jackpot end processing. [Diagram 46] A flowchart showing the steps of the jackpot end setting process 1. [Figure 47] A flowchart showing the steps of the jackpot end setting process 2. [Figure 48] 13 is a flowchart showing the procedure for a general game process. [Figure 49] 13 is a flowchart showing a procedure for a gate switch monitoring process. [Figure 50] A flowchart showing the steps of the regular power winning switch monitoring process. [Figure 51] 13 is a flowchart showing the procedure of normal processing. [Figure 52] 13 is a flowchart showing the steps of the process for setting the transition to processing during normal map fluctuations. [Figure 53] 13 is a flowchart showing the procedure for processing during normal map changes. [Figure 54]13 is a flowchart showing the procedure for processing during normal map display. [Figure 55] This is a flowchart showing the procedure for processing during a normal hit. [Figure 56] 10 is a flowchart showing the procedure of a normal power operation transition setting process. [Figure 57] 13 is a flowchart showing the procedure for processing normal residual balls. [Figure 58] 13 is a flowchart showing the procedure for normal hit end processing. [Figure 59] 13 is a flowchart showing the procedure of the first half of an external information editing process. [Figure 60] 13 is a flowchart showing the procedure of a second half of the external information editing process. [Figure 61] 4 is a time chart showing a state in which external information or a test signal is transmitted. [Figure 62] 13 is a flowchart showing a procedure of a safety device-related process. [Figure 63] 13 is a flowchart showing a procedure for outside region integration processing. [Figure 64] 10 is a flowchart showing a procedure for a performance display device control process. [Figure 65] 13 is a flowchart showing the steps of the difference ball confirmation process. [Figure 66] 5 is a flowchart showing a procedure of a safety device operation monitoring process. [Figure 67] 13 is a flowchart showing the main processing of the performance control device. [Figure 68] 13 is a flowchart showing a received command check process. [Figure 69] 13 is a flowchart showing a received command analysis process. [Figure 70] 13 is a flowchart showing a single command process. [Figure 71] 13 is a flowchart showing pre-reading pattern command processing. [Figure 72] 13 is a flowchart showing a look-ahead variation command process. [Figure 73]13 is a flowchart showing a pattern-related command process. [Figure 74] 13 is a flowchart showing variable command processing. [Figure 75] 13 is a flowchart showing a variable performance setting process. [Figure 76] 13 is a flowchart showing a procedure for processing a hit-related command. [Figure 77] 13 is a table showing the state of devices related to performance according to the state of a safety device. [Figure 78] 1 is an example (example 1) of a screen transition diagram showing display screens of a display device in chronological order. [Figure 79] 1 is an example (example 1) of a screen transition diagram showing display screens of a display device in chronological order. [Figure 80] 13 is another example (example 2) of the screen transition diagram showing the display screen of the display device in chronological order. [Figure 81] 13 is a diagram illustrating an example of an operation notice display other than when waiting for customers. [Figure 82] This is a diagram showing an example of an operation notice display before and after a reach during a changing display other than when waiting for customers. [Figure 83] 13 is a diagram illustrating an example of an operation advance notice display while waiting for customers. FIG. [Figure 84] 13 illustrates an example of a display screen of the display device in a setting confirmation state (setting confirmation mode). [Figure 85] FIG. 13 is a diagram showing an example (example 1) of a specific model display other than a video. [Figure 86] FIG. 13 is a diagram showing an example (example 2) of a specific model display other than a video. [Figure 87] 1A and 1B are diagrams showing an example of a menu screen and an item screen corresponding to an item selected on the menu screen; [Figure 88] 13 is a diagram illustrating an example of a relationship between the operation of a safety device, a menu screen, and an item screen corresponding to an item selected on the menu screen. FIG. [Figure 89] 11 is a timing chart illustrating an example of the relationship between the operation of a safety device, a display, and a performance button. [Figure 90]13 is a diagram illustrating an example of the relationship between the operation of a safety device, a display, and a performance button. FIG. [Figure 91] 11A and 11B are diagrams illustrating an example of a relationship between the operation of a safety device and a menu screen. [Figure 92] 13 is a diagram illustrating an example of a relationship between the operation of a safety device and an item screen corresponding to an item selected on the menu screen. FIG. [Figure 93] 13 is a diagram illustrating an example of a relationship between the operation of a safety device and an item screen corresponding to an item selected on the menu screen. FIG. [Figure 94] 10 is a timing chart illustrating an example of a relationship between the operation of a safety device and an item screen corresponding to an item selected on the menu screen. [Figure 95] 11A and 11B are diagrams illustrating an example of a relationship between an operation movie and a menu screen. [Figure 96] FIG. 13 is a diagram illustrating a modified example of the menu screen. [Figure 97] FIG. 13 is a diagram illustrating an example of an operation display. [Figure 98] 4 is a timing chart illustrating an example of a relationship between the operation of a safety device and an external signal. [Figure 99] 13 is a flowchart illustrating an example of an initial operation setting process performed by a performance control device. [Figure 100] 11 is a flowchart illustrating an example of power saving mode processing performed by a game control device. [Figure 101] 13 is a flowchart illustrating an example of a power saving function setting process performed by a performance control device. [Figure 102] FIG. 13 is a diagram illustrating a modified example of an error display during operation (when game play is stopped). [Figure 103] FIG. 13 is a diagram illustrating an error code. [Figure 104] A figure explaining a modified ending presentation during an activation warning state. [Figure 105] A figure explaining a modified ending presentation during an activation warning state. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. In the description of the gaming machine, the terms front, back, left and right refer to the directions as seen by a player playing a game.
[0009] [Overall view of the gaming machine] FIG. 1 is a diagram illustrating a gaming machine. The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment via a hinge 16 so as to be freely opened and closed. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). The left end of the opening / closing frame is the axis-mounted end attached to the hinge, 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.
[0010] A game board 30 (see FIG. 2) is disposed on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached. The cover glass 14 functions as a game viewing area that allows a game area 32 (see FIG. 2) formed on the game board 30 to be viewed. Note that the cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent member holding frame that holds the transparent member.
[0011] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, the game area 32 of the game board 30 can be accessed. Also, by opening the front frame 12 with the glass frame 15 not opened, the game control device (main board) 100 (see FIG. 3) and the like arranged on the back side of the game board 30 can be accessed.
[0012] Various frame-constituting members are disposed around the edge of the glass frame 15 around the cover glass 14 .
[0013] Decorative devices 18a, 18b, and 18c capable of producing light effects according to the game status are disposed in the center, right side, and left side of the upper part of the glass frame 15. The decorative devices 18a, 18b, and 18c house lighting components such as LEDs inside and are performance devices that produce light effects according to the game status. The lighting components disposed inside the decorative devices 18a, 18b, and 18c constitute a part of the frame decorative device 18 (see FIG. 4).
[0014] The decorative device 18a is a top unit that extends in the left-right direction of the gaming machine 10 at the top of the glass frame 15 (or the opening and closing frame) and protrudes diagonally upward toward the front. The decorative device 18a has a substantially flat front portion 456 that has various indications such as the model name. In this embodiment, the decorative device 18a is fixed and does not move, but it may protrude forward from a retracted initial position (normal position) only when necessary or move up and down to reduce the feeling of oppression felt by the player.
[0015] The decorative device 18b is a protruding performance unit (front frame light emitting unit) that extends in the vertical direction on the right side of the glass frame 15 and protrudes forward. The decorative device 18c is a protruding performance unit (front frame light emitting unit) that extends in the vertical direction on the left side of the glass frame 15 and protrudes forward. The decorative devices 18b and 18c irradiate light toward the player toward the center (inside) of the gaming machine 10, and the light leaks out from multiple openings to the outside of the gaming machine 10.
[0016] Upper speakers 19a are disposed at the upper right and upper left corners of the glass frame 15. In addition to these upper speakers 19a, two lower speakers 19b are provided at the bottom of the gaming machine 10. The lower speakers 19b are disposed at the lower left corner of the glass frame 15 and the lower right corner of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc. The left and right upper speakers 19a are covered by the right and left speaker decoration members 13, respectively.
[0017] An upper tray unit 20 having an upper tray 21 capable of storing game balls (game media) is attached to the lower part of the glass frame 15. The upper tray 21 is formed in a box shape with an opening at the top. The game balls stored in the upper tray 21 are supplied to the ball launching device one by one.
[0018] The upper tray unit 20 further includes a performance operation device that accepts input operations from the player, a ball lending operation device that accepts input operations from the player, and a decoration device 22 that performs light-emitting effects, etc. depending on the game status.
[0019] The effect operation device is an operation device including the effect button 25, the cross key switch 28, and the volume adjustment button switches 27e, 27f, and is provided at the center of the upper part of the upper tray unit 20 and on its left side so that the player can easily operate it. The effect button 25 is arranged in the opening of the operation panel 26 so as to be surrounded by the operation panel 26. The operation panel 26 can reflect light by metal plating on its surface or being made entirely of metal, and has a metallic luster of, for example, silver. When the effect button 25 emits light, the light from the effect button 25 is reflected by the surrounding operation panel 26, making the light emission effect of the effect button 25 more effective.
[0020] The effect button 25 may include a built-in effect button switch 25a and a touch panel 25b provided on the surface.
[0021] The volume control button switches 27e, 27f are provided on the upper left side of the operation panel 26 of the upper tray unit 20, and adjust the volume of the upper speaker 19a and the lower speaker 19b by increasing or decreasing (+-). The cross key switch 28 (cross key SW) is provided adjacent to the volume control button switches 27e, 27f on the upper left side of the operation panel 26 of the upper tray unit 20, and adjusts the brightness of the performance LED, for example. The cross key switch 28 may also be called a directional key switch, and may be a general type consisting of multiple (for example, four) switches arranged in the front, back, left, right, etc. For example, in a predetermined state such as waiting for customers and / or during a game (during a game), the volume control button switches 27e, 27f may be pressed down to adjust the volume of the speakers 19a, 19b, and the switch in front of or behind the cross key switch 28 may be pressed down to adjust the light amount (brightness, luminance) of the performance LED, etc. Incidentally, without providing the volume adjustment button switches 27e and 27f, the volume of the speakers 19a and 19b may be adjusted by pressing the left or right switch of the cross key switch 28.
[0022] By operating the performance operation device (particularly the performance button 25), the player can perform a performance in which the player's operation is involved in the special chart variable display game displayed on the display device 41 (see FIG. 2). For example, a performance pattern (performance mode) can be selected, or a preview performance can be performed that predicts the result of the variable display game corresponding to the start memory in advance. Note that the variable display game includes the special chart variable display game, and when it is simply referred to as the variable display game, it is meant to refer to the special chart variable display game in this specification.
[0023] In addition, the presentation pattern may be changed not only while the variable display game is being played, but also when the game is not being played by the player operating the presentation operation device.
[0024] The game state when the variable display game is executed consists of a plurality of game states. The normal game 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 state in which the probability of occurrence of a special result (e.g., a jackpot) in the variable display game is high (probability change state, probability change state), a jackpot state (special game state), and a small jackpot game state (small jackpot state). In this way, the gaming machine 10 has a plurality of game states with different probabilities of occurrence of a special result, and the game control device 100 (game state selection means, setting means) can select (set) one game state from the plurality of game states to set it as the current game state.
[0025] Here, the special state (specific game state) may continue until the next jackpot occurs (loop type), continue until a predetermined number of variable display games have been played (number-cut type, ST), or continue until a predetermined probability of falling lottery is won (falling lottery type).
[0026] Furthermore, whether or not to generate the probability variable state may not be determined by the jackpot pattern random number, but the probability variable state may be generated whenever a jackpot occurs.
[0027] The ball lending operation device is an operation device operated by a player when borrowing gaming balls, and is provided on the upper right side of the operation panel 26 of the upper tray unit 20. The ball lending operation device is equipped with a balance display section 27c, a ball lending button 27a, and a return button 27b. The balance display section 27c is a display area in which the balance of a prepaid card or the like is displayed. The ball lending button 27a is a button operated by a player when borrowing gaming balls, and the return button 27b is a button operated by a player when ejecting a prepaid card or the like from a card unit (not shown) arranged adjacent to the gaming machine 10.
[0028] The decoration device 22 contains lighting components such as LEDs and performs light emission effects according to the game status, and is provided on the upper tray unit 20. The lighting components disposed inside the decoration device 22 constitute a part of the frame decoration device 18 (see FIG. 4).
[0029] Below the glass frame 15 which includes the above-mentioned upper tray unit 20, etc., and at the bottom of the front frame 12, there are provided an operating handle 24 for controlling the operation of the ball launching device (not shown), and a lower tray unit 29 which includes a lower tray 23 capable of storing game balls, etc. The lower tray unit 29 and the upper tray unit 20 are compatible in shape and are arranged side-by-side, stacked in the vertical direction. By operating the upper tray operating section 27d of the upper tray unit 20, the game balls on the upper tray 21 can be caused to flow down to the lower tray 23.
[0030] The operating handle 24 is located at the lower right of the front frame 12, below the lower speaker 19b on the right side. When the player rotates the operating handle 24, the ball launching device launches the game balls supplied from the upper tray 21 into the game area 32 of the game board 30. The launching speed of the game balls launched from the ball launching device is set to be faster as the rotation amount of the operating handle 24 increases. In other words, the ball launching device can change the launching force, which is the force (speed) with which the game balls are launched into the game area 32, in response to the operation of the operating handle 24 by the player, and can launch the game balls in various launching modes with different launching forces. The launching modes include a left hit (normal hit) in which the game balls flow down on the left side of the game area 32, and a right hit in which the game balls flow down on the right side of the game area 32.
[0031] The lower tray 23 of the lower tray unit 29 is disposed below the upper tray unit 20 with a predetermined distance therebetween. The lower tray 23 has a ball ejection hole that penetrates the bottom surface of the lower tray 23 in the vertical direction, and an opening / closing operation part 23b for opening and closing the ball ejection hole. When a player operates the opening / closing operation part 23b to open the ball ejection hole, the game balls stored in the lower tray 23 can be discharged to the outside through the ball ejection hole.
[0032] Additionally, on the back side of the front frame 12, there are arranged a power supply unit 400 that supplies power to various devices, an upper tank 448 that stores game balls supplied from a supply device (not shown) installed on the island equipment, and a payout device (payout unit) that pays out game balls that flow down from the upper tank 448 onto the upper tray 21.
[0033] [Game board] Next, the game board 30 of the gaming machine 10 will be described with reference to Fig. 2. Fig. 2 is a front view of the game board 30 provided in the gaming machine 10.
[0034] As shown in Fig. 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by a guide rail 31 is provided on the front side of the game board body 30a. The game machine 10 is configured to play a game by launching game balls from a ball launcher into the game area 32 surrounded by the guide rail 31. In the game area 32, windmills, obstacle nails, and the like are arranged as members for changing the flow direction of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these members.
[0035] A center case (front structure) 40 is attached to the approximate center of the game area 32, forming a window section that serves as the display area for the variable display game. A display device 41 is disposed behind the window section formed in the center case 40, as a performance display device (variable display device) that variably displays (variably displays) multiple pieces of identification information. The display device 41 includes, for example, a liquid crystal display, and is disposed so that the display contents can be viewed from the front side of the game board 30 through the window section of the center case 40. The display device 41 is not limited to one including a liquid crystal display, and may include a display such as an EL or CRT.
[0036] The display screen (display unit) of the display device 41 is provided with a plurality of variable display areas, and identification information (special symbols) and characters that produce the variable display game are displayed in each variable display area. In addition, the display screen displays images based on the progress of the game (jackpot display, fanfare display, ending display, etc.).
[0037] The center case 40 is provided with an inlet 40a to a warp passage 40e for guiding game balls flowing down the game area 32 to the inside of the center case 40, and a stage section 40b on which game balls that have passed through the warp passage 40e can roll. The stage section 40b of the center case 40 is disposed above the start winning opening 36, so that game balls rolling on the stage section 40b are more likely to enter the start winning opening 36.
[0038] An upper performance unit 40c and a side performance unit 40d are provided on the upper and right sides, respectively, of the center case 40. The upper performance unit 40c and the side performance unit 40d constitute a part of the board decoration device 46 (see FIG. 4) and the board performance device 44 (see FIG. 4).
[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 on the right side of the center case 40. Inside the normal symbol start gate 34, a gate switch (SW) 34a (see FIG. 3) is provided for detecting a game ball that has passed through the normal symbol start gate 34. When a game ball shot into the game area 32 passes through the normal symbol start gate 34, a normal symbol variation display game is executed.
[0040] A general winning port 35 is arranged in the game area 32 on the lower left side of the center case 40, and another general winning port 35 is arranged in the game area 32 on the lower right side of the center case 40. Winning of game balls into these general winning ports 35 is detected by winning port switches (SW) 35a to 35n (see FIG. 3) provided in the general winning ports 35.
[0041] In the game area 32 below the center case 40, a start winning port (start winning port 1, first start winning area) 36 that provides the start condition of the special chart variable display game is provided. In the game area 32 on the right side of the center case 40, a normal variable winning device 37 (normal electric device, normal electric) equipped with a second start winning port (start winning port 2, second start winning area) is provided below the normal chart start gate 34. The normal variable winning device 37 is equipped with a movable member (movable piece) 37b that rotates forward to change the state to one in which the game ball can easily flow in. When the movable member 37b is in a closed state, the game ball cannot win the normal variable winning device 37. When the game ball wins the start winning port 36 or the normal variable winning device 37, the special chart variable display game is executed as an auxiliary game. In addition, the game ball is more likely to enter the start winning hole 36 when hit from the left, and the game ball is more likely to enter the normal variable winning device 37 when hit from the right.
[0042] The movable member 37b is a so-called tongue-type normal electric device, and when the result of the normal variable display game becomes a predetermined stop display mode, it operates via the normal electric solenoid 37c (see FIG. 3) to open, changing to an open state (an easy-to-win state advantageous to the player) in which game balls are likely to flow into the normal variable winning device 37. If the movable member 37b is not in the open state (easy-to-win state), it becomes a closed state (a non-easy-to-win state, a difficult-to-win state) in which game balls are unlikely to flow into the normal variable winning device 37. In this embodiment, the starting winning port 36 does not have a movable member (opening / closing member) unlike the normal variable winning device 37, and is always in an open state (open state), but a configuration having a movable member (opening / closing member) is also possible.
[0043] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of occurrence of the easy-to-win state by shortening the variation time of the normal map variation display game or by making the winning probability of the normal map variation display game higher than normal, or by lengthening the occurrence time of the easy-to-win state compared to the easy-to-win state that occurs in the normal game state in which no special play is performed, thereby generating the time-saving state (normal power support state) as the above-mentioned specific game state. Note that the time-saving state (normal power support state) also occurs overlappingly in the probability variation state (excluding the latent probability variation state).
[0044] In the game area 32 to the right of the starting winning hole 36, a first special variable winning device 38 (special electric device) is provided, which has an attacca-type opening and closing door 38c that opens the lower large winning hole by retracting it from the front to the back by a lower large winning hole solenoid 38b (see FIG. 3). The first special variable winning device 38 converts the large winning hole from a closed state (a closed state disadvantageous to the player) to an open state (a game state advantageous to the player) according to the result of the special chart variable display game, and by facilitating the inflow of game balls into the lower large winning hole, it is designed to give the player a predetermined game value (for example, prize balls or the number of time-saving / probability-changing times after the end of a big win). In addition, a lower large winning hole switch 38a (count switch) is arranged in the lower large winning hole as a detection means for detecting game balls that have entered the large winning hole. In addition, the first special variable winning device 38 is more likely to have a winning ball when hit from the right.
[0045] In the game area 32 above the normal variable winning device 37, a second special variable winning device 39 is provided, which has an opening and closing door 39c that opens the upper large winning port by rotating the upper end side in a direction that falls to the right by an upper large winning port solenoid 39b (see FIG. 3). The second special variable winning device 39 converts the large winning port from a closed state (a closed state that is disadvantageous to the player) to an open state (a special game state that is advantageous to the player) according to the result of the special chart variable display game, and by facilitating the inflow of game balls into the large winning port, it is designed to give the player a predetermined game value (for example, prize balls or the number of time-saving times / number of chance changes after the end of a big win). In addition, an upper large winning port switch 39a (count switch) (see FIG. 3) is arranged in the large winning port as a detection means for detecting game balls that have entered the large winning port. In addition, the second special variable winning device 39 makes it easier for game balls to win when hitting from the right.
[0046] A specific area 72 (so-called V winning port) is provided inside the second special variable winning device 39. When a game ball enters the specific area 72 (V winning port) after the opening and closing door 39c is opened by a small win, a big win is confirmed. The specific area 72 may be opened for a long time only during a small win so that the game ball can easily pass through. The game control device 100 can detect the passage of the game ball into the specific area 72 (V winning) via a sensor (specific area switch 72a described later) or the like, and when it detects a V winning, it determines that the game will transition to a big win state after the small win ends, and transmits information indicating that a V winning has occurred (specific area passing command, etc.) to the performance control device 300 described later. Then, the performance control device 300 can notify the V winning on the display device 41 or the like.
[0047] 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 a small win, and the game ball enters a specific area 72 (V winning hole) in the second special variable winning device 39, and a big win occurs.
[0048] When a game ball wins a prize in the general prize opening 35, the start prize opening 36, the normal variable prize winning device 37, or the large prize opening of the special variable prize winning devices 38, 39, the payout control device 200 (see FIG. 3) discharges a number of prize balls according to the type of the winning prize opening from the payout device to the upper tray 21. In addition, the lower game area 32 is provided with an outlet 30b for collecting game balls that did not win in the prize openings, etc. In addition, LEDs (part of the board decoration device 46 described later) that can emit light when a game ball wins are arranged in or near the general prize opening 35, the start prize opening 36, the normal variable prize winning device 37, and the special variable prize winning devices 38, 39.
[0049] In addition, outside the game area 32, in the lower right corner of the game board main body 30a, a collective display device 50 that executes a special chart change display game (special chart 1 change display game, special chart 2 change display game) and a normal chart change display game is provided. The collective display device 50 is equipped with display units 51 to 60 that are composed of LED lamps (light-emitting units, light-emitting members) and display information such as the current game state.
[0050] The collective display device 50 has a first special chart change display section 51 (special chart 1 display, lamp D1) and a second special chart change display section 52 (special chart 2 display, lamp D2) for the change display game, which are composed of 7-segment type displays (LED lamps), a change display section 53 (normal chart display, lamps D8, D10, D18) for the normal chart change display game, and a memory display section (special chart 1 hold display 54, special chart 2 hold display 55, normal chart hold display 56) for notifying the start (hold) memory number of each change display game. The special chart 1 hold display 54 is composed of lamps D11, D12. The special chart 2 hold display 55 is composed of lamps D13, D14. The normal chart hold display 56 is composed of lamps D15, D16.
[0051] The collective display device 50 also has a first game status display unit 57 (first game status indicator, lamp D7) that indicates whether it is time to hit to the right (when you should hit to the right) or to hit to the left (when you are hitting normally), a second game status display unit 58 (second game status indicator, lamp D17) that lights up when a time-saving state occurs to indicate the occurrence of the time-saving state, a third game status display unit 59 (third game status indicator, probability state display unit, lamp D9) that indicates that the probability state of a jackpot is in a high probability state when the gaming machine 10 is turned on, and a round display unit 60 (lamps D3 to D6) that displays the number of rounds at the time of a jackpot (the number of times the special variable winning devices 38, 39 are opened and closed).
[0052] In the special chart 1 display 51 and the special chart 2 display 52, the variable display game is executed by a variable display that repeatedly turns on and off (blinks) the identification information (for example, the central segment). The special chart 1 display 51 and the special chart 2 display 52 are not limited to such a segment-type display unit, and may be composed of a collection of multiple LEDs, and when executing the variable display, all LEDs provided as the display may be turned on and off (all LEDs blink simultaneously), cyclically lit (lights on and off in a predetermined order from any one LED at a predetermined time), or may be turned on and off (blinks) or cyclically lit by a predetermined number of LEDs among the multiple LEDs. In the general chart display 53, the variable display game is executed by a variable display (blinks) that repeatedly turns on and off the lamps D10 and D18. The general chart display 53 can also be appropriately configured in the same manner as the special chart 1 display 51 and the special chart 2 display 52.
[0053] The lamp display device 75 has lamp display units 1 and 2 (LEDs) that perform variable display (flashing) by repeatedly turning on and off the symbols (fourth special symbol and fourth symbol described later), and lamp display units 3 to 6 (LEDs) for notifying the start (hold) memory number of each special symbol variable display game. The lamp display device 75 is controlled by the performance control device 300 (described later).
[0054] The lamp display units 1 and 2 flash as a variable display at a predetermined flashing cycle (for example, 200 msec (milliseconds)). In other words, the lamp display units 1 and 2 are switched on and off at a period that is half the flashing cycle (for example, 100 msec). While the variable display fluctuation time of the special chart 1 display unit 51, the special chart 2 display unit 52, and the normal chart display unit 53 of the collective display device 50 is measured by the game control device 100, the variable display time of the lamp display units 1 and 2 of the lamp display device 75 is measured by the performance control device 300 (described later).
[0055] The lamp display units 3 and 4 (Special chart 1 reserved LED 1, Special chart 1 reserved LED 2) display the special chart 1 reserved number (first start memory number) by a combination of off, on, and flashing states. Similarly, the lamp display units 5 and 6 (Special chart 2 reserved LED 1, Special chart 2 reserved LED 2) display the special chart 2 reserved number (second start memory number) by a combination of off, on, and flashing states. The lamp display units 3 to 6 stop displaying the reserved number when a jackpot occurs, but continue to display the reserved number in cases other than the jackpot state (including cases when a reach, described below, occurs on the display unit 41).
[0056] Next, the flow of the game in the gaming machine 10, the details of the regular chart variation display game and the special chart variation display game will be described.
[0057] In the gaming machine 10, a game is played by shooting a gaming ball from a ball launcher (not shown) toward the gaming area 32. The shot gaming ball flows down the gaming area 32 while changing the rolling direction due to obstacle nails, windmills, etc. arranged in various places in the gaming area 32, and wins or enters the normal start gate 34, the normal winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 38, 39, or flows into the out port 30b provided at the bottom of the gaming area 32 and is discharged from the gaming area 32. Then, when the gaming ball wins the normal winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 38, 39, the number of prize balls according to the type of winning port is discharged to the upper tray 21 via the payout device.
[0058] The normal map start gate 34 is provided with a gate switch 34a (see FIG. 3) that detects a game ball that has passed through the normal map start gate 34. When a game ball passes through the normal map start gate 34, it is detected by the gate switch 34a, and a normal map variation display game is executed based on the result of the judgment of the winning judgment random number value extracted at this time.
[0059] In a state in which the normal map variation display game cannot be started, for example, when the normal map variation display game has already been played and has not ended, or when the result of the normal map variation display game is a win and the normal variation winning device 37 has been converted to an open state, when the game ball passes through the normal map start gate 34, if the normal map start memory number (normal map reserve number) is less than the upper limit number, the memory number is incremented (+1).
[0060] The normal map start memory (normal map reserve) stores a random number value for determining whether the normal map fluctuation display game is a win or a loss, and when this random number value for determining whether the game is a win or a loss matches the judgment value, the normal map fluctuation display game is a win and a specific result pattern (specific result) is derived.
[0061] The normal map variation display game is executed by the normal map display device 53 provided in the collective display device 50. The normal map display device 53 is composed of an LED that indicates a win when lit as normal identification information (normal map) and indicates a loss when unlit, and displays the variation of the normal identification information by flashing this LED, and displays the result by turning on or off the LED after a predetermined variation display time has elapsed.
[0062] When the normal random number value extracted when passing through the normal start gate 34 is a winning value, the normal pattern (normal pattern) displayed on the normal pattern display 53 stops in a winning state, and the winning state is reached. At this time, the normal power solenoid 37c (see FIG. 3) is driven, and the movable member 37b is converted to an open state for a predetermined time (for example, 3 seconds x 2 times), and the winning of the game ball is permitted in the normal variable winning device 37.
[0063] The entry of a game ball into the start winning hole 36 and the entry into the normal variable winning device 37 are detected by a start winning hole 1 switch 36a (see FIG. 3) and a start winning hole 2 switch 37a (see FIG. 3). A game ball that enters the start winning hole 36 is detected as a start winning ball of the special chart 1 variable display game and is stored up to a predetermined upper limit number, and a game ball that enters the normal variable winning device 37 is detected as a start winning ball of the special chart 2 variable display game and is stored up to a predetermined upper limit number.
[0064] When the start winning ball of the special symbol variation display game is detected, the jackpot random number, the jackpot pattern random number, the random number of each variation pattern, etc. are extracted. These random numbers are stored a predetermined number of times (for example, up to 8 times) as special symbol start winning memories in the special symbol reserve memory area (part of the RAM) of the game control device 100. The number of special symbol start winning memories is displayed on the special symbol 1 reserve display 54 and the special symbol 2 reserve display 55 for notifying the number of start winning memories of the collective display device 50, and is also displayed on the display screen of the display device 41.
[0065] The game control device 100 executes a special chart 1 variable display game on the special chart 1 display device 51 based on a winning entry to the start winning port 36 or the first start memory (special chart 1 start memory, special chart 1 reservation). Also, the game control device 100 executes a special chart 2 variable display game on the special chart 2 display device 52 based on a winning entry to the normal variable winning device 37 or the second start memory (special chart 2 start memory, special chart 2 reservation).
[0066] The special chart 1 variable display game (first special chart variable display game) and the special chart 2 variable display game (second special chart variable display game) are played by displaying identification information (special pattern, special chart) on the special chart 1 display 51 and the special chart 2 display 52 in a variable manner and then stopping and displaying a predetermined result pattern.
[0067] In addition, the display device 41 executes a decorative special chart variable display game that variably displays a plurality of types of identification information (for example, numbers, symbols, character patterns, etc.) corresponding to each special chart variable display game.
[0068] The decorative special symbol variation display game in the display device 41 starts to display (scroll) the decorative special symbols (identification information) consisting of the numbers and the like in the order of left (first special symbol), right (second special symbol), and center (third special symbol), and after a predetermined time, the varying symbols are stopped one by one to display the result of the special symbol variation display game. In addition, in the display device 41, various performance displays such as the appearance of characters are performed to increase interest. Furthermore, in the decorative special symbol variation display game, as another decorative special symbol (identification information), the fourth special symbol (fourth symbol) varies by repeating (blinking) the on and off display in the lamp display units 1 and 2 of the lamp display device 75. The variable display of the lamp display units 1 and 2 stops after a predetermined time from the start with "off" in the case of a miss, and with "on" in the case of a big win or small win.
[0069] When the game ball enters the start winning hole 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is the jackpot value), a specific result state (special result state) is derived from the displayed symbols as the result of the special symbol variable display game, and a jackpot state (special game state) is entered. Correspondingly, the display state of the display device 41 becomes a special result state (for example, a state in which the numbers such as "7, 7, 7" are lined up).
[0070] At this time, the special variable winning devices 38, 39 convert the large winning port from a closed state to an open state for a predetermined time (e.g., 30 seconds) by energizing the large winning port solenoids 38b, 39b (see FIG. 3). In other words, the large winning port provided in the special variable winning devices 38, 39 opens wide for a predetermined time or until a predetermined number of game balls are won, and during this time the player is granted the privilege of winning many game balls.
[0071] When the game ball enters the start winning hole 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is a small win value), a specific result state (small win result state) is derived by the displayed pattern as a result of the special chart variable display game, and a small win state is achieved. Correspondingly, the display state of the display device 41 becomes a small win result state. In this embodiment, the jackpot random number value is also used to determine a small win, but the small win value (small win determination value) is different from the jackpot value (jackpot determination value).
[0072] At this time, the special variable winning devices 38, 39 convert the large winning port from a closed state to an open state for a predetermined short time by energizing the large winning port solenoids 38b, 39b (see FIG. 3). Note that the total opening time of the large winning port is shorter in the small winning state (small winning game state) than in the big winning state (special game state), so that the game value (number of balls acquired) that the player can acquire is smaller in the small winning state than in the big winning state. Note that the large winning port is in an open state in both the small winning state and the big winning state, but the big winning state may be called the first special game state, and the small winning state may be called the second special game state. Note that, for simplicity, in this embodiment, a configuration will be described in which only the special variable winning device 39 (upper large winning port) is converted to an open state in the small winning state, and only the special variable winning device 38 (lower large winning port) is converted to an open state in the big winning state (including the big winning state due to the V winning during the small winning).
[0073] Here, we will explain the difference between a big win and a small win.
[0074] A big win is a special result accompanied by the operation of a condition device, and a small win is a specific result that does not involve the operation of a condition device. The condition device is operated when a big win occurs in a special pattern variable display game (stop display of a big win pattern), and the operation of the condition device means, for example, that a big win state occurs and a specific flag is set for continuously operating the special variable winning devices 38, 39 as special electric roles. In addition, the operation of the condition device may mean that a game ball has passed through the specific area 72 (V winning). The non-operation of the condition device means, for example, that the above-mentioned specific flag is not set, such as when a small win lottery is simply won. However, as will be described later in this embodiment, if a V winning occurs during a small win state, the condition device will be operated. The "condition device" may be a software means such as a flag that is turned on and off by software as described above, or a hardware means such as a switch that is turned on and off electrically. In addition, the term "condition device" is a term commonly used in the field of pachinko gaming machines to refer to a device whose operation is a necessary condition for the continuous operation of an electric device, and is used in this specification as a term with the same meaning.
[0075] Specifically, in the case of a big win, a big win flag is set and a special variable winning device is opened, whereas in the case of a small win, a small win flag is set and a special variable winning device is opened.
[0076] The special chart 1 display 51 and the special chart 2 display 52 may be configured as separate displays or may be configured as the same display, but are set so that the special chart variable display games are not executed simultaneously. The special chart 2 variable display game is executed with priority over the special chart 1 variable display game, and there is a start memory for the special chart 1 variable display game and the special chart 2 variable display game, and when the special chart variable display game is in a state where it is possible to execute the special chart variable display game, the special chart 2 variable display game is executed (special chart 2 reserved priority consumption, special chart 2 priority variation).
[0077] Regarding the decorative special chart variation display game in the display device 41, the special chart 1 variation display game and the special chart 2 variation display game may be executed on separate display devices or separate display areas, or may be executed on the same display device or display area. In this case, the decorative special chart variation display games corresponding to the special chart 1 variation display game and the special chart 2 variation display game may not be executed simultaneously.
[0078] In the following description, when there is no distinction between the special chart 1 change display game and the special chart 2 change display game, they will simply be referred to as the special chart change display game.
[0079] In addition, although not limited thereto, the start port 1 switch 36a in the start port 36, the start port 2 switch 37a in the normal variable winning device 37, the gate switch 34a, the winning port switch 35a, and the large winning port switches 38a and 39a use non-contact magnetic proximity sensors (hereinafter referred to as proximity switches) that are equipped with a magnetic detection coil and detect game balls by utilizing the phenomenon in which a magnetic field changes when metal approaches the coil. Also, a microswitch having a mechanical contact can be used for the glass frame opening detection switch 63 provided on the glass frame 15 of the gaming machine 10 and the main frame opening detection switch 64 (front frame opening detection switch) provided on the front frame (gaming frame) 12.
[0080] [Game Control Device] 3 is a block diagram of a game control system of the game machine 10. The game machine 10 is equipped with a game control device 100 (main board), which is a main control device (main board) that controls the overall game, and is composed of a CPU section 110 having a game microcomputer (hereinafter referred to as a game microcomputer) 111, an input section 120 having an input port, an output section 130 having an output port, a driver, etc., and a data bus 140 that connects the CPU section 110, the input section 120, and the output section 130.
[0081] The CPU section 110 includes an amusement microcomputer (CPU) 111 called an amusement chip (IC), and an oscillator circuit (crystal oscillator) 113 equipped with an oscillator such as a crystal resonator and generating a clock that serves as a reference for the CPU's operating clock, timer interrupts, and random number generation circuit. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are supplied with a DC voltage of a predetermined level such as DC 32V, DC 12V, or DC 5V generated by the power supply device 400 to be made operational.
[0082] The power supply unit 400 includes a normal power supply unit 410 having an AC / DC converter that generates a DC voltage of DC 32 V from a 24 V AC power supply and a DC-DC converter that generates a lower level DC voltage such as DC 12 V or DC 5 V from a voltage of DC 32 V, a backup power supply unit 420 that supplies power supply voltage to the internal RAM of the gaming microcomputer 111 in the event of a power outage, and a control signal generating unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal that notify the game control device 100 of the occurrence and recovery of a power outage.
[0083] In this embodiment, the power supply device 400 is configured separately from the game control device 100, but the backup power supply unit 420 and the control signal generating unit 430 may be configured to be provided on a separate board or integral with the game control device 100, i.e., on the main board. Since the game board 30 and the game control device 100 are subject to replacement when changing models, by providing the backup power supply unit 420 and the control signal generating unit 430 on a board separate from the power supply device 400 or the main board as in the embodiment, they are not subject to replacement, and costs can be reduced.
[0084] The backup power supply unit 420 can be composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply is supplied to the gaming microcomputer 111 (particularly the built-in RAM) of the gaming control device 100, so that data stored in the RAM is retained during a power outage or after the power is cut off. The control signal generating unit 430, for example, monitors the voltage of 32V generated by the normal power supply unit 410, and when it drops to, for example, 17V or less, detects the occurrence of a power outage and changes the power outage monitoring signal, while outputting a reset signal after a predetermined time. In addition, when the power is turned on or when the power is restored, a reset signal is output after a predetermined time has elapsed from that point.
[0085] The gaming control device 100 is also provided with a RAM initialization switch 112. When the RAM initialization switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111c in the gaming microcomputer 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal, and resets the entire control system.
[0086] The game control device 100 (main board) also includes a setting key switch 153. The setting key switch 153 is turned on by the operator's rotation operation or the like to make the probability setting value (setting value) according to the setting related to the game conditions (game) changeable. The RAM initialization switch 112 can also be used as a setting value change switch that can change the probability setting value according to the operator's operation. In this embodiment, the probability setting value is a setting value for setting the winning probability such as the probability of a big win or a small win, but other game conditions (such as performance) other than the probability can also be changed according to the probability setting value. For example, the winning probability may be increased as the probability setting value increases. The setting key switch 153 and the RAM initialization switch 112 constitute a setting change means (setting change device, setting means) that can change the setting related to the game conditions (probability setting value). It is to be noted that, instead of the RAM initialization switch 112, another switch may also serve as the setting value change switch, or a unique setting value change switch may be provided for exclusive use.
[0087] The setting key switch 153 and the RAM initialization switch 112 are provided on the game control device 100 inside the game machine 10, and are arranged in a position that cannot be operated (inaccessible position) unless the front frame 12 (main body frame) is opened. In other words, general players cannot access and operate the setting key switch 153 and the RAM initialization switch 112.
[0088] As will be described later, when the gaming machine 10 is powered on (recovered from a power outage, power restored), the gaming machine 10 can transition to various states, such as a setting variable state (setting change state, settable state, setting change mode) in which the probability setting value can be changed (set), and a setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed, depending on the on / off state of the setting key switch 153 and the RAM initialization switch 112.
[0089] In this embodiment, the probability setting value is defined in, for example, six stages, including probability setting value 1 (setting 1), probability setting value 2 (setting 2), probability setting value 3 (setting 3), probability setting value 4 (setting 4), probability setting value 5 (setting 5), and probability setting value 6 (setting 6). Generally, setting 1 is the setting that is most unfavorable to the player, and setting 6 is the setting that is most favorable to the player. Settings 1 and 2 are low settings, settings 3 and 4 are intermediate settings (intermediate settings), and settings 5 and 6 are high settings.
[0090] In the probability setting change process, each time the operator presses the RAM initialization switch 112, the working setting value (setting) in the working setting value area is changed as follows: 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 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 convenience of explanation, during the setting change state (setting change mode), working setting values 0 to 5 are set corresponding to probability setting values 1 to 6, respectively, but the working setting value and the probability setting value may be treated as the same by aligning them to the same numerical range (i.e., 0 to 5 or 1 to 6) (the working setting value and the probability setting value are set to the same numerical value).
[0091] In addition, instead of operating the RAM initialization switch 112 (setting value change switch), the setting key switch 153 may be rotated to a predetermined position to change the probability setting value. The probability setting value is not limited to six stages. The display probability setting value corresponding to the selected working setting value of 0 to 5 is displayed on the performance display device 152, which is a 4-digit 7-segment display (8-segment display including dot Dp). Information on the setting value such as the display probability setting value (for example, a display that can read the probability setting values 1 to 6) may be displayed on the front of the gaming machine (for example, the collective display device 50). Information on the setting value such as the display probability setting value may be displayed on the front of the gaming machine (for example, the collective display device 50) not only during the setting variable state or the setting confirmation state, but also during game control execution (during execution of the game processing described later).
[0092] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111a, a read-only ROM (Read Only Memory) 111b, and a random access memory (RAM) 111c that can be read and written at any time.
[0093] The ROM 111b stores unchanging information for game control (programs, fixed data, judgment values of various random numbers, etc.) in a non-volatile manner. The RAM 111c is used as a working area for the CPU 111a during game control and as a storage area for various signals and random numbers, and stores information related to the game (game information), and serves as a storage means capable of storing and retaining the stored information even if a power outage occurs. An electrically rewritable non-volatile memory such as an EEPROM may be used as the ROM 111b or the RAM 111c.
[0094] Also, the ROM 111b stores a variation pattern table for determining a variation pattern (variation mode) that specifies, for example, the execution time of the special chart variation display game, the performance contents, and the occurrence or non-occurrence of a reach state. The variation pattern table is a table for the CPU 111a to determine a variation pattern by referring to the variation pattern random numbers 1 to 3 stored as the start memory. Also, the variation pattern table includes a miss variation pattern table that is selected when the result is a miss, a big win variation pattern table that is selected when the result is a big win, and the like. Furthermore, these pattern tables include tables (such as a latter half variation group table and a latter half variation pattern selection table) for determining a latter half variation pattern that is a variation pattern after the reach state is reached, and tables (such as a first half variation group table and a first half variation pattern selection table) for determining a former half variation pattern that is a variation pattern before the reach state is reached.
[0095] Here, the term "reach" (reach state) refers to a display state in which the display device has a display state that can be changed, the display device derives and displays multiple display results at different times, and when the multiple display results become a predetermined special result state, the gaming state becomes a gaming state (special gaming state) that is advantageous to the player, and when some of the multiple display results have not yet been derived and displayed, the display result that has already been derived and displayed satisfies the condition for becoming a special result state. In other words, the reach state refers to a display state that does not deviate from the display condition for becoming a special result state even when the variable display control of the display device progresses and reaches a stage before the display result is derived and displayed. For example, a state in which a variable display is performed by multiple variable display areas while maintaining a state in which all special result states are aligned (so-called full rotation reach) is also included in the reach state. In addition, the reach state refers to the display state at the point in time when the display control of the display device has progressed to a stage just before the display result is derived and displayed, and when at least a portion of the display results of the multiple variable display areas determined before the display result is derived and displayed meets the conditions to become a special result state.
[0096] Therefore, for example, if the decorative special chart variable display game displayed on the display device in response to the special chart variable display game displays multiple identification information for a predetermined time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, and center to display the result state, the state in which the variable display stops in the left and right variable display areas when the conditions for the special result state are met (for example, the same identification information) is the reach state. Alternatively, when the variable display of all the variable display areas is temporarily stopped, the state in which the conditions for the special result state are met in any two of the left, center, and right variable display areas (for example, the same identification information, excluding the special result state) may be the reach state, and the remaining one variable display area may be displayed from the reach state.
[0097] The reach state includes a plurality of reach effects, and normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach are set as reach effect systems (types) with different possibilities (different expectations) of deriving a special result mode (jackpot mode). The expectation (expected value) of a jackpot increases in the following order: no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. The reach state is included in the variable display mode at least when a special result mode is derived in the special chart variable display game (when a jackpot occurs). In other words, it may be included in the variable display mode when it is determined that a special result mode is not derived in the special chart variable display game (when a miss occurs). Therefore, a state in which a reach state occurs is a state with a higher possibility of a jackpot than when a reach state does not occur.
[0098] The expectancy of a particular effect (notice) indicates the probability of a jackpot if that effect is selected, and can be calculated based on the selection rate of that effect when a jackpot is reached and the selection rate of that effect when a non-jackpot is reached (when a miss occurs).
[0099] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the performance control device 300, and to generate and output drive signals for the solenoids and display devices, thereby controlling the entire gaming machine 10. In addition, although not shown, the gaming microcomputer 111 is equipped with a random number generation circuit for generating a jackpot random number for determining a jackpot in the special chart variable display game, a jackpot pattern random number for determining the jackpot pattern, a small jackpot pattern random number for determining the small jackpot pattern, a support hit pattern random number for determining the time-saving pattern (stop pattern for a support hit) described below, and a fluctuation pattern random number for determining the fluctuation pattern in the special chart variable display game (including the execution time of the variable display game in various reaches and no-reach variable displays), and a clock generator that generates a timer interrupt signal of a predetermined period (for example, 4 msec (milliseconds)) for the CPU 111a and a clock that provides the update timing of the random number generation circuit based on an oscillation signal (original clock signal) from the oscillation circuit 113.
[0100] In addition, the CPU 111a acquires one of the plurality of variation pattern tables stored in the ROM 111b in the process related to the special chart variation display game. Specifically, the CPU 111a selects and acquires one of the plurality of variation pattern tables based on the game result (jackpot or miss) of the special chart variation display game, the probability state (normal probability state or high probability state) of the special chart variation display game as the current game state, the number of start memories, etc. Here, the CPU 111a serves as a variation distribution information acquisition means for acquiring one of the plurality of variation pattern tables stored in the ROM 111b when executing the special chart variation display game.
[0101] The payout control device 200 includes a CPU, a ROM, a RAM, an input interface, an output interface, etc., and performs control to drive a payout motor of a payout unit and pay out prize balls in accordance with a prize ball payout command (command or data) from the game control device 100. The payout control device 200 also performs control to drive a payout motor of a payout unit and pay out loaned balls based on a loan ball request signal from the card unit.
[0102] The input section 120 of the gaming microcomputer 111 is connected to a board radio wave sensor 62 which detects the emission of radio waves to the gaming machine, a gate switch 34a of the normal start gate 34, a start port 1 switch 36a in the first start entry port 36, a start port 2 switch 37a in the second start entry port 37 (normal variable entry device), a entry port switch 35a of the general entry port 35, and large entry port switches 38a, 39a of the special variable entry devices 38, 39, and is provided with an interface chip (proximity I / F) 121 which receives negative logic signals such as a high level of 11V and a low level of 7V supplied from these switches and converts them into a positive logic signal of 0V-5V.
[0103] Furthermore, the interface chip (proximity I / F) 121 is connected to the specific area switch 72a, the remaining ball discharge port switch 73, and the out ball detection switch 74. The specific area switch 72a detects the passage (V entry) of a game ball into the specific area 72 (V winning port). The remaining ball discharge port switch 73 detects a game ball that has passed through the remaining ball discharge port that discharges game balls from the special variable winning devices 38, 39. The out ball detection switch 74 detects all game balls that have been launched into the game area and finished playing (i.e., all game balls that have passed through the winning port or out port 30b).
[0104] The output of the proximity I / F 121 is supplied to the second input port 123, the third input port 124, or the fourth input port 126 and is read into the gaming microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, the detection signals of the gate switch 34a, the start port 1 switch 36a, the start port 2 switch 37a, the prize port switch 35a, and the big prize port switches 38a and 39a are input to the third input port 124.
[0105] Among the outputs of the proximity I / F 121 , the detection signal of the panel radio wave sensor 62 and the abnormality detection signal output when an abnormality in a sensor or switch is detected are input to a second input port 123 .
[0106] In addition, among the outputs of the proximity I / F 121, the detection signals of the specific area switch 72a, the remaining ball discharge port switch 73, and the out ball detection switch 74 are input to the fourth input port 126.
[0107] In addition, the second input port 123 receives a detection signal from a magnetic sensor switch 61 for detecting fraud and provided on the front frame 12 or the like of the gaming machine 10, a signal from a glass frame open detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10, a signal from a main frame open detection switch 64 (front frame open detection switch) provided on the front frame 12 (main body frame) or the like, and a signal from a vibration sensor 65 that detects vibrations of the gaming machine 10.
[0108] In addition, the second input port 123 takes in a setting key switch signal from the setting key switch 153 and supplies it to the game microcomputer 111 via the data bus 140.
[0109] Among the outputs of the proximity I / F 121, the output to the third input port 124 is also supplied from the game control device 100 to a test firing device (not shown) via the relay board 70. Furthermore, among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a are configured to be input to the game microcomputer 111 in addition to the third input port 124.
[0110] As described above, the proximity I / F 121 has a signal level conversion function. To enable such a level conversion function, a voltage of 12 V is supplied to the proximity I / F 121 from the power supply device 400 in addition to a voltage such as 5 V required for normal IC operation.
[0111] The data held by the third input port 124 can be read out by the gaming microcomputer 111 asserting (changing to an active level) the enable signal CE2 by decoding the address assigned to the third input port 124. The same applies to the second input port 123, the fourth input port 126, and the first input port 122 described below.
[0112] The input unit 120 is provided with a first input port 122 that takes in the following signals output from the payout control device 200: a frame radio wave illegal signal, a payout busy signal, a status signal indicating a payout abnormality, a shoot ball out switch signal indicating a shortage of game balls before payout, an overflow switch signal indicating an overflow, a touch switch signal based on the input of a touch switch provided on the operation handle 24, and a signal from the RAM initialization switch 112, and supplies them to the gaming microcomputer 111 via the data bus 140. The overflow switch signal is a signal that is output when it is detected that the lower tray 23 is filled with game balls by a predetermined amount or more (is full). The frame radio wave illegal signal is a signal that is output based on the detection of radio waves by a frame radio wave sensor provided on the front frame 12 (main frame), and the payout busy signal is a signal that indicates whether the payout control device 200 is in a state where it can accept commands.
[0113] The input unit 120 is provided with a Schmitt buffer 125 for inputting signals such as a power failure monitoring signal and a reset signal from the power supply device 400 to the gaming microcomputer 111, etc., and the Schmitt buffer 125 has a function of removing noise from these input signals. The power failure monitoring signal from the power supply device 400 is once input to the first input port 122 and taken into the gaming microcomputer 111 via the data bus 140. In other words, it is treated as a signal equivalent to the signals from the various switches described above. This is because there is a restriction on the number of terminals provided in the gaming microcomputer 111 for receiving signals from the outside.
[0114] On the other hand, the reset signal RST from which noise has been removed by the Schmitt buffer 125 is directly input to a reset terminal provided in the gaming microcomputer 111 and is also supplied to each port of the output unit 130. The reset signal RST is also configured to be output directly to the relay board 70 without passing through the output unit 130, thereby turning off the test firing signal held in a port (not shown) of the relay board 70 in order to output it to the test firing device.
[0115] Also, the reset signal RST may be configured to be output to the test firing device via the relay board 70. The reset signal RST is not supplied to the ports 122, 123, 124, and 126 of the input unit 120. The data set in each port of the output unit 130 by the gaming microcomputer 111 immediately before the reset signal RST is input must be reset to prevent malfunction of the system, but the data read by the gaming microcomputer 111 from each port of the input unit 120 immediately before the reset signal RST is input is discarded by the reset of the gaming microcomputer 111.
[0116] The output unit 130 is provided with a Schmitt buffer 132 arranged on a communication path from the gaming microcomputer 111 to the performance control device 300 and a communication path from the gaming microcomputer 111 to the payout control device 200. Data is transmitted from the gaming control device 100 to the performance control device 300 and the payout control device 200 by serial communication. Note that this is a one-way communication that does not allow signals to be input from the performance control device 300 to the gaming control device 100.
[0117] Furthermore, the output unit 130 is configured to be able to mount a buffer 133 that is connected to the data bus 140 and outputs data informing the special symbol information of the variable display game and a signal indicating the probability state of a jackpot to a test firing test device of a certification agency (not shown) via a relay board 70. The buffer 133 is a component that is not mounted on the game control device (main board) of a pachinko game machine as an actual machine (mass-produced product) installed in a game arcade. Note that the detection signal of a switch that does not require processing, such as a start port switch, output from the proximity I / F 121 is supplied to the test firing test device via the relay board 70 without passing through the buffer 133.
[0118] On the other hand, detection signals that cannot be supplied directly to the test firing device, such as those from the magnetic sensor switch 61 and the board radio wave sensor 62, are first taken into the gaming microcomputer 111 and processed into other signals or information, and then supplied to the test firing device from the data bus 140 via the buffer 133 and relay board 70 as an error signal indicating, for example, that the gaming machine is in a state where it cannot be controlled.
[0119] The relay board 70 is provided with a port for receiving the signal output from the buffer 133 and supplying it to the test firing device, a connector for relaying and transmitting the signal line of the switch detection signal without passing through the buffer, etc. The port on the relay board 70 is also supplied with the chip enable signal CE output from the gaming microcomputer 111, and the signal of the port selected and controlled by the signal CE is supplied to the test firing device.
[0120] In addition, the output section 130 is provided with a second output port 134 for outputting opening / closing data for the solenoid (normal solenoid) 37c connected to the data bus 140 and opening the normal variable winning device 37, the lower large winning port solenoid 38b (large winning port solenoid 1) opening the first special variable winning device 38, the upper large winning port solenoid 39b (large winning port solenoid 2) opening the second special variable winning device 39, and the lever solenoid 72b operating the lever to open the specific area 72.
[0121] The output unit 130 also has a third output port 135 for outputting on / off data for a segment line to which the anode terminal of the LED is connected depending on the content to be displayed on the collective display device 50, and a fourth output port 136 for outputting on / off data for a digit line to which the cathode terminal of the LED of the collective display device 50 is connected.
[0122] The output section 130 also has a sixth output port 141 for outputting on / off data of a segment line to which the anode terminal of the LED is connected in accordance with the content to be displayed on the performance display device 152, and a seventh output port 142 for outputting on / off data of a digit line to which the cathode terminal of the LED of the performance display device 152 is connected.
[0123] The output unit 130 is also provided with a fifth output port 137 for outputting information related to the gaming machine 10, such as jackpot information, to the external information terminal 71. The external information terminal 71 is equipped with a photorelay, and can be connected to an external device (such as an information collection terminal or an internal management device for an amusement facility (hall computer)) installed in the gaming facility, so that information related to the gaming machine 10 can be supplied to the external device. A launch permission signal is also output from the fifth output port 137 to the payout control device 200 via the Schmitt buffer 132.
[0124] Furthermore, the output section 130 is provided with a first driver (drive circuit) 138a which receives opening / closing data signals from the regular solenoid 37c and the special prize opening solenoids 38b, 39b etc. output from the second output port 134 and generates and outputs a solenoid drive signal, a second driver 138b which outputs an on / off drive signal for the segment line on the current supply side of the collective display device 50 output from the third output port 135, a third driver 138c which outputs an on / off drive signal for the digit line on the current sink side of the collective display device 50 output from the fourth output port 136, and a fourth driver 138d which outputs an external information signal from the fifth output port 137 to the external information terminal 71 to be supplied to an external device such as a management device.
[0125] Furthermore, the output section 130 is provided with a performance display segment driver 150a which outputs an on / off drive signal for the segment line on the current supply side of the performance display device 152 which is output from the sixth output port 141, and a performance display digit driver 150b which outputs an on / off drive signal for the digit line on the current sink side of the performance display device 152 which is output from the seventh output port 142.
[0126] The first driver 138a is supplied with DC 32V from the power supply device 400 as a power supply voltage so that it can drive a solenoid that operates at 32V. DC 12V is supplied to the second driver 138b that drives the segment lines of the collective display device 50. The third driver 138c that drives the digit lines is for drawing current from the digit lines according to the display data, so the power supply voltage may be either 12V or 5V.
[0127] The second driver 138b outputs 12V and feeds current to the anode terminal of the LED through the segment line, and the third driver 138c outputs ground potential and draws current from the cathode terminal through the digit line, so that the power supply voltage flows to the LEDs selected sequentially by the dynamic drive method in the collective display device 50 and lights them up. The performance display segment driver 150a outputs 12V and feeds current to the anode terminal of the LED through the segment line, and the performance display digit driver 150b outputs ground potential and draws current from the cathode terminal through the digit line, so that the power supply voltage flows to the LEDs selected sequentially by the dynamic drive method in the performance display device 152 and lights them up. The fourth driver 138d outputs the external information signal to the external information terminal 71 and is supplied with DC 12V to give the external information signal a level of 12V. The buffer 133, the second output port 134, the first driver 138a, etc. may be provided on the relay board 70 side, not on the output unit 130 of the game control device 100, i.e., on the main board.
[0128] Furthermore, the output unit 130 is provided with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 500. The photocoupler 139 is configured to be capable of two-way communication so that the gaming microcomputer 111 can transmit and receive data with the inspection device 500 by serial communication. Note that, since such data transmission and reception is performed using a serial communication terminal of the gaming microcomputer 111 like an ordinary general-purpose microprocessor, ports such as the input ports 122, 123, 124, and 126 are not provided.
[0129] In this embodiment, the performance display device 152 consists of multiple (four) 7-segment type (8-segment type including dot Dp) displays (LED lamps), and the performance display drivers 150a, 150b are LED drivers, but are not limited to this.
[0130] The performance display device 152 is provided on the game control device 100 (main board), but may be provided in other locations. For example, the performance display device 152 can display a display probability setting value, a role ratio, a payout rate, and a number of discharged balls.
[0131] 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), and is the sum of the number of game balls that passed through the winning port (number of winning games) and the number of game balls that passed through the out port 30b. The number of discharged balls can be obtained by counting the signal of the out ball detection switch 74, etc. In this embodiment, the winning ports include a general winning port 35, a start winning port 36 (first start winning port, start port 1), a normal variable winning device 37 (second start winning port, start port 2), and special variable winning devices 38, 39 (large winning port).
[0132] The ball output rate is the ratio (proportion) of the total number of winning balls to the number of ejected balls (or the number of shot balls introduced into the play area 32), and is calculated as (number of acquired balls ÷ number of ejected balls) × 100 (%). In other words, the ball output rate is the number of acquired balls (total number of winning balls) per 100 ejected balls.
[0133] For example, the role ratio is the percentage (%) (= so-called continuous role ratio) of the number of prize balls (number of balls acquired by each role) acquired by winning a large prize port during a jackpot state out of the total number of prize balls (total number of prize balls) acquired by winning a prize port during a specified period (for example, from when the gaming machine 10 was turned on to the present). Note that the role ratio may be the percentage (= large prize port ratio) of the number of prize balls acquired by winning a large prize port (during a jackpot state and during a small prize state) out of the total number of prize balls, or it may be the percentage (= so-called role ratio (total role ratio) that is commonly used) of the number of prize balls acquired by winning a large prize port and a normal variable prize port 37 (second start prize port).
[0134] Furthermore, the game control device 100 also has a function of a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (game impossible state, game prohibited state) in which the special chart change display game, the normal chart change display game, and round play (play during a big win or a small win) cannot be executed as games when an operating condition (predetermined condition) based on the number of safe balls and the number of discharged balls is established. In the game stop state, a new special chart change display game and a new normal chart change display game cannot be started. The safety device can take appropriate measures against fraud in cases where the number of safe balls is abnormally high due to fraud, and may also be able to suppress players from becoming addicted to the game.
[0135] In this embodiment, the safety device is a function realized by software (program) in the game control device 100, and is also called a completion function (or an ending function, a stop function). Of course, the safety device may be provided as hardware such as an electric circuit or a circuit board.
[0136] In this embodiment, the operating condition of the safety device is (1) that the number of difference balls, which indicates the difference between the number of safe balls and the number of discharged balls, reaches a ball difference reference value (predetermined value), and (2) that the game is neither a big win nor a small win. The number of difference balls is the number of safe balls minus the number of discharged balls (number of difference balls = number of safe balls - number of discharged balls). In this way, the operating condition of the safety device consists of two stages of conditions (1) and (2). The operating condition may be other, and for example, the condition (1) may be configured so that the number of safe balls reaches a predetermined value. Also, the condition (2) may be configured so that the special variable winning device is not operating, or the big winning port is not in an open state.
[0137] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of balls dispensed) that are determined to be dispensed in a specified period. If there is an error in the dispensing of prize balls (game balls), the total number of prize balls that are determined to be dispensed will not be equal to the total number of prize balls actually dispensed to the upper tray 21 via the dispensing device, but the total number of prize balls actually dispensed may be measured using a detection switch or the like and used as the number of safe balls. In addition, the number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32, and can be counted by counting the signal from the out ball detection switch 74.
[0138] Instead of the number of ejected balls, the number of launched balls, which is the number of launched balls that have been launched and introduced into the play area 32, may be used, and the difference in the number of launched balls may be the number of safe balls minus the number of launched balls. The number of launched game balls and the number of ejected balls may be collectively referred to as the number of used balls (difference in the number of used balls = number of safe balls - number of used balls). Foul balls that were launched by the ball launcher but did not reach the play area 32 are excluded from the number of launched balls, and the difference in the number of used balls is deducted by -1 for each game ball launched by the ball launcher, and is added by +1 for each foul ball. A detection switch (detection sensor) for counting the number of launched balls may be provided at the entrance of the game balls to the play area 32, i.e., near the upper end of the guide path for launched game balls on the game board 30.
[0139] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be described with reference to Fig. 4. Fig. 4 is a block diagram of the performance control system of the gaming machine 10.
[0140] The performance control device 300 is equipped with a main control microcomputer (CPU) 311 which is an amusement chip (IC) similar to the gaming microcomputer 111, a VDP (Video Display Processor) 312 as a graphics processor which performs image processing for displaying images on the display device 41 in accordance with commands and data from the main control microcomputer 311, and a sound source LSI 314 which controls the output of sound to play various melodies, sound effects, etc. from the speakers 19a, 19b.
[0141] Connected to the main control microcomputer 311 are a program ROM 321 consisting of a PROM (programmable read-only memory) that stores programs executed by the CPU and various data, a RAM 322 that provides a working area, an FeRAM 323 that can retain memory contents even if power is not supplied during a power outage, and an RTC (real-time clock) 338 that serves as a timekeeping means for generating information indicating the current date and time (date, day of the week, time, etc.). A RAM that provides a working area is also provided inside the main control microcomputer 311.
[0142] In addition, a WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311. The main control microcomputer 311 analyzes commands from the game microcomputer 111, determines the display contents, and instructs the VDP 312 on the contents of the output video, instructs the sound source LSI 314 on the sound to be played, lights up decorative lamps, controls the drive of motors and solenoids, and manages the performance time, etc.
[0143] The VDP 312 is provided with a RAM 312a that provides a working area, and a scaler 312b that enlarges and reduces images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high speed VRAM (video RAM) 326 that is used to develop and process image data such as characters read from the image ROM 325.
[0144] Although not limited thereto, a parallel data transmission system is configured to be used between main control microcomputer 311 and VDP 312. By transmitting and receiving data in a parallel system, commands and data can be transmitted in a shorter time than in a serial system.
[0145] A vertical synchronization signal VSYNC for synchronizing the image on the display device 41 with the lighting of the decorative lamps provided on the glass frame 15 and the game board 30, and a synchronization signal STS for providing the timing of data transmission are input from the VDP 312 to the main control microcomputer 311. In addition, interrupt signals INT0-n for notifying the processing status such as the end of drawing to the VRAM, and a wait signal WAIT for notifying the waiting state for receiving commands or data from the main control microcomputer 311 are also input from the VDP 312 to the main control microcomputer 311.
[0146] The performance control device 300 is provided with a signal conversion circuit 313 that generates a video signal to be sent to the display device 41 by LVDS (low amplitude signal transmission) method. Video data, a horizontal sync signal HSYNC, and a vertical sync signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.
[0147] An audio ROM 327 in which audio data is stored is connected to the sound source LSI 314. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcomputer 311. The performance control device 300 is provided with an amplifier circuit 337 consisting of an audio power amplifier and the like that drives the upper speaker 19a provided in the glass frame 15 and the lower speaker 19b provided in the front frame 12, and the audio generated by the sound source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337.
[0148] The performance control device 300 is also provided with an interface chip (command I / F) 331 that receives commands sent from the game control device 100. The performance control device 300 receives, via the command I / F 331, the number of reserved decorative special symbols commands, decorative special symbol commands, fluctuation commands, stop information commands, and the like sent from the game control device 100 to the performance control device 300 as performance control command signals (performance commands). The game microcomputer 111 of the game control device 100 operates on DC 5V, and the main control microcomputer 311 of the performance control device 300 operates on DC 3.3V, so the command I / F 331 is provided with a function of signal level conversion.
[0149] The presentation control device 300 is also provided with a board decoration LED control circuit 332 that drives and controls a board decoration device 46 having LEDs (light emitting diodes) provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 that drives and controls a frame decoration device (such as the frame decoration device 18) having LEDs (light emitting diodes) provided on the glass frame 15, and a board presentation movable body control circuit 334 that drives and controls a board presentation device 44 (such as a movable role that enhances the presentation effect in cooperation with the presentation display on the display device 41) provided on the game board 30 (including the center case 40). The board decoration device 46 may include the lamp display device 75 described above.
[0150] These control circuits 332 to 334 that drive and control lamps, motors, solenoids, etc. are connected to the main control microcomputer 311 via an address / data bus 340. Note that a frame effect movable body control circuit that drives and controls a frame effect device such as a motor provided in the glass frame 15 may also be provided.
[0151] Furthermore, the performance control device 300 has the function of detecting the on / off state of the performance button switch 25a built into the performance button 25 provided on the glass frame 15, the touch panel 25b provided on the surface of the performance button 25, the cross key switch 28, the volume adjustment button switches 27e, 27f, and the performance prop switch 47 (performance motor switch) which detects the initial position of the motor in the board performance device 44, and inputs the detection signal to the main control microcomputer 311, and is provided with a switch input circuit 336 which detects the state of the volume adjustment switch 335 provided in the performance control device 300 and inputs the detection signal to the main control microcomputer 311.
[0152] The normal power supply section 410 of the power supply unit 400 is configured to generate DC 32V for driving motors and solenoids, DC 12V for driving the display device 41 consisting of an LCD panel, motors and LEDs, DC 5V as the power supply voltage for the command I / F 331, and DC 15V for driving the motors, LEDs and speakers, in order to supply the desired level of DC voltage to the performance control device 300 configured as described above and the electronic components controlled by it.
[0153] Furthermore, when an LSI that operates at a low voltage such as 3.3V or 1.2V is used as main control microcomputer 311, a DC-DC converter for generating DC 3.3V or DC 1.2V based on DC 5V is provided in performance control device 300. The DC-DC converter may be provided in normal power supply unit 410.
[0154] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is supplied to the main control microcomputer 311, and the device is reset. The reset signal is also supplied from the main control microcomputer 311 to the VDP 312 (VDPRESET signal), the sound source LSI 314, the amplifier circuit 337 (SNDRESET signal) that drives the speaker, and the control circuits 332 to 334 (IORESET signal) that drive and control lamps, motors, etc., and resets them. A cooling FAN 45 that cools various parts of the gaming machine 10 is connected to the performance control device 300, and the cooling FAN 45 is driven when the power of the performance control device 300 is turned on.
[0155] Next, the game control performed by these control circuits will be described. The CPU 111a of the gaming microcomputer 111 of the game control device 100 extracts a random number value for determining whether the normal game is a hit or a miss based on the input of the detection signal of the game ball from the gate switch 34a provided on the normal game start gate 34, compares it with the judgment value stored in the ROM 111b, and judges whether the normal game is a hit or a miss.
[0156] Then, the normal map display 53 displays a normal map variation display game in which the identification pattern is displayed in a variable manner for a predetermined period of time, and then the normal map variation display game is displayed in a stationary manner. If the result of the normal map variation display game is a win, a special result state is displayed on the normal map display 53, and the normal power solenoid 37c is operated, and control is performed to open the movable member 37b of the normal variation winning device 37 for a predetermined period of time (e.g., 3 seconds x 2 times) as described above. In other words, the game control device 100 serves as a conversion control execution means that performs conversion control of the conversion member (movable member 37b). Note that, if the result of the normal map variation display game is a loss, control is performed to display a loss result state on the normal map display 53.
[0157] In addition, a start winning (start memory) is stored based on the input of a game ball detection signal from the start hole 1 switch 36a provided in the start winning hole 36, and based on the start memory, a random number value for determining a jackpot in the special chart 1 variable display game is extracted and compared with the determination value stored in ROM 111b to determine whether the special chart 1 variable display game is a win or a miss.
[0158] In addition, a start memory is stored based on the input of a game ball detection signal from the start port 2 switch 37a provided in the normal variable winning device 37, and based on the start memory, a random number value for determining a jackpot in the special chart 2 variable display game is extracted and compared with the determination value stored in ROM 111b to determine whether the special chart 2 variable display game is a win or a miss.
[0159] Then, the CPU 111a of the game control device 100 outputs a control signal (performance control command) including the judgment result of the special symbol 1 variable display game and the special symbol 2 variable display game to the performance control device 300. Then, the special symbol variable display game in which the identification symbol is displayed variably for a predetermined time and then stopped is displayed on the special symbol 1 display device 51 and the special symbol 2 display device 52. In other words, the game control device 100 constitutes a game control means that controls the progress of the variable display game based on the winning of the game ball flowing down the game area 32 into the start winning area (start winning port 36, normal variable winning device 37).
[0160] In addition, the performance control device 300 displays a decorative special chart variable display game corresponding to the special chart variable display game on the display device 41 based on a control signal from the game control device 100. Furthermore, the performance control device 300 performs processing such as setting the performance state, outputting sounds from the speakers 19a and 19b, and controlling the emission of various LEDs based on a control signal from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variable display game, etc.).
[0161] When the result of the special chart variable display game is a win, the CPU 111a of the game control device 100 displays the special result state on the special chart 1 display 51 and the special chart 2 display 52 and generates a special game state. In the process of generating the special game state, the CPU 111a performs control to open the opening / closing doors 38c, 39c of the special variable winning devices 38, 39 by the big winning port solenoids 38b, 39b, for example, to allow game balls to flow into the big winning port.
[0162] Then, one round (R) is defined as the opening of the large prize opening until one of the following conditions is met: a predetermined number of game balls (e.g., 10 balls) enter the large prize opening, or a predetermined opening time (e.g., 27 seconds or 0.05 seconds) has elapsed since the opening of the large prize opening. This is controlled (repeated) for a predetermined number of rounds (e.g., 15, 11, or 2 times) (cycle play). In other words, the game control device 100 serves as a large prize opening opening / closing control means for controlling the opening and closing of the large prize opening when the stop result state becomes a special result state. Also, when the result of the special chart variation display game is a miss, control is performed to display the miss result state on the special chart 1 display 51 or the special chart 2 display 52.
[0163] In addition, the game control device 100 can generate a high probability state as a game state after the special game state ends based on the result state of the special chart variable display game. The high probability state (probability variable state) is a state in which the probability of a winning result in the special chart variable display game is higher than the normal probability state. In addition, whether the high probability state is reached based on the result state of the special chart 1 variable display game or the special chart 2 variable display game, both the special chart 1 variable display game and the special chart 2 variable display game will be in the high probability state.
[0164] In addition, the game control device 100 can generate a time-saving state (specific game state) as a game state after the special game state ends based on the result state of the special game display game. In the time-saving state, the normal game display game and the normal game winning device 37 may be controlled to be in a time-saving operation state, and the normal game winning device 37 is controlled so that the opening time per unit time is substantially longer than in a normal game state in which no special game is performed, resulting in a normal power support state. Note that even in a high probability state (normal probability state) other than the latent probability state, the time-saving state is overlapped and normal power support is executed.
[0165] In addition, in the time-saving state, the execution time of the special chart change display game (special chart change time) can be shortened more than usual, and time-saving changes in the special chart change display game can also be executed.
[0166] In addition, in the time-saving state, it is possible to set the number of times the normal variable winning device 37 opens (the number of normal power openings) for one winning result of the normal variable display game to a second number of times (for example, four times) that is greater than the first number of times (for example, two times). In addition, in the time-saving state, it is possible to set the probability of a winning result of the normal variable display game (normal probability, normal winning probability) to a high probability that is higher than the normal probability (low probability) in the normal operation state.
[0167] In the time-saving state, the time for converting the normal variation winning device 37 to the open state is extended more than usual by changing one or more of the normal chart variation time, normal chart stop time, normal power opening count, normal power opening time, and normal chart probability. As a result, in the time-saving state, it becomes easier to win the normal variation winning device 37 than in the normal game state in which no special game is played, and the number of times the special chart variation display game is executed per unit time can be increased more than in the normal game state. It is also possible to set multiple types of time-saving states in which the things to be changed are different. It is also possible to set the movable member 37b not to be opened in the normal operation state (normal chart probability is 0). In addition, when a hit occurs, either the first opening mode or the second opening mode may be selected. In this case, the selection probability of the first opening mode and the second opening mode may be made different. In addition, the high probability state and the time-saving state can occur independently of each other, and both can occur simultaneously, or only one can occur.
[0168] [Transition state when power is turned on] As described above, the device transitions to one of four states (modes) depending on the on / off state of the RAM initialization switch 112 and the setting key switch 153 when the power is turned on.
[0169] When the power is turned on, if the RAM initialization switch 112 and the setting key switch 153 are turned on, the probability setting value (setting value) transitions to a setting variable state (setting change state, settable state, setting change mode) in which the probability setting value (setting value) can be changed (set) (see steps X30 to X39 in Figure 6 and Figure 17).
[0170] Next, when the power is turned on, if the setting key switch 153 is turned on but the RAM initialization switch 112 is off, the device transitions to a setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed (see steps X34 to X39 in Figure 6 and Figure 17).
[0171] Also, when the power is turned on, if the setting key switch 153 is off but the RAM initialization switch 112 is on, the system transitions to a RAM initialization state (RAM clear mode), and a RAM initialization process (RAM clear process) is executed to initialize the RAM 111c (see steps X45 to X47 in FIG. 6).
[0172] If the setting key switch 153 and the RAM initialization switch 112 are off when the power is turned on, the state transitions to a normal power recovery state (normal power recovery mode), in which power is simply restored.
[0173] [Control of game control device] The control of the gaming machine that performs such a game will be described below. First, the control executed by the gaming microcomputer 111 of the game control device 100 will be described. The control process by the gaming microcomputer 111 mainly consists of the main process shown in Fig. 5, Fig. 6, and Fig. 7, and the timer interrupt process shown in Fig. 11, which is performed at a predetermined time interval (for example, 4 msec).
[0174] [Main processing (game control device)] First, the main processing will be described. Figures 5, 6 and 7 are flow charts showing the procedure of the main processing by the game control device 100. The main processing starts when the power is turned on.
[0175] 5, when the game control device 100 starts the main process, it first executes a process to prohibit interrupts (step X1).Furthermore, it executes a stack pointer setting process to set a stack pointer, which is the top address of an area to save values of registers, etc., when an interrupt occurs (step X2).
[0176] Next, register bank 0 is specified as the register bank to be used (step X3), and the upper address of the RAM start address is set in a specific register (step X4). For example, if the RAM address is in the range of 0000h to 01FFh, 00h is set as the upper address.
[0177] Next, the game control device 100 outputs a launch stop signal and sets the launch permission signal to a prohibited state (step X5). The launch permission signal is set to a prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a launch stop signal, and launch of game balls from the ball launcher is prohibited. After that, the game control device 100 reads the states of the setting key switch 153 and the RAM initialization switch 112 (step X6). That is, it reads the signals from the setting key switch 153 and the RAM initialization switch 112.
[0178] Furthermore, the game control device 100 sets a power-on delay timer (step X7). By setting a predetermined initial value to the power-on delay timer, a waiting time (e.g., 3 seconds) is set for waiting until the programs of the slave control means (e.g., the payout control device 200 and the performance control device 300) that perform various controls according to instructions from the game control device 100 that constitutes the master control means are normally started. This makes it possible to avoid the slave control device missing the command if the game control device 100 starts up first when the power is turned on and sends a command to the slave control device before the slave control device (e.g., the payout control device 200 and the performance control device 300) starts up. In other words, the game control device 100 serves as a waiting means that delays the start of the master control means (game control device 100) at the time of power-on and sets a predetermined waiting time for waiting for the start of the slave control device (the payout control device 200, the performance control device 300, etc.).
[0179] In addition, the power-on delay timer is timed using a memory area (such as a RAM area or register not subject to validity check) that is not subject to the RAM validity check (checksum calculation). This makes it possible to prevent the control at power-on from becoming complicated because it is not necessary to exclude a portion of the RAM area when calculating check data such as the checksum of the RAM area.
[0180] Incidentally, by reading the states of setting key switch 153 and RAM initialization switch 112 before the start of the standby time, it is possible to reliably detect the operation of setting key switch 153 and RAM initialization switch 112. In other words, if the states of setting key switch 153 and RAM initialization switch 112 are read after the standby time has elapsed, it is necessary to wait for the standby time to elapse before operating setting key switch 153 and RAM initialization switch 112, or to continue operating setting key switch 153 and RAM initialization switch 112 from power-on until the standby time has elapsed. However, by reading the states before the start of the standby time, it is possible to prevent a situation in which the operation of setting key switch 153 and RAM initialization switch 112 performed when power is turned on is not accepted, without requiring such troublesome operations.
[0181] When the power-on delay timer is set (step X7), the game control device 100 executes a process of timing the standby time and monitoring the occurrence of a power outage during the standby time (steps X8 to X10).
[0182] When the power failure monitoring process is started, the game control device 100 first reads the power failure monitoring signal input from the power supply device 400 via a port and a data bus to determine whether a power failure has occurred (step X8). If a power failure has occurred (step X8; Y), the game control device waits until the power supply of the game machine is cut off.
[0183] If no power outage has occurred (step X8; N), the game control device 100 updates the power-on delay timer by -1 (step X9) and determines whether the timer value is 0 (step X10). If the timer value is not 0 (step X10; N), that is, if the standby time has not ended, the process returns to step X8.
[0184] That is, the game control device 100 serves as a power failure monitoring means for monitoring the occurrence of a power failure during a predetermined standby time. This makes it possible to respond to a power failure that occurs during the period in which the start-up of the game control device 100, which serves as the main control means, is delayed, and malfunctions at the time of power-on can be dealt with appropriately. Note that access to the RAM is not permitted until the end of the standby time, and the contents stored at the time of the previous power cut remain retained, so that there is no need to perform backup processing or the like when a power failure occurs here. Therefore, even if a power failure occurs during the standby time, there is no need to back up the RAM, and the burden on control can be reduced.
[0185] On the other hand, when the timer value is 0 (step X10; Y), that is, when the waiting time has ended, the game control device 100 allows access to a readable and writable RWM (read-write memory) such as RAM or EEPROM (step X11), and outputs off data to all output ports (setting them to a state of no output) (step X12).
[0186] Next, the game control device 100 sets up a serial port (a port pre-installed in the game microcomputer 111, which in this embodiment is used for communication with the presentation control device 300 and the payout control device 200) (step X13).
[0187] Next, the game control device 100 starts a CTC (Counter / Timer Circuit) circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the game microcomputer 111 (clock generator) (step X14). The CTC circuit is provided in the clock generator in the game microcomputer 111. The clock generator includes a frequency division circuit that divides the oscillation signal (original clock signal) from the oscillation circuit 113, and a CTC circuit that generates a timer interrupt signal of a predetermined period (for example, 4 milliseconds) to the CPU 111a based on the frequency-divided signal, and a signal CTC that provides a trigger for random number update to be supplied to the random number generation circuit.
[0188] Next, the game control device 100 sets a RAM abnormality flag indicating an abnormality in the RAM (here, the RAM 111c) (step X15). Here, a flag indicating an abnormality is temporarily set in a predetermined register.
[0189] Next, the game control device 100 judges whether the value of the power failure inspection area 1 in the RWM is normal power failure inspection area check data (step X16). If it is normal (step X16; Y), judges whether the value of the power failure inspection area 2 in the RWM is normal power failure inspection area check data (step X17).
[0190] Furthermore, if the value of the power failure inspection area 2 is normal (step X17; Y), the game control device 100 executes a checksum calculation process to calculate a checksum of a predetermined area (for example, a work area within the area) in the RWM (step X18), and judges whether the calculated checksum matches the checksum at the time of power failure (step X19). If the checksums match (step X19; Y), the RAM is normal, and the RAM abnormality flag indicating an abnormality in the RAM is cleared (step X20). Then, the process proceeds to step X21.
[0191] In addition, if the game control device 100 determines that the check data in the power outage inspection area is not normal data (step X16; N or step X17; N), or if the checksums do not match (step X19; N), it proceeds to processing of step X21 without clearing the RAM abnormality flag.
[0192] Next, the game control device 100 judges whether or not both the setting key switch 153 and the RAM initialization switch 112 are on (step X21). When both switches are on (step X21; Y), the game control device 100 transitions to a setting variable state (setting change mode) and executes the process during the probability setting change in steps X30 to X40.
[0193] When at least one of the setting key switch 153 and the RAM initialization switch 112 is off (step X21; N), the game control device 100 judges whether or not a RAM abnormality flag indicating an abnormality in the RAM (here, the RAM 111c) is set (step X22). When the RAM abnormality flag is not set (step X22; N), it judges whether or not a probability setting change flag is set (step X23). When the probability setting change flag is not set (step X23; N), it executes the process during probability setting confirmation (in setting confirmation state, in setting confirmation mode) of steps X34 to X40, the RAM initialization process (RAM clear process) of steps X44 to X47, or the process during normal power-on (power recovery) of steps X44 and X48 to X51.
[0194] When the probability setting change flag is set (step X23; Y), the game control device 100 transmits a main abnormality error notification command to notify the presentation control device 300 that an abnormality has occurred in the game control device 100 (main board, main board) (step X24). The presentation control device 300 that has received the main abnormality error notification command notifies the game control device 100 that an abnormality has occurred.
[0195] Next, the game control device 100 outputs the 7-segment display data (error display data of "E1") at the time of game stop to the drivers 150a, 150b of the performance display device 152 to display it on the performance display device 152 (step X25). Then, it outputs security signal ON data to notify an external device (such as an amusement facility internal management device (hall computer) or information collection terminal) of the abnormality to the external information terminal 71 (step X26). Note that, even if information about the jackpot remains in the RAM 111c, other signals to the external information terminal 71, such as the jackpot signal, are maintained in the OFF state. After that, it waits by repeating the processing of steps X25 and X26, and again performs the setting change operation (ON operation of both the setting key switch 153 and the RAM initialization switch 112) and waits for the power to be turned on. In addition, while the processing of steps X25 and X26 is repeated and waiting, interrupts remain prohibited (step X1), and the timer interrupt processing (Figure 11) that can execute the special chart game processing and the normal chart game processing cannot be executed, so games (special chart change display game, normal chart change display game, round play, etc.) cannot be executed.
[0196] In this way, if the probability setting change flag is set even though the setting change operation (turning on both the setting key switch 153 and the RAM initialization switch 112) has not been performed, it is determined that there is an abnormality, and the processing of steps X24 to X26 is executed. For example, if the power is turned off and restarted during the probability setting change (before the setting change is completed), the probability setting change flag may be set even though the setting change operation has not been performed.
[0197] On the other hand, even if the RAM abnormality flag is set (step X22; Y), the game control device 100 transmits a main abnormality error notification command to the performance control device 300 to notify that there is an abnormality in the game control device 100 (main board) (step X24), outputs the 7-segment display data at the time of game stop (data of the error display of "E1") to the drivers 150a, 150b of the performance display device 152 (step X25), and outputs the on data of the security signal to the external information terminal 71 to notify the external device of the RAM abnormality (step X26). Note that, as described above, even if the information regarding the jackpot remains in the RAM 111c, other signals to the external information terminal 71, such as the jackpot signal, are maintained in the off state.
[0198] Then, it is determined whether a power outage has occurred (step X27), and if a power outage has not occurred (step X27; N), the process of steps X25 and X26 is repeated and the machine waits. On the other hand, when it is determined that a power outage has occurred (step X27; Y), the machine outputs off data to all output ports (step X28), and prohibits access to readable and writable RWM (read-write memory) such as RAM and EEPROM (step X29). Then, the machine waits until the power supply to the machine is cut off.
[0199] When both the setting key switch 153 and the RAM initialization switch 112 are on (step X21; Y), the game control device 100 starts the process of changing the probability setting (in the setting variable state), and first judges whether the RAM abnormal flag is set (step X30). When the RAM abnormal flag is set (step X30; Y), since it is unclear whether the probability setting value is correct, the probability setting value stored in the probability setting value area of the RAM 111c is cleared to an initial value (for example, the minimum setting value "1") (step X31), and then the probability setting change flag indicating that the probability setting is being changed is set (step X32). When the RAM abnormal flag is not set (step X30; N), the probability setting value is not cleared, and the probability setting change flag is set (step X32). Next, a command for changing the probability setting is sent to the performance control device 300 (performance control board) (step X33), and the process proceeds to step X37. In addition, when the performance control device 300 receives a command indicating that the probability setting is being changed, it notifies the user on the display device 41, etc. that the probability setting is being changed.
[0200] When at least one of the setting key switch 153 and the RAM initialization switch 112 is off (step X21; N), the RAM abnormality flag is not set (step X22; N), and the probability setting change flag is not set (step X23; N), the game control device 100 judges whether the setting key switch 153 is on or not (step X34). When the setting key switch 153 is on (step X34; Y), the RAM initialization switch 112 is off, and the process of probability setting confirmation (setting confirmation state) starts, and the probability setting confirmation flag indicating that the probability setting is being confirmed is set (step X35). Then, the command of probability setting confirmation is sent to the performance control device 300 (performance control board) (step X36), and the process proceeds to step X37. The performance control device 300 that has received the command of probability setting confirmation notifies the display device 41 or the like that the probability setting is being confirmed.
[0201] After step X33 or step X36, the game control device 100 executes the processing of steps X37 to X43 as a common processing during the probability setting change and during the probability setting confirmation.
[0202] The game control device 100 first saves 128 ms (a predetermined time) in the security signal control timer area in order to output a security signal during the probability setting change and probability setting confirmation (step X37). The count of the security signal control timer and the output of the security signal are executed in the probability setting change / confirmation process (FIG. 17) described below, but if the probability setting change or probability setting confirmation ends early, the remaining count of the security signal control timer and the output of the security signal are executed in the external information editing process (step X119). The security signal is output for at least 50 ms during the probability setting change and probability setting confirmation.
[0203] Next, the game control device 100 permits an interrupt (step X38). This allows the timer interrupt process (FIG. 11) to be executed. Then, it is determined whether the setting key switch 153 is off (step X39). If the setting key switch 153 is on (step X39; N), it is determined whether a power outage has occurred (step X40). If a power outage has not occurred (step X40; N), the process returns to step X39. On the other hand, if a power outage has occurred (step X40; Y), the process at the time of power outage of steps X63 to X69 is executed.
[0204] In this way, as long as the setting key switch 153 is on and no power outage has occurred, the setting variable state (setting change state, setting change mode) in which the probability setting value can be changed, or the setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed, will continue.
[0205] On the other hand, when the setting key switch 153 is off (step X39; Y), the game control device 100 prohibits interrupts (step X41) and transmits a notification end command to the performance control device 300 (performance control board) (step X42). In addition, the performance control device 300 that has received the notification end command ends the notification that the probability setting is being confirmed or the notification that the probability setting is being changed.
[0206] Next, the game control device 100 judges whether the probability setting change flag is set, that is, whether the probability setting has been changed up until now (step X43). If the probability setting change flag is set (step X43; Y), that is, if the probability setting has been changed up until now, executes the RAM initialization process (described later) of steps X45 to X47. On the other hand, if the probability setting change flag is not set (step X43; N), that is, if the probability setting has been confirmed up until now, executes the normal process at power-on (power recovery) from step X48 onwards.
[0207] When the setting key switch 153 is off (step X34; N), the game control device 100 judges whether the RAM initialization switch 112 is on or not (step X44). When the RAM initialization switch 112 is on (step X44; Y), the RAM area other than the probability setting value area for storing the probability setting value in the RAM 111c is cleared to 0 (step X45). That is, the game information stored in the RAM 111c is cleared to 0 except for the probability setting value stored in the probability setting value area. Here, the probability setting change flag described above is also cleared here. In addition, the number of acquired game balls area that stores the number of acquired game balls, which is the number of prize balls (total) acquired within a predetermined time period (here, within one interruption of the timer interruption), is also cleared to 0. Then, the safety device operation flag area that stores the safety device operation flag indicating whether the safety device (described above) is in operation or not is also cleared to 0 (safety device operation flag = 0), and the operation of the safety device is released. In step X45, in either the RAM clear involving a setting change (step X43; Y) or the RAM clear without a setting change (step X44; Y), the safety device is deactivated by clearing the safety device activation flag area to 0, but this may be limited to one of the two.
[0208] In addition, here, in addition to the probability setting value area, it is also possible to configure the stack area and unused area not to be cleared, or to configure the performance display work area (part of the outside work area) and stack area (outside stack area) related to performance information and its display (performance display) not to be cleared. Note that performance information is derived based on the number of winning balls obtained by winning, and is, for example, the ball output rate, base value (ball output rate in normal game mode), role ratio, number of discharged balls, etc.
[0209] Next, the game control device 100 saves the initial value at the time of RAM initialization in the area to be initialized (step X46). Then, transmits the command at the time of RAM initialization to the performance control device 300 (performance control board) (step X47), and proceeds to the processing of step X52.
[0210] On the other hand, when the RAM initialization switch 112 is off (step X44; N), the game control device 100 starts the normal power-on (power recovery) process because both the setting key switch 153 and the RAM initialization switch 112 are off, and saves the initial value at the time of power recovery (power restoration) in the area to be initialized as the power failure recovery process (step X48). In addition, the above-mentioned probability setting confirmation flag is also cleared here. Note that, unlike the RAM initialization, the safety device operation flag area is not cleared at the time of normal power-on. In addition, the ceiling counter area in which the ceiling counter value indicating the number of times the special chart variation display game has been executed in a state other than the probability variation state is stored does not need to be cleared so as not to cause a disadvantage to the player. Next, a power failure recovery command corresponding to the processing number prepared to rationally execute the special chart game processing described later is sent to the performance control device 300 (performance control board) (step X49), and the process proceeds to step X50.
[0211] In addition, the commands sent in the processing of step X47 when initializing the RAM and the commands sent in the processing of step X49 when power is restored include a model designation command indicating the type of gaming machine, a decorative special chart 1 reserved number command and a decorative special chart 2 reserved number command indicating the number of reserved special charts 1 and 2, a probability information command indicating the probability state (high probability state or low probability state) and whether or not a time-saving state is in effect, a performance count information command indicating the number of times the special chart variation display game has been executed in a specified performance mode, and a power outage recovery command indicating that the power has been turned on.
[0212] Furthermore, the command at the time of RAM initialization and the command at the time of power recovery include a setting value information command (probability setting value information command) indicating setting value information (setting information), which is information on the probability setting value (setting value) of the gaming machine 10. The gaming control device 100 only needs to transmit the setting value information command to the performance control device 300 once when the power is restored (turned on), and thereafter, the performance control device 300 can control the performance by referring to the setting value information stored therein.
[0213] The command for RAM initialization also includes a RAM initialization command (RAM clear command). The performance control device 300 that receives the RAM initialization command displays a customer waiting demo on the display device 41, and notifies the user of the RAM initialization (RAM clear) for 30 seconds using the LEDs of the board decoration device 46 and the sound of the speakers 19a, 19b. The command for power recovery also includes a screen designation command that designates the display contents of the screen of the display device 41. The screen designation command is a customer waiting demo command for both special charts 1 and 2 during normal processing (when not fluctuating or winning), and a recovery screen command can be used otherwise.
[0214] Next, it is determined whether the safety device is in operation (step X50). For example, if the safety device operation flag "1" indicating that the safety device is in operation is saved in the safety device operation flag area, it can be determined that the safety device is in operation (safety device operation flag = 1). Then, if the safety device is in operation (step X50; Y), a safety device operation command indicating that the safety device is in operation is sent to the performance control device 300 (performance control board) (step X51), and the process proceeds to step X52. If the safety device is not in operation (step X50; N), the process proceeds directly to step X52.
[0215] Then, the information (value) of the flag register is pushed to the stack area in the area (step X52), and a safety device information initialization process is executed to initialize the safety device information related to the safety device (such as the safety device counter value, safety device operation information, and old operation information described later) (step X53). After that, the information of the flag register is restored (POP) (step X54). Note that, except when the game is stopped due to a RAM abnormality (steps X25 to X29), the safety device information (such as the safety device counter value) is unconditionally initialized (cleared) when the power is turned on, but if a count continuation switch is provided and the power is turned on while pressing the count continuation switch, the safety device information does not need to be initialized (cleared).
[0216] As described later, when the process proceeds to the safety device information initialization process, the stack pointer is switched from an in-area stack area related to game control to an out-area stack area related to safety device information, performance information, and performance display (display of performance information). At that time, since there is a possibility that the flags (especially the zero flag) of the flag register will change when the stack pointer for game control is saved in the stack pointer saving area of the RAM 111c, the information of the flag register is saved in advance in step X52. The flag register is an 8-bit flag in which each bit takes the value of 0 or 1. As for the flag register, the one disclosed in JP 2013-233299 A, JP 2018-94101 A, etc. can be used.
[0217] Next, the game control device 100 activates and sets the random number generation circuit (step X55). Specifically, the CPU 111a sets a code (specified value) for activating the random number generation circuit in a predetermined register (CTC update permission register) in the random number generation circuit. Also, the bit transposition pattern of the hard random number generated by the hardware of the random number generation circuit is set. In this embodiment, the random number generation circuit generates a jackpot random number, a winning pattern random number (a jackpot random number, a small winning pattern random number, a support winning pattern random number, etc.), a winning random number of a normal pattern, and a variation pattern random number 1 to 3 as random numbers updated only by the hardware. These random numbers may be so-called "high-speed counters" that are updated based on a clock that is equal to or faster than the operating clock.
[0218] A bit transposition pattern is a pattern that determines how the bit arrangement of an extracted random number (the arrangement before bit transposition in the upper row) is rearranged in a predetermined order and stored as a different bit arrangement (the arrangement after bit transposition in the lower row).
[0219] In this embodiment, the bits of the random numbers are swapped according to a bit permutation pattern, thereby breaking the regularity of the random numbers and increasing the confidentiality of the random numbers. The bit permutation pattern may be a single fixed pattern, or may be selected from a plurality of patterns prepared in advance. Also, the bit permutation pattern may be arbitrarily set by the user.
[0220] Next, the game control device 100 prohibits interruption (step X56) and judges whether the game is stopped or not (step X57). When the safety device is activated or when a strong error 2 (described later) that requires the game (special chart variable display game, normal chart variable display game, round game, etc.) to be stopped occurs, it can be judged that the game is stopped.
[0221] When the game is not stopped (step X57; N), the game control device 100 saves (PUSHes) the information (value) of the flag register to the in-area stack area (step X58), and executes a performance display editing process to calculate performance information such as a base value (ball output rate) (step X59). Here, the performance information (such as the ratio of the role and the ball output rate) may be calculated. Also, when there is an abnormality in the performance display work area (part of the out-of-area work area) related to the performance information or its display (performance display), this may be cleared. After that, the information of the flag register is restored (POP) (step X60), and an interrupt is permitted (step X61). In addition to the case where no error has occurred, when a weak error (described later) or a strong error 1 (described later), which is an error other than the strong error 2, has occurred, the game is not stopped, and the processing of steps X58 to X60, including the performance display editing process, is executed. It is possible to configure the processing of steps X58 to X60 not to be executed when a weak error or a strong error 1 has occurred.
[0222] As described later, when moving to the performance display editing process, the stack pointer is switched from the in-area stack area related to game control to the out-area stack area related to safety device information, performance information, and performance display (display of performance information). At that time, since there is a possibility that the flags (especially the zero flag) of the flag register will change when the stack pointer for game control is saved in the stack pointer saving area of the RAM 111c, the information of the flag register is saved in advance in step X58.
[0223] On the other hand, when the game is stopped (step X57; Y), the game control device 100 allows an interrupt (step X61) without executing the performance display editing process, etc. In other words, when the safety device is activated or when strong error 2 occurs, the performance display editing process (particularly the base value calculation process during the performance display editing process) is not executed, so performance information such as the base value is not newly calculated and does not change. Note that it is also possible to configure the system to execute the performance display editing process, etc. without stopping the game, even if strong error 2 occurs. Also, by allowing the interrupt, it becomes possible to execute the timer interrupt process (FIG. 11).
[0224] In this embodiment, errors are classified into three types: weak error, strong error 1, and strong error 2. When the performance control device 300 receives an error / illegal command, it can set and execute error notifications of different strengths corresponding to weak error, strong error 1, and strong error 2 in the error / illegal setting process (step S156).
[0225] For example, the performance control device 300 may increase the volume of the error notification sound from the speakers 19a, 19b, or the brightness (luminance) of the LED (performance LED of the board decoration device 46 or frame decoration device 18) that lights up for error notification in the order of weak error < strong error 1 ≦ strong error 2. The speaker volume or LED brightness for strong error 1 and strong error 2 may be the same. Furthermore, the performance control device 300 may set the volume of the notification sound to the volume adjusted in the hall / player setting mode processing (step S11) (lower than the maximum volume) when a weak error occurs, and set the volume of the notification sound to the maximum volume when a strong error 1 or strong error 2 occurs.
[0226] Weak errors include a shoot ball out error in which a shoot ball out switch signal is generated in response to a shortage of game balls before payout, and an overflow error in which an overflow switch signal is generated in response to the lower tray 23 becoming full. In the case of a weak error, an external information signal is not output to the external information terminal 71 (see FIG. 59). Weak errors may also include a switch abnormality error and a payout abnormality error in which a status signal indicating a payout abnormality is generated.
[0227] Strong error 1 is a frame opening error related to frame opening, including a glass frame opening error and a main frame opening error (front frame opening error). In strong error 1, a door / frame opening signal (step X505) is output to the external information terminal 71 as an external information signal (see FIG. 59).
[0228] Strong error 2 is an error related to fraud, and preferably causes the game to be stopped, and includes magnet fraud, board radio wave fraud, frame radio wave fraud, vibration fraud, abnormal discharge error, V-pass error, big prize entry port fraud, and normal power fraud. In strong error 2, a security signal (step X522) is output to the external information terminal 71 as an external information signal (see FIG. 59). Strong error 2 may also include a remaining ball error. When strong error 2 occurs, the game (special chart change display game, normal chart change display game, round game, etc.) is stopped, and it can be determined that the game is stopped (step X57). Also, when strong error 2 occurs, it is possible to generate a game stop state (unplayable state, game prohibited state) in which the special chart change display game, normal chart change display game, round game (game during big win or small win) and the like cannot be executed as games, just like when the safety device is activated.
[0229] After step X61, the game control device 100 judges whether or not a power outage has occurred (step X62). If a power outage has not occurred (step X62; N), the process returns to step X56. This causes the loop process of steps X56 to X62 to be repeated until a power outage occurs. And, until a power outage occurs, performance information such as base values can be repeatedly calculated in the performance display editing process (step X59) unless the game is stopped, that is, unless the safety device is activated or a strong error 2 occurs.
[0230] In addition, since the cycle of the loop process is much shorter than the timer interrupt cycle (a predetermined time cycle, for example, 4 msec), the performance display editing process is executed many times during the interrupt cycle. Therefore, when a game ball enters the game or the number of balls discharged changes (a game ball enters the outlet 30b), the performance information such as the base value can immediately change.
[0231] When a power outage occurs (step X62; Y), the game control device 100 starts processing for when a power outage occurs, temporarily prohibits interrupts (step X63), and outputs off data to all output ports (step X64). After that, it saves power outage inspection area check data 1 in power outage inspection area 1 (step X65), and saves power outage inspection area check data 2 in power outage inspection area 2 (step X66). Furthermore, it executes a checksum calculation process to calculate a checksum when the RWM is powered off (step X67), and further saves the calculated checksum (step X68). Finally, it executes a process to prohibit access to the RWM (step X69), and waits until the power to the game machine is cut off.
[0232] In this way, by saving the check data in the power outage inspection area and calculating the checksum at the time of power interruption, it is possible to determine whether the information stored in the RWM before the power interruption has been correctly backed up when the power is turned on again.
[0233] The main processing has been described above, but for example, if the setting key switch and RAM initialization switch are turned on during the processing of steps X56 to X62, a judgment process similar to that of step X21 may be performed, and the probability setting change flag may be set as in step X32, making it possible to switch to the setting variable state (setting change mode) any number of times while the gaming machine 10 is running.
[0234] [RAM area configuration example] Fig. 8 is a diagram showing the configuration of the RAM 111c of the gaming microcomputer 111. As shown in Fig. 8, an in-area work area, an unused area, an in-area stack area, an unused area, an outside-area work area, an unused area, and an outside-area stack area are arranged from the top address of the RAM 111c. The unused area between the in-area work area and the in-area stack area (stack area for game control, stack area for in-area) and the unused area between the outside-area work area and the outside-area stack area (stack area for outside-area) may not be required.
[0235] The in-area work area (game control work area) of the RAM is a work area for game control that is read and written by in-area programs and read by out-area programs. The in-area work area includes a probability setting value area, a test signal output data area, a random number area, a switch control area, a segment area, a power outage inspection area 1, a power outage inspection area 2, a checksum area, etc., as well as a safety device operation flag area that indicates whether the safety device is in operation or not, and an acquired game ball number area that stores the number of acquired game balls acquired as prize balls within one timer interrupt (e.g. 4 msec).
[0236] The outside work area of the RAM is an area that is read and written by the outside program and read by the inside program. The outside work area includes a safety device counter area that stores a safety device counter value (difference in number of balls + initial value) corresponding to the difference in number of balls, a safety device operation information area that stores safety device operation information corresponding to the state of the safety device, and an old operation information area that stores old operation information, and can store safety device information related to the safety device. The safety device counter area (3 byte size) is basically not read by the inside program, but when the safety device counter value or information on the difference in number of balls is sent to the performance control device 300 by a difference in ball command, it may be read and referenced by the inside program. In this embodiment, the safety device counter value is a value obtained by adding a predetermined initial value (100,000) to the difference in number of balls in proportion to the difference in number of balls (safety device counter value = difference in number of balls + 100,000). However, the safety device counter value is not limited to this as long as it corresponds to the difference in number of balls and indicates the difference in number of balls.
[0237] Furthermore, the outside work area includes a work area for performance display related to performance information and performance display, and can store information related to performance information and performance display. In addition, the outside work 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 related to safety device information (including a safety device counter area, a safety device operation information area, and a previous operation information area) and the work area for performance display related to performance information and performance display may be clearly separated or may be mixed.
[0238] The out-of-area stack area is shared between processing related to performance information and performance display, and processing related to safety devices. The out-of-area stack area is also used when processing test signals and error monitoring.
[0239] Note that the in-area programs (programs for in-area processing) and out-area programs (programs for out-area processing) are distinguished by being arranged with unused areas in between in ROM 111b. The in-area programs of the ROM consist of game control programs and game control data, etc., and include a main program corresponding to the main processing (FIGS. 5 to 7) and an interrupt processing program corresponding to the timer interrupt processing described below. A subroutine of the main program or the interrupt processing program may become an out-area program. The out-area programs of the ROM include a safety device information initialization program corresponding to the safety device information initialization processing, a performance display edit processing program equivalent to the performance display edit processing, and an out-area integration processing program corresponding to the out-area integration processing described below.
[0240] [Safety device information initialization process] Next, the safety device information initialization process (step X53) in the main process will be described in detail. Fig. 9 is a flowchart showing the procedure of the safety device information initialization process. In the safety device information initialization process, the safety device counter area, the safety device operation information area, and the old operation information area are initialized or cleared, and the safety device information such as the safety device counter value, the safety device operation information, and the old operation information is set to an initial value (initial information). Note that the safety device operation information is information indicating the current state, and the old operation information indicates the state of the previous time (mainly one interrupt before).
[0241] The game control device 100 first saves the stack pointer in the stack pointer storage area of the outside work area (step X71), and sets the address value indicating the top of the outside stack area as the value of the outside stack area (stack area for outside area) in the stack pointer (step X72). As a result, the stack pointer indicating the stack to be used is switched from the inside stack area to the outside stack area.
[0242] Next, the game control device 100 saves (PUSHes) the register information (values) to the external stack area (step X73). The registers to be saved may be only the registers to be protected (registers used in the safety device information initialization process), or all general-purpose registers may be saved. To save all general-purpose registers, save (PUSH) them to both register bank 0 and register bank 1.
[0243] Next, the game control device 100 saves an initial value (100,000) in the safety device counter area, and the safety device counter value becomes the initial value (step X74). When the difference in the number of balls decreases from 0, such as when no big win occurs, the safety device counter value (=difference in the number of balls + initial value) may become smaller than the initial value, so the initial value is set to be greater than 0, but may be a value other than 100,000. In this way, when the power is restored (when the power is turned on), the safety device counter value is initialized (cleared) so as not to cause a disadvantage to the player, but the ceiling counter value indicating the number of times the special chart variation display game has been executed in a state other than the probability change state does not need to be initialized (cleared) when the power is restored unless the RAM initialization switch 112 is on. Then, the safety device non-operation information (value 0) corresponding to the non-operation state (normal state) of the safety device is saved as safety device operation information in the safety device operation information area (step X75). Furthermore, the safety device non-operation information (value 0) is saved as old operation information in the old operation information area (step X76).
[0244] Next, the game control device 100 restores the saved register (step X77), loads from the stack pointer storage area and sets the stack pointer (step X78), and ends the safety device information initialization process. The set stack pointer indicates the address of the stack area within the area.
[0245] In the above safety device information initialization process, if information is written directly to RAM without using a register, the register is not saved / restored. In this case, the register is not saved to RAM, so stack pointer related processes (steps X71, X72, X73, X77, X78) are not required. In addition, the saving / restoring of the flag register before and after the safety device information initialization process (steps X52, X54) is also not required.
[0246] In this embodiment, when the safety device counter value is 0 to 189999 (safety device counter = 0 to 189999), the safety device operation information becomes safety device non-operation information (value 0) corresponding to an unoperated state (operation notice state, operation warning state, or normal state where the safety device is not operated (normal)) in which the safety device is not operated (normal). When the safety device counter value is 190000 to 194999 (safety device counter = 190000 to 194999), the safety device operation information becomes safety device operation notice information (value 1) corresponding to an operation notice state that warns of the operation of the safety device.
[0247] In addition, when the safety device counter value reaches the counter reference value of 195000 (safety device counter = 195000) but the game is not stopped, the safety device operation information becomes 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, even if the difference in the number of balls (= safe balls number - discharged balls number) reaches the difference in the number of balls reference value of 95000, since the player is in a big win or a small win, the above-mentioned condition (1) is met but condition (2) is not met, which corresponds to the case where the operation condition of the safety device is not met.
[0248] Furthermore, when the safety counter value reaches 195000 (safety counter = 195000) and the game is stopped, the safety activation information becomes safety activation information (value 3) corresponding to the activation state (activation state) in which the safety is activated. In this case, the difference in the number of balls reaches the difference in the number of balls reference value 95000 and the game is neither a big win nor a small win, so both of the above conditions (1) and (2) are satisfied, which corresponds to the case where the activation condition of the safety is satisfied.
[0249] [Performance display editing process] Next, the performance display edit process (step X59) in the main process will be described in detail with reference to Fig. 10. The performance display edit process is a flowchart showing the procedure of the performance display edit process.
[0250] The game control device 100 first saves the stack pointer in the stack pointer storage area of the outside work area (step X81), and sets the address value indicating the head of the outside stack area (stack area for outside area) as the value of the outside stack area in the stack pointer (step X82). As a result, the stack pointer indicating the stack to be used is switched from the inside stack area to the outside stack area.
[0251] Next, the game control device 100 pushes the register information (values) for both register bank 0 and register bank 1 to the external stack area (step X83). It is preferable to push all general-purpose registers here. Then, a validity check is performed to determine the validity of the performance display work area in the external work area, and if it is invalid and abnormal, the performance display work area is initialized (including initial value setting) (step X84).
[0252] In the validity judgment, if a value stored in the performance display work area is a value that is impossible in terms of design or deviates from the design value (if it is outside a predetermined range), it can be judged to be invalid. For example, it is judged whether a specific value (e.g., 5Ah) is stored in the performance display RAM initialization completion flag indicating that the performance display work area has been initialized, it is judged whether a number that manages the progress of a division process used for base value calculation or the like is within a predetermined range, it is judged whether the value of the switch counter is within a range equal to or less than the number of switches to be monitored, it is judged whether the display period management number indicating the current display period is within the range of the number of periods (0 to 3), and it is judged whether the aggregation time period number indicating the current aggregation time period is within the range of the number of intervals (0 to 4). In this way, in the validity judgment, it is preferable to judge whether the value of the area used as a pointer to the data table is within a predetermined range. This makes it possible to prevent the program from running out of control by acquiring a value outside the range. In addition, it is effective because the validity judgment is performed for each performance display editing process.
[0253] Furthermore, since a validity check is performed each time the performance display editing process is executed, if the performance display work area is invalid, it can be immediately initialized, thereby preventing abnormal performance display (display of abnormal base values, etc.) as much as possible.
[0254] Additionally, when initializing the work area for displaying performance (including setting initial values), the area other than the stack pointer storage area is initialized in order to protect the stack pointer storage area. In this embodiment, the outside-area stack area is not initialized, but it may be initialized. Even when initializing the outside-area stack area, the register values saved in the outside-area stack area are protected and not initialized. The initialization of the work area for displaying performance is performed separately from the initialization of the work area within the area (work area for game control) and the stack area within the area (stack area for game control), so it does not affect the work area within the area and the stack area within the area.
[0255] Next, the game control device 100 judges whether it is time to switch the counting period for counting the data (such as the number of normal out balls and the number of normal winning balls) that is the basis for calculating the base value (ball payout rate) (step X85). The counting period is set for the total number of out balls (total number of discharged balls, total number of outs) since the power is turned on, and the counting period is switched every time the total number of out balls reaches a number of predetermined numbers (for example, every time it increases by 60,000).
[0256] For example, the timing for switching time windows is when the total number of balls out since power-on reaches a predetermined number of 300, 60,300, 120,300, 180,300,... In other words, the width of each time window is basically 60,000 except for the first time window, where the first time window is 0 to 300, the second time window is 300 to 60,300, the third time window is 60,300 to 120,300, the fourth time window is 120,300 to 180,300, the fifth time window is 180,300 to 240,300,... The time window numbers for the first to fifth time windows are 0 to 4, respectively, and the time window number for the sixth time window and onwards is maintained at 4. The current time window number is stored in the work area for displaying performance.
[0257] When it is time to switch the counting interval (step X85; Y), the game control device 100 sets the switching of the counting interval (step X86). In setting the switching of the counting interval, the total out counter that counts the total number of out balls (total number of outs), the normal out counter that counts the number of normal out balls (normal number of outs), which is the number of out balls (number of discharged balls) in each counting interval, and the normal prize ball number counter that counts the number of normal prize balls, which is the total number of prize balls (number of acquired balls) in each counting interval, are cleared, and the final base value (or latest base value) of each counting interval is shifted (moved) to the base value storage area of the adjacent counting interval.
[0258] When it is not time to switch the counting period (step X85; N), the game control device 100 judges whether or not there is a switch input to the input port to be monitored (step X87). In this embodiment, the input ports to be monitored are the third input port 124 and the fourth input port 126 (see FIG. 3).
[0259] Here, the switch rising edge information copied to the performance display work area for each input port to be monitored (copied in step X713 in Figure 64) is checked. For each input port to be monitored, there is an 8-bit area for storing the copied switch rising edge information. If the switch rising edge information for all input ports to be monitored is all 0, it can be determined that there is no input, and in all other cases it can be determined that there is input. Note that, as for the switch rising edge information, unless masked when copying, the bit corresponding to a switch that has had a new input (detection) in the input processing (step X103) is set to 1, and the bit corresponding to a switch that has not had a new input is set to 0.
[0260] When there is a switch input to the input port to be monitored (step X87; Y), the game control device 100 checks the input of the switch (target switch) corresponding to the switch counter to obtain the input information (step X88). The target switches here are the lower large winning hole switch 38a of the first special variable winning device 38, the upper large winning hole switch 39a of the second special variable winning device 39, the start hole 1 switch 36a of the first start winning hole 36, the start hole 2 switch 37a of the second start winning hole 37 (normal variable winning device), the winning hole switch 35a (left winning hole switch, right winning hole switch) of the general winning hole 35, the out ball detection switch 74, etc., which can change the base value (or ball output rate) by detecting a game ball.
[0261] Next, the game control device 100 judges whether or not the target switch is in its valid period (step X89). In addition, if a large prize winning port fraud or a normal power fraud occurs and the winning into the large prize winning port or the second start winning port 37 is invalid, that is, the large prize winning port switches 38a, 39a and the start port 2 switch 37a may not be valid. In addition, there are switches that are always valid, such as the first start winning port 36 and the out ball detection switch 74.
[0262] When the target switch is in its valid period (step X89; Y), the game control device 100 judges whether or not there is an input to the target switch corresponding to the switch counter (step X90). When the target switch is not in its valid period (step X89; N) or when there is no input to the target switch (step X90; N), the game control device 100 proceeds to the processing of step X98.
[0263] When there is an input to the target switch (step X90; Y), the game control device 100 clears the input information (1 bit) of the bit corresponding to the target switch (step X91) and judges whether or not it is in the normal base state (step X92). The normal base state (low base state) is a period during which the base value can be calculated and updated, and is the normal game state in this embodiment.
[0264] When the game control device 100 is in the normal base state (normal game state) (step X92; Y), if the target switch is a switch that awards prize balls, it updates the normal prize ball count, which is the total number of prize balls in the counting period, by adding the number of prize balls corresponding to the target switch (step X93). Next, if the target switch is the out ball detection switch 74, it updates the normal out ball count (normal out number, normal discharged ball number), which is the number of out balls in the counting period, by adding 1 (step X94). Next, if the target switch is the out ball detection switch 74, it updates the total out ball count (total out number, total discharged balls) by adding 1 (step X95).
[0265] In this embodiment, the out ball detection switch 74 detects all game balls discharged from the game area 32 (i.e., all game balls that have passed through the winning opening or the out opening 30b). Not only the game balls that have entered the out opening 30b, but also the game balls that have entered the winning openings (the first start winning opening 36, the second start winning opening 37, the big winning opening, or the general winning opening 35) are guided to the out ball detection switch 74 via a passage or the like (not shown) and detected.
[0266] When the game control device 100 is not in the normal base state (step X92; N), which is the normal game state, it updates only the total number of out balls without updating either the number of normal prize balls or the number of normal out balls (step X95). Therefore, in a high base state (second game state, time-saving state, probability change state, or special game state) that is not the normal base state, neither the number of normal prize balls nor the number of normal out balls is updated, and the base value (number of normal prize balls ÷ number of normal out balls) calculated from the number of normal prize balls and the number of normal out balls is not updated and remains unchanged. It is also possible to eliminate the determination process regarding the normal base state in step X92 and configure the base value to be updateable (changeable) as the ball output rate in all game states.
[0267] Next, the game control device 100 updates the switch counter by +1 in order to change the target switch to the next one in the next performance display editing process (step X96). Note that the performance display editing process is executed at a time interval (for example, several μsec) that is much shorter than the interrupt period of the timer interrupt (predetermined time period, for example, 4 msec) due to the loop process in the main process. For this reason, the performance display editing process is repeatedly executed during the interrupt period, and the switch counter (for example, 0 to 7) covers the bits (for example, bit 0 to bit 7) of all switches for each input port to be monitored. In addition, the switch counter is updated to 0 after the final value (for example, 7), and the switch input for the next input port to be monitored is checked. For example, the switch input for the third input port 124 is checked first, and then the switch input for the fourth input port 126 is checked.
[0268] On the other hand, when there is no switch input to any of the monitored input ports (step X87; N), the game control device 100 executes a base value calculation process (predetermined process) to calculate a base value (step X97). There may be cases where there is no switch input to any of the monitored input ports from the beginning. On the other hand, even if there is a switch input to some or all of the monitored input ports from the beginning, after the switch input is checked for all of the monitored input ports, the input information for the target switches that have had an input is cleared (step X91), so that there is no switch input to any of the monitored input ports.
[0269] In the base value calculation process, the base value is the ratio of the number of normal prize balls to the number of normal out balls, and is calculated by the number of normal prize balls divided by the number of normal out balls. Therefore, when a ball enters the starting winning hole (starting winning hole 36, normal variable winning device 37), the large winning hole, or the general winning hole 35, in the first stage, the number of normal prize balls is updated and changed by the input (detection) of the winning hole switch 35a, 36a, 37a, 38a, 39a to which the prize ball is given, and the base value changes, and in the second stage, the number of normal out balls is updated and changed by the input (detection) of the out ball detection switch 74, and the base value changes. In other words, when one game ball enters a winning hole, the base value changes (is affected) in two stages. When a ball enters the out hole 30b that opens to the game board 30, the number of normal out balls is updated and changed by the input (detection) of the out ball detection switch 74, and the base value also changes. On the other hand, when a ball enters the normal starting gate 34, the number of normal prize balls and the number of normal out balls are not updated or changed by the ball itself, so the base value is maintained unchanged. Even if a ball enters the normal starting gate 34, the number of normal prize balls is not updated because no prize balls are awarded.
[0270] Regardless of whether the base value has changed or not, the processing of steps X224 to X230 of the output processing will output the base value as a performance display on the performance display device 152. However, when the safety device is activated and the game is stopped, or when a strong error 2 occurs and the game is stopped, the performance display device 152 outputs off data and turns off.
[0271] As a special example, calculation of the base value may be performed only during the real-time value display period when the real-time value (bL.) of the base value is displayed. In this special example, the normal number of winning balls and the normal number of out balls are updated until the real-time value display period arrives, but the base value is not calculated and does not change.
[0272] After step X96 or step X97, the game control device 100 restores the saved register (step X98), loads from the stack pointer storage area and sets the stack pointer (step X99), and ends the performance display editing process. The set stack pointer indicates the address of the stack area within the area.
[0273] In addition, in Figure 10, the processing of step X97 can be performed immediately after step X94, so that the base value calculation processing is performed immediately after the number of normal prize balls or the number of normal out balls is updated, without waiting for the input check of all switches of the input port to be monitored.
[0274] [Timer interrupt processing] Next, the timer interrupt process will be described. Fig. 11 is a flow chart showing the procedure of the timer interrupt process (interrupt process program). The timer interrupt process is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111a. When a timer interrupt occurs in the gaming microcomputer 111, the timer interrupt process is started.
[0275] When the timer interrupt process is started, the game control device 100 first specifies register bank 1 as the register bank to be used (step X101), and sets the upper address of the RAM start address in a specified register (step X102). By switching from register bank 0 used in the main process to register bank 1 at the start of the timer interrupt process, it is equivalent to saving the register used in the main process. Note that when the timer interrupt process is started, the interrupt is automatically disabled.
[0276] Next, the game control device 100 executes input processing to read inputs from various sensors and switches, signals, that is, the state of each input port (step X103). Next, based on the probability setting change flag and the probability setting confirmation flag, it is determined whether the probability setting is being changed or confirmed (step X104). If the probability setting is being changed or confirmed (step X104; Y), a probability setting change / confirmation process is executed to change or confirm the probability setting value (step X105).
[0277] When the game control device 100 is not changing the probability setting or checking the probability setting (step X104; N), it executes output processing (step X106) for controlling the drive of actuators such as solenoids (for example, the large prize opening solenoids 38b, 39b) and for controlling the drive of LEDs (light emission control) based on the output data set in various processes. Note that, if a firing stop signal is output in the processing of step X5 in the main processing, a firing permission signal can be output by performing this output processing, and the firing permission signal can be set to the permitted state.
[0278] Next, the game control device 100 executes a payout command transmission process (step X107) that outputs the commands (payout commands, etc.) set in the transmission buffer in various processes to the payout control device 200. After that, it executes a win port switch / status monitoring process (step X108) that monitors whether or not there is a normal signal input from the start port 1 switch 36a, the start port 2 switch 37a, the win port switch 35a, and the large win port switches 38a and 39a, and monitors errors (such as whether the front frame or glass frame is open).
[0279] Next, the game control device 100 judges whether the game is stopped or not (step X109). When the safety device is activated or when a strong error 2 that requires the game to be stopped occurs, it can be judged that the game is stopped.
[0280] When the game is not stopped (step X109; N), the game control device 100 executes special game processing (step X110), accessory game processing (step X111), normal game processing (step X112), and segment LED editing processing (step X113). After that, it executes the processing from step X114 onwards. In addition to the case where no error occurs, the game control device 100 executes special game processing (step X110), accessory game processing (step X111), normal game processing (step X112), and segment LED editing processing (step X113) even when a weak error and a strong error 1 occur.
[0281] In the segment LED editing process, settings related to the driving of some of the multiple segment LEDs constituting the collective display device 50 (such as the memory display section and round display section: LED lamps D3 to D7, D11 to D17) are executed. Settings related to the driving of the other part of the collective display device 50 (variable display section: LED lamps D1, D2, D8, D10, D18) are executed in the pattern variation control process (steps A16, A18, C15). Settings related to the driving of another part of the collective display device 50 (probability state display section: LED lamp D9) are executed in the power outage recovery process (step X48) or the like.
[0282] When the game is stopped (step X109; Y), the game control device 100 proceeds to the processing of step X114 and after without executing the special game processing (step X110), the accessory game processing (step X111), the normal game processing (step X112), and the segment LED editing processing (step X113). In this way, when the safety device is activated or when the game is stopped due to the occurrence of the strong error 2, the special game processing (step X110) and the normal game processing (step X112) are not executed, so the number of reserved special games (steps A136, A532) and the number of reserved normal games (steps C107, C318) do not change. On the other hand, when a weak error or strong error 1 occurs, the game is not stopped and the special game processing (step X110) and the regular game processing (step X112) are executed, so the number of special reserved games (steps A136, A532) and the number of regular reserved games (steps C107, C318) can be changed by updating by +1 (when a reservation is generated) or by updating by -1 (when a reservation is consumed).
[0283] In addition, it is possible to configure the special game processing (step X110), the accessory game processing (step X111), the normal game processing (step X112), and the segment LED editing processing (step X113) to be executed in part and not executed in other parts depending on the type of error such as weak error, strong error 1, and strong error 2. For example, when strong error 2 occurs, only the segment LED editing processing may be executed.
[0284] Furthermore, the game control device 100 executes a safety device-related process that can transmit safety device operation information corresponding to the state of the safety device as a presentation command to the presentation control device 300 and set a safety device operation flag (step X114). Then, it executes a magnet tampering monitoring process that checks the detection signal from the magnetic sensor switch 61 and determines whether there is an abnormality (step X115). Furthermore, it executes a radio wave tampering monitoring process (board radio wave tampering monitoring process) that checks the detection signal from the board radio wave sensor 62 of the game board and determines whether there is an abnormality (step X116).
[0285] After that, the game control device 100 executes a vibration fraud monitoring process to monitor fraud caused by vibration based on the input from the vibration sensor 65 (step X117). Next, an abnormal discharge monitoring process to monitor abnormal discharge from the large prize winning port is executed (step X118). In the abnormal discharge monitoring process, abnormal discharge of the special variable prize winning device 39 is monitored based on input from the large prize winning port switches 38a, 39a, the specific area switch 72a (V prize winning port switch), and the remaining ball discharge port switch 73 in the special variable prize winning devices 38, 39, and an abnormal discharge occurrence flag is set when an abnormal discharge occurs. Note that the game balls that pass through the large prize winning port switches 38a, 39a of the special variable prize winning devices 38, 39 are discharged through the specific area switch 72a (V prize winning port switch) or the remaining ball discharge port switch 73.
[0286] Next, the game control device 100 executes an external information editing process that sets signals to be output to various external devices in an output buffer (step X119). Then, as in step X109, it is determined whether or not the game is stopped (step X120).
[0287] When the game is not stopped (step X120; N), the game control device 100 saves the flag register to the in-area stack area (step X121) and executes an outside-area integration process (step X122) that updates the safety device counter value (calculates the difference in the number of balls) and controls the display of the performance display device 152. After that, the flag register is restored (step X123) and the timer interrupt process is terminated. When the safety device is not activated and the strong error 2 has not occurred, the game is not stopped and the processes of steps X121 to X123 are executed, including the outside-area integration process.
[0288] As described later, when moving to the outside area integration process, the stack pointer is switched from the inside area stack area related to game control to the outside area stack area. At that time, since there is a possibility that the flags (especially the zero flag) of the flag register will change when the stack pointer for game control is saved in the stack pointer saving area of the RAM 111c, the flag register is saved in advance in step X121.
[0289] On the other hand, when the game is stopped (step X120; Y), the game control device 100 ends the timer interrupt process without executing the outside area integration process, etc. In other words, when the safety device is activated or when the strong error 2 occurs, the outside area integration process is not executed, so the safety device counter value is not updated and the display contents of the performance display such as the base value are not updated. This makes it possible to omit unnecessary control during the game stop.
[0290] Unlike the above, even if a strong error 2 occurs, the game is not stopped, and a special game process (step X110), a bonus game process (step X111), a normal game process (step X112), and a segment LED editing process (step X113) can be executed. In addition, even if a strong error 2 occurs, a configuration in which an outside area integration process, etc. is executed can also be performed.
[0291] In addition, when the timer interrupt processing returns, the interrupt disabled state and the register bank designation are automatically restored. However, depending on the CPU used, processing to enable interrupts and processing to return the register bank designation to register bank 0 may be performed after the external information editing processing.
[0292] [Output processing] Next, the output process (step X106) in the timer interrupt process (FIG. 11) will be described in detail. FIG 12 is a flowchart showing the procedure of the output process.
[0293] The game control device 100 first outputs off data to the output port 135 (segment output port) (see FIG. 3) that outputs data on the segments of the collective display device (LED) 50, and resets the output port 135 (step X201). Next, it sets off output data for all solenoids (big prize opening solenoids 38b, 39b, lever solenoid 72b, normal power solenoid 37c) (step X202). Then, as in step X109, it determines whether or not the game is stopped (step X203). If the safety device is activated or if a strong error 2 that requires the game to be stopped occurs, it can be determined that the game is stopped.
[0294] When the game is not stopped (step X203; N), the game control device 100 synthesizes data to be output to the solenoid output port 134 that outputs data of the large prize opening solenoids 38b, 39b, the lever solenoid 72b, and the normal power solenoid 37c (step X204). Then, it outputs data to the solenoid output port 134 (step X205). When the game is stopped (step X203; Y), it does nothing, proceeds to the processing of step X205, and outputs off data (step X202) to the solenoid output port 134. As a result, when the game is stopped, the operation of all solenoids is stopped, and the large prize opening, the specific area 72, the normal variable prize opening device 37, etc. are closed and are in a closed state. In this way, when the game is stopped, the large prize opening is closed and round play (play during a large win or a small win) cannot be performed.
[0295] The game control device 100 then updates the value of the digit counter for sequentially scanning the digit lines of the collective display device (LED) 50 by +1 within the range of 0 to 3 (it only adds 1, but updates to 0 after 3) (step X206). Furthermore, it acquires digit output data for the digit line of the LED corresponding to the digit counter value (step X207). Then, it combines the acquired digit output data and external information data (step X208), and outputs the combined data to the digit output / external information output port 136 (step X209).
[0296] Next, the game control device 100 sets OFF data as segment output data to the segment line (step X210). Then, it sets output data for prohibiting firing (step X211). Furthermore, like step X203, it determines whether the game is stopped (step X212).
[0297] When the game is not stopped (step X212; N), the game control device 100 loads the segment output data from the segment area in the RAM 111c corresponding to the value of the digit counter to the segment line (step X213), sets the output data for launch permission (step X214), and outputs the loaded segment output data to the output port 135 for segment output (step X215). Note that this segment area may be included in the work area within the area (work area for game control).
[0298] In this way, when the game is not stopped, each time the value of the digit counter is updated by +1 within the range of 0 to 3, a new digit line is selected, and segment output data is output to the eight segment lines of the digit to which this digit line is connected. Digits 0 to 3 (digits 0 to 3) are selected in sequence, and a dynamic drive method (dynamic lighting control) for the collective display device 50 is realized.
[0299] On the other hand, when the game is stopped (step X212; Y), the game control device 100 outputs off data (step X210) to the output port 135 for segment output (step X215) without processing steps X213 and X214. As a result, in a game stopped state where the safety device is activated or strong error 2 occurs, the collective display device 50 is turned off. As a result, the special chart variation display game and the normal chart variation display game cannot be executed in a game stopped state. Then, a player who sees the collective display device 50 can recognize that the game is stopped, that the safety device has been activated, or that strong error 2 (fraudulent error) has occurred.
[0300] Next, the game control device 100 loads and synthesizes the external information data to be output to the external information terminal 71 (step X216), further synthesizes the synthesized external information data with the output data of launch permission or launch prohibition (step X217), and finally outputs the synthesized data to the external information / launch permission signal output port 137 (step X218). Here, if the game is not stopped, the output data becomes launch permission (step X214), and if the game is stopped, the output data becomes launch prohibition (launch stop) (step X211). As a result, in the game stop state when the safety device is activated or when the strong error 2 occurs, the launch of the game ball from the ball launcher is prohibited, while if the game is not stopped, the launch of the game ball from the ball launcher is permitted. It is also possible to configure the ball launcher to be permitted to launch the game ball from the ball launcher even in the game stop state, and not to prohibit launch (launch stop).
[0301] Next, the game control device 100 loads and synthesizes data to be output to the test terminal output port 1 on the relay board 70 that outputs the test signal to the test firing test device, and outputs the synthesized data to the test terminal output port 1 on the relay board 70 (step X219). After that, it loads and synthesizes data to be output to the test terminal output port 2 on the relay board 70 that outputs the test signal to the test firing test device, and outputs the synthesized data to the test terminal output port 2 on the relay board 70 (step X220).
[0302] Next, the game control device 100 loads and synthesizes data to be output to the test terminal output port 3 on the relay board 70 that outputs the test signal to the test firing test device, and outputs the synthesized data to the test terminal output port 3 on the relay board 70 (step X221). Furthermore, it loads and synthesizes data to be output to the test terminal output port 4 on the relay board 70 that outputs the test signal to the test firing test device, and outputs the synthesized data to the test terminal output port 4 on the relay board 70 (step X222). Then, it loads and synthesizes data to be output to the test terminal output port 5 on the relay board 70 that outputs the test signal to the test firing test device, and outputs the synthesized data to the test terminal output port 5 on the relay board 70 (step X223).
[0303] Next, the game control device 100 outputs off data to the output port 141 (segment output port 2) that outputs data of the segment of the performance display device (LED) 152, and resets the output port 141 (step X224). Next, the value of the digit counter 2 for sequentially scanning the digit lines of the performance display device 152 is updated by +1 in the range of 0 to 3 (only 1 is added, but after 3 it is updated to 0) (step X225). Furthermore, the digit output data to the digit line of the LED corresponding to the value of the digit counter 2 is obtained (step X226). Then, the obtained digit output data is output to the output port 142 (digit output port 2) (step X227).
[0304] Next, the game control device 100 judges whether or not the game is stopped, as in step X203 etc. (step X228). If the game is not stopped (step X228; N), it loads segment output data from the performance display device segment area in the RAM 111c corresponding to the value of the digit counter 2 (step X229). The performance display device segment area is included in the performance display work area related to performance information and its display (performance display). Then, it outputs the loaded segment output data to the output port 141 (segment output port 2) for the performance display device 152 (step X230), and then ends the output process.
[0305] On the other hand, when the game is stopped (step X228; Y), the game control device 100 ends the output process without executing the processes of step X229 and step X230. Therefore, when the game is stopped due to the safety device being activated or when the game is stopped due to the occurrence of a strong error 2, the segment output data of the performance display device segment area cannot be output to the output port 141, so the off data of step X224 is output as it is to the output port 141 for the performance display device 152. In this case, when the value of the digit counter 2 goes through the range of 0 to 3, the performance display device 152 forcibly turns off all LEDs and becomes invisible, and the person in charge or the attendant of the game facility who sees the performance display device 152 can recognize that the game is stopped, that the safety device has been activated, or that a strong error 2 (fraudulent error) has occurred.
[0306] It is also possible to configure the game to not stop even if strong error 2 occurs, but to execute processing such as steps X229 and X230.
[0307] [Winning port switch / status monitoring process] Next, the details of the winning port switch / state monitoring process (step X108) in the timer interrupt process (FIG. 11) will be described. FIG. 13 is a flow chart showing the procedure of the winning port switch / state monitoring process.
[0308] The game control device 100 first clears the number of acquired game balls area included in the work area within the area to 0 (step X301). As a result, the number of acquired game balls area becomes an area that stores the number of acquired game balls, which is the number of prize balls (total) acquired within one interrupt (within a predetermined time period). The number of acquired game balls is equal to the increase in the number of safe balls within one interrupt. Then, a winning port monitoring table 1 corresponding to the upper large winning port switch 39a in the upper large winning port (special variable winning device 39) is prepared (step X302). Then, even though the upper large winning port is not open, a fraud & winning monitoring process is executed to monitor whether there is any illegal winning at the upper large winning port and to detect normal winning (step X303).
[0309] After that, the game control device 100 prepares the winning port monitoring table 2 corresponding to the lower large winning port switch 38a in the lower large winning port (special variable winning device 38) (step X304). Then, even though the lower large winning port is not open, it monitors whether there is any illegal winning at the lower large winning port and executes the illegal & winning monitoring process to detect normal winning (step X305).
[0310] The game control device 100 then prepares a winning port monitoring table corresponding to the start port 2 switch 37a in the normal variable winning device 37 (step X306). Then, it executes a fraud & winning monitoring process to monitor for fraudulent winning and detect normal winning (step X307). Next, it prepares a winning port monitoring table for a winning port switch that allows winning at any time and does not require fraud monitoring (step X308). Examples of winning port switches that allow winning at any time include the start port 1 switch 36a and the general winning port 35.
[0311] Next, the game control device 100 executes a winning number counter update process to update the winning number (step X309). Then, it updates a status scan counter to specify which switch or signal among the multiple switches and signals whose states should be monitored should be monitored this time (step X310). The status scan counter is updated within the range of 0 to 3.
[0312] After that, the game control device 100 prepares the game machine state monitoring table 1 for setting the state to be monitored according to the value of the state scan counter (step X311). Then, it executes the game machine state check process to determine the state such as whether an error has occurred (step X312).
[0313] By referring to the gaming machine status monitoring table 1 for the value of the status scan counter, when the value of the status scan counter is 0, monitoring of the status (switch abnormality error) based on the abnormality detection signal output due to an occurrence such as a switch connector coming loose is set, and when the value of the status scan counter is 1, monitoring of the status (shoot ball out error) based on the chute ball out switch signal from the payout control device 200 is set. When the value of the status scan counter is 2, monitoring of the status (overflow error) based on the overflow switch signal is set, and when the value of the status scan counter is 3, monitoring of the status (payout abnormality error) based on the payout abnormality status signal is set. In this way, weak errors are monitored in the gaming machine status monitoring table 1.
[0314] Next, the game control device 100 prepares the game machine state monitoring table 2 for setting the state to be monitored according to the value of the state scan counter (step X313). Then, executes the game machine state check process to determine the state such as whether an error has occurred (step X314).
[0315] By referring to the gaming machine status monitoring table 2 for the value of the status scan counter, when the value of the status scan counter is 0, monitoring of the status based on the signal output from the glass frame open detection switch (glass frame open error) is set, and when the value of the status scan counter is 1, monitoring of the status based on the signal output from the main frame open detection switch (main frame open error, front frame open error) is set. Also, when the value of the status scan counter is 2, monitoring of the status based on the frame radio wave illegal signal (frame radio wave illegal) is set, and when the value of the status scan counter is 3, monitoring of the status based on the touch switch signal is set.
[0316] Next, the game control device 100 judges whether the value of the status scan counter is 0 or not (step X315). Then, if the value of the error scan counter is not 0 (step X315; N), the game control device 100 proceeds to the processing of step X317.
[0317] In addition, if the value of the error scan counter is 0 (step X315; Y), the game control device 100 executes a payout busy signal check process (step X316) to set a busy signal status (payout busy signal flag) based on the payout busy signal indicating whether the payout control device 200 is able to start payout control, and proceeds to processing of step X317.
[0318] The process of step X316 is executed only when the value of the status scan counter, which is updated at each timer interrupt, is 0, so that the process is executed once every four timer interrupts. In other words, if the timer interrupt occurs every 4 ms, the process of step X316 is executed every 16 ms.
[0319] Next, the game control device 100 executes a V-passing timing monitoring process for monitoring whether or not the game ball passes through the specific area switch 72a at an inappropriate timing (step X317). In the V-passing timing monitoring process, if a detection signal of the specific area switch 72a occurs at an inappropriate timing, it is determined that a V-passing error has occurred.
[0320] Next, the game control device 100 executes a remaining ball monitoring process to monitor whether or not there are any game balls remaining in the specific area switch 72a (step X318), and ends the winning port switch / state monitoring process.
[0321] In addition, the V-passing timing monitoring process and remaining ball monitoring process in the winning port switch / status monitoring process are necessary for so-called Type 1 / Type 2 mixed machines (Type 1+2 machines) such as this embodiment, but may not be necessary for normal Type 1 pachinko machines.
[0322] [Fraud & Winning Monitoring Processing] 14 is a flow chart showing the procedure of the fraud and winning monitoring process. The fraud and winning monitoring process is executed in steps X303, X305, and X307 in the winning port switch / state monitoring process shown in FIG.
[0323] The fraud & winning monitoring process is a process performed on the lower large winning port switch 38a in the special variable winning device 38, the upper large winning port switch 39a in the special variable winning device 39, and the winning port switch (start port 2 switch 37a) in the normal variable winning device 37. The second start winning port (normal variable winning device 37) and the large winning port (special variable winning devices 38, 39) are prone to fraud whereby the opening and closing member is forcibly opened to insert game balls and pay out prize balls, so in addition to detecting winning, they are monitored for fraud.
[0324] The game control device 100 first checks the fraudulent monitoring period flag of the winning port switch to be monitored for errors (step X321), and judges whether or not it is in the fraudulent monitoring period (step X322). For example, the fraudulent monitoring period is a period during which the winning port switch to be monitored for errors does not detect game balls, and is a period other than the special game state in which the special variable winning device 38 is opened when the winning port switch is the lower large winning port switch 38a.
[0325] If it is the fraudulent monitoring period (step X322; Y), the game control device 100 judges whether there is an input to the target winning port switch (step X323). If there is no input to the target winning port switch (step X323; N), it loads the target notification timer update information (step X332). If there is an input to the target winning port switch (step X323; Y), it updates the target fraudulent winning count by +1 (step X324), and judges whether the incremented fraudulent winning count is equal to or greater than the fraud occurrence determination count (e.g., 5) of the monitored target (step X325).
[0326] The reason for setting the number of judgments to five is to prevent fraud from being judged as occurring, for example, if a game ball gets caught in the door member of the large prize opening when the large prize opening is switched from an open state to a closed state, and the game ball wins after the effective period of the count switch has expired, or if there is noise in the signal, and to prevent fraud from being easily judged as an error even when there is no fraud.
[0327] If the number is not equal to or greater than the judgment number (step X325; N), the game control device 100 prepares a winning port monitoring table for the target winning port switch (step X330). If the number is equal to or greater than the judgment number (step X325; Y), the number of illegal wins is kept at the number of illegal occurrence judgments (step X326), and an initial value (for example, 60000 ms) is saved in the target illegal win notification timer area (step X327).
[0328] Next, the game control device 100 prepares the target fraud occurrence command as a performance command (step X328), and further prepares a fraud win occurrence flag as a fraud flag (step X329). Then, the prepared fraud flag is compared with the value of the target fraud flag area (step X340).
[0329] On the other hand, when it is not the fraudulent monitoring period (step X322; N), the game control device 100 prepares the winning port monitoring table of the target winning port switch (step X330), and executes the winning number counter update process to set the winning ball (step X331). The details of the winning number counter update process will be described later.
[0330] Then, the game control device 100 loads the target notification timer update information (step X332), and determines whether or not the notification timer update is permitted (step X333). If the notification timer update is not permitted (step X333; N), the fraud & winning monitoring process is terminated. On the other hand, if the notification timer update is permitted (step X333; Y), the target notification timer is updated by -1 if it is not 0 (step X334). The minimum value of the notification timer is set to 0.
[0331] The update of the notification timer is permitted when the winning port switch that is the object of error monitoring is the winning port switch (start port 2 switch 37a) in the normal variable winning device 37. Also, when there are two winning port switches in one special variable winning device (large winning port), the update of the notification timer is permitted when one of the winning port switches is the object of error monitoring, but is not permitted when the other winning port switch is the object of error monitoring. This prevents the notification timer from being updated twice as frequently for an illegal notification for one special variable winning device, and the timer from running out in half the specified time (for example, 60,000 ms).
[0332] After that, the game control device 100 judges whether the value of the alarm timer is 0 or not (step X335), and if the value is not 0 (step X335; N), that is, if the timer has not yet timed out, ends the fraud & winning monitoring process. Also, if the value of the alarm timer is 0 (step X335; Y), that is, if the timer has timed out or has already timed out, prepares the target fraud release command as a performance command (step X336), and prepares a fraud win release flag as a fraud flag (step X337). Then, it judges whether the moment when the alarm timer value becomes 0 has come (step X338).
[0333] When the value of the alarm timer reaches 0 (step X338; Y), that is, when the value of the alarm timer reaches 0 during this fraud & winning monitoring process, the game control device 100 clears the number of fraudulent winnings in question (step X339).
[0334] In addition, after the processing of step X339 is completed, or if it is not the moment when the value of the alarm timer becomes 0 (step X338; N), that is, if the value of the alarm timer becomes 0 in the previous or previous fraud & winning monitoring processing, the game control device 100 compares the prepared fraud flag with the value of the target fraud flag area (step X340).
[0335] Then, if the prepared fraud flag and the value of the target fraud flag area match (step X340; Y), the game control device 100 ends the fraud & winning monitoring process. Also, if the prepared fraud flag and the value of the target fraud flag area do not match (step X340; N), the game control device 100 saves the prepared fraud flag in the target fraud flag area (step X341) and executes the performance command setting process (step X342). Then, the fraud & winning monitoring process ends.
[0336] Through the above processing, when fraud occurs, a fraud occurrence command is sent to the performance control device 300, and when fraud is cleared, a fraud clear command is sent to the performance control device 300, thereby setting the start and end of fraud notification.
[0337] [Winning Number Counter Update Process] Fig. 15 is a flow chart showing the procedure of the winning number counter update process. The winning number counter update process is executed in step X309 of the winning port switch / status monitoring process shown in Fig. 13 and in step X331 of the fraud and winning monitoring process shown in Fig. 14.
[0338] The game control device 100 first determines whether the game is stopped (step X351). When the safety device is activated or when a strong error 2 that requires the game to be stopped occurs, it can be determined that the game is stopped.
[0339] When the game is not stopped (A2201;N), the game control device 100 obtains the number of winning port switches to be monitored from the winning port monitoring table (A2202), and judges whether there is an input to the target winning port switch (A2203). In the winning table of the winning port monitoring table, the number of winning balls, the address of the winning number counter area 1, the address of the winning number counter area 2, etc. are defined for each winning port switch to be monitored. When there is no input (A2203;N), the table address is updated to the address of the next record (step X365), and judges whether monitoring of all switches has been completed (step X366).
[0340] On the other hand, when there is an input to the target winning port switch (step X353; Y), the game control device 100 loads the number of winning game balls from the number of winning game balls area (step X354), adds the number of prize balls corresponding to the target winning port switch to the number of winning game balls (step X355), and saves the added value in the number of winning game balls area (step X356). As a result, the number of winning game balls stored in the number of winning game balls area is updated for each winning port switch, and the number of winning game balls finally becomes the number of prize balls won within one interrupt (total).
[0341] The area for the number of winning balls is in the work area within the area, and is written in the program for updating the winning number counter (part of the program within the area), and is only read out by the program for checking the difference in balls (part of the program outside the area) described below. Even if all winning port switches are input simultaneously, the total number of winning balls does not reach 255 (1 byte), so no upper limit check is performed on the number of winning balls.
[0342] Next, the game control device 100 loads the value of the target winning number counter area 1 (step X357), and updates the loaded value by +1 (step X358). Furthermore, it determines whether an overflow occurs due to the updated value (step X359). The winning number counter area 1 is 2 bytes (0 to 65535) in size.
[0343] If no overflow occurs (step X359; N), the game control device 100 saves the updated value in the number of winnings counter area 1 (step X360). After the process of step X360 is completed, or if an overflow occurs (step X359; Y), the value of the target number of winnings counter area 2 is loaded (step X361).
[0344] After that, the game control device 100 updates the loaded value by +1 (step X362), and judges whether the updated value causes an overflow or not (step X363). If an overflow does not occur (step X363; N), the updated value is saved in the number of winnings counter area 2 (step X364). The number of winnings counter area 2 is 1 byte (0 to 255) in size.
[0345] After the process of step X364 is completed, or when an overflow occurs (step X363; Y), the game control device 100 updates the table address to the address of the next record (step X365). Then, it determines whether or not the monitoring of all switches is completed (step X366).
[0346] If the monitoring of all the switches has not been completed (step X366; N), the game control device 100 returns to the process of step X353, which determines whether or not there is an input to the target winning port switch. If the monitoring of all the switches has been completed (step X366; Y), the winning number counter update process is terminated. As a result, the processes of steps X353 to X366 are repeated until the monitoring of all the switches is completed, and the number of winning game balls, which is the number of winning balls (total) won within one interruption, is obtained, and the winning number counter areas 1 and 2 are updated based on the winning of each winning port (each winning area) within one interruption, and winning information is stored.
[0347] When the game is stopped (step X351; Y), the game control device 100 does nothing and ends the winning number counter update process. As a result, in the game stopped state, the detection of game balls by the winning port switch is disabled, the number of acquired game balls is not updated, and the winning number counter areas 1 and 2 are not updated, so the winning information is not stored and no prize balls are obtained (not paid out). Note that the payout of prize balls based on the winning information stored before the game stopped state (i.e., when the detection of game balls by the winning port switch is valid) continues even in the game stopped state.
[0348] The winning number counter area 1 is an area used to send a payout command (a prize ball command) to instruct the payout control device 200 to pay out prize balls, and stores winning data corresponding to prize balls for which a payout command has not yet been sent. In other words, the winning number counter area 1 serves as a prize ball command counter that can store information related to the prize ball command.
[0349] The winning number counter area 2 is an area used to transmit a main winning ball signal to an external device each time the number of winning balls (scheduled number of payouts) generated by winning into the winning port reaches a predetermined number (here, 10 balls), and stores winning data corresponding to winning balls for which the main winning ball signal generation process has not been performed. In other words, the winning number counter area 2 serves as a main winning ball signal counter capable of storing information related to the main winning ball signal.
[0350] Each of these winning number counter areas is provided with a winning number counter area according to the number of winning balls set for each winning port (for example, 3 winning balls, 2 winning balls, 10 winning balls, 14 winning balls), and the count number of the corresponding winning number counter area is incremented by 1 based on the winning of a winning port. In other words, the winning information can be stored as a unit of winning a winning port. The winning number counter area 1 (2 bytes) is assigned a larger area than the winning number counter area 2 (1 byte), so that more winning data can be stored. This is because the main winning ball signal can be transmitted regardless of the state of the transmission destination, whereas the payout command may be suspended depending on the state of the payout control device 200, which is the transmission destination, and there is a possibility that more untransmitted data may be accumulated.
[0351] [Gaming machine status check process] 16 is a flow chart showing the procedure of the gaming machine state check process. The gaming machine state check process is executed in steps X312, X314, etc. in the winning port switch / state monitoring process shown in FIG.
[0352] The game control device 100 first obtains a state monitoring table corresponding to the state scan counter (step X371). The state scan counter is set to a value ranging from 0 to 3 corresponding to the game state. The relationship between the state monitoring table and the state scan counter is as described in the winning port switch / state monitoring process.
[0353] Next, the game control device 100 judges whether the signal to be checked is on or not (step X372). If the signal to be checked is not on (step X372; N), that is, if the signal to be checked is off, prepare a status off flag as a status flag (step X373), and obtain and prepare the target status off command (step X374). Furthermore, obtain the target status off monitoring timer comparison value (step X375). The status off flag indicates a normal state for an error-related signal, and indicates a untouched state for a touch switch signal.
[0354] On the other hand, when the signal to be checked is on (step X372; Y), the game control device 100 prepares a status on flag as a status flag (step X376), acquires and prepares the target status on command (step X377). Furthermore, it acquires the target status on monitoring timer comparison value (step X378). The status on flag indicates an abnormal or illegal state for an error-related signal, and indicates a touched state for a touch switch signal.
[0355] When the processing of step X375 or step X378 is completed, the game control device 100 judges whether the value of the target signal control area matches the acquired signal state (step X379). If they match (step X379; Y), proceed to the processing of step X382. If they do not match (step X379; N), save the acquired signal state in the target signal control area (step X380) and clear the target state monitoring timer (step X381).
[0356] Next, the game control device 100 updates the target status monitoring timer by +1 (step X382). Furthermore, it is determined whether the updated status monitoring timer value is equal to or greater than the corresponding timer comparison value (step X383). If the updated status monitoring timer value is less than the corresponding timer comparison value (step X383; N), the game machine status check process is terminated.
[0357] On the other hand, if the updated status monitoring timer value is equal to or greater than the corresponding timer comparison value (step X383; Y), the game control device 100 updates the status monitoring timer by -1 and keeps it at the timer comparison value -1 (step X384). Furthermore, it determines whether the prepared status flag matches the value of the target status flag area (step X385). If they match (step X385; Y), the game machine status check process is terminated.
[0358] On the other hand, if the prepared status flag does not match the value of the target status flag area (step X385; N), the game control device 100 saves the prepared status flag in the target status flag area (step X386). Finally, it executes a performance command setting process to set a performance command (step X387), and ends the game machine status check process.
[0359] The presentation command here is either a status off command or a status on command. If the status on command is an error-related command, the presentation control device 300 is caused to start an error notification. As status on commands that cause the presentation control device 300 to start an error notification, there are commands corresponding to payout errors (included in weak errors) related to the payout of game balls, such as a shot ball out error, an overflow error, or a payout abnormality error, as well as commands corresponding to frame opening errors (included in strong error 1), such as a glass frame opening error or a main frame opening error, and commands corresponding to frame radio wave irregularity errors (included in strong error 2).
[0360] [Probability setting change / confirmation process] Next, the details of the probability setting change / confirmation process (step X105) in the timer interrupt process will be described. Figure 17 is a flowchart showing the procedure of the probability setting change / confirmation process. In the probability setting change / confirmation process, the probability setting value can be changed or confirmed.
[0361] The game control device 100 first judges whether the probability setting value is within the normal range (step X401). The probability setting value here is stored in the probability setting value area included in the work area within the area of the RAM 111c.
[0362] When the probability setting value is within the normal range (step X401; Y), the game control device 100 sets the probability setting value display data corresponding to the probability setting value (step X402) and outputs it to the performance display device 152 via the drivers 150a, 150b (step X404). When the probability setting value is not within the normal range (step X401; N), the game control device 100 sets the probability setting value display data as off data (step X403) and outputs it to the performance display device 152 via the drivers 150a, 150b (step X404).
[0363] Here, the probability setting value display data is data of the display probability setting value displayed by the performance display device 152, and is stored in the probability setting value display data area. In order to prevent confusion among hall personnel such as the manager or attendant of the gaming facility, if the probability setting values are different but the probability of a big win (and the probability of a small win) is the same, the display probability setting value may be made the same in correspondence with the probability of a big win (and the probability of a small win). In other words, the same display probability setting value may mean the same probability of a big win (and the probability of a small win).
[0364] Next, the game control device 100 updates the security signal control timer by -1 if it is not 0 (step X405). The security signal control timer is 128 ms (predetermined time) set in step X37. Next, the game control device 100 outputs security signal ON data to the external information terminal 71 to notify an external device (such as an amusement facility internal management device (hall computer)) of an abnormality (step X406). Note that here, other signals to the external information terminal 71, such as a jackpot signal, are maintained in the OFF state.
[0365] After that, the game control device 100 judges whether the probability setting change flag is set or not (step X407). If the probability setting change flag is not set (step X407; N), that is, if the probability setting is being confirmed, the game control device 100 ends the probability setting change / confirmation process without doing anything.
[0366] When the probability setting change flag is set (step X407; Y), that is, when the probability setting is being changed, the game control device 100 judges whether or not this is the first timer interrupt processing after power-on (step X408). When this is the first timer interrupt processing after power-on (step X408; Y), the probability setting change / confirmation processing is terminated. This is to prevent the probability setting value from being unintentionally updated if the RAM initialization switch 112 is held down.
[0367] If the game control device 100 is not the first timer interrupt process after power-on (step X408; N), it judges whether there is input of the RAM initialization switch 112 (step X409). If there is no input of the RAM initialization switch (step X409; N), it ends the probability setting change / confirmation process.
[0368] When the RAM initialization switch 112 is input (step X409; Y), the game control device 100 updates the working setting value in the working setting value area (in the RAM 111c or the register) by +1 within the possible range, and updates the probability setting value in the probability setting value area by +1 corresponding to the working setting value (step X410). As a result, the probability setting value in the probability setting value area is updated by 1 each time the RAM initialization switch 112 is operated. After that, the probability setting change / confirmation process is terminated. Note that, when the setting change mode is entered, a value corresponding to the probability setting value read from the probability setting value area (a value obtained by subtracting 1 from the probability setting value) may be stored in the working setting value area (in the RAM 111c or the register) that stores the working setting value. Note that, when the working setting value is updated by +1 when it is 5 (probability setting value 6), it can return to the working setting value 0 (probability setting value 1). Therefore, the probability setting values 1 to 6 can be repeatedly updated by +1 and switched. In addition, the possible range of the working setting value is, for example, 0 to 1 or 0 to 5 in the case of a multi-stage setting where multiple probability setting values exist, but in the case of a single-stage setting, it is only 0. In the case of a multi-stage setting, the working setting value and the probability setting value are updated to different values each time the RAM initialization switch 112 is operated, but in the case of a single-stage setting, they remain the same value even if updated (updated to the same value).
[0369] In addition, a command (setting value information command) that informs the performance control device 300 of the setting value may be sent each time the probability setting value is updated by +1 or when the game state is switched to a setting variable state or the like. Similarly, a test signal may be output to an external test firing device each time the probability setting value is updated by +1 or when the game state is switched to a setting variable state or the like. Note that it is preferable to stop these transmissions and outputs when there is an abnormality such as a main abnormality in the game control device 100. In addition, when there is a change in the game state such as a probability variable state, a time-saving state, or a jackpot state, or at the start of a special chart variable display game, a command (setting value information command) that informs the performance control device 300 of the setting value may be sent, or a test signal may be output to an external test firing device.
[0370] In the above, the probability setting value in the probability setting value area is directly updated in response to the update of the working setting value each time the RAM initialization switch 112 is operated, but the probability setting value (working setting value) during the setting change may be stored in the working setting value area of the RAM 111c, and when the setting key switch 153 is turned off and the setting change work is completed (step X39; Y), the value corresponding to the working setting value in the working setting value area may be stored in the probability setting value area for the first time. In this way, when a power outage occurs during the setting change (step X40; Y), it is possible to prevent the probability setting value used for game control, performance control, etc. (probability setting value stored in the probability setting value area) from being changed to an unintended value.
[0371] [Special game processing] Next, the details of the special chart game processing (step X110) in the timer interrupt processing will be described. Fig. 18 is a flowchart showing the procedure of the special chart game processing. In the special chart game processing, the input of the start port 1 switch 36a and the start port 2 switch 37a is monitored, the whole processing related to the special chart variable display game is controlled, and the display of the special chart is set.
[0372] The game control device 100 first executes a start port switch monitoring process to monitor the winning of the start port 1 switch 36a and the start port 2 switch 37a (step A1). In the start port switch monitoring process, when a game ball wins in the normal variable winning device 37 that constitutes the start winning port 36 and the second start winning port, various random numbers (such as a big win random number) are extracted, and a game result advance judgment is performed to determine the game result based on the winning in advance at a stage before the start of the special chart variable display game based on the winning. The details of the start port switch monitoring process will be described later.
[0373] Next, a specific area switch monitoring process is executed to monitor the entry (entry) of a gaming ball into the specific area 72 (V winning hole) (step A2). The specific area switch monitoring process will be described in detail later.
[0374] Next, the game control device 100 executes the upper large winning hole switch monitoring process (step A3). In the upper large winning hole switch monitoring process, the detection of the game ball by the count switch (upper large winning hole switch 39a) provided in the special variable winning device 39 is monitored.
[0375] Next, the game control device 100 updates the special game processing timer by -1 (subtracts 1) if it is not 0 (step A4). By updating the special game processing timer by -1, the timer will be timed for the interrupt period (4 msec) of the timer interrupt process. The minimum value of the special game processing timer is set to 0. Next, it is determined whether the special game processing timer is 0 (step A5). If the special game processing timer is not 0 (step A5; N), the process proceeds to step A15.
[0376] When the special game processing timer is 0 (step A5; Y), that is, when the timer is up or has already been up, the game control device 100 sets in a register a special game sequence branch table to be referenced for branching to a process corresponding to the special game processing number (step A6). Furthermore, the game control device 100 obtains a branch destination address of the process corresponding to the special game processing number using the special game sequence branch table (step A7). Next, the game control device 100 makes a subroutine call by the special game processing number and executes a game branch process according to the special game processing number (step A8).
[0377] When the game processing number is "0" in step A8, the game control device 100 monitors the start of the change in the special chart change display game, and executes the special chart normal process (step A9) to set the start of the change in the special chart change display game, set the performance, and set information required for performing the special chart change process. The details of the special chart normal process will be described later.
[0378] When the game processing number is "1" in step A8, the game control device 100 executes a special pattern change processing that sets the stop display time of the special pattern and sets information required for performing the special pattern display processing (step A10). For example, in the special pattern change processing, necessary information such as a pattern stop command indicating the stop of the special pattern and a stop display time corresponding to the stopped pattern pattern is set, and the processing number "2" related to the special pattern display processing is set and saved in the special pattern game processing number area.
[0379] When the game processing number is "2" in step A8, the game control device 100 executes a special chart display process that sets information necessary for transitioning to a big win state or a small win state (step A11). For example, in the special chart display process, if the result of the special chart change display game is a big win, the condition device operation information indicating that the condition device is operating is set in the condition device operation information area, the processing number "0" related to the special chart normal processing is set, and saved in the special chart game processing number area. If the result of the special chart change display game is a small win, necessary information such as a small win fanfare command and a time before the small win is opened is set, the processing number "3" related to the processing before the small win is opened is set, and saved in the special chart game processing number area. If the result of the special chart change display game is a miss, the processing number "0" related to the special chart normal processing is set, and saved in the special chart game processing number area.
[0380] If the game processing number is "3" in step A8, the game control device 100 executes small win opening pre-processing (step A12). For example, in the small win opening pre-processing, the opening time of the large prize winning port due to a small win (small win opening time, for example, 1.6 seconds) is saved in the special game processing timer area, the on data is saved in the upper large prize winning port solenoid output data area, the small win opening command is set as the performance command, and the processing number "4" related to the small win opening processing is set and saved in the special game processing number area.
[0381] When the game processing number is "4" in step A8, the game control device 100 executes the small win open processing (step A13). For example, in the small win open processing, the small win remaining ball processing time (for example, 3.0 seconds) is saved in the special game processing timer area, and the processing number "5" related to the small win remaining ball processing is set and saved in the special game processing number area.
[0382] When the game processing number is "5" in step A8, the game control device 100 executes the small win remaining ball processing (step A14). For example, in the small win remaining ball processing, the processing number "0" related to the special chart normal processing is set and saved in the special chart game processing number area.
[0383] When the process based on the special game process number is completed, the game control device 100 prepares a special game 1 change control table for controlling the change of the special game 1 display 51 (step A15), and then executes a pattern change control process related to the special game 1 display 51 (step A16). Then, after preparing a special game 2 change control table for controlling the change of the special game 2 display 52 (step A17), it executes a pattern change control process related to the special game 2 display 52 (step A18). Next, it executes a lever solenoid control process (step A19) that controls the opening operation of the lever solenoid 72b so that the lever solenoid 72b is opened during a small win, and ends the special game process.
[0384] [Start switch monitoring process] Next, the start port switch monitoring process (step A1) in the special game process will be described in detail. Fig. 19 is a flowchart showing the procedure of the start port switch monitoring process.
[0385] The game control device 100 first prepares a winning monitoring table for the start winning hole 36 (starting hole 1) (step A101), executes a hard random number acquisition process (step A102), and determines whether or not there has been a winning in the start winning hole 36 (step A103). If there has been no winning in the start winning hole 36 (step A103; N), it executes the process from step A109 onwards. On the other hand, if there has been a winning in the start winning hole 36 (step A103; Y), it determines whether or not the game is in a right-hitting state (step A104).
[0386] When the game control device 100 determines that the game state is not right-hitting (step A104; N), it executes the process from step A107 onward. On the other hand, when the game state is right-hitting (step A104; Y), it prepares a right-hit instruction notification command as a performance command (step A105) and executes a performance command setting process (step A106). In the performance command setting process, the performance command is written to the serial transmission buffer, and the performance command is transmitted to the performance control device 300.
[0387] That is, in the normal power support state (time-saving state), regardless of the probability state (high probability state / low probability state) of the variable display game, a right-hit instruction notification command is prepared and the performance command setting process is executed. In this embodiment, it is easier to win the start winning hole 36 by hitting from the left, and the normal variable winning device 37 can only be won by hitting from the right. Also, the game ball will not pass through the normal start gate 34 unless it is hit from the right. Therefore, in the normal power support state (time-saving state), hitting from the right is more advantageous than hitting from the left, but if there is a win in the start winning hole 36 during the normal power support state (i.e., if a left hit is made during the normal power support state), a right-hit instruction notification command is sent to the performance control device 300, and the performance control device 300 executes a notification (warning) instructing the player to hit to the right on the display device 41 or the like by displaying a right-hit instruction.
[0388] Next, the game control device 100 prepares a table for setting the reserved information by the start winning port 36 (starting port 1) (step A107), and then executes the special chart starting port switch common processing (step A108). Then, prepares a winning monitoring table for the second starting winning port (normal variable winning device 37) (step A109), executes a hard random number acquisition processing (step A110), and judges whether or not there is a winning in the second starting winning port (step A111). If there is no winning in the second starting winning port (step A111; N), the start port switch monitoring processing is terminated.
[0389] On the other hand, when there is a winning entry to the second start winning hole (step A111; Y), the game control device 100 judges whether the normal electric device (normal variable winning device 37) is in operation, that is, whether the normal variable winning device 37 is in an open state where the winning of the game ball is possible (step A112). If the normal electric device is in operation (step A112; Y), the process proceeds to step A114.
[0390] On the other hand, when the normal electric device is not in operation (step A112; N), the game control device 100 judges whether normal power fraud is occurring (step A113). When the number of illegal wins in the normal variable winning device 37 is equal to or greater than the number of fraudulent occurrences (for example, 5), it is judged that normal power fraud is occurring. When the normal variable winning device 37 is in the closed state, game balls cannot win, and game balls can win only in the open state. Therefore, when a game ball wins in the closed state, some kind of abnormality or fraud has occurred, and when there are game balls that win in such a closed state, the number of such winnings is counted as the number of illegal wins. Then, when the number of illegal wins counted in this way is equal to or greater than a predetermined number of fraudulent occurrences (upper limit), it is judged that fraud is occurring.
[0391] When normal power fraud is not occurring (step A113; N), the game control device 100 prepares a table for setting the reserved information by the second start winning port (normal variable winning device 37) (step A114), executes special chart start port switch common processing (step A115), and ends the start port switch monitoring processing. Also, when it is determined in step A113 that normal power fraud is occurring (step A113; Y), the start port switch monitoring processing is also ended. In other words, the second start memory is not generated any more.
[0392] [Special diagram start switch common processing] Next, the details of the special drawing start port switch common processing (step A108, step A115) in the start port switch monitoring processing will be described. Fig. 20 is a flowchart showing the procedure of the special drawing start port switch common processing. The special drawing start port switch common processing is a process that is commonly performed for each input when there is an input from the start port 1 switch 36a or the start port 2 switch 37a.
[0393] The game control device 100 first loads the start port signal output count, which is the number of times that information on the number of winnings to the start port switch to be monitored, among the start port 1 switch 36a and the start port 2 switch 37a, is output to an external management device of the game machine 10 (step A131), updates the loaded value by +1 (step A132), and judges whether the output count will overflow (step A133). If the output count does not overflow (step A133; N), the updated value is saved in the start port signal output count area of the RWM (step A134), and the process proceeds to step A135. On the other hand, if the output count overflows (step A133; Y), the process proceeds to step A135. In this embodiment, values from "0" to "255" can be stored in the start port signal output count area. If the loaded value is "255", the updated value becomes "0" by updating by +1, and it is configured to judge that the output count will overflow.
[0394] Next, the game control device 100 judges whether the number of reserved special figures (start memory number) to be updated corresponding to the start port switch to be monitored among the start port 1 switch 36a and the start port 2 switch 37a is less than the upper limit (here, 4) (step A135). If the number of reserved special figures to be updated is not less than the upper limit (step A135; N), the special figure start port switch common processing is terminated. Also, if the number of reserved special figures to be updated is less than the upper limit (here, 4) (step A135; Y), the number of reserved special figures to be updated (number of reserved special figures 1 or number of reserved special figures 2) is updated by +1 (step A136), and the target start port winning flag is saved (step A137).
[0395] Next, the game control device 100 calculates the address of the random number storage area corresponding to the start port switch and the reserved number of special symbols to be monitored (step A138), and saves the jackpot random number prepared in the hardware random number acquisition process in the jackpot random number storage area of the RWM (step A139). Next, the jackpot pattern random number of the special symbol variation display game that starts upon detection of the start port switch to be monitored is extracted, and saved in the jackpot pattern random number storage area of the RWM (step A140). Next, the small jackpot pattern random number of the special symbol variation display game that starts upon detection of the start port switch to be monitored is extracted, and saved in the small jackpot pattern random number storage area (step A141). In addition, the support jackpot pattern random number for determining the time-saving pattern is extracted, and the support jackpot pattern random number is saved in the support jackpot pattern random number storage area of the RWM (step A142).
[0396] In this embodiment, as described above, since a big win occurs by a V winning surely after a small win, it is not necessary to use a small win pattern random number, and step A141 is optional and does not have to be executed. Also, since there is no small win result in the special chart 1 variable display game, if the start port switch to be monitored is the start port 1 switch 36a, it is not necessary to extract a small win pattern random number.
[0397] In addition, the small hit pattern random number, the support hit pattern random number, and the big hit pattern random number are used in the special chart 1 stop pattern setting process (step A323) and the special chart 2 stop pattern setting process (step A333) described below to determine the stop pattern number at the time of a small hit, the stop pattern number at the time of a support hit, or the stop pattern number at the time of a big hit, and the small hit stop pattern pattern, the support hit stop pattern pattern, or the big hit stop pattern pattern corresponding to these stop pattern numbers.
[0398] In this embodiment, to avoid confusion, the small win symbol random number, the support win symbol random number, and the big win symbol random number are each set independently, but in order to reduce the random number storage area of the RWM, one random number (common random number) may be shared to distribute the small win symbol (the stop symbol number at the time of the small win, the small win stop symbol pattern), the support win symbol (the stop symbol number at the time of the support win, the support stop symbol pattern), and the big win symbol (the stop symbol number at the time of the big win, the big win stop symbol pattern). That is, when determining the small win symbol, the range of the common random number may be divided and assigned to each small win symbol, when determining the support win symbol, the range of the common random number may be divided and assigned to each support win symbol, and when determining the big win symbol, the range of the common random number may be divided and assigned to each big win symbol.
[0399] Next, the game control device 100 saves the variation pattern random numbers 1 to 3 in the corresponding variation pattern random number storage area of the RWM (step A143), and executes a special reserved information judgment process (pre-judgment process, pre-reading process) that can judge the result of the variable display game (game result) in advance (step A144). In the special reserved information judgment process, a pre-reading stop pattern command corresponding to the stop pattern information (jackpot stop pattern, small win stop pattern, time-saving stop pattern, miss stop pattern) based on the saved jackpot random number and winning pattern random number (jackpot pattern random number, small win pattern random number, support winning pattern random number), etc., and a pre-reading change pattern command corresponding to the first half change number (number of the change before the reach) and the second half change number (number of the change after the reach) based on the saved variation pattern random numbers 1 to 3 are set as performance commands. Then, a decorative special symbol reservation number command corresponding to the start port switch and the special symbol reservation number to be monitored is prepared as a performance command (step A145), a performance command setting process (step A146) is executed, and the special symbol start port switch common process is terminated. In this way, the game control device 100 constitutes a pre-determination means capable of determining the result of the variable display game based on the start memory before the variable display game is executed.
[0400] Here, the game control device 100 (RAM 111c) constitutes a start storage means for extracting a predetermined random number based on the inflow of game balls into the start winning area of the start winning port 36 or the normal variable winning device 37, and storing the predetermined number as a start memory that becomes the execution right of the variable display game, with the predetermined number being the upper limit. Also, the start storage means (game control device 100) stores various random number values extracted based on the winning of game balls into the first start winning port (start winning port 36) as the first start memory with the predetermined number being the upper limit, and stores various random number values extracted based on the winning of game balls into the second start winning port (normal variable winning device 37) as the second start memory with the predetermined number being the upper limit.
[0401] [Specific area switch monitoring process] Next, the specific area switch monitoring process (step A2) in the special chart game process will be described in detail. Fig. 21 is a flowchart showing the procedure of the specific area switch monitoring process.
[0402] The game control device 100 first judges whether or not a small win is occurring (step A201). If the special game processing number is "4" or "5", it can be judged that a small win is occurring. If a small win is occurring (step A201; Y), it is judged whether or not a condition device is operating (step A202). If condition device operation information indicating that the condition device is operating is set, it can be judged that the condition device is operating.
[0403] When the condition device is not in operation (step A202; N), the game control device 100 judges whether there is an input to the specific area switch 72a (step A203). When there is an input to the specific area switch 72a (step A203; Y), that is, when there is a win (V win) in the specific area 72, the game control device saves the condition device operation information indicating that the condition device is in operation in the condition device operation information area (step A204), and ends the specific area switch monitoring process.
[0404] If there is no small win (step A201; N), if the condition device is operating (step A202; Y), or if there is no input to the specific area switch 72a (step A203; N), the specific area switch monitoring process ends without doing anything.
[0405] [Special chart normal processing] Next, the special chart normal processing (step A9) in the special chart game processing will be described in detail. Fig. 22 is a flowchart showing the procedure of the special chart normal processing.
[0406] The game control device 100 first judges whether the game is in the normal role processing of the role game processing described later and whether the remaining ball counter of the big prize opening is 0 (step A301). If the normal role processing is not in progress or the remaining ball counter of the big prize opening is not 0 (step A301; N), the game does not start the special chart variable display game and proceeds to the processing of step A316.
[0407] When the game control device 100 is in normal processing of the role and the remaining ball counter of the big prize opening is 0 (step A301; Y), it judges whether the special figure 2 reserved number (second start memory number) is 0 or not (step A302). When the special figure 2 reserved number is 0 (step A302; Y), it judges whether the special figure 1 reserved number (first start memory number) is 0 or not (step A307). Then, when the special figure 1 reserved number is 0 (step A307; Y), it judges whether the customer waiting demo has started (step A312), and when the customer waiting demo has not started (step A312; N), it sets the customer waiting demo in progress flag in the customer waiting demo flag area (step A313).
[0408] Next, the game control device 100 prepares a customer waiting demo command as a performance command (step A314), performs a performance command setting process (step A315), and proceeds to the process of step A316. On the other hand, if the customer waiting demo has already started in step A312 (step A312; Y), the process number is set to "0" related to the special chart normal process (step A316), the process number is saved in the special chart game process number area (step A317), and the variable chart discrimination flag area is cleared (step A318). Then, the fraudulent monitoring period flag is saved in the large prize entrance fraudulent monitoring period flag area (step A319), and the special chart normal process is terminated.
[0409] In addition, when the number of reserved special figures 2 is not 0 (step A302; N), the game control device 100 executes the special figure 2 change start process (step A303), prepares the decorative special figure reserved number command (decorative special figure 2 reserved number command) corresponding to the reserved number of special figures 2 as a performance command (step A304), and executes the performance command setting process (step A305). Then, executes the special figure 2 special figure change processing transition setting process (step A306), and ends the normal special figure processing.
[0410] In the special chart 2 special chart change processing transition setting process, the processing number is set to "1", the processing number is saved in the special chart game processing number area, the customer waiting demo flag area is cleared, and the changing flag is saved in the special chart 2 change control flag area.
[0411] In addition, when the number of reserved special figures 1 is not 0 (step A307; N), the game control device 100 executes the special figure 1 change start process (step A308), prepares the decorative special figure reserved number command (decorative special figure 1 reserved number command) corresponding to the reserved number of special figures 1 as a performance command (step A309), and executes the performance command setting process (step A310). Then, executes the special figure 1 special figure change processing transition setting process (step A311), and ends the normal special figure processing.
[0412] In the special chart 1 special chart change processing transition setting process, the processing number is set to "1", the processing number is saved in the special chart game processing number area, the customer waiting demo flag area is cleared, and the changing flag is saved in the special chart 1 change control flag area.
[0413] In this way, by checking the number of reserved special figures 2 before checking the number of reserved special figures 1, if the number of reserved special figures 2 is not 0, the special figure 2 change start process (step A303) is executed. That is, the special figure 2 change display game is executed in priority to the special figure 1 change display game (special figure 2 reservation priority consumption). In other words, when the second start memory is present in the second start memory means (game control device 100), the game control device 100 serves as a priority control means for executing the change display game based on the second start memory in priority over the change display game based on the first start memory. In addition, when the special figure 1 reservation priority consumption is set so that the special figure 1 change display game is executed in priority to the special figure 2 change display game, the judgment in step A302 may be made as to whether the number of reserved special figures 1 is ≠ 0 or not.
[0414] [Special Chart 1 Change Start Processing] Next, the details of the special chart 1 variation start process (step A308) in the special chart normal process will be described. Figure 23 is a flowchart showing the procedure of the special chart 1 variation start process. The special chart 1 variation start process is a process performed at the start of the special chart 1 variation display game.
[0415] The game control device 100 saves the special chart 1 variation flag indicating the type of the special chart variation display game to be executed (here, special chart 1) in the variation pattern discrimination area (step A321). Next, a jackpot flag 1 setting process is executed to set miss information or jackpot information in the jackpot flag 1 to determine whether the special chart 1 variation display game is a jackpot or not (step A322). The details of the jackpot flag 1 setting process will be described later.
[0416] Next, the game control device 100 executes a special symbol 1 stop symbol setting process for setting the special symbol 1 stop symbol (symbol information) for the special symbol 1 variable display game (step A323). In the special symbol 1 stop symbol setting process, the stop symbol number at the time of loss, support hit, or jackpot, and the loss stop symbol pattern, support hit stop symbol pattern, or jackpot stop symbol pattern corresponding to this stop symbol number are saved. The stop symbol number at the time of support hit or jackpot is determined corresponding to the support hit symbol random number and the jackpot symbol random number, respectively.
[0417] Furthermore, the game control device 100 executes a special chart information setting process for setting special chart information, which is a parameter for setting a variation pattern (step A324).
[0418] Next, the game control device 100 prepares a special chart 1 variation pattern setting information table, which is a table in which information for referencing various information regarding the setting of the variation pattern of the special chart 1 variation display game is set (step A325).
[0419] After that, the game control device 100 executes a variation pattern setting process to set a variation pattern (variation pattern number) which is a variation mode in the special chart 1 variation display game (step A326). Next, the game control device 100 executes a variation start information setting process to set information on the start of variation of the special chart 1 variation display game (step A327), and ends the special chart 1 variation start process. In the variation start information setting process, a variation time value corresponding to the variation pattern (variation pattern number) is obtained and saved in the special chart game processing timer area. Then, a variation command (MODE, ACTION) corresponding to the variation pattern number is prepared as a performance command, and a performance command setting process is performed. Also, in the variation start information setting process, the special chart reservation number related to the special chart type (special chart 1 or special chart 2) of the special chart variation display game to be started is updated by -1 (decreased by 1).
[0420] [Special Chart 2 Change Start Processing] Next, the details of the special chart 2 variation start processing (step A303) in the special chart normal processing will be described. Figure 24 is a flowchart showing the procedure of the special chart 2 variation start processing. The special chart 2 variation start processing is a process performed at the start of the special chart 2 variation display game, and is the same process as the special chart 1 variation start processing shown in Figure 23, but is performed on the second start memory.
[0421] The game control device 100 first saves the special symbol 2 variable flag indicating the type of the special symbol variable display game to be executed (here, special symbol 2) in the variable symbol discrimination area (step A331). Next, it executes the jackpot flag 2 setting process to set miss information or jackpot information to the jackpot flag 2 for determining whether the special symbol 2 variable display game is a jackpot or not (step A332).
[0422] Next, the game control device 100 executes a special chart 2 stop pattern setting process related to the setting of the special chart 2 stop pattern (pattern information) related to the special chart 2 variable display game (step A333). Furthermore, a special chart information setting process is executed to set the special chart information which is a parameter for setting the variable pattern (step A334). Next, a special chart 2 variable pattern setting information table is prepared (step A335), which is a table in which information for referring to various information related to the setting of the variable pattern of the special chart 2 variable display game is set.
[0423] After that, the game control device 100 executes a variation pattern setting process for setting the variation pattern of the special chart 2 variation display game (step A336). Finally, a variation start information setting process for setting the variation start information of the special chart 2 variation display game is executed (step A337), and the special chart 2 variation start process is terminated.
[0424] [Big hit flag 1 setting process] Next, the details of the big win flag 1 setting process (step A322) in the special chart 1 variation start process will be described. Figure 25 is a flowchart showing the procedure of the big win flag 1 setting process.
[0425] The game control device 100 first saves the miss information in the jackpot flag 1 area and the support hit flag 1 area (step A341). Next, the jackpot random number is loaded from the special chart 1 jackpot random number storage area (for reserved number 1) of the RWM, and prepared (step A342), and the special chart 1 jackpot random number storage area (for reserved number 1) is cleared to 0 (step A343). Note that reserved number 1 is an area that stores information (random numbers, etc.) about the special chart start memory that is the first to be consumed (here, the first of the special charts 1). After that, a jackpot determination process is executed to determine whether or not a jackpot has occurred depending on whether or not the prepared jackpot random number value matches the jackpot determination value (step A344).
[0426] If the result of the jackpot determination process (step A344) is a jackpot (step A345; Y), the game control device 100 overwrites and saves the jackpot information in the jackpot flag 1 area where the miss information was saved in step A341 (step A346), and terminates the jackpot flag 1 setting process.
[0427] On the other hand, if the result of the jackpot determination process (step A345) is not a jackpot (step A345; N), a support hit determination process is executed (step A347) to determine whether the special chart variable display game is a support hit or not based on the acquired jackpot random number value, and the result of the determination is determined to be a support hit or not (step A348). In this embodiment, the jackpot random number value is also used to determine the support hit (in other words, the same random number value is used for the support hit determination and the jackpot determination). Here, the support hit (time-saving hit) of the special chart variable display game is a time-saving result (specific result) that enters the time-saving state from the next special chart variable display game, and in response to this time-saving result, the performance control device 300 can display a time-saving pattern on the display device 41 as a stop result of the decorative special chart variable display game.
[0428] When the special chart variation display game is a support hit (step A348; Y), the game control device 100 overwrites and saves the support hit information in the support hit flag 1 area where the miss information was saved in step A341 (step A349), and ends the jackpot flag 1 setting process. On the other hand, when the special chart variation display game is not a support hit (step A348; N), the jackpot flag 1 setting process ends without saving the support hit information in the support hit flag 1 area.
[0429] Thus, in this embodiment, the result of the special chart 1 variable display game is either a "big win", a "support win (time-saving win)", or a "miss", and there is no "small win". Note that steps A347 to A349 are provided as options, and they may be omitted to provide a "support win (time-saving win)" as the result of the special chart 1 variable display game. It is also possible to provide a "small win" as the result of the special chart 1 variable display game.
[0430] In addition, in the jackpot flag 1 setting process, the support hit information is saved in the support hit flag 1 area, but since jackpots and support hits do not overlap, the support hit information may also be saved in the jackpot flag 1 area.
[0431] [Big hit flag 2 setting process] Next, the details of the big win flag 2 setting process (step A332) in the special chart 2 variable start process will be described. Figure 26 is a flowchart showing the procedure of the big win flag 2 setting process. This process is the same as the process in the big win flag 1 setting process shown in Figure 25, but is performed on the second start memory.
[0432] The game control device 100 first saves the miss information in the big win flag 2 area, the small win flag 2 area, and the support win flag 2 area (step A351). Next, the big win random number is loaded from the special chart 2 big win random number storage area (for reserved number 1) of the RWM, and prepared (step A352), and the special chart 2 big win random number storage area (for reserved number 1) is cleared to 0 (step A353). Note that reserved number 1 is an area that stores information (random numbers, etc.) about the special chart start memory that is the first to be consumed (here, the first of the special charts 2). After that, a small win determination process is executed to determine whether or not it is a small win depending on whether or not the prepared big win random number value matches the small win determination value (step A354).
[0433] If the result of the small hit determination process (step A354) is a small hit (step A355; Y), the game control device 100 overwrites and saves the small hit information in the small hit flag 2 area where the miss information was saved in step A351 (step A356), and terminates the big hit flag 2 setting process.
[0434] On the other hand, if the special chart variation display game is not a small win (step A355; N), the game control device 100 executes a support win judgment process to judge whether the special chart variation display game is a support win or not based on the acquired jackpot random number value (step A357), and judges whether the judgment result is a support win or not (step A358). In this embodiment, the jackpot random number value is also used for the judgment of the support win (in other words, the same random number value is used for the support win judgment and the jackpot judgment). Here, the support win (time-saving win) of the special chart variation display game is a time-saving result (specific result) that enters the time-saving state from the next special chart variation display game, and in response to this specific result, the performance control device 300 can display a time-saving pattern on the display device 41 as a stop result of the decorative special chart variation display game.
[0435] If the special chart change display game is a support hit (step A358; Y), the game control device 100 overwrites and saves the support hit information in the support hit flag 2 area where the miss information was saved in step A351 (step A359), and ends the jackpot flag 2 setting process.
[0436] On the other hand, if the result of the judgment of the support hit judgment process (step A357) is not a support hit (step A358; N), an optional jackpot judgment process may be executed to judge whether or not a jackpot has occurred depending on whether or not the prepared jackpot random number value matches the jackpot judgment value (step A360). If the judgment result of the jackpot judgment process (step A360) is a jackpot (step A361; Y), the game control device 100 overwrites and saves the jackpot information in the jackpot flag 2 area where the miss information was saved in step A351 (step A362), and ends the jackpot flag 2 setting process. On the other hand, if the judgment result of the jackpot judgment process (step A360) is not a jackpot (step A361; N), the game control device 100 ends the jackpot flag 2 setting process while saving the miss information in the jackpot flag 2 area.
[0437] Thus, in this embodiment, the result of the special chart 2 variable display game will be either a "small hit," a "support hit (time-saving hit)," or a "miss," but it is also possible to optionally configure the special chart 2 variable display game to result in a "big hit."
[0438] In addition, in the jackpot flag 2 setting process, small hit information is saved in the small hit flag 2 area, and support hit information is saved in the support hit flag 2 area, but since jackpots, support hits, and small hits do not overlap, small hit information and support hit information may also be saved in the jackpot flag 2 area.
[0439] [Big hit determination process] Next, the details of the jackpot determination process (steps A344, A360) in the jackpot flag 1 setting process and the jackpot flag 2 setting process will be described. Figure 27 is a flowchart showing the procedure of the jackpot determination process. The jackpot determination process is a process common to the jackpot determination process in other processes executed during the timer interrupt process, and is also executed in the special chart reservation information determination process.
[0440] The game control device 100 first sets an upper limit judgment value corresponding to the probability setting value (step A371), sets a lower limit judgment value of the jackpot judgment value (step A372), and judges whether the value of the target jackpot random number is less than the lower limit judgment value (step A373). A jackpot means that the jackpot random number matches the jackpot judgment value. The jackpot judgment value is a series of multiple values, and a jackpot random number is judged to be a jackpot when it is equal to or greater than the lower limit judgment value, which is the lower limit of the jackpot judgment value, and equal to or less than the upper limit judgment value, which is the upper limit of the jackpot judgment value. The upper limit judgment value may be different between a low probability state (normal probability state other than the high probability state) and a high probability state (high probability state).
[0441] If the value of the target jackpot random number is less than the lower limit judgment value (step A373; Y), the game control device 100 sets the judgment result to miss (other than jackpot) (step A375) and ends the jackpot judgment process.
[0442] The game control device 100 judges whether the value of the target jackpot random number is greater than the upper limit judgment value (step A374). If the value of the jackpot random number is greater than the upper limit judgment value (step A374; Y), a miss (other than a jackpot) is set as the judgment result (step A375). On the other hand, if the value of the jackpot random number is not greater than the upper limit judgment value (step A374; N), a jackpot is set as the judgment result (step A376). Once the judgment result is set, the jackpot judgment process ends.
[0443] [Small hit determination process] Next, the details of the small hit determination process (step A354) in the big hit flag 2 setting process will be explained. Figure 28 is a flowchart showing the procedure of the small hit determination process. In addition, the small hit determination process is a process common to the small hit determination process in other processes executed during the timer interrupt process, and is also executed in the special chart reservation information determination process, etc.
[0444] The game control device 100 first sets a small win upper limit judgment value corresponding to the probability setting value (step A381), and judges whether the value of the target (special chart 2) big win random number is less than the small win lower limit judgment value (step A382). A small win means that the big win random number matches the small win judgment value. The small win judgment value is a series of multiple values, and a small win is judged to be a small win when the big win random number is equal to or greater than the small win lower limit judgment value, which is the lower limit of the small win judgment value, and is equal to or less than the small win upper limit judgment value, which is the upper limit of the small win judgment value. The small win upper limit judgment value may be different between a low probability state (normal probability state other than the high probability state) and a high probability state (high probability state).
[0445] Naturally, in order to avoid the result of the same special chart variable display game being both a small win and a big win, the range of the small win judgment value (between the small win lower limit judgment value and the small win upper limit judgment value) does not overlap with the range of the big win judgment value (between the lower limit judgment value and the upper limit judgment value). In this embodiment, a small win random number is not set independently, and the big win random number is also used to judge a small win, but a configuration in which a unique small win random number is set is also possible.
[0446] If the value of the jackpot random number of the target (special chart 2) is less than the small jackpot lower limit judgment value (step A382; Y), the game control device 100 sets a miss as the judgment result (step A384) and terminates the small jackpot judgment process.
[0447] In addition, if the value of the jackpot random number is not less than the small hit lower limit judgment value (step A382; N), the game control device 100 judges whether the value of the jackpot random number of the target (special chart 2) is greater than the small hit upper limit judgment value (step A383). If the value of the jackpot random number is greater than the small hit upper limit judgment value (step A383; Y), a miss is set as the judgment result (step A384). On the other hand, if the value of the jackpot random number is not greater than the small hit upper limit judgment value (step A383; N), a small hit is set as the judgment result (step A385). After the judgment result is set, the small hit judgment process is terminated. In this embodiment, the small hit lower limit judgment value and the small hit upper limit judgment value are set so that the small hit probability is 1 / 8 (= 12.5%), but the small hit probability may be other values.
[0448] [Support hit determination process] Next, the details of the support hit determination process (steps A347, A357) in the jackpot flag 1 setting process and the jackpot flag 2 setting process will be described. Figure 29 is a flowchart showing the procedure of the support hit determination process. Note that the support hit determination process is a process common to the support hit determination process in other processes executed during the timer interrupt process, and is also executed in the special chart reservation information determination process, etc.
[0449] The game control device 100 first sets a support hit upper limit judgment value corresponding to the probability setting value (step A391). Next, a lower limit judgment value of the support hit judgment value is set (step A392), and it is judged whether the value of the target jackpot random number is less than the lower limit judgment value (step A393). In addition, it is a support hit when the jackpot random number matches the support hit judgment value corresponding to the probability setting value and the game state. The support hit judgment value is a plurality of consecutive values, and it is judged to be a support hit when the jackpot random number is equal to or greater than the lower limit judgment value which is the lower limit value of the support hit judgment value and is equal to or less than the support hit upper limit judgment value which is the upper limit value of the support hit judgment value. In addition, the support hit upper limit judgment value may be different between the low probability state (normal probability state other than the high probability state) and the high probability state (high probability state).
[0450] Naturally, in order to avoid the result of the same special chart variable display game being a support hit and a big hit, or a support hit and a small hit, the range of the support hit judgment value (between the support hit lower limit judgment value and the support hit upper limit judgment value) does not overlap with the range of the above-mentioned big hit judgment value and small hit judgment value. In this embodiment, a support hit random number is not set independently, and a big hit random number is also used to judge a support hit, but a configuration in which a unique support hit random number is set is also possible.
[0451] If the value of the target jackpot random number is less than the lower limit judgment value for the support hit (step A393; Y), the game control device 100 sets the judgment result to miss (other than the support hit) (step A395) and terminates the support hit judgment process.
[0452] Furthermore, if the value of the jackpot random number is not less than the support hit lower limit judgment value (step A393; N), the game control device 100 judges whether the value of the target jackpot random number is greater than the support hit upper limit judgment value (step A394). If the value of the jackpot random number is greater than the support hit upper limit judgment value (step A394; Y), a miss (other than a support hit) is set as the judgment result (step A395). On the other hand, if the value of the jackpot random number is not greater than the support hit upper limit judgment value (step A394; N), a support hit is set as the judgment result (step A396). Once the judgment result is set, the support hit judgment process is terminated.
[0453] In the support hit determination process, the support hit determination (time-saving determination) is performed by lottery using the jackpot random number value. In the support hit determination (time-saving determination) as a lottery, when the jackpot random number value matches the support hit determination value (time-saving determination value), the support hit result (time-saving result, specific result) is obtained as the determination result, and the time saving is set. The support hit determination value is different from the jackpot determination value and the small hit determination value.
[0454] In addition, in order to add contrast, the winning probability of the support hit (range of the support hit judgment value ÷ range of the jackpot random number) may be different for each probability setting value, or for simplicity, the winning probability of the support hit may be the same for each probability setting value. The winning probability of the support hit may be set so that the setting 1 (or the low setting side) is easy to win the support hit and the setting 6 (or the high setting side) is difficult to win the support hit, thereby mitigating the disadvantage of the low setting, or it may be set conversely to match the expectations of players who expect that the high setting side is easy to win the support hit. In addition, the winning probability of the support hit may be changed monotonically from setting 1 to setting 6, or it may not be monotonous, such as changing every two stages of the setting. The winning probability of the support hit may be made different between the even setting and the odd setting to improve the interest of the player in estimating the probability setting value.
[0455] In addition, the winning probability of the support hit may be different between the low probability (outside the probability of the special state) and the high probability (in the probability of the special state) of the jackpot probability to add contrast, or may be the same for simplicity. The winning probability of the support hit may be set so that it is easy to win during the low probability (outside the probability of the special state) and difficult to win during the high probability (in the probability of the special state) to alleviate the disadvantage during the low probability, or it may be set inversely to match the expectations of players who expect that it is easy to win the support hit during the high probability. For example, the winning probability of the support hit may be set so that the support hit is only won during the low probability (the winning probability of the support hit is zero during the high probability), to alleviate the disadvantage during the low probability.
[0456] Also, the winning probability of the support hit may be different between the special chart 1 variable display game and the special chart 2 variable display game to add contrast, or may be the same for simplicity. For example, in order to increase the number of support hits in the normal power support state (time-saving state or probability change state), the winning probability of the support hit in the special chart 2 variable display game may be made higher than that in the special chart 1 variable display game. Conversely, in order to increase the interest of the game in the normal game state, the winning probability of the support hit in the special chart 1 variable display game may be made higher than that in the special chart 2 variable display game. In short, the winning probability of the support hit in one of the special chart 1 variable display games and the special chart 2 variable display game may be set to zero, so that the support hit occurs only in the other special chart variable display game.
[0457] When the result of the special chart variation display game is a support hit result (time-saving result), in the special chart 1 stop pattern setting process (step A323) or the special chart 2 stop pattern setting process (step A333), the time-saving pattern (time-saving pattern number, time-saving pattern pattern) is set as the stop pattern (stop pattern number, stop pattern pattern), and the time-saving state is entered from the next special chart variation display game. That is, in this case, the time-saving state is suddenly entered without going through a jackpot (sudden time-saving). Also, in this case, a decorative special chart command corresponding to the time-saving pattern is transmitted to the performance control device 300, and the time-saving pattern (decorative time-saving pattern) is displayed as a decorative stop pattern by the performance control device 300 on the display device 41.
[0458] The time-saving symbols displayed on the display device 41 include, for example, "1,1,3" where only the left and center symbols are aligned. There are no restrictions on the time-saving symbols as long as they are decided in advance, but it is preferable for players to remember patterns that have a pattern, such as "1,2,3" where numbers are arranged in order, or "1,3,1" where only the left and right symbols are aligned. Multiple time-saving symbols may be prepared, and the number of special symbol variation display games during which the time-saving state continues (time-saving number of times) may be determined for each time-saving symbol.
[0459] The lamp display units 1 and 2 of the lamp display device 75 emit light in a specific manner as a fourth special pattern (fourth pattern) in the case of a time-saving result (time-saving pattern), unlike in the case of a big win result or a small win result. For example, the lamp display units 1 and 2 may emit light in a warm color such as red in the case of a big win result or a small win result, and may emit light in a neutral color or a cool color (i.e., a color other than a warm color) such as green or blue in the case of a time-saving result (time-saving pattern). In addition, the lamp display units 1 and 2 are turned off in the case of a miss. Therefore, when the time-saving pattern is displayed as the stop pattern, it is possible to prevent the player from mistaking that a big win has occurred, and it is easy for the player to understand that he or she has won the time-saving.
[0460] In addition, when the number of times of the special chart variation display game executed after the end of the big win state (excluding the number of times in the probability variation state) reaches a predetermined number (so-called ceiling number of times, time-saving ceiling), the time-saving state (play time) will be entered even if the support hit is not won. At this time, if the result of the special chart variation display game is a miss, the lamp display units 1 and 2 will be in an off state, and if it is a small hit or a big hit, they will emit light in a warm color. In addition, at this time, if it is not a small hit or a big hit, the lamp display units 1 and 2 may emit light as a fourth pattern in a cool color so that the player can easily recognize that the time-saving state will be entered. The predetermined number of times (ceiling number of times) is, for example, 500 times. In this case, a miss pattern (which may be a time-saving pattern) or a small hit pattern (if it is a small hit without a V prize) is displayed as a stop pattern on the special chart display unit or display device 41, and the time-saving state will be entered from the next special chart variation display game. In this case, the time-saving pattern displayed on the display device 41 may be, for example, "3,3,5" in which only the left and center patterns are lined up ("1,1,3" may also be used, as in the case of time-saving due to a support hit result).
[0461] [Special chart 1 stop pattern setting process] Next, the details of the special chart 1 stop symbol setting process (step A323) in the special chart 1 variable start process will be described. Fig. 30 is a flowchart showing the procedure of the special chart 1 stop symbol setting process.
[0462] The game control device 100 first judges whether the jackpot flag 1 is a jackpot, that is, whether jackpot information is saved in the jackpot flag 1 area (step A401). If the jackpot flag 1 is a jackpot (step A401; Y), a jackpot pattern random number is loaded from the special chart 1 jackpot pattern random number storage area (for reserved number 1) (step A402). Next, a special chart 1 jackpot pattern table is set (step A403), and the stop pattern number corresponding to the loaded jackpot pattern random number is obtained and saved in the special chart 1 stop pattern number area of the RWM (step A404). This process selects the type of special result.
[0463] After that, the game control device 100 sets the special 1 big win stop pattern information table (step A405), acquires the stop pattern corresponding to the stop pattern number, and saves it in the stop pattern pattern area (step A406). The stop pattern is for setting the stop pattern on the special pattern display (here, the special 1 display 51) and the stop pattern on the display device 41. Then, it acquires the round number upper limit value information corresponding to the stop pattern number, and saves it in the special 1 round number upper limit value information area of the RWM (step A407), and acquires the fanfare information corresponding to the stop pattern number, and saves it in the fanfare information area (step A408). These pieces of information are for setting the execution mode of the special game state.
[0464] Next, the game control device 100 acquires time-saving judgment data corresponding to the stop symbol number and saves it in the time-saving judgment data area (step A409). The time-saving judgment data includes information on whether or not there is a time-saving state after the end of the jackpot (time-saving or no time-saving), and is used in the special symbol 1 jackpot end processing and special symbol 2 jackpot end processing described later. Next, the game control device 100 saves the presentation mode transition information corresponding to the stop symbol pattern (or stop symbol number, symbol A described later) (step A410). Then, the process proceeds to step A420.
[0465] On the other hand, if the big win flag 1 is not a big win (step A401; N), the game control device 100 optionally determines whether the support win flag 1 is a support win (step A411). If the support win flag 1 is a support win (step A411; Y), a random number is loaded from the special chart 1 support per pattern random number storage area (for reserved number 1) (step A412) and a special chart 1 support per pattern table is set (step A413). Then, by referring to the special chart 1 support per pattern table, the stop pattern number corresponding to the loaded random number is obtained and saved in the special chart 1 stop pattern number area (step A414). Next, the stop pattern pattern corresponding to the stop pattern number is obtained and saved in the stop pattern pattern area (step A415). Then, the time reduction judgment data corresponding to the stopped symbol number is acquired and saved in the time reduction judgment data area (step A416), and the performance mode transition information corresponding to the stopped symbol pattern is saved (step A417). Then, the process proceeds to step A420.
[0466] On the other hand, if the big win flag 1 is not a big win (step A401; N) and the support win flag 1 is not a support win (step A411; N), the game control device 100 saves the stop pattern number at the time of loss in the special pattern 1 stop pattern number area (step A418) and saves the loss stop pattern pattern in the stop pattern area (step A419). After that, it moves to the processing of step A420. In addition, if the processing related to the support win (steps A347 to A349) is not executed in the big win flag 1 setting processing, if the big win flag 1 is not a big win (step A401; N), it moves to step A418 without executing steps A411 to A417.
[0467] After steps A410, A417, and A419, the game control device 100 prepares a decorative special symbol 1 command corresponding to the stop symbol pattern, and saves the decorative special symbol 1 command in the decorative special symbol 1 command area as a performance command (step A420). By the above processing, the stop symbol corresponding to the result of the special symbol 1 variable display game is set.
[0468] After that, the game control device 100 executes the performance command setting process (step A421). As a result, the decoration special chart 1 command is transmitted to the performance control device 300.
[0469] Next, the game control device 100 saves the pattern data corresponding to the stop pattern number in the test signal output data area (step A422), and clears the special pattern 1 big win pattern random number storage area (for reserved number 1) to 0 (step A423). After that, the special pattern 1 stop pattern setting process is terminated. In addition, by the above-mentioned pattern change control process, the stop display of the stop pattern pattern or the stop pattern corresponding to the stop pattern number (big win pattern, time-saving pattern, loss pattern, etc.) is executed on the special pattern 1 display 51.
[0470] [Special chart 2 stop pattern setting process] Next, the details of the special chart 2 stop symbol setting process (step A333) in the special chart 2 variable start process will be described. Fig. 31 is a flowchart showing the procedure of the special chart 2 stop symbol setting process.
[0471] The game control device 100 first judges whether the small win flag 2 is a small win, that is, whether small win information is saved in the small win flag 2 area (step A431). If the small win flag 2 is a small win (step A431; Y), the big win pattern random number is loaded from the special chart 2 big win pattern random number storage area (for reserved number 1) (step A432). Next, the special chart 2 big win pattern table is set (step A433), and the stop pattern number corresponding to the loaded big win pattern random number is obtained and saved in the special chart 2 stop pattern number area of the RWM (step A434). This process selects the type of special result.
[0472] In this embodiment, the game ball enters the V by opening the second special variable winning device 39 at the time of a small win, and a big win occurs immediately after the small win, so the big win pattern random number is loaded even if the special chart 2 variable display game is a small win (small win flag 2 is small win). However, it is also possible to load the small win pattern random number (step A141) and obtain the stop pattern number corresponding to the small win pattern random number. In this configuration, the big win pattern random number may be loaded at the time of V winning (when step A203 in FIG. 21 becomes Y), and the stop pa...
Claims
[Claim 1] In a gaming machine capable of executing a game, a counting means for counting a count value based on the difference between the number of game media that have been given to the player or the number of game media that have been decided to be given to the player and the number of game media that have been used; a game stopping means for causing a game disable state in which the game cannot be played when a predetermined condition based on the count value is satisfied; a display control means for displaying a predetermined display on a display means; an external information output means capable of outputting a predetermined signal to the outside; Equipped with The game stopping means is capable of generating a notice state that notices the occurrence of the game-disabled state and a suppression state in which the occurrence of the game-disabled state is suppressed, The display control means When the count value is within a predetermined range before the occurrence of the non-playable state, a notice guide display for notifying the player that the non-playable state exists can be displayed on the display means. In a customer waiting state, a customer waiting screen can be displayed on the display means, The advance notice display can be displayed on the display means in the advance notice state and the customer waiting state, The external information output means is capable of outputting a signal corresponding to the non-playable state based on the occurrence of the non-playable state. Gaming machine.