Game machine

JP2024093583A5Pending Publication Date: 2026-04-08SOPHIA CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-12-27
Publication Date
2026-04-08

AI Technical Summary

Technical Problem

Players may misunderstand the state of a gaming machine, leading to misidentification of its operational status.

Method used

A gaming machine equipped with a game stopping mechanism that generates a game-disabled state upon certain conditions, accompanied by an error display and signal output to prevent misidentification, featuring display control means and signal output means to notify errors.

Benefits of technology

Prevents player misidentification by clearly indicating the machine's state through error displays and signals, ensuring accurate understanding of its operational status.

✦ Generated by Eureka AI based on patent content.

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Abstract

To prevent a player's misconception.SOLUTION: A game machine 10 which can execute a game includes game stop means (a safety device (a game control device 100)) which can generate a game impossible state (game stop state, operation state) in which the game cannot be executed, display control means (a performance control device 300) which can display, on a display device 41, error displays 92a, 92b, 92c for a notification that an error occurs, and signal output means (the game control device 100) which outputs a signal to the exterior of the game machine 10. The display control means can display the error displays 92a, 92b, 92c. The signal output means can output the signal in response to a generation of the game impossible state.SELECTED DRAWING: Figure 102
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Conventionally, 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] This may lead the player 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 as follows: 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; 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 for displaying an error display on a display device to notify the user that an error has occurred; A signal output means for outputting a signal to an outside of the gaming machine, The display control means The error indication can be displayed, 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 processing a bonus game. [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. [Figure 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. [Diagram 53] 13 is a flowchart showing the steps of 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] 13 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] A preferred embodiment of the present invention will be described below with reference to the drawings. The terms "front, back, left and right" refer to the directions seen by the player during play.

[0009] [Overall view of the gaming machine] FIG. 1 is a diagram illustrating a gaming machine. The gaming machine 10 is attached to a frame 11 fixed to the island equipment via a hinge 16 so that it can be opened, closed, and rotated. The opening and closing frame is made up of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). The left end of the opening and closing frame is attached to a hinge. The right end is the end that is opened by rotation. The frame 11 and the front frame 12 form an outer frame unit 17.

[0010] A game board 30 (see FIG. 2) is disposed on the front frame 12, and the front of the game board 30 is A glass frame 15 with a cover glass 14 is attached. The function of the play area 32 (see FIG. 2) formed on the play board 30 is to serve as a play visual recognition area. The cover glass 14 is shown as an example of a transparent member. A plastic cover may be used instead of the glass 14. The glass frame 15 is made of a transparent material. It functions as a transparent member holding frame.

[0011] The front frame 12 and the glass frame 15 can be opened separately. For example, by opening only the glass frame 15, the player can access the play area 32 of the play board 30. In addition, by opening the front frame 12 while the glass frame 15 is not open, The game controller (main board) 100 (see FIG. 3) and the like are provided on the back side of the game board 30. can be accessed.

[0012] Various frame components are provided around the edge of the glass frame 15 surrounding the cover glass 14. do.

[0013] The upper center, right side, and left side of the glass frame 15 are provided with lighting effects that can be displayed according to the game status. The decoration devices 18a, 18b, and 18c are provided. It is a device that contains lighting components such as LEDs inside and produces lighting effects according to the game status. The lighting members disposed inside the decorative devices 18a, 18b, and 18c are frame decorative devices. The sensor 10 constitutes a part of the sensor 18 (see FIG. 4).

[0014] The decoration device 18a is disposed on the upper portion of the glass frame 15 (or the opening and closing frame) and extends in the left and right directions of the gaming machine 10. The top unit extends to the right and protrudes diagonally upward toward the front. The device 18a has a generally flat front surface 456 having various markings thereon, such as the model name. In this embodiment, 18a is fixed and does not move, but in order to reduce the feeling of pressure on the player, It can move forward or up and down only when necessary from its initial retracted position (normal position). It may also perform moving operations.

[0015] The decoration device 18b is provided on the right side of the glass frame 15 and extends in the vertical direction. The decorative device 18c is a protruding performance unit (front frame light emitting unit) that protrudes from the glass. On the left side of the frame 15, a protruding performance unit is installed extending in the vertical direction and protruding forward. The decoration devices 18b and 18c are arranged on the center side (inner The light is emitted toward the player from the side of the game machine 10, and the light leaks out of the game machine 10 from a plurality of openings. can be.

[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 speaker 19b is provided at the lower left corner of the glass frame 15 and the lower right corner of the front frame 12. The upper speaker 19a and the lower speaker 19b are arranged in the corners. The left and right upper speakers 19a are for emitting warning sounds, notification sounds, etc. The speaker is covered with a speaker decoration member 13 on the side.

[0017] The lower part of the glass frame 15 is provided with an upper tray unit 21 capable of storing game balls (game media). The upper tray 21 is formed in a box shape with an opening at the top. The game balls stored in the tray 21 are supplied one by one to the ball launching device.

[0018] The upper tray unit 20 includes a performance operation device that receives input operations from a player and A ball lending operation device that accepts input operations, and a decoration device 2 that performs light emission effects etc. according to the game state. 2.

[0019] The performance operation device includes a performance button 25, a cross key switch 28, and a volume control button. The operation device includes switches 27e and 27f, and the upper tray unit is The performance buttons 25 are located on the upper center and the left side of the operation panel 26. The operation panel 26 is placed in the opening of the operation panel 26 so that the operation panel 26 is attached to the metal surface. It is possible to make the product reflect light by plating it or making it entirely out of metal, for example silver. When the effect button 25 emits light, the surrounding operation panel 26 The light from the button 25 is reflected, making the illumination effect of the effect button 25 more effective.

[0020] The performance button 25 is a built-in performance button switch 25a and a The display unit 25 may include a touch panel 25b.

[0021] The volume control button switches 27e and 27f are located on the operation panel 26 of the upper tray unit 20. The volume of the upper speaker 19a and the lower speaker 19b can be adjusted by increasing or decreasing (+ / -). The cross key switch 28 (cross key SW) is The volume control buttons 27e and 27f are provided adjacent to the upper left side. The cross key switch 28 is also called a directional key switch. It is not necessary to use a single switch, but rather a general one consisting of multiple (for example, four) switches arranged on the front, back, left, right, etc. For example, when waiting for customers and / or playing a game, the volume control button The volume of the speakers 19a and 19b can be adjusted by pressing the buttons 27e and 27f. The switch before or after the cross key switch 28 may be pressed for effect. The light quantity (brightness, luminance) of the LED, etc. may be adjustable. The switches 27e and 27f are not provided, and the left or right switch of the cross key switch 28 is pressed down to operate the The volume of the speakers 19a, 19b may be adjustable.

[0022] When the player operates the performance operation device (particularly the performance button 25), the display device 41 (See Figure 2) A special chart change display game in which the player's operation is involved For example, you can select a performance pattern (performance mode) or start memory. It is possible to carry out a preview performance that notifies the result of the variable display game in advance. The variable display game includes the special variable display game, and if it is simply a variable display game, In this specification, refers to a special chart change display game.

[0023] In addition, the player can operate the production operation device not only during the execution of the variable display game but also during non-execution. The presentation pattern may also be changed by changing the

[0024] In addition, the game state when the variable display game is executed consists of a plurality of game states. The skill state (normal state) is a game state in which no special game state occurs. The special game state is, for example, a time-saving state as a specific game state or a special state in a variable display game. A state where the probability of a result (e.g. a jackpot) occurring is high (a sure-win state, a probability-changing state), a jackpot state ( In this way, the gaming machine 10 is in the special gaming state, and the small win gaming state. A game control device 100 (a game state selection means, A setting means selects (sets) one game state from the plurality of game states to set the current game state. It can be a state.

[0025] Here, the probability state (specific game state) continues until the next big hit occurs (rule (Play-by-play type), which continues until a set number of variable display games are played (Play-by-play type) , ST), and those that continue until a specified probability of falling lottery is won (falling lottery type), etc. be.

[0026] Furthermore, whether or not the probability of occurrence of the probability of occurrence is determined not by the jackpot pattern random number, but by the jackpot. It may also be so arranged that when this occurs, a probability variable state always occurs.

[0027] The ball lending operation device is an operation device that a player operates when borrowing a game ball, and is The ball loan operation device is provided on the upper right side of the operation panel 26 of the game machine 20. 7c, a ball loan button 27a, and a return button 27b. The balance display section 27c The ball loan button 27a is a display area for loaning game balls. The return button 27b is a button that the player operates when borrowing a game. When a prepaid card or the like is ejected from a card unit (not shown) arranged as shown in FIG. These are buttons that the player operates.

[0028] The decoration device 22 contains lighting components such as LEDs inside, and emits light according to the game status. The decoration device 22 is a device for performing the above-mentioned operations, and is provided in the upper tray unit 20. The lighting member provided constitutes a part of a frame decoration device 18 (see FIG. 4).

[0029] The lower part of the front frame 12 is below the glass frame 15 equipped with the upper tray unit 20 and the like. The machine includes an operating handle 24 for controlling the operation of a ball launcher (not shown) and a storage unit for storing game balls. A lower tray unit 29 is provided that includes a lower tray 23 that can be held in place. The upper tray units 20 are shaped to match each other and are arranged side by side in a vertical direction. By operating the upper tray operation part 27d of the unit 20, the game balls on the upper tray 21 are transferred to the lower tray 23. and it can be made to flow down.

[0030] The operating handle 24 is located at the lower right part of the front frame 12, below the right lower speaker 19b. When the player rotates the operating handle 24, the ball launching device The game balls supplied from the upper tray 21 are launched into the game area 32 of the game board 30. The launch speed of the game balls becomes faster as the rotation amount of the operating handle 24 increases. That is, the ball launching device is set to launch the game ball into the game area 32. The launch force (speed) can be changed in response to the operation of the operating handle 24 by the player, The game balls can be shot in various shooting modes with different shooting powers. A left hit (normal hit) causes the game ball to flow down the left side of the game area 32, and a right hit causes the game ball to flow down the right side of the game area 32. This includes a right-handed hit that causes the ball to flow downwards.

[0031] The lower tray 23 of the lower tray unit 29 is spaced apart from the upper tray unit 20 at a predetermined distance. The lower plate 23 is disposed below the unit 20. The lower plate 23 has a bottom surface penetrating therethrough in the vertical direction. The ball has a ball hole through which the ball passes, and an opening / closing operation part 23b for opening and closing the ball hole. The balls stored in the lower tray 23 are removed by operating the opening / closing operation part 23b to open the ball removal hole. The game balls can be discharged to the outside through the ball ejection hole.

[0032] In addition, on the back side of the front frame 12, a power supply unit 400 that supplies power to various devices, An upper tank 448 for storing game balls supplied from a supply device (not shown) installed in the upper A payout device (payout unit) that pays out game balls flowing down from the tank 448 onto the upper tray 21. etc. will be placed.

[0033] [Game board] Next, the game board 30 of the gaming machine 10 will be described with reference to FIG. FIG. 1 is a front view of a game board 30 provided in the game machine 10.

[0034] As shown in FIG. 2, the game board 30 includes a flat game board main body 3 which serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin. A game area 32 surrounded by a guide rail 31 is provided in front of the gaming machine 10. The game is played by shooting game balls from a ball shooting device into a game area 32 surrounded by a guide rail 31. The game area 32 is configured to have a windmill as a member for changing the flow direction of the game ball. The ball is then thrown into the water, and the direction of the ball changes as it rolls. Then it flows down the play area 32.

[0035] In the approximate center of the game area 32, a center window is formed, which is a display area for the variable display game. The case (front structure) 40 is attached. A window portion formed in the center case 40 Behind the screen is a performance display device (variable display device) that displays multiple identification information in a variable manner. The display device 41 is, for example, a liquid crystal display. The display contents can be seen from the front side of the game board 30 through the window of the center case 40. The display device 41 is not limited to one equipped with a liquid crystal display. The display may be equipped with an EL or CRT display.

[0036] The display screen (display unit) of the display device 41 is provided with a plurality of variable display areas. Characters that create identification information (special symbols) and variable display games are displayed in the dynamic display area. In addition, the display screen displays images based on the progress of the game (jackpot display, fanfare display, etc.) The display will show the current status (e.g., binding display).

[0037] In addition, the center case 40 is provided with a ball guide mechanism for receiving the balls flowing down the game area 32. The inlet 40a to the warp passage 40e to lead to the inside of the warp passage 40e, and the inlet 40a to lead to the warp passage 40e The stage portion 40b on which the game ball can roll is provided. The stage portion 40b is disposed above the start winning opening 36, so that the ball can be rolled on the stage portion 40b. The game ball thus obtained is more likely to enter the starting winning hole 36.

[0038] The upper and right sides of the center case 40 are provided with an upper performance unit 40c and a side The performance unit 40d is provided. The upper performance unit 40c and the side performance unit 40d constitute a part of the board decoration device 46 (see FIG. 4) and the board performance device 44 (see FIG. 4). .

[0039] In the game area 32 on the right side of the center case 40, a normal symbol start gate (normal symbol start gate) Inside the normal starting gate 34, there is a gate 34. A gate switch (SW) 34a (see FIG. 3) is provided for detecting the passing game ball. When the game ball shot into the game area 32 passes through the normal start gate 34, A variable display game is executed.

[0040] A general winning port 35 is arranged in the game area 32 at the lower left of the center case 40. A general winning port 35 is also arranged in the game area 32 on the lower right side of the center case 40. The entry of the game ball into the general winning hole 35 is controlled by a winning hole switch (SW ) 35a to 35n (see FIG. 3).

[0041] The game area 32 below the center case 40 is provided with the conditions for starting the special chart variable display game. A start winning hole (start winning hole 1, first start winning area) 36 is provided. In the game area 32 on the right side of the starting gate 34, there is a second starting winning hole (starting hole 2, a normal variable winning device 37 (normal electric device, normal electricity) equipped with a second starting winning area) is provided. The normal variable winning device 37 is rotated forward to change the state into one in which game balls can easily flow in. When the movable member 37b is in the closed state, the game ball However, the game ball cannot win the normal variable winning device 37. When the normal variable winning device 37 wins, a special variable display game is executed as an auxiliary game. In addition, the starting winning hole 36 is designed to make it easier for the game ball to win when hitting from the left, and is equipped with a normal variable winning mechanism. Position 37 makes it easier for the game ball to win when hit from the right.

[0042] The movable member 37b is a so-called tongue-type ordinary electric device, and is used to display the results of a normal game. When the specified stop display mode is reached, the normal power solenoid 37c (see FIG. 3) is activated. In this state, the balls are easily allowed to flow into the normal variable winning device 37 (which is advantageous for the player). If the movable member 37b is not in the open state (the winning-prone state), A closed state (uneasy winning state, difficult winning state) in which the game balls are unlikely to flow into the normal variable winning device 37. In this embodiment, the start winning port 36 is different from the normal variable winning device 37. It does not have a movable member (opening / closing member) and is always in an open state (open state), but A configuration having a material (such as a ferroelectric material) is also possible.

[0043] The movable member 37b is controlled by a game control device 100, which will be described later. The device 100 is adapted to shorten the time for changing the normal map change display game or to increase the probability of winning the normal map change display game. By setting the probability higher than normal, it is possible to increase the frequency of winning situations, or to create special play situations. The duration of the easy-to-win state is longer than that of the normal game state in which no skill is performed. By doing so, the time-saving state (normal power support state) will be generated as the specific game state mentioned above. In addition, even in the probability variation state (excluding the latent probability variation state), the time-saving state (normal power support) is overlapped. A "standby state" occurs.

[0044] In the game area 32 to the right of the start winning hole 36, a lower large winning hole solenoid 38b (see FIG. 3) By pulling the ball from the front to the back, the large prize opening is opened. A first special variable winning device 38 (special electric device) having a door 38c is provided. The first special variable prize winning device 38 closes the big prize winning port according to the result of the special variable display game. A state where the player is in a closed state (a blocked state that is disadvantageous to the player) is changed to an open state (a game state that is advantageous to the player). ) to facilitate the flow of game balls into the lower large winning hole, thereby allowing players to play a specified game. Value (for example, the number of prize balls or the number of time-saving / variable bonuses after a big win) is assigned. In addition, the lower large prize opening is provided with a detection means for detecting the game ball that has entered the large prize opening. A winning port switch 38a (count switch) is provided. The device 38 makes it easier for the game ball to win when hit from the right.

[0045] In the game area 32 above the normal variable winning device 37, an upper large winning port solenoid 39b (FIG. 3 The upper end of the door rotates to the right and opens the upper prize entrance. A second special variable prize winning device 39 having a second special variable prize winning device 39c is provided. The state where the big prize mouth is closed (a closure disadvantageous to the player) due to the result of the special chart change display game The state is changed from a closed state (a special game state advantageous to the player) to an open state (a special game state advantageous to the player), and the player is given access to the big prize hole. By facilitating the flow of game balls, the player can receive a predetermined game value (for example, prize balls or the end of a jackpot). The number of times the bonus is awarded after the bonus is given (the number of times the bonus is awarded after the bonus is given). As a detection means for detecting the game ball that has entered the large winning hole, the upper large winning hole switch 39a (counter The second special variable prize winning device 39 is equipped with a right-handed At this time, it becomes easier for the game ball to win a prize.

[0046] A specific area 72 (a so-called V winning port) is provided inside the second special variable winning device 39. After the opening and closing door 39c is opened by a small win, the game is entered into a specific area 72 (V winning hole). When the ball enters the jackpot, a big win is confirmed. The specific area 72 is opened for a long time only during a small win. The game control device 100 may be configured to allow the game ball to pass through easily by, for example, The passage of the game ball into the specific area 72 (V winning) is detected by a sensor (specific area switch 72a described later) etc. It can be detected through, and when a V entry is detected, it is confirmed that the small win will end and the big win will be transitioned to. At the same time, information indicating that a V-winning has occurred is sent to the performance control device 300 (described later) (specific area Then, the performance control device 300 transmits a V winning command to the display device 41, etc. This can be reported at.

[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 prize winning device 39 is opened by the small win, When the game ball enters a specific area 72 (V entry hole) in the second special variable entry device 39, a jackpot is awarded. occurs.

[0048] General winning port 35, start winning port 36, normal variable winning device 37, and special variable winning device 38 When a game ball enters the big winning hole 39, the payout control device 200 (see FIG. 3) The number of winning balls corresponding to the type of winning hole is discharged from the payout device to the upper tray 21. The area 32 is provided with an outlet 30b for collecting game balls that do not win in the winning holes. In addition, the general winning hole 35, the starting winning hole 36, the normal variable winning device 37, and the special variable winning device The devices 38 and 39 and their vicinity are provided with LEDs (described later) that can emit light when the game ball wins a prize. A panel decoration device 46 (part of the panel decoration device 46) is provided.

[0049] In addition, outside the game area 32, in the lower right corner of the game board body 30a, a special chart change display game is provided. The game (special chart 1 change display game, special chart 2 change display game) and the regular chart change display game are executed. The collective display device 50 is provided with an LED lamp (light emitting portion, The display units 51 to 60 are configured from light members (illuminating members) and display information such as the current game state.

[0050] The collective display device 50 is a variable display device composed of a 7-segment type display (LED lamp) or the like. The first special chart change display unit 51 (special chart 1 display, lamp D1) and the second special chart change display unit 52 for the display game A display unit 52 (special map 2 display, lamp D2) and a variable display unit 53 (normal map variable display game) for the normal map variable display game. Display indicator, lamps D8, D10, D18) and each variable display game start (hold) memory number report Knowledge memory display section (special drawing 1 reserved display 54, special drawing 2 reserved display 55, general drawing reserved display 56 ) and. The reserved indicator 54 in FIG. 1 is composed of lamps D11 and D12. The special 2 reserve indicator 55 is composed of lamps D13 and D14. is composed of lamps D15 and D16.

[0051] In addition, the collective display device 50 displays the time when the ball should be hit from the right (when the ball should be hit from the right) or when the ball should be hit from the left (when the ball should be hit normally). A first game status display unit 57 (first game status indicator, lamp D7) that notifies the player that a game is in progress; A second game state display unit 58 (second game state display unit 58) that lights up when a time-saving state occurs to notify the occurrence of the time-saving state. Skill status indicator, lamp D17) When the gaming machine 10 is turned on, the probability of winning is in a high probability state. A third game state display unit 59 (third game state display, probability state Display unit, lamp D9), number of rounds at the time of big win (number of times the special variable winning device 38, 39 is opened and closed ) is provided in the round display section 60 (lamps D3 to D6).

[0052] In the special chart 1 display 51 and the special chart 2 display 52, the variable display game displays identification information (e.g. This is done by a variable display in which the central segment (the first segment, the second segment, the third segment, the fourth segment, the fifth segment, the sixth segment, the seventh segment, the eighth ... The special chart 1 display 51 and the special chart 2 display 52 are not limited to such segment type display units, It may be configured by a group of multiple LEDs, and when performing a variable display, the display All LEDs installed as a device can be turned on and off (all LEDs flashing simultaneously) or in a cyclic manner. Lighting (one LED lights up in a specific order at a specific time and then goes out), or multiple This can be done by turning on and off (blinking) or circulating a certain number of LEDs. In the normal display 53, the variable display game is performed by turning on and off the lamps D10 and D18. This is done by repeating the change display (flashing). Also, the normal map display 53 and the special map 1 display 5 1. It can be configured appropriately in the same manner as special diagram 2 display 52.

[0053] The lamp display device 75 displays and turns off the lamp as a pattern (a fourth special pattern, a fourth pattern, described later). Lamp display unit 1, 2 (LED) which performs variable display (flashing) and each special chart variable It has lamp display units 3 to 6 (LEDs) for notifying the start (hold) and number of memories of the dynamic display game. The lamp display device 75 is controlled by a performance control device 300 (described later).

[0054] The lamp display units 1 and 2 flash at a predetermined period (for example, 200 msec) as a variable display. In other words, the switching between turning on and off of the lamp display units 1 and 2 is performed at a blinking cycle of The period is half (for example, 100 msec) of the time required for the simultaneous display device 50. The time for the change in the display of the change in the display 51, the special display 2, and the general display 53 is determined by the game control device. The time variation of the lamp display units 1 and 2 of the lamp display device 75 is measured by the lamp display unit 100. is measured by the performance control device 300 (described later).

[0055] The lamp display units 3 and 4 (Special Drawing 1 Hold LED 1 and Special Drawing 1 Hold LED 2) are in the off state, the lit state, Depending on the combination of the status and blinking status, the number of reserved special charts (number of first start memories) is displayed. ,The lamp display units 5, 6 (Special Drawing 2 Pending LED 1, Special Drawing 2 Pending LED 2) are in the off state, the lit state Displays the number of reserved special charts 2 (number of second start memories) depending on the combination of the status and blinking status. The display units 3 to 6 will stop displaying the reserved number when a jackpot occurs, but will not display the reserved number when the jackpot is not in progress. (Including the case where a reach described below has occurred on the display device 41), the number of reserved balls is displayed.

[0056] Next, the flow of the game in the gaming machine 10, the normal chart change display game and the special chart change display game The details will be explained.

[0057] In the gaming machine 10, gaming balls are shot out from a ball launcher (not shown) toward a gaming area 32. The game is played by hitting the balls. The balls are placed in various places within the game area 32. The ball flows down the play area 32 while changing the rolling direction due to obstacles such as nails and windmills. 34, general winning hole 35, starting winning hole 36, normal variable winning device 37, or special variable winning device The ball is either placed in the place 38 or 39 or is thrown through the outlet 30b at the bottom of the game area 32. The balls flow into the general winning hole 35, the starting winning hole 36, and the general winning hole 37. When a game ball enters the general variable winning device 37 or the special variable winning device 38, 39, the winning A number of prize balls according to the type of winning hole are discharged onto the upper tray 21 via a payout device.

[0058] The normal start gate 34 is provided with a gate for detecting a game ball that has passed through the normal start gate 34. A switch 34a (see FIG. 3) is provided. When the game ball passes through the starting gate 34, The gate switch 34a detects the random number for hit determination extracted at this time. Based on the result of the determination, a game of changing the map is executed.

[0059] A state in which the normal map change display game cannot be started, for example, the normal map change display game has already been played If the game has not ended or the result of the game has not been won, When the normal variable winning device 37 is converted to an open state, the game ball is When passing through Route 34, if the number of normal map start memories (normal map reserve numbers) is less than the upper limit, the number of memories is An addition (+1) is made.

[0060] The regular map start memory (regular map reserve) contains a regular map change display to determine whether the game is a hit or a miss. A random number value for judgment is stored, and if this random number value for judgment of a win matches the judgment value, the corresponding When the game of changing numbers is won, a specific result pattern (specific outcome) is derived.

[0061] The map change display game is executed by the map display device 53 provided in the collective display device 50. The normal map indicator 53 is in the lit state as normal identification information (normal map). When the LED is off, it blinks to indicate the position of the LED. This will display the change in the normal identification information, and after the specified change display time has elapsed, the LED will light up or The result is displayed when the light goes out.

[0062] If the random number value extracted when passing through the normal map start gate 34 is the winning value, the normal map display The normal pattern (normal pattern) displayed on the device 53 stops in the winning state, and the winning state is reached. When the normal current solenoid 37c (see FIG. 3) is driven, the movable member 37b moves at a predetermined The ball is converted to the open state only for a certain period (for example, 3 seconds x 2 times), and the ball is normally inserted into the variable winning device 37. Awards are acceptable.

[0063] The entry of the game ball into the start winning hole 36 and the entry into the normal variable winning device 37 are performed by one swing of the start hole. The start port 2 switch 36a (see FIG. 3) and the start port 2 switch 37a (see FIG. 3). The game ball that entered the start winning hole 36 is detected as the start winning ball of the special chart 1 variable display game, The number of balls that have won the normal variable winning device 37 is limited to a certain upper limit. FIG. 2 is detected as the starting winning ball of the variable display game, and is stored up to a predetermined upper limit.

[0064] When detecting the start winning ball of the special chart change display game, the jackpot random number value, the jackpot pattern random number value, each The variation pattern random number value, etc. are extracted. These random number values ​​are stored in the special chart reservation record of the game control device 100. The memory area (part of RAM) stores a certain number of times (for example, up to 8 times) as special chart start winning memory. The number of special winnings is stored up to the limit. The information is displayed on the special drawing 1 reservation display 54 and the special drawing 2 reservation display 55, and the display device 4 It will also be displayed on display screen 1.

[0065] The game control device 100 is a start memory (see FIG. 1) that stores a winning entry into the start winning slot 36 or a first start memory (see FIG. 1). Based on the memory, the special chart 1 reserve, the special chart 1 display device 51 executes the special chart 1 variable display game. In addition, the game control device 100 is a normal variable winning device 37 winning or second start memory (special figure Based on the 2 start memory and the 2 reserve, the 2 variable display game is executed by the 2 display 52. do.

[0066] Special chart 1 variable display game (first special chart variable display game) and special chart 2 variable display game (second special The game is a game where special information (special This is done by displaying a variable number of symbols (pattern, special pattern) and then stopping the display of a specified result pattern.

[0067] In addition, the display device 41 displays a plurality of types of identification information (e.g. For example, a special display game that changes the display of numbers, symbols, character patterns, etc. is performed. will be done.

[0068] The display device 41 displays the special symbols in a variable display game. The different patterns (identification information) are on the left (first special pattern), right (second special pattern), and center (third special pattern). The display will begin to change (scroll) in order, and after a certain period of time, the changing symbols will stop. The display device 41 displays the result of the special chart variation display game. In order to increase interest, various effects such as the appearance of characters are displayed. In the variable display game, the lamp display device 75 displays another special decorative pattern (identification information). The fourth special symbol appears when the light turns on and off (blinks) on the display units 1 and 2. (4th symbol) will change. The change display of the lamp display units 1 and 2 will change after a certain period of time from the start. If there is a miss, the light will turn off, and if there is a big hit or small hit, the light will turn on.

[0069] The game ball enters the start winning hole 36 or the normal variable winning device 37 at a predetermined timing. If the winning random number is the winning value at the time of winning detection, the special chart variable display game As a result, a specific result pattern (special result pattern) is derived from the displayed pattern, and the jackpot state ( In response to this, the display state of the display device 41 becomes a special result state (e.g. For example, the numbers would be "7, 7, 7" etc.

[0070] At this time, the special variable winning devices 38 and 39 are connected to the large winning port solenoids 38b and 39b (see FIG. 3). When electricity is applied to the main prize winning slot, the main prize winning slot changes from closed to open for a specified period of time (for example, 30 seconds). That is, the special variable prize winning device 38, 39 has a large prize winning port at a predetermined time. The balls open wide for a certain period or until a certain number of balls win, during which the player can win many balls. The privilege of being able to do so will be given.

[0071] The game ball enters the start winning hole 36 or the normal variable winning device 37 at a predetermined timing. If the winning random number is a small winning value at the time of winning detection, the special chart variable display game As a result, a specific result state (small win result state) is derived from the displayed pattern, and the small win state In response to this, the display mode of the display device 41 becomes a small win result mode. In this form, the jackpot random number value is also used to determine the small hit, but the small hit value (small hit determination value) is , which is different from the jackpot value (jackpot determination value).

[0072] At this time, the special variable winning devices 38 and 39 are connected to the large winning port solenoids 38b and 39b (see FIG. 3). By applying electricity to the large prize slot (see reference), the large prize slot is converted from a closed state to an open state for a specified short period of time. In addition, the full opening time of the big prize entrance is longer when in the small prize state (small prize game state) than when in the big prize state (special Since the time required for the small win is shorter than that required for the big win, the player can win less game value in the small win state than in the big win state. The value (number of balls won) is small. In addition, the big prize entrance is open in both the small and big win states. The big win state is called the first special game state, and the small win state is called the second special game state. For simplicity, in this embodiment, the special variable prize-winning device 39 ( Only the upper large winning hole) is converted to the open state, and the big win state (the big win state due to the V winning during the small win) This explains the configuration in which only the special variable winning device 38 (lower large winning port) is converted to an open state. do.

[0073] Here, we will explain the difference between a big win and a small win.

[0074] A big win is a special result that accompanies the activation of a condition device, and a small win is a special result that does not accompany the activation of a condition device. The condition device is a specific result that occurs when a jackpot occurs in a special chart variable display game (when the jackpot pattern stops). The condition device operates when the stop display is displayed. For example, the condition device operates when a jackpot state occurs. A specific function for continuously operating the special variable winning devices 38, 39 as special electric devices. The condition device is activated when the specific area 72 is activated. It may also mean that the game ball has passed through the V (a V win). For example, the specific flags mentioned above may not be set, such as when a small prize is won. However, as described later in this embodiment, if there is a V-winning during a small winning state, In this case, the condition device will be activated. It may be a software means such as a flag that is turned on and off automatically, or it may be an electrically turned on It may be a hardware means such as a switch that is turned on or off. In the field of pachinko machines, this device is a necessary condition for the continuous operation of electric gadgets. These are terms commonly used in the field and have the same meaning in this specification. It is used as a word.

[0075] Specifically, in the case of a jackpot, a jackpot flag is set, and a special variable prize-winning device In contrast, in the case of a small hit, a special variable is set by setting the small hit flag. The dynamic prize-winning device is opened.

[0076] In addition, the special diagram 1 display 51 and the special diagram 2 display 52 may be configured as separate displays. However, it may be configured as the same display device, but each special chart change display game is not executed simultaneously. In addition, the special chart 2 variable display game has priority over the special chart 1 variable display game. It is designed to be executed, and the start memory of the special chart 1 variable display game and the special chart 2 variable display game If the special chart change display game is available, the special chart 2 change display game will be It will be executed (Special chart 2 reserved consumption is prioritized, Special chart 2 change is prioritized).

[0077] Regarding the decorative special chart change display game in the display device 41, The variable display game shown in FIG. 2 may be executed on separate display devices or in separate display areas. The same display device or display area may be used for the same purpose. The decoration special chart change display game corresponding to the game and the special chart 2 change display game are not executed at the same time. You may do so.

[0078] In the following explanation, we will not distinguish between the special chart 1 variable display game and the special chart 2 variable display game. In such cases, it is simply called a special chart change display game.

[0079] In addition, although not particularly limited, the start port 1 switch 36 in the start winning port 36 a, the start port 2 switch 37a, the gate switch 34a, the winning port in the normal variable winning device 37 The switch 35a and the big prize opening switches 38a and 39a are provided with coils for magnetic detection. A non-contact magnetic sensor that detects balls by utilizing the phenomenon in which the magnetic field changes when metal comes close to the ball. A proximity sensor (hereinafter referred to as a proximity switch) is used. A glass frame opening detection switch 63 provided on the game frame 15 or the like and a front frame (game frame) 12 or the like The main body frame open detection switch 64 (front frame open detection switch) has a mechanical contact. A microswitch can be used.

[0080] [Game Control Device] FIG. 3 is a block diagram of a game control system of the gaming machine 10. The game control device 100 is equipped with a main control device (main board) that controls the game in an integrated manner. A game microcomputer (hereinafter referred to as a game microcomputer) 111 is The CPU section 110 has a CPU, an input section 120 has an input port, and an output port, a driver, etc. an output section 130 having a signal processing unit 140 and a signal processing unit 150; The data bus 140 is connected to the data bus 140.

[0081] The CPU section 110 is a gaming microcomputer (CP) called an amusement chip (IC). It has an oscillator like a crystal oscillator and is used for the CPU clock and timer interrupts. The random number generating circuit includes an oscillator circuit (crystal oscillator) 113 for generating a clock that is a reference for the random number generating circuit. The game control device 100 and the solenoids and motors driven by the game control device 100 The power supply unit 400 supplies DC32V, DC12V, and DC5V to electronic components such as the motor. A DC voltage of a predetermined level, such as V, is supplied to the device to make it operable.

[0082] The power supply unit 400 is an AC / DC converter that generates a DC voltage of 32 V from a 24 V AC power source. Converters and DC32V voltages to lower levels of DC voltage such as DC12V and DC5V A normal power supply unit 410 having a DC-DC converter that generates A backup power supply unit 420 that supplies a power supply voltage to the RAM inside the A power failure monitoring circuit is provided, and a power failure monitoring signal and a relay are provided to notify the game control device 100 of the occurrence and recovery of a power failure. The control signal generating unit 430 generates and outputs a control signal such as a set signal.

[0083] In this embodiment, the power supply device 400 is configured separately from the game control device 100. The backup power supply unit 420 and the control signal generating unit 430 are mounted on separate boards or on the game control board. It may be configured to be integrated with the device 100, i.e., to be provided on the main board. Since the game control device 100 is subject to replacement when changing the model, as in the embodiment, the power supply 400 or a backup power supply unit 420 and a control signal generating unit 43 on a board separate from the main board. By setting a value of 0, it is possible to exclude the item from replacement and reduce costs.

[0084] The backup power supply unit 420 is composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply is the gaming microcomputer 111 ( In particular, the internal RAM is supplied with data, and the data stored in the RAM is preserved even during a power outage or after a power cut. The control signal generating unit 430 is configured to hold, for example, a signal generated by the normal power supply unit 410. The 32V voltage is monitored and if it drops below 17V, for example, a power outage is detected and the system shuts down. The power monitor signal is changed and a reset signal is output after a specified time. When the power is turned on or when power is restored, a reset signal is output after a predetermined time has elapsed from that point.

[0085] The game control device 100 is also provided with a RAM initialization switch 112. When the initialization switch 112 is pressed down and turned on, an initialization switch signal is generated. Based on this, the RAM 111c in the gaming microcomputer 111 and the RA in the payout control device 200 The process of forcibly initializing the information stored in M ​​is performed. However, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is read by the gaming microcomputer 1. 11 is read repeatedly in the main loop of the main program that is executed. Reset The signal is a type of forced interrupt signal, which causes the entire control system to be reset.

[0086] In addition, the game control device 100 (main board) is equipped with a setting key switch 153. The switch 153 is turned on by the operator by a rotating operation or the like to set a game condition (game). The probability setting value (setting value) according to the setting for can be changed. The probability setting switch 112 is a setting value changing switch that can change the probability setting value in response to an operation by an operator. In this embodiment, the probability setting value is a probability of a big win, a probability of a small win, etc. This is a setting value for setting the winning probability of the game, but other game conditions (such as presentation) other than the probability are also determined. The rate can be changed according to the rate setting value. For example, the higher the rate setting value, the higher the probability of winning. The setting key switch 153 and the RAM initialization switch 112 are used to set the game conditions. A setting change means (setting change device, setting means) capable of changing the setting (probability setting value) is configured. Note that the RAM initialization switch 112 is not used, but another switch also serves as the setting value change switch. Alternatively, a dedicated switch for changing the set value may be provided.

[0087] The setting key switch 153 and the RAM initialization switch 112 are used to control the game in the game machine 10. By being installed on the device 100, the front frame 12 (main body frame) must be opened in order for it to be operated. In other words, the general player cannot access the setting. The key switch 153 and the RAM initialization switch 112 cannot be accessed and operated. stomach.

[0088] As described later, when the gaming machine 10 is turned on (when a power outage is restored, or when power is restored), the gaming machine 10 The probability setting is determined according to the on / off state of the setting key switch 153 and the RAM initialization switch 112. A setting variable state (setting change state, setting possible state, setting change mode) where the set value can be changed (settable) The game can be moved to various states such as the setting confirmation state (setting confirmation mode) where the probability setting value can be confirmed, and the setting confirmation state (setting confirmation mode) where the probability setting value can be confirmed. It can be carried out.

[0089] In this embodiment, the probability setting value is defined in, for example, six stages, and the probability setting value 1 (setting 1 ), Probability setting value 2 (setting 2), Probability setting value 3 (setting 3), Probability setting value 4 (setting 4), Probability There are 5 settings (Setting 5) and 6 probability settings (Setting 6). Generally, setting 1 is the most popular with players. The setting is unfavorable to the player, and setting 6 is the most favorable setting for the player. Settings 1 and 2 are low settings. ,Settings 3 and 4 are intermediate settings (medium settings), and settings 5 ​​and 6 are high settings.

[0090] In the probability setting change process, the operator presses the RAM initialization switch 112. Each time, the working setting value (setting) in the working setting value area is set to setting value 0 (setting 1, probability setting value 1). → Setting value 1 (Setting 2, Probability setting value 2) → Setting value 2 (Setting 3, Probability setting value 3) → Setting value 3 ( Setting 4, Probability Setting value 4) → Setting value 4 (Setting 5, Probability Setting value 5) → Setting value 5 (Setting 6, Probability The setting value will change as follows: setting value 6) → setting value 0 (setting 1) → setting value 1 (setting 2) →... In this way, the RAM initialization switch 112 also functions as a setting value change switch. For the sake of explanation, during the setting change state (setting change mode), set the working setting values ​​0 to 5 respectively. The probability setting values ​​are set to 1 to 6, but the working setting values ​​and the probability setting values ​​are in the same numerical range (i.e. (i.e. 0 to 5 or 1 to 6) and treat them as the same (working setting value and probability Set the same value.

[0091] Note that the RAM initialization switch 112 (setting value change switch) is not operated, but the setting key The probability setting value may be changed by rotating the switch 153 to a predetermined position. The probability setting value is not limited to 6 levels. And, the selected working setting value from 0 to 5 can be used. If the corresponding display probability setting is, for example, a 4-digit 7-segment type (8 segments including the dot Dp), The performance is displayed on the performance display device 152, which is a segment type display device. For example, the collective display device 50 is provided with information on the setting values ​​such as the probability setting values ​​for display (for example, the probability setting A display on the front of the gaming machine (for example, a display on which the fixed values ​​1 to 6 can be read) may be displayed. device 50), not only during the setting variable state or the setting confirmation state, but also during game control execution (the game Information regarding the setting values, such as the display probability setting value, may also be displayed during the game process.

[0092] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111a , a read-only ROM (read-only memory) 111b and a read / write RA M (random access memory) 111c.

[0093] The ROM 111b stores immutable information for game control (programs, fixed data, various random numbers, etc.). The RAM 111c stores the CPU 111a's judgment value, etc. in a non-volatile manner. It is used as a working area and a storage area for various signals and random numbers. A storage means for storing the information (technical information) and capable of retaining the stored information even if a power outage occurs The ROM 111b and RAM 111c are electrically rewritable like an EEPROM. A non-volatile memory that can be read may be used.

[0094] In addition, the ROM 111b stores, for example, the execution time of the special chart variable display game, the performance contents, the reach A fluctuation pattern for determining the fluctuation pattern (fluctuation mode) that determines whether or not a state occurs The change pattern table is stored as a start memory. The table for the CPU 111a to refer to the fluctuation pattern random numbers 1 to 3 and determine the fluctuation pattern. In addition, the fluctuation pattern table shows that the option that will be selected when the result is a miss. Deviation fluctuation pattern table, the jackpot fluctuation pattern table selected when the result is a jackpot In addition, these pattern tables include the following: A table for determining the latter half fluctuation pattern, which is the fluctuation pattern (later half fluctuation group table Bull and late fluctuation pattern selection table, etc.), the fluctuation pattern before the reach state Tables for determining half fluctuation patterns (first half fluctuation group table and first half fluctuation pattern) This includes the following:

[0095] Here, the reach (reach state) refers to a display device that has a display state that can be changed, and the display device A plurality of display results are derived and displayed at different times, and the plurality of display results are displayed according to a predetermined characteristic. When a different result pattern occurs, the game state becomes advantageous to the player (special game state). In the gaming machine 10, when some of the display results have not yet been derived and displayed, A display state in which the display result already derived and displayed satisfies the conditions for becoming a special result state. In other words, the reach state is when the display control of the display device progresses and the display Even when the results have reached the stage before they are derived and displayed, the display conditions for the special result mode are For example, the special result state is maintained while keeping the state. The state where multiple variable display areas are used to display the variable (so-called full rotation reach) is also a reach state. In addition, the reach state is when the display control of the display device progresses and the display result is derived and displayed. The display state at the stage before the display result is derived and displayed. A condition in which at least a part of the display results of the determined multiple variable display areas becomes a special result state. This refers to the display state when the following conditions are met.

[0096] Therefore, for example, a special chart change table displayed on a display device in response to a special chart change display game The game is a game in which a plurality of identification information is displayed for a predetermined period of time in each of the left, center, and right variable display areas of the display device. After the information is displayed, the display stops and the result is displayed in the order of left, right, and center. In this case, the left and right variable display areas will display the state where the conditions for a special result are met (for example, The state where the display stops with the same identification information as the previous one is called the reach state. When the area change display is temporarily stopped, any two of the left, center, or right change display areas A state in which the conditions for a special result are met (for example, the same identification information, but The remaining variable display area is changed from the reach state to the reach state. The display may be dynamically changed.

[0097] The reach state includes multiple reach effects, which lead to special result patterns (jackpot patterns). There are different types of reach effects that have different chances of being produced (different expectations), such as normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP 2 Reach), Special 3 Reach (SP3 Reach), and Premier Reach are set. In addition, the expected value of the jackpot is: No reach < Normal reach < Special 1 reach <Special 2 Reach <Special 3 Reach <Premium Reach> In addition, the reach state is at least a special result state derived in the special chart variable display game. In the case where the winning number is reached (when the winning number is reached), the variable display mode is included. In other words, when it is determined that a special result pattern is not derived in the special chart variation display game (when it is a miss) In this case, the state where the reach state occurs may be included in the variable display mode. This is a state in which the possibility of a jackpot is high compared to when a reach state does not occur.

[0098] In addition, the expectation level of the performance (notice) indicates the probability of winning if that performance is selected. The selection rate of the performance when it is a big hit and the selection rate when it is not a big hit (when it is a miss) It can be calculated based on the selection rate of the performance, etc.

[0099] The CPU 111a executes a game control program in the ROM 111b to control the payout. It generates control signals (commands) for the device 200 and the performance control device 300, and also generates solenoids and The display device drive signal is generated and output to control the entire gaming machine 10. However, the gaming microcomputer 111 is a random number generator for determining whether a special chart variable display game has a jackpot. A random number for determining the big win pattern, a random number for determining the small win pattern, A random number for a symbol, a random number for a symbol for determining the time-saving symbol (the symbol for stopping the symbol) described below, Fluctuation patterns in special chart fluctuation display games (fluctuations in fluctuation displays of various reaches and no reaches) To generate a variable pattern random number etc. to determine the execution time of the displayed game A random number generating circuit and a CPU 1 based on an oscillation signal (original clock signal) from an oscillation circuit 113. A timer interrupt signal or random number generator with a predetermined period (for example, 4 msec (milliseconds)) for 11a A clock generator is provided to generate a clock that provides update timing for the synthesis circuit. .

[0100] In addition, the CPU 111a executes the process related to the special chart change display game. Select one of the plurality of fluctuation pattern tables stored in the Specifically, the CPU 111a acquires the game result (jackpot) of the special chart variable display game. Win or lose), and the probability state of the special chart change display game as the current game state (normal probability Multiple fluctuation pattern tables based on the number of start memories, etc. The CPU 11 selects and acquires one of the fluctuation pattern tables. 1a is a plurality of variations stored in the ROM 111b when a special chart variation display game is executed. A fluctuation distribution information table that obtains one of the fluctuation pattern tables. It serves as a means of obtaining information.

[0101] The dispensing control device 200 includes a CPU, a ROM, a RAM, an input interface, and an output interface. The game controller 100 is equipped with a ball dispenser and a ball dispenser. The payout motor of the payout unit is driven and control is performed to pay out the winning balls. The payout control device 200 controls the payout unit based on a ball loan request signal from the card unit. It drives the payout motor and controls the payment of loaned balls.

[0102] The input section 120 of the gaming microcomputer 111 includes a board switch that detects the emission of radio waves to the gaming machine. The wave sensor 62, the gate switch 34a of the normal start gate 34, the start gate in the first start winning hole 36 Movement port 1 switch 36a, start port 2 switch in the second start winning port 37 (normal variable winning device) 37a, the winning port switch 35a of the general winning port 35, the big winning of the special variable winning device 38, 39 The high level supplied from these switches is A negative logic signal such as 1V and a low level of 7V is input, and it becomes a positive logic signal of 0V-5V. An interface chip (proximity I / F) 121 that performs the conversion is provided.

[0103] Further, the interface chip (proximity I / F) 121 includes a specific area switch 72a, The switch 73 is connected to the remaining ball outlet switch 74 and the out ball detection switch 74. 2a detects the passage (V winning) of a game ball into a specific area 72 (V winning hole). The outlet switch 73 is a remaining ball outlet for discharging game balls from the special variable winning devices 38 and 39. The out ball detection switch 74 detects the game ball that has passed through the game area. All game balls that have been played (i.e., all game balls that have passed through the winning hole or the out hole 30b) Detect.

[0104] The output of the proximity I / F 121 is input to a second input port 123, a third input port 124, or a third input port 125. 4 is supplied to the input port 126 and read into the gaming microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, the gate switch 34a and the start port 1 switch 36a, start port 2 switch 37a, prize port switch 35a, big prize port switch 38a, The detection signal of 39 a is input to a third input port 124 .

[0105] In addition, among the outputs of the proximity I / F 121, the detection signal of the panel radio wave sensor 62 and the sensor and switch The abnormality detection signal outputted when an abnormality in the switch is detected is inputted to the second input port 123. .

[0106] In addition, among the outputs of the proximity I / F 121, the specific area switch 72a, the remaining ball outlet switch The detection signals of the 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 is provided with a fraud detection device provided on the front frame 12 of the gaming machine 10. The detection signal of the magnetic sensor switch 61, the glass provided in the glass frame 15 of the gaming machine 10, etc. Frame opening detection switch 63, a main body frame opening detection switch provided on the front frame 12 (main body frame) etc. A signal from 64 (front frame open detection switch) and a vibration sensor 6 for detecting vibration of the gaming machine 10 The signal from 5 is input.

[0108] The second input port 123 receives a setting key switch signal from a setting key switch 153. and supplies it to the game microcomputer 111 via the data bus 140.

[0109] In addition, the output of the proximity I / F 121 to the third input port 124 is The signal is also supplied from the device 100 to a test firing device (not shown) via a relay board 70. Furthermore, among the outputs of the proximity I / F 121, the start port 1 switch 36a and the start port 2 switch The detection signal of the switch 37a is input to the third input port 124 as well as to the gaming microcomputer 111. It is structured as follows.

[0110] As described above, the proximity I / F 121 has a signal level conversion function. To enable the conversion function, the proximity I / F 121 is connected to a power supply unit 400 for normal IC operation. In addition to the voltage required for operation, such as 5V, a voltage of 12V is also provided. .

[0111] The data held by the third input port 124 is input by the gaming microcomputer 111 through the third input port 124. The enable signal CE is generated by decoding the address assigned to the port 124. The second input port can be read by asserting 2 (changing to a valid level). The same applies to the fourth input port 123, the fourth input port 126, and the first input port 122 described below.

[0112] In addition, the input unit 120 receives a frame radio wave illegal signal output from the dispensing control device 200, A signal indicating a payout error, a status signal indicating a lack of balls before payout, and a shot ball out signal indicating a lack of balls before payout. Switch signal, overflow switch signal indicating overflow, on operating handle 24 Touch switch signal based on the input of the provided touch switch, RAM initialization switch 1 12 and supplies it to the gaming microcomputer 111 via the data bus 140. A first input port 122 is provided. The overflow switch signal is input to the lower plate 23. Output when it is detected that the skill ball is stored at a certain amount (full) The frame radio wave illegal signal is generated when the frame radio wave sensor installed on the front frame 12 (main frame) detects radio waves. The dispensing busy signal is a signal that is output based on the detection of This is a signal that indicates whether or not a command can be accepted.

[0113] The input unit 120 also receives signals such as a power failure monitoring signal and a reset signal from the power supply device 400. A Schmitt buffer 125 is provided to input the signal to the gaming microcomputer 111. The Schmitt buffer 125 has the function of removing noise from these input signals. The power failure monitoring signal from the power supply device 400 is temporarily input to the first input port 122 and then The information is input to the gaming microcomputer 111 via the switch 140. The signals from the external device provided in the gaming microcomputer 111 are treated as equivalent to the signals from the external device. This is because there is a restriction on the number of terminals that can receive such signals.

[0114] On the other hand, the reset signal RST, which has been noise-removed by the Schmitt buffer 125, The reset signal is input directly to a reset terminal provided in the microcomputer 111 for the power supply, and is also input to the output section 13 0. The reset signal RST is directly supplied to the center without passing through the output unit 130. By outputting to the relay board 70, the port of the relay board 70 (FIG. The test firing signal held in the test chamber (not shown) is turned off.

[0115] In addition, the reset signal RST can be output to the test firing device via the relay board 70. The reset signal RST is input to each of the ports 122 and 123 of the input unit 120. , 124, 126. Just before the reset signal RST is input, the gaming microcomputer 1 The data set in each port of the output unit 130 by the control circuit 11 prevents the system from malfunctioning. Therefore, it is necessary to reset the input ports 120 immediately before the reset signal RST is input. The data read by the gaming microcomputer 111 from the Therefore, it is discarded.

[0116] The output unit 130 includes a communication path from the gaming microcomputer 111 to the performance control device 300 and a A Schmitt buffer arranged on the communication path from the dispensing microcomputer 111 to the dispensing control device 200 132 is provided. Data is transmitted to the performance control device 200 via serial communication. This is one-way communication that prevents signals from being input to the technique control device 100.

[0117] Furthermore, the output unit 130 is connected to a data bus 140 and receives a test firing signal from a certification agency (not shown). Data informing the test device of the special pattern information of the variable display game and a signal indicating the probability of winning The buffer 133 that outputs the above signals via the relay board 70 can be mounted. The Fa133 is a control system for pachinko machines (mass-produced products) installed in game arcades. This is a part that is not mounted on the device (main board). The detection signal of the switch that does not need to be processed, such as the input switch, is not passed through the buffer 133. It is supplied to the test firing device via a connection board 70.

[0118] On the other hand, the magnetic sensor switch 61 and the radio wave sensor 62 are not suitable for the test firing device. The detection signal that cannot be supplied to the game is temporarily taken in by the gaming microcomputer 111 and is not used as another signal or For example, the information is processed into an error signal indicating that the gaming machine is in an uncontrollable state. The data is then supplied from the data bus 140 to the test firing device via the buffer 133 and the relay board 70. can be.

[0119] In addition, the relay board 70 receives the signal output from the buffer 133 and is used for test firing. A port that supplies a signal to a device, or a signal line that relays a switch detection signal without using a buffer The relay board 70 is provided with a connector for connecting the gaming microcomputer 11 to the port. A chip enable signal CE output from the chip 1 is also supplied, and selection is controlled by the signal CE. The signal from this port is supplied to a test firing device.

[0120] In addition, the output unit 130 is connected to the data bus 140 and opens the normal variable winning device 37. A solenoid (normal current solenoid) 37c that opens the first special variable winning device 38 The winning port solenoid 38b (large winning port solenoid 1) and the second special variable winning device 39 are opened. The large prize entry solenoid 39b (large prize entry solenoid 2) is operated by a lever to enter a specific area. A second output port for outputting opening / closing data for the lever solenoid 72b that opens the valve 72 134 is provided.

[0121] In addition, the output unit 130 is provided with an anode of an LED according to the content to be displayed on the collective display device 50. The third output port for outputting the on / off data of the segment line to which the terminal is connected 135, the cathode terminal of the LED of the collective display device 50 is connected to the digit line on / off A fourth output port 136 is provided for outputting the off data.

[0122] In addition, the output unit 130 displays an LED indicator according to the content to be displayed on the performance display device 152. The sixth output port is used to output the on / off data of the segment line to which the terminal is connected. The cathode terminal of the LED of the performance display device 152 is connected to the digit line of the output 141. A seventh output port 142 is provided for outputting on / off data.

[0123] In addition, the output unit 130 outputs information about the gaming machine 10, such as big win information, to the external information terminal 71. The external information terminal 71 is provided with a fifth output port 137 for outputting the image data to the external information terminal 71. A relay is provided, and an external device (such as an information collection terminal or an internal management system) installed in the game center is connected to the The gaming machine 10 can be connected to an external device (such as a hall computer) and can transmit information about the gaming machine 10 to an external device. The fifth output port 137 can be used to supply a simulated A release permission signal is also output to the dispensing control device 200 via the shot buffer 132.

[0124] Further, the output section 130 includes a normal current solenoid 37 that outputs from a second output port 134. c and the large prize opening solenoids 38b, 39b receive the opening / closing data signals and the solenoid drive signal A first driver (drive circuit) 138a generates and outputs a signal, and outputs the signal from a third output port 135. A second signal outputting an ON / OFF drive signal for the segment line on the current supply side of the collective display device 50 2 driver 138b, the current draw of the collective display device 50 output from the fourth output port 136 A third driver 138c outputs an on / off drive signal for the input digit line, and a fifth output port An external information signal to be supplied from the port 137 to an external device such as a management device is output to the external information terminal 71. A fourth driver 138d is provided.

[0125] Furthermore, the output unit 130 includes a performance display device 152 output from a sixth output port 141. A segment driver for displaying performance that outputs the on / off drive signal for the segment line on the current supply side of 150a, the current draw of the performance indicator 152 output from the seventh output port 142 A digit driver 150b for performance display outputs an on / off drive signal for the digit line on the It is provided.

[0126] The first driver 138a is provided with a 32V power supply to drive a solenoid. A power supply voltage of DC 32V is supplied from the power supply device 400. A second driver 138b that drives the segment lines is supplied with DC 12V. The third driver 138c drives the digit line by drawing a current corresponding to the display data. Since the purpose is to provide a simple and fast power supply, the power supply voltage may be either 12V or 5V.

[0127] The second driver 138b outputs 12V to the anode of the LED via the segment line. A third driver 138c supplies a current to the terminal and outputs a ground potential. By drawing current through the digit line, dynamic driving is performed in the collective display device 50. The power supply voltage flows to the LEDs selected in sequence in a single operation, lighting them up. The display segment driver 150a supplies power to the anode terminal of the LED via the segment line. The cathode is connected to the digit driver 150b for performance display, which outputs a ground potential. By drawing current from the terminal through the digit line, the dynamics are displayed on the performance display device 152. The LEDs are sequentially selected by the digital driving method, and the power supply voltage flows to them, lighting them up. The fourth driver 138d that outputs to the external information terminal 71 sets the external information signal to a level of 12V. In order to provide a power supply, DC 12V is supplied. The first driver 138a and the like are connected to the output section 130 of the game control device 100, i.e., the main board. Alternatively, it may be provided on the relay board 70 side.

[0128] Furthermore, the output unit 130 outputs the identification code and program of each gaming machine to an external inspection device 500. A photocoupler 139 is provided for transmitting information such as the number of 9 is a data transmission between the gaming microcomputer 111 and the inspection device 500 by serial communication. The data transmission and reception is performed by the communication The serial communication terminal of the gaming microcomputer 111 is the same as that of a general-purpose microprocessor. Since this is done using input ports 122, 123, 124, and 126, ports such as It has not been fixed.

[0129] In this embodiment, the performance display device 152 is a multiple (four) seven-segment type (dot Dp It consists of a display (LED lamp) of 8 segments including the driver for performance display. Reference numerals 50a and 150b denote LED drivers, but are not limited to these.

[0130] The performance display device 152 is provided on the game control device 100 (main board), For example, the performance display device 152 may display the probability setting value and the role of the The ratio, payout rate, and number of balls ejected can be displayed.

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

[0132] The payout rate is the ratio of the number of winning balls to the number of discharged balls (or the number of shot balls introduced into the play area 32). It is the ratio (proportion) of the total, calculated as (number of balls acquired ÷ number of balls discharged) × 100 (%). In other words, the payout rate is the number of balls won (total number of winning balls) per 100 balls dispensed.

[0133] For example, the ratio of the number of winnings during a given period (for example, from when the gaming machine 10 is turned on to the present) is calculated. Of the total number of winning balls (total number of winning balls) obtained by winning in the jackpot, the jackpot during the jackpot state The percentage of winning balls (number of balls obtained by each feature) (= so-called consecutive features) The ratio of winning balls to winning balls that entered the big winning slot is the ratio of winning balls to winning balls that entered the big winning slot. It may be the ratio of the number of winning balls (during the big win state and the small win state) (= the big win rate), or , the prize balls obtained by winning the large prize hole and the normal variable prize hole 37 (the second start prize hole) It may also be the ratio of numbers (= the commonly used so-called reel ratio (total reel ratio)).

[0134] Furthermore, the game control device 100 also has a function of a safety device. When the operating conditions (predetermined conditions) based on the number of balls discharged are met, the game will display a special chart variation. The game includes games such as the normal game, the normal game, and the round game (play during a big win or a small win). A game stop means (play stop means) capable of generating a game stop state (game not possible state, game prohibited state) that cannot be played In the game stop state, a new special chart change display game and a new normal chart change display game are The game cannot start. The safety device prevents the game from starting if there are an abnormally high number of safe balls due to cheating. In such cases, it is possible to take appropriate measures against fraudulent acts, and it also prevents players from becoming addicted to games. It may be possible.

[0135] In this embodiment, the safety device is a software (program) in the game control device 100. This is a function realized by the completion function (or ending function, Of course, safety devices can be implemented as hardware such as electrical circuits or circuit boards. It may be provided as follows.

[0136] In this embodiment, the operating conditions of the safety device are: (1) the number of safe balls and the number of discharged balls; The number of balls that indicates the difference has reached the standard value (predetermined value), and (2) there is a small hit even during a big hit. The difference in number of balls is the number of safe balls minus the number of ejected balls (the difference in number of balls (Number of balls = Number of safe balls - Number of balls discharged). In this way, the activation condition of the safety device is two-stage condition (1) (2) The activation condition may be other conditions. For example, condition (1) may be that the number of safe balls is equal to or greater than the number of safe balls. It is also possible to configure the system so that the fixed value is reached. Also, the condition (2) is that the special variable prize-winning device is created. It is also possible to configure the device so that it is not moving or the big prize opening is not open.

[0137] In this embodiment, the number of safe balls is the number of winning balls that are determined to be paid out during a predetermined period. The total number of winning balls (number of balls won, number of balls paid out). If there is an error in the payout of the winning balls (game balls), the payout The total number of winning balls that have been determined to be awarded is the number of balls that have actually been paid out to the upper tray 21 via the payout device. The total number of winning balls actually paid out is not equal to the total number of winning balls that have been paid out. The number of balls discharged (out balls) may be counted from the game area 32 to the The number of game balls discharged from the ball counter can be counted by counting the signal from the out ball detection switch 74. It is Noh.

[0138] In addition, the number of shot balls is the number of shot balls shot and introduced into the game area 32 instead of the number of discharged balls. The difference in the number of balls may be calculated by subtracting the number of safe balls from the number of shot balls. The number of balls released can be collectively called the number of balls used (difference in number of balls = number of safe balls - number of balls used). Foul balls that were shot by the ball launcher but did not reach the play area 32 are excluded, and the difference in the number of balls is When one ball is shot from the ball launcher, -1 is subtracted, and when one foul ball is shot, +1 is added. The detection switch (detection sensor) for counting the number of shot balls is placed in the game area. The entrance of the game ball to the area 32, i.e., the guide path of the launched game ball on the game board 30 It may be provided near the upper end.

[0139] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be described with reference to FIG. 1 is a block diagram of a performance control system of the gaming machine 10.

[0140] The performance control device 300 is an amusement chip (IC ) and the main control microcomputer (CPU) 311, which is a A graphic processor performs image processing for displaying images on the display device 41 according to the code and data. The VDP (Video Display Processor) 312 as a processor and various melodies and sound effects A sound source LSI 314 that controls the output of sound to reproduce the above from speakers 19a and 19b. It is equipped with:

[0141] The main control microcomputer 311 contains a P ROM (Programmable Read Only Memory) 321 program ROM, working area RAM322 provides a storage area, and Fe322 can retain memory contents even if power is cut off during a power outage. RAM 323, a clock means for generating information indicating the current date and time (date, day of the week, time, etc.) The RTC (real-time clock) 338 is connected to the main control microcomputer. The 311 also has RAM inside to provide working space.

[0142] In addition, a WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311. The main control microcomputer 311 analyzes the command from the gaming microcomputer 111. It determines the display contents and instructs the VDP312 on the contents of the output video, and Instructing the sound to be played, lighting up decorative lamps, driving and controlling motors and solenoids, and managing the performance time. etc.

[0143] The VDP 312 includes a RAM 312a that provides a working area, and a The VDP 312 also includes a scaler 312b for converting character images and video images. Image ROM 325 in which image data is stored and character data read from image ROM 325 Ultra-fast VRAM (video random access memory) used to expand and process image data such as video files. 326 is connected.

[0144] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are connected by a power The data is sent and received in parallel. By transmitting and receiving data, commands and data can be sent in a shorter time than with serial communication. Cut.

[0145] The VDP 312 transmits the image of the display device 41 and the glass frame 15 and the like to the main control microcomputer 311. A vertical synchronization signal VSYN for synchronizing the lighting of the decorative lamps provided on the game board 30 C, the synchronous signal STS that gives the data transmission timing is input. The main control microcomputer 311 is notified of the processing status, such as the completion of drawing to the VRAM, by the The input signals INT0 to INTn and the main control microcomputer 311 are waiting for reception of commands and data. A wait signal WAIT is also input to inform the user of the state.

[0146] The performance control device 300 transmits the signal to the display device 41 using the LVDS (low amplitude digital signal) method. A signal conversion circuit 313 for generating a video signal is provided. The video data, the horizontal synchronizing signal HSYNC, and the vertical synchronizing signal VSYNC are input to the line 313. The image generated by the VDP 312 is converted to a signal by a signal conversion circuit 313. and displayed on the display device 41.

[0147] The sound source LSI 314 is connected to a sound ROM 327 in which sound data is stored. The control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. The sound source LSI 314 also outputs an interrupt signal INT to the main control microcomputer 311. The performance control device 300 is provided with a An audio amplifier that drives the upper speaker 19a and the lower speaker 19b provided on the front frame 12. An amplifier circuit 337 including a power amplifier is provided, and the sound generated by the sound source LSI 314 is The generated sound is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337. can be.

[0148] In addition, the performance control device 300 receives commands transmitted from the game control device 100. An interface chip (command I / F) 331 is provided. 31, the number of reserved decorative special figures transmitted from the game control device 100 to the performance control device 300 Commands, special decoration commands, fluctuation commands, stop information commands, etc. are sent as performance control command signals. The game microcomputer 111 of the game control device 100 receives the DC5 The main control microcomputer 311 of the performance control device 300 operates at DC 3.3 V. For this reason, the command I / F 331 is provided with a signal level conversion function.

[0149] In addition, the performance control device 300 includes a game board 30 (including a center case 40) A panel decoration LED control device that drives and controls a panel decoration device 46 having LEDs (light emitting diodes) A control circuit 332, a frame decoration having an LED (light emitting diode) provided on the glass frame 15 A frame decoration LED control circuit 333 for driving and controlling a device (such as the frame decoration device 18), a game board 3 0 (including the center case 40) is provided with a board performance device 44 (for example, a display device 41 A movable board that controls the operation of a movable prop that enhances the performance effect in cooperation with the performance display in the game. A control circuit 334 is provided. The panel decoration device 46 includes the lamp display device 7 described above. 5 may be included.

[0150] These control circuits 332 to 334 that drive and control lamps, motors, solenoids, etc. , and is connected to the main control microcomputer 311 via an address / data bus 340. A frame effect movable body control unit that drives and controls a frame effect device such as a motor provided in the glass frame 15. The circuit may include:

[0151] Furthermore, the performance control device 300 includes a performance button 25 provided on the glass frame 15. The performance button switch 25a is connected to the touch panel provided on the surface of the performance button 25. 25b, a cross key switch 28, volume control button switches 27e, 27f, A performance switch 47 (performance motor switch) for detecting the initial position of the motor in the device 44 and inputting a detection signal to the main control microcomputer 311. The state of the volume control switch 335 provided on the performance control device 300 is detected and the main control microphone A switch input circuit 336 is provided to input a detection signal to the capacitor 311 .

[0152] The normal power supply unit 410 of the power supply device 400 is a power supply for the performance control device 300 having the above-mentioned configuration. A motor is used to provide a desired level of DC voltage to the power supply or the electronic components it controls. A DC32V supply for driving the motor and solenoid, a display device 41 consisting of a liquid crystal panel, DC12V for driving the converter and LEDs, and DC5V for the power supply voltage of the command I / F331. In addition to V, it can generate a DC15V voltage to drive motors, LEDs, and speakers. It is composed of:

[0153] Furthermore, the main control microcomputer 311 operates at low voltages such as 3.3V or 1.2V. When using an operating LSI, DC3.3V or DC1.2V is used based on DC5V. A DC-DC converter for generating the DC-DC signal is provided in the performance control device 300. The DC converter may be provided in the normal power supply unit 410 .

[0154] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is The reset signal is sent to the main control microcontroller 311 to reset the device. The signal output from 311 is VDP312 (VDPRESET signal), and the sound source LSI314. , an amplifier circuit 337 (SNDRESET signal) that drives a speaker, a lamp, a motor, etc. The IORESET signal is supplied to the control circuits 332 to 334 which drive and control the The performance control device 300 is also provided with a cooling FA for cooling each part of the gaming machine 10. When the N45 is connected and the power of the performance control device 300 is turned on, the cooling fan 45 runs. It is designed to move.

[0155] Next, the game control performed by these control circuits will be explained. The CPU 111a of the gaming microcomputer 111 of 00 is a game machine provided in the starting gate 34. Based on the input of the detection signal of the game ball from the switch 34a, a random number value for determining the winning of the game is drawn. The result is compared with the judgment value stored in ROM111b, and the result of the normal game change display is Determine the following.

[0156] Then, the identification pattern is displayed on the general map display 53 for a predetermined period of time, and then the general map display is stopped. If the result of the normal map variable display game is a win, the normal map display 53 The special result state is displayed, and the normal power solenoid 37c is operated to set up the normal variable prize winning system. The movable member 37b of the device 37 is opened for a predetermined time (for example, 3 seconds x 2 times) as described above. That is, the game control device 100 performs conversion control of the conversion member (movable member 37b). In addition, if the result of the normal chart variation display game is a loss, The controller 52 controls the display 53 to display the result of the miss.

[0157] In addition, the detection signal of the game ball from the start hole 1 switch 36a provided in the start hole 36 Based on the input, the start winning (start memory) is stored, and based on the start memory, the special chart 1 variable display game The random number value for determining the big win is extracted and compared with the determination value stored in the ROM 111b. 1 Determine whether the variable display game is a hit or a miss.

[0158] In addition, detection of the game ball from the start port 2 switch 37a provided on the normal variable winning device 37 The start memory is stored based on the input of the signal, and the special chart 2 variable display game jackpot is determined based on the start memory. A random number value for judgment is extracted and compared with the judgment value stored in ROM 111b, and the special chart 2 variation is The winning or losing of the displayed game is judged.

[0159] The CPU 111a of the game control device 100 controls the special chart 1 variation display game and the special chart 2 variation A control signal (performance control command) including the judgment result of the displayed game is output to the performance control device 300. Then, the identification pattern is displayed in a variable manner for a predetermined period of time on the special pattern 1 display 51 and the special pattern 2 display 52. Then, the special chart variable display game is displayed. That is, the game control device 100 , the start winning area (start winning port 36, normal variable winning device 3) of the game ball flowing down the game area 32 7) constitutes a game control means for controlling the progress of the variable display game based on winnings.

[0160] In addition, the performance control device 300 controls the display device based on the control signal from the game control device 100. 41 displays a decorative special chart change display game corresponding to the special chart change display game. The control device 300 sets the presentation state and the slot based on the control signal from the game control device 100. It performs processes such as controlling the output of sound from the speakers 19a and 19b and the illumination of various LEDs. That is, the performance control device 300 is a performance control device that controls the performance related to the game (variable display game, etc.). To carry out one's duties.

[0161] Then, the CPU 111a of the game control device 100 determines whether the result of the special chart variable display game is a winning one. In this case, the special result state is displayed on the special chart 1 display 51 and the special chart 2 display 52, and the special In the process of generating a special gaming state, the CPU 111a For example, the large prize opening solenoids 38b and 39b open and close the doors of the special variable prize winning devices 38 and 39. 38c and 39c are opened, and control is performed to allow game balls to flow into the big prize opening.

[0162] Then, a predetermined number of game balls (for example, 10 balls) enter the big prize hole, or the big prize hole is opened. Either a predetermined releasable time (e.g., 27 seconds or 0.05 seconds) has elapsed since the release Opening the big prize gate until the condition is met is considered as one round (R), and this is a specified round. Control to continue (repeated) the number of rounds (for example, 15 times, 11 times, or 2 times) (cycle play) That is, when the stop result pattern is a special result pattern, the game control device 100 In addition, the special prize opening opening control means controls the opening and closing of the special prize opening. If the result of the game is a miss, the result of the miss will be displayed on the special chart 1 display 51 or the special chart 2 display 52. Controls the display.

[0163] In addition, the game control device 100 determines whether the special game state is in a special game state based on the result of the special game. After the end of the game, a high probability state can occur as a gaming state. The probability of winning in a special chart variation display game is higher than the normal probability state. In addition, whether the special chart 1 variable display game or the special chart 2 variable display game Even if the result of the above causes a high probability state, the special chart 1 variable display game and the special chart 2 variable display game Both teams will be in a high probability state.

[0164] In addition, the game control device 100 determines whether the special game state is in a special game state based on the result of the special game. After the end of the game, a time-saving state (specific game state) can be generated as a game state. In this case, the normal game variation display game and the normal game variation winning device 37 are controlled to be in a time-saving operation state. It is possible to obtain a normal variable winning device per unit time, which is larger than the normal game state in which no special game is performed. In order to control the open time of 37 to be longer, the normal power support state is established. Even in high probability states (normal probability states) other than the latent probability state, the time-saving state is duplicated and the normal power is turned on. Perform support.

[0165] In addition, in the time-saving state, the execution time of the special chart change display game (special chart change time) is also longer than usual. It is possible to shorten the time required for the special chart variation display game, and it is also possible to implement time-shortening variations.

[0166] In addition, in the time-saving state, the normal variation is displayed for one winning result of the normal variation display game. The number of times the winning device 37 is opened (the number of times the normal power is opened) is set to a number greater than the first number of times the device is opened (for example, twice). It is possible to set the second opening count to (for example, 4 times). Also, in the time-saving state The probability of winning the normal game (normal probability, normal winning probability) is calculated under normal operating conditions. It is possible to make the probability higher than the normal probability (low probability) when the state is in this state.

[0167] In the time-saving state, the normal map fluctuation time, normal map stop time, normal power opening count, normal power opening time, normal By changing one or more of the probabilities, the normal variable winning device 37 is set to the open state. The conversion time is extended from normal. This allows for special play during time-saving mode. It is easier to win the normal variable winning device 37 than in a normal game state where the normal variable winning device 37 does not play. The number of times the special chart variation display game is executed can be increased more than that in the normal game state. It is also possible to set multiple types of time-saving states with different changes. In the operating state, the movable member 37b may be set not to be opened (normal probability is 0). In addition, when a winning combination is selected, either the first or second opening mode may be selected. In this case, the selection probability of the first opening mode and the second opening mode may be made different. The probability state and the time-saving state can occur independently, and both can occur at the same time. It is possible to generate only one of them.

[0168] [Transition state when power is turned on] As described above, the RAM initialization switch 112 and the setting key switch 153 are Depending on the on / off state, it transitions to one of four states (modes).

[0169] When the power is turned on, the RAM initialization switch 112 and the setting key switch 153 are turned on. In this case, the probability setting value (setting value) is changeable (configurable) The state changes to the setting change state, setting possible state, setting change mode (steps X30 to X39 in FIG. 6). See Figure 17).

[0170] Next, when the power is turned on, the setting key switch 153 is turned on but the RAM initialization switch When the switch 112 is off, the probability setting value can be confirmed (setting confirmation mode). (see steps X34 to X39 in FIG. 6 and FIG. 17).

[0171] Also, when the power is turned on, the setting key switch 153 is off but the RAM initialization switch 1 If 12 is turned on, the system will transition to the RAM initialization state (RAM clear mode), The RAM initialization process (RAM clear process) is executed, and the RAM 111c is initialized ( See steps X45 to X47 in Figure 6).

[0172] When the power is turned on, the setting key switch 153 and the RAM initialization switch 112 are off. In this case, the system will transition to the normal power recovery state (normal power recovery mode) and simply restore power. .

[0173] [Control of game control device] The control of the gaming machine that performs such a game will be described below. First, the game control device 10 Regarding the control executed by the gaming microcomputer (gaming microcomputer) 111 of The control process by the gaming microcomputer 111 is mainly described in the menus shown in Figs. 11, which is executed at a predetermined time interval (for example, 4 msec). It consists of theory.

[0174] [Main processing (game control device)] First, the main process will be described. 1 is a flowchart showing the procedure of a main process. The main process starts when the power is turned on. It will begin.

[0175] As shown in FIG. 5, when the game control device 100 starts the main process, it first receives an interrupt. In addition, when an interrupt occurs, the values ​​of registers, etc. are cleared. Stack pointer setting process that sets the stack pointer, which is the top address of the area to be avoided Execute (step X2).

[0176] Next, specify register bank 0 as the register bank to be used (step X3), Set the upper address of the RAM start address in a specified register (step X4). Example For example, if the RAM address range is 0000h to 01FFh, the upper addresses and and set it to 00h.

[0177] Next, the game control device 100 outputs a firing stop signal and sets the firing permission signal to a prohibited state. The launch permission signal is sent to the game control device 100 and the payout control device 200. When at least one of the devices is outputting a signal to stop firing, the device is set to the prohibited state and the ball is released from the ball launcher. The launch of the game ball from the game machine is prohibited. After that, the game control device 100 The states of the key switch 153 and the RAM initialization switch 112 are read (step X6). That is, the signals from the setting key switch 153 and the RAM initialization switch 112 are read. .

[0178] Furthermore, the game control device 100 sets a power-on delay timer (step X7). By setting a predetermined initial value in the power-on delay timer, the game machine which constitutes the main control means A slave control means (e.g., a dispensing control device 2) that performs various controls according to instructions from the control device 100. The waiting time until the program of the device (such as the device control device 300 or the performance control device 300) starts normally. (For example, 3 seconds) is set. This allows the game control device 100 to start the game first when the power is turned on. Then, the slave control devices (e.g., the dispensing control device 200 and the performance control device 300) start up. The command is sent to the slave control unit before the slave control unit receives the command. That is, when the game control device 100 is turned on, the main control The start of the control means (game control device 100) is delayed to control the slave control devices (payout control device 200, The control device 300 and the like serve as a standby means for setting a predetermined standby time for waiting for the start of the control device 300 and the like.

[0179] In addition, the power-on delay timer is timed to check the validity of the RAM (calculate the checksum). This is done using memory areas that are not subject to validity check (RAM areas or registers, etc.) This allows some check data such as the checksum of the RAM area to be calculated. This prevents the control at power-on from becoming complicated because there is no need to exclude the RAM area from the calculation. It can be stopped.

[0180] Before the start of the waiting time, the state of the setting key switch 153 and the RAM initialization switch 112 is checked. By reading the state, the operation of the setting key switch 153 and the RAM initialization switch 112 can be confirmed. That is, after the waiting time has elapsed, the setting key switch 153 and the RAM initialization If you set it to read the state of switch 112, the setting key will be switch 153 and RAM initialization switch 112, or after the standby time has elapsed since power-on. You need to keep operating the setting key switch 153 and the RAM initialization switch 112 until However, by reading the state before the wait time starts, you can avoid this annoying operation. Even if you do not have the power, the setting key switch 153 and RAM initialization switch 112 This can prevent situations where operations are not accepted.

[0181] When the power-on delay timer is set (step X7), the game control device 100 goes into standby mode. The process of timing the time and monitoring the occurrence of a power outage during the standby time is executed (step X 8~X10).

[0182] When the power failure monitoring process is started, the game control device 100 first receives input from the power supply device 400. The power failure monitoring signal is read via the port and data bus to detect the occurrence of a power failure. It is determined whether or not a power outage has occurred (step X8). If a power outage has occurred (step X8; Y) wait until the power to the gaming machine is cut off.

[0183] If no power outage has occurred (step X8; N), the game control device 100 turns on the power. The input delay timer is updated by -1 (step X9), and it is determined whether the timer value is 0 or not. (Step X10). If the timer value is not 0 (Step X10; N), that is, If the waiting time has not elapsed, the process returns to step X8.

[0184] That is, the game control device 100 monitors the occurrence of a power outage during a predetermined standby time. This serves as a monitoring means. This delays the start of the game control device 100, which serves as the main control means. This makes it possible to respond to power outages that occur during the period, and prevents malfunctions when the power is turned on. Access to RAM is permitted until the wait time has elapsed. The contents stored in the memory from the last power outage are not updated, so There is no need to perform backup processing during a power outage. Even if a problem occurs, there is no need to back up the RAM, which reduces the burden on control. do.

[0185] On the other hand, if the timer value is 0 (step X10; Y), the game control device 100 That is, when the waiting time is over, the readable and writable R Access to the WM (read / write memory) is permitted (step X11), and all output ports are turned on. The data is output (set to a state where there is no output) (step X12).

[0186] Next, the game control device 100 is connected to a serial port (preinstalled in the game microcomputer 111). In this embodiment, the port is used for communication with the performance control device 300 and the dispensing control device 200. Use) is set (step X13).

[0187] Next, the game control device 100 detects the timing of the game in the game microcomputer 111 (clock generator). CTC (Counter / Timer Control) generates the IMA interrupt signal and the random number update trigger signal (CTC). The CTC circuit is activated (step X14). The clock generator is provided in the oscillator circuit 11. A frequency divider circuit that divides the oscillation signal (original clock signal) from 3, and a frequency divider circuit that divides the frequency of the divided signal. A timer interrupt signal at a predetermined period (for example, 4 milliseconds) and a random number generator for the CPU 111a and a CTC circuit for generating a signal CTC which provides a trigger for updating the random number supplied to the circuit. do.

[0188] Next, the game control device 100 detects an abnormality in the RAM (here, the RAM 111c). The M abnormality flag is set (step X15). Here, the abnormality flag is temporarily set. The INT_TIMER_TIME register is set to 0x1.

[0189] Next, the game control device 100 checks whether the value of the power failure inspection area 1 in the RWM is normal. It is determined whether the data is normal (step X16). The value of the power failure inspection area 2 in the RWM is normal. It is determined whether or not this is the case (step X17).

[0190] Furthermore, if the value of the power failure inspection area 2 is normal (step X17 ;Y), a checksum is calculated for a specific area in the RWM (for example, a work area in the area). The checksum calculation process is performed (step X18), and the calculated checksum and the checksum at the time of power failure are compared. It is determined whether the checksums match (step X19). In this case (step X19; Y), the RAM is normal and the RAM abnormality flag indicating a RAM abnormality is not displayed. The lag is cleared (step X20). After that, the process proceeds to step X21.

[0191] In addition, the game control device 100 detects that the check data in the power failure inspection area is not normal. If it is determined that the checksum is the same (step X16; N or step X17; N), If they do not match (step X19; N), the RAM abnormality flag is not cleared and the system continues. Proceed to processing step X21.

[0192] Next, the game control device 100 turns on the setting key switch 153 and the RAM initialization switch 11. It is determined whether or not both switches 1 and 2 are on (step X21). When both switches are on (step X21; Y), the setting is variable (setting change mode The process proceeds to the next step X30 (step X40), and the process of changing the probability setting in steps X30 to X40 is executed.

[0193] The game control device 100 has a setting key switch 153 and a RAM initialization switch 112. If at least one of them is off (step X21; N), the RAM (here, RAM11 1c) It is determined whether or not a RAM abnormality flag indicating an abnormality is set (step X2 2) If the RAM abnormality flag is not set (step X22; N), the probability setting It is determined whether the change flag is set (step X23). If the flag is not set (step X23; N), steps X34 to X40 Processing during probability setting confirmation (setting confirmation state, setting confirmation mode), steps X44 to X47 RAM initialization process (RAM clear process), or step X44 and step X48~ Executes the normal power-on (power recovery) processing of the X51.

[0194] When the probability setting change flag is set (step X 23;Y), notifying that there is an abnormality in the game control device 100 (main board, main board) A main abnormality error notification command is transmitted to the performance control device 300 (step X24). The performance control device 300 that has received the main abnormality error notification command This notifies you that an abnormality has occurred.

[0195] Next, the game control device 100 displays the 7-segment display data (error display "E1") when the game is stopped. The driver 152 of the performance display device 152 is used to display the data (shown in FIG. 1) on the performance display device 152. 0a, 150b (step X25). Then, the external device (game center internal management device A security signal to inform devices (such as hall computers and information gathering terminals) of an abnormality The on data is output to the external information terminal 71 (step X26). Even if information about the jackpot remains in the RAM 111c, the jackpot signal and other external information are The other signals to the input are kept in the OFF state. Then, the processes of steps X25 and X26 are performed. Repeat this and wait, then change the settings again (setting key switch 153 and RAM initialization Turn on both switches 112 and wait for the power to be turned on. While the process of steps X25 and X26 is repeated and waiting, interrupts remain disabled. (Step X1), a timer interrupt process that can execute special game process and normal game process ( Figure 11) cannot be executed, so the game (special chart change display game, regular chart change display game, round Games such as gambling (games with bonuses, etc.) cannot be played.

[0196] In this way, the setting change operation (setting key switch 153 and RAM initialization switch 11 The probability setting change flag is set even though neither of the steps 2 (ON) have been performed. In this case, it is assumed that an abnormality has occurred, and the processes of steps X24 to X26 are executed. If the power is turned off and restarted while changing the settings (before the setting change is completed), The probability setting change flag may be set even if no operation is performed.

[0197] On the other hand, even if the RAM abnormality flag is set (step X22; Y), a main board that notifies that there is an abnormality in the game control device 100 (main board) A command for an abnormal error notification is sent to the performance control device 300 (step X24), and the game is stopped. The 7-segment display data (error display data for "E1") at that time is stored in the driver of the performance display device 152. The RAM abnormality is notified to the external device by outputting the signal to the bus 150a and 150b (step X25). To do this, the on data of the security signal is output to the external information terminal 71 (step X26). As mentioned above, even if the information about the big win remains in the RAM 111c, Other signals to the external information terminal 71, such as the hit signal, are maintained in the off state.

[0198] Then, it is determined whether or not a power outage has occurred (step X27). If not (step X27; N), repeat the processing of steps X25 and X26. On the other hand, when it is determined that a power outage has occurred (step X27; Y), all output ports are turned on. Outputs off data to the port (step X28), and reads and writes data to RAM, EEPROM, etc. Access to possible RWM (read-write memory) is prohibited (step X29). After that, The game machine waits until the power is cut off.

[0199] The game control device 100 has both the setting key switch 153 and the RAM initialization switch 112. When the switch is on (step X21; Y), the probability setting is being changed (in the setting variable state) ) processing is started, and first, it is determined whether the RAM abnormality flag is set (step If the RAM abnormality flag is set (step X30; Y), Since it is unclear whether the probability setting value is correct, it is written in the probability setting value area of ​​RAM111c. Clear the stored probability setting value and reset it to the initial value (for example, the minimum setting value "1") (step Step X31), set the probability setting change flag to indicate that the probability setting is being changed (step (Step X32). If the RAM abnormality flag is not set (Step X30; N) Without clearing the probability setting value, 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 Step X33) and move to step X37. Note that if a command is received during the probability setting change, The performance control device 300 that has received the signal reports on the display device 41 or the like that the probability setting is being changed. Know.

[0200] The game control device 100 has a setting key switch 153 and a RAM initialization switch 112. At least one of them is off (step X21; N) and the RAM abnormality flag is set. (Step X22; N) and the probability setting change flag is not set (Step X23; N), it is determined whether the setting key switch 153 is on or not (Step When the setting key switch 153 is on (step X34; Y), R AM initialization switch 112 is off, and the probability setting is being checked (setting checking state). The process starts and sets the probability setting confirmation flag to indicate that the probability setting is being confirmed. (Step X35). Then, the command during the probability setting confirmation is sent to the performance control device 300 (performance control The control board is sent (step X36), and the process proceeds to step X37. The performance control device 300 that has received the command for checking the probability setting displays that the probability setting is being checked. The information is given in the device 41, etc.

[0201] After step X33 or step X36, the game control device 100 is in the process of changing the probability setting. As a common process during probability setting confirmation, the process of steps X37 to X43 is executed.

[0202] The game control device 100 first performs security checks during the probability setting change and during the probability setting confirmation. To output a signal, set 128 ms (predetermined time) in the security signal control timer area. (Step X37). Note that the security signal control timer count and the security The output of the probability signal is executed in the probability setting change / confirmation process (Fig. 17) described later. If the rate setting change or probability setting confirmation is completed early, the remaining security signal control tasks The current count and security signal output are processed by the external information editing process (step X119). During the probability setting change and confirmation, security is required for at least 50 ms. The reliability signal is output.

[0203] Next, the game control device 100 allows an interrupt (step X38). The current interrupt process (FIG. 11) can be executed. It is determined whether or not there is a setting key switch 153 (step X39). (Step X39; N), and judge whether a power outage has occurred (Step X40). If no charge is generated (step X40; N), the process returns to step X39. If a power outage occurs (step X40; Y), the power outage occurrence in steps X63 to X69 is Performs live processing.

[0204] In this way, as long as the setting key switch 153 is on and there is no power outage, the probability A variable setting state (setting change state, setting change mode) in which the setting value can be changed, or a probability setting value The setting confirmation state (setting confirmation mode) in which the above can be confirmed will continue.

[0205] On the other hand, when the setting key switch 153 is off (step X39; Y), prohibit interruption (step X41), and send a command to end the notification to the production control device. 300 (performance control board) (step X42). In addition, when the notification end command is received, The performance control device 300 that has received the signal notifies the user that the probability setting is being confirmed or that the probability setting is being changed. The notification of this will be terminated.

[0206] Next, the game control device 100 checks whether the probability setting change flag is set, that is, That is, it is determined whether the probability setting has been changed (step X43). If the change flag is set (step X43; Y), that is, if the If the rate setting is being changed, execute the RAM initialization process (described later) in 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 was being checked up until now, power-on after step X48 When power is restored, normal processing is performed.

[0207] When the setting key switch 153 is off (step X34), the game control device 100 ; N), and judge whether the RAM initialization switch 112 is on or not (step X44). If the RAM initialization switch 112 is on (step X44; Y), the RAM 11 In 1c, the RAM area other than the probability setting value area for storing the probability setting value is cleared to 0. (Step X45). In other words, except for the probability setting value stored in the probability setting value area, The game information stored in the RAM 111c is cleared to 0. The updating flag is also cleared here. Also, within a specified time period (here, 10% of the timer interrupt) The number of winning balls is stored as the total number of winning balls (including the number of winning balls). The field is also cleared to 0. And the safety device (mentioned above) indicates whether the safety device is activated or not. The safety device operation flag area that stores the operation flag is also cleared to 0 (safety device operation flag If the setting is changed in step X45, the safety device is deactivated. RAM clear with setting change (step X43; Y) and RAM clear without setting change (step In either case, the safety device can be turned on by clearing the safety device operation flag field to 0. The operation of both devices is cancelled, but this may be limited to one side.

[0208] In addition, in addition to the probability setting area, the stack area and unused area are not cleared. Work area for performance display related to the composition, performance information and its display (performance display) (outside area work It is also possible to configure the area (part of the area) and stack area (outside stack area) not to be cleared. The performance information is derived based on the number of winning balls. For example, These include ball rate, base value (ball payout rate under normal play conditions), device ratio, and number of balls dispensed.

[0209] Next, the game control device 100 saves the initial values ​​at the time of RAM initialization in the area to be initialized. (Step X46). Then, the command at the time of RAM initialization is sent to the performance control device 300 (performance The control board) (step X47), and the process proceeds to step X52.

[0210] On the other hand, when the RAM initialization switch 112 is off (state X44;N), setting key switch 153 and RAM initialization switch 112 are both on. Since this is a power outage, normal power-on (power recovery) processing begins, and the first power outage recovery process is performed. The initial value at the time of power recovery (power restoration) is saved in the area to be initialized (step X48). The probability setting confirmation flag mentioned above is also cleared here. Note that, unlike when the RAM is initialized, During normal power-on, the safety device operation flag area is not cleared. The ceiling counter value indicating the number of times the special chart change display game has been executed in a state other than the special chart change state is stored. The ceiling counter area that is to be cleared may not be cleared to avoid any disadvantage to the player. The processing number corresponds to the processing number prepared to rationally execute the special game processing described below. The power outage recovery command is sent to the performance control device 300 (performance control board) (step X4 9) Proceed to processing step X50.

[0211] In addition, the command sent in step X47 when initializing the RAM and the command sent in step X4 The command sent at the time of power recovery in process 9 includes a model specification command indicating the type of gaming machine. , the number of reserved special diagrams 1 and 2 is indicated by a command for the number of reserved special diagrams 1 and 2, and a command for the number of reserved special diagrams 2. A probability information command indicating the state of probability (high probability state or low probability state) and the presence or absence of a time-saving state, A performance count information command indicating the number of times the special chart change display game has been executed in a specific performance mode, It includes a power failure recovery command that indicates that the power has been turned on.

[0212] In addition, the command for initializing the RAM and the command for recovering from a power outage include the probability of the gaming machine 10. Setting value information command (probability) that indicates the setting value (setting information) The game control device 100 includes a set value information command when the power is restored (turned on). It is only necessary to transmit the setting value information command to the performance control device 300 once, and thereafter, The device 300 can control the performance by referring to the setting value information stored therein.

[0213] The command for initializing the RAM is the command for initializing the RAM (the command for clearing the RAM). The performance control device 300 that has received the RAM initialization command, for example, A customer waiting demo is displayed on the display device 41, and the LEDs of the board decoration device 46 and the speakers 19a, 19b, etc. are The sound b will sound for 30 seconds to inform you that the RAM has been initialized (RAM cleared). The command includes a screen specification command that specifies the display content of the screen of the display device 41. The screen-specified commands for special charts 1 and 2 are normally processed (even during fluctuations and hits) otherwise, use the recovery screen command.

[0214] Next, it is determined whether the safety device is in operation (step X50). The safety device activation flag is set to "1", which indicates that the safety device is activated. If the game is saved in the log area, it can be determined that the safety device is activated (Safety device activated If the safety device is in operation (step X50; Y), the safety device A command indicating that the safety device is in operation is sent to the performance control device 300 (performance control The safety device is activated. If it is not within the range (step X50; N), the process proceeds directly to step X52.

[0215] Then, the flag register information (value) is pushed onto the internal stack area (stack area). Step X52), safety device information related to the safety device (safety device counter value, safety device Execute the safety device information initialization process to initialize the safety device operation information, old operation information, etc. (step After that, the information in the flag register is restored (POP) (step X54). In addition, the power is turned on except when the game is stopped due to a RAM abnormality (steps X25 to X29). and unconditionally initialize (clear) safety device information (safety device counter value, etc.) However, if you set up a count continuation switch and turn on the power while pressing the count continuation switch, There is no need to initialize (clear) safety device information.

[0216] As described later, when the process transitions to the safety device information initialization process, the stack pointer is reset. Safety device information, performance information, and performance display (performance information) from the stack area in the area related to technical control Switch to the outside stack area related to the display of the game. When the pointer is saved in the stack pointer save area of ​​RAM111c, the flag register is Since the flags (especially the zero flags) may change, the flags are pre-registered in step X52. The flag register information is saved. The flag register is an 8-bit register with each bit set to 0 or 1. The flag register takes the following value: Those disclosed in, for example, Japanese Patent Application Publication No. 3299 and Japanese Patent Application Publication No. 2018-94101 can be used.

[0217] Next, the game control device 100 starts and sets the random number generating circuit (step X55). Specifically, the random number generator is set to a specific register (CTC update enable register) in the random number generator. The setting of the code (specified value) for starting the program is performed by the CPU 111a. Also, the bit transposition pattern of the hard random numbers generated by the random number generation circuit hardware is set. In this embodiment, the random number generating circuit generates random numbers that are updated only by hardware. As numbers, jackpot random number, winning pattern random number (jackpot random number, small winning pattern random number, support winning pattern Random numbers, etc.), normal random numbers, and variation pattern random numbers 1 to 3 are generated. These random numbers are It is a so-called "high-speed counter" that is updated based on a clock that is equal to or faster than the operating clock. good.

[0218] The bit permutation pattern is the bit arrangement of the extracted random numbers (the arrangement before the upper bit permutation). , and rearrange them in a predetermined order to create a different bit arrangement (the arrangement after bit transposition in the lower row). This is a pattern that determines how to replace data when storing it.

[0219] In this embodiment, the bits of the random number are swapped according to a bit permutation pattern. This breaks the regularity and increases the confidentiality of the random numbers. The transposition pattern may be a fixed single pattern or may be a set of multiple patterns prepared in advance. Alternatively, the user may select the desired number of turns. good.

[0220] Next, the game control device 100 prohibits interrupts (step X56) and the game is stopped. It is judged whether or not (step X57). If the safety device is activated or the game (special chart change display A severe error 2 (see below) that requires the game, general game, round game, etc. to be stopped ) occurs, it can be determined that gaming has stopped.

[0221] When the game is not stopped (step X57; N), the game control device 100 The information (value) of the buffer is pushed to the internal stack area (step X58) and the buffer is Execute the performance display editing process to calculate performance information such as the ball rate (ball payout rate) (step X5 9) Here, you may calculate performance information (such as the ratio of special features and payout rate). In addition, performance information and other There is an error in the work area for performance display (part of the outside work area) related to the display (performance display) If there is a flag register, you can clear it. Then, restore the flag register information (POP ) (step X60) and enable the interrupt (step X61). In addition to the case where the error is not a strong error 2, a weak error (described below) or a strong error 1 ( Even if a problem occurs (described later), the game is not stopped and the performance display editing process, etc. are included. The process of X58 to X60 is executed. If a weak error or a strong error 1 occurs, In addition, a configuration in which the processes of steps X58 to X60 are not executed is also possible.

[0222] As described later, when the performance display editing process is started, the stack pointer is set to the game control Safety device information, performance information, and performance display (performance information display) from the stack area related to the area ) to the out-of-area stack area related to the game control stack pointer When saving to the stack pointer save area of ​​RAM111c, the flag of the flag register ( In particular, the zero flag may change, so the flag setting is done in advance in step X58. Save the data of the register.

[0223] On the other hand, when the game is stopped (step X57; Y), the game control device 100 An interrupt is permitted without executing display editing processing or the like (step X61). When the safety device is activated or when a severe error 2 occurs, the performance display editing process (especially Because the base value calculation process during the performance display editing process is not executed, performance information such as base values ​​is not displayed. is not recalculated and does not change. In addition, even if a strong error 2 occurs, the game will not be stopped and the performance It is also possible to configure it to execute display and editing processes. Also, by enabling interrupts, it is possible to execute timer interrupts. The process (Figure 11) can now be executed.

[0224] In this embodiment, errors are classified into three types: weak errors, strong errors 1, and strong errors 2. In addition, when the performance control device 300 receives an error / false command, In the setting process (step S156), different errors corresponding to weak error, strong error 1, and strong error 2 are set. The strength of the error notification can be set and implemented.

[0225] For example, the performance control device 300 controls the volume of the error notification sound from the speakers 19a and 19b. , or an LED that emits light to notify an error (the effect of the board decoration device 46 or the frame decoration device 18) Even if the brightness of the LEDs is increased in the order of weak error < strong error 1 ≦ strong error 2, It is okay to set the speaker volume or LED brightness for Strong Error 1 and Strong Error 2 to the same value. In addition, when a weak error occurs, the performance control device 300 adjusts the volume of the notification sound to the hall volume. - Set the volume adjusted in the player setting mode process (step S11) (below the maximum volume) and When Error 1 and Strong Error 2 occur, the volume of the alarm sound may be set to maximum volume.

[0226] A weak error occurs when the shoot ball out switch signal is generated in response to a lack of game balls before the payout. An overflow occurs when the ball runs out and the lower tray 23 becomes full. This includes overflow errors that cause switch signals. The signal is not output to the external information terminal 71 (see FIG. 59). This may include errors or abnormal dispensing errors where a status signal is generated indicating an abnormal dispensing.

[0227] Strong error 1 is a frame opening error related to frame opening, and is a glass frame opening error and a main frame opening error. Strong error 1 includes the door / frame open signal as an external information signal. A signal (step X505) is output to the external information terminal 71 (see FIG. 59).

[0228] Strong error 2 is an error related to fraud and should be treated as a stoppage of the game. Illegal stones, illegal board signals, illegal frame signals, illegal vibrations, abnormal discharge errors, V-passing errors, big prize slots In the case of strong error 2, the external information signal is a security signal (step The error X522) is output to the external information terminal 71 (see FIG. 59). This may include ball errors. If a strong error 2 occurs, the game (special chart change display game) , general game, round game, etc.) is stopped, and it can be determined that the game is stopped ( Step X57). In addition, when a strong error 2 occurs, if the safety device is activated, Similarly, as a game, there are special chart change display games, normal chart change display games, round play (during the big win A state where play is stopped (a state where play is not possible, a state where play is prohibited) It is possible.

[0229] After step X61, the game control device 100 determines whether a power outage has occurred. (Step X62). If no power outage occurs (Step X62; N), Step X This returns to the process of step X56. The loop of steps X56 to X62 continues until a power outage occurs. The process is repeated. And, until a power outage occurs, the game will not stop, i.e. In addition, unless a safety device is activated or a severe error 2 occurs, the performance display editing process (stage Performance information such as base values ​​can be repeatedly calculated using the step X59.

[0230] The repetition period of the loop process is the timer interrupt period (a predetermined time period, e.g. Since this is much shorter than the interrupt period (e.g., 4 msec), the performance display editing process is executed many times during the interrupt period. Therefore, the number of winning balls and the number of discharged balls (the number of game balls for the outlet 30b) When a ball is scored, performance information such as base values ​​can change immediately.

[0231] When a power outage occurs (step X62; Y), the game control device 100 Processing begins, interrupts are temporarily disabled (step X63), and off data is output to all output ports. Then, the power failure inspection area check data 1 is input to the power failure inspection area 1 (step X64). Save (step X65) and save power outage inspection area check data 2 in power outage inspection area 2. (Step X66). Furthermore, a checksum is calculated when the RWM is powered off. The checksum calculation process is executed (step X67), and the calculated checksum is saved. Finally, the process of prohibiting access to the RWM is executed (step X68). X69), wait until the power to the gaming machine is cut off.

[0232] In this way, the check data is saved in the power failure check area, and the check data is By calculating the checksum, the information stored in the RWM before the power was cut off is backed up correctly. When the power is turned on again, it can be determined whether the device has been backed up or not.

[0233] As described above, the main process has been described. For example, the process of steps X56 to X62 If the setting key switch and RAM initialization switch are turned on during A similar determination process is performed, and the probability setting change flag is set in the same manner as in step X32. Thus, the gaming machine 10 can be switched to the setting variable state (setting change mode) any number of times while the gaming machine 10 is running. It may be possible to do so.

[0234] [RAM area configuration example] FIG. 8 is a diagram showing the configuration of the RAM 111c of the gaming microcomputer 111. , from the first address of RAM111c to the work area, unused area, and stack area The area includes the external work area, the unused area, the external stack area, and the external work area. In-area work area and in-area stack area (stack area for game control, stack area for in-area ) and the unused area between the external work area and the external stack area (external stack area ) there may be no unused space between them.

[0235] The work area in RAM (work area for game control) can be read and written by programs in the area. This is a work area for game control that is read by programs outside the area. Probability setting value area, test signal output data area, random number area, switch control area, segment area In addition to the power failure inspection area, power failure inspection area 1, power failure inspection area 2, and checksum area, the safety device is in operation. The safety device operation flag area indicates whether the safety device is in operation or not, and the timer interrupt (for example, 4m sec) includes an acquired game ball count area that stores the number of acquired game balls acquired as prize balls.

[0236] The external work area of ​​RAM is read and written by external programs, and The area to be read. The outside work area is the safety device counter value corresponding to the difference in the number of balls (difference in balls The safety device counter area stores the number of safety devices (number of safety devices + initial value), and the safety device operation area corresponds to the state of the safety device. The safety device operation information area stores information, and the old operation information area stores old operation information. It is possible to store safety device information related to all devices. Safety device counter area (3 bytes size) The number of balls is not read by the program in the area, but the safety device counter value or the difference in the number of balls is When sending the information to the performance control device 300 using a difference ball command, the information is read by the program in the area. In this embodiment, the safety device counter value is compared to the difference in the number of balls. For example, the difference in the number of balls is added to a predetermined initial value (100,000) (Safety device counter value = difference in the number of balls) However, the safety device counter value corresponds to the difference in the number of balls and indicates the difference in the number of balls. The present invention is not limited to this.

[0237] In addition, the outside work area is used to store the work area for performance information and performance display. It is possible to store information related to performance information and performance display. The area may store information related to test signals and information related to error monitoring. In the outside work area, the safety device related work area (safety device Counter area, safety device operation information area, old operation information area) and performance information and performance display The work areas for displaying performance related to the above may be clearly separated or may be mixed. good.

[0238] The external stack area is used for processing performance information and performance display, and for safety purposes. The external stack area is used for both processing of test signals and processing of the equipment. It is also used when performing processing related to error monitoring.

[0239] In addition, there are programs within the domain (programs for processing within the domain) and programs outside the domain (programs for processing outside the domain). The programs are separated by unused areas in the ROM 111b. The program in the area M is composed of a game control program and game control data, etc. The main program corresponds to the process (Fig. 5 to Fig. 7) and the timer interrupt process (described later) Includes interrupt processing programs. Subroutines of main programs or interrupt processing programs Programs outside the ROM area may be programs outside the ROM area. Safety device information initialization program corresponding to the initialization process, performance equivalent to the performance display editing process A display editing processing program, and an outside area integration processing program corresponding to the outside area integration processing described later include.

[0240] [Safety device information initialization process] Next, details of the safety device information initialization process (step X53) in the main process FIG. 9 is a flowchart showing the procedure of the safety device information initialization process. In the device information initialization process, the safety device counter area, safety device operation information area, and old operation information area are Initialize or clear the safety device counter value, safety device operation information, old operation information, etc. Set the device information to the initial value (initial information). Note that the safety device operation information is information indicating the current status. The old operation information indicates the previous state (mainly one interrupt before).

[0241] The game control device 100 first sets the stack pointer to the stack pointer of the outside work area. The data is saved in the data storage area (step X71), and the stack pointer is set to the outside stack area (area Set the address value indicating the beginning of the external stack area as the value of the external stack area. (Step X72). This places a stack pointer indicating the stack to be used within the area. Switch from a stack area to an out-of-area stack area.

[0242] Next, the game control device 100 saves the register information (values) to the external stack area (P The register to be saved is the register to be protected (safety device It is sufficient to save only the general-purpose registers (registers used in the information initialization process), or to save all general-purpose registers. To save all general-purpose registers, both register bank 0 and register bank 1 must be saved. Push it towards the other side.

[0243] Next, the game control device 100 saves the initial value (100,000) in the safety device counter area. The safety device counter value is reset to the initial value (step X74). When the difference in the number of balls decreases from 0, the safety device counter value (=difference in the number of balls + initial value) is Since the value may be smaller, the initial value is set to a value greater than 0, but not to 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 However, the special chart change display game is initialized (cleared) so as not to cause any disadvantage to the player. The ceiling counter value, which indicates the number of times the RAM has been executed outside, is set when the RAM initialization switch 112 is not on. As long as the power is restored, the device does not need to be initialized (cleared). The safety device non-operation information (value 0) corresponding to the non-operation state (normal state) of the safety device is The information is saved as operational information (step X75). Furthermore, the information indicating that the safety device is not operational is saved in the old operational information area. The information (value 0) is saved as old operating information (step X76).

[0244] Next, the game control device 100 restores the saved register (step X77) and The stack pointer is loaded from the safe pointer storage area and the stack pointer is set (step X78). The device information initialization process ends. The stack pointer is set to the address of the internal stack area. It will show the dress.

[0245] In the above safety device information initialization process, the information is written directly to the RAM without using a register. When writing to a program, the registers are not saved / restored. In this case, the registers are not saved to RAM either. Since this is not performed, the stack pointer-related processing (steps X71, X72, X73, X77, X78) is also unnecessary. Also, saving / restoring the flag register before and after the safety device information initialization process The return steps (X52, X54) are also unnecessary.

[0246] In this embodiment, the safety device counter value is set to 0 to 189999 ( When the value is 0 to 189999, the safety device operation information is that the safety device is not activated (normal). Safety functions that correspond to non-operational states (pre-operation state, operation warning state, and normal state without operation) The safety device counter value is 190000 to 194999 (safety When the total device counter is 190000 to 194999, the safety device operation information is The safety device operation notice information (value 1) corresponds to an operation notice state that warns of the operation of the safety device.

[0247] In addition, the safety device counter value is 195000, which is the counter reference value (safety device counter = If the game is not stopped even after reaching 195000, the safety device will be activated. The information is safety device operation warning information (value 2) corresponding to an operation warning state that warns of the operation of a safety device. In this case, the difference in the number of balls (= number of safe balls - number of discharged balls) reaches the standard value of 95,000. However, since the player is in the middle of a big win or a small win, the above condition (1) is met but the condition (2) is not met. When this condition is met, it corresponds to a case where the conditions for the safety device to operate are not met.

[0248] Furthermore, when the safety device counter value reaches 195000 (safety device counter = 195000), When the threshold is reached and the game is stopped, the safety device operation information indicates that the safety device is in operation. The safety device is in operation (value 3) corresponding to the safety device in operation (operating state). In this case, the difference in the number of balls is The ball reference value of 95,000 has been reached, and the ball has not yet been hit, nor has it been hit in the small or large win state. )(2) is satisfied, it corresponds to the case where the operating conditions of the safety device are satisfied. .

[0249] [Performance display editing process] Next, the details of the performance display editing process (step X59) in the main process will be explained. 10 is a flowchart showing the procedure of the performance display editing process.

[0250] The game control device 100 first sets the stack pointer to the stack pointer of the outside work area. The data is saved in the data storage area (step X81), and the stack pointer is set to the value of the outside stack area. Set the address value indicating the beginning of the external stack area (external stack area) as (Step X82). This places a stack pointer indicating the stack to be used within the area. Switch from a stack area to an out-of-area stack area.

[0251] Next, the game control device 100 sets the registers for both register bank 0 and register bank 1. The register information (value) is pushed to the external stack area (step X83). It is preferable to save all the general-purpose registers here. A validity check is performed to determine the validity of the work area for performance display, and if it is found to be invalid and abnormal, In this case, initialize the work area for performance display (including initial value setting) (step X8 4).

[0252] In the validity check, the value stored in the performance display work area was an impossible value according to the design. If the value deviates from the design value (if it is outside the specified range), it can be determined to be invalid. The performance display RAM initialization completion flag indicates that the performance display work area has been initialized. Determine whether a specific value (e.g. 5Ah) is stored and use it as a division value to calculate the base value, etc. Determine whether the number that manages the progress of the process is within a specified range and monitor the value of the switch counter. The display period management determines whether the number of switches to be displayed is within the range of the current display period. Determine whether the number is within the range of the number of periods (0 to 3) and return the current time window number. In this way, the validity judgment is performed by determining whether the data is within the range of the number of sections (0 to 4). Determine whether the value of the area used as a pointer to the table is within a specified range. This is to prevent the program from running out of control by obtaining an out-of-range value. This can prevent errors in advance. Also, the validity of each performance display editing process is checked. This is effective.

[0253] In addition, since the validity check is performed every time the performance display editing process is executed, If the work area is not valid, it can be initialized immediately and abnormal performance indication (abnormal background This can minimize the risk of malfunction (display of temperature, etc.).

[0254] In addition, the initialization of the work area for performance display (including the initial value setting) is performed after saving the stack pointer. In order to protect the area, the area other than the stack pointer storage area is initialized. In this embodiment, the external stack area is not initialized, but it may be initialized. Even if the external stack area is initialized, the register values ​​saved in the external stack area are Protect and do not initialize. Initialization of the work area for performance display is done in the work area within the area (game control The initialization of the work area (for game control) and the stack area (for game control stack area) are different. Since it is executed by the internal work area and internal stack area, it does not affect the internal work area and stack area.

[0255] Next, the game control device 100 calculates the base value (ball payout rate) from the data (normal Determine whether it is time to switch the counting period for counting balls (number of balls won, number of regular winning balls, etc.) (Step X85). The total number of balls out since the power was turned on (total number of balls discharged, total number of outs) A counting period is set for each total number of out balls, and each time the total number of out balls reaches a certain number (for example, 600 The aggregation period will change every time an increase of 00 occurs.

[0256] For example, the timing of switching the counting period is determined as the total number of outs from the time the power is turned on. The timing of when the numbers become 300, 60300, 120300, 180300, etc. In other words, the width of the time window is basically 60,000 except for the first time window. The first calculation window is 0 to 300 items, the second calculation window is 300 to 60300 items, and the third calculation window is = 60300~120300, 4th collection interval = 120300~180300, 5th collection interval The total interval is 180300 to 240300.... The interval showing the 1st to 5th time windows. The numbers range from 0 to 4, and the time window number remains at 4 for the sixth and subsequent time windows. The current time window number is stored in the performance display work area.

[0257] When it is time to switch the counting period (step X85; Y) and set the time period change (Step X86). A total out counter that counts the number of outs (total number of outs), The number of normal outs is counted by counting the number of normal outs (number of discharged balls). Count the number of winning balls, which is the total number of winning balls (number of winning balls) in each counting period. You can clear the normal prize ball counter, or reset the final base value (or the latest base value) of each calculation period. ) to the base value storage area of ​​the next time window.

[0258] When it is not time to switch the counting period (step X85; N), and determine whether there is a switch input to the monitored input port (step X87 In this embodiment, the input ports to be monitored are the third input port 124 and the fourth input port 125. The port number is 126 (see FIG. 3).

[0259] Here, the switch status copied to the performance display work area for each input port to be monitored is Check the rising edge information (copied in step X713 in Figure 64). For each input port to be monitored, eight bits are stored to store the copied rising edge information of the switch. The switch rising edge information is stored for all monitored input ports. If all the information is 0, it can be determined that there is no input, and otherwise it can be determined that there is an input. Note that unless masked during copying, the rising edge of the switch is input. In the input processing (step X103), the switch corresponding to the new input (detection) is The bits corresponding to the switches that do not have new inputs are set to 1, and the bits corresponding to the switches that do not have new inputs are set to 0. .

[0260] When there is a switch input to the input port to be monitored (step X87;Y), check the input of the switch (target switch) corresponding to the switch counter. The input information is obtained by clicking (step X88). The target switch here is the first special variable The lower large winning port switch 38a of the winning device 38, the upper large winning port switch of the second special variable winning device 39 switch 39a, the start port 1 switch 36a of the first start winning port 36, the second start winning port 37 (normal The start port 2 switch 37a of the variable winning device, the winning port switch 35a of the general winning port 35 (left Winning port switch, right winning port switch), out ball detection switch 74, etc., game ball detection This allows the base value (or payout rate) to be changed.

[0261] Next, the game control device 100 judges whether or not the target switch is in its valid period ( Step X89). In addition, there have been cases of fraudulent entry into the big prize slot and regular power fraud, and the big prize slot and the second start prize slot If the winning entry to 37 is invalid, i.e., the big winning entry switch 38a, 39a or the starting entry switch 2 In addition, the first start winning hole 36 and the out ball detection switch 7 may not be effective. There are also switches that are always on, such as 4.

[0262] The game control device 100, when the target switch is in its valid period (step X89; Y) Then, it is determined whether or not there is an input to the target switch corresponding to the switch counter (step X 90). If the target switch is not in its valid period (step X89; N) or the target switch If there is no input (step X90; N), proceed to processing of step X98.

[0263] When there is an input to the target switch (step X90; Y), the game control device 100 The input information (1 bit) of the bit corresponding to the target switch is cleared (step X91), and the It is judged whether or not the normal base state is in progress (step X92). The normal game state is a period during which the base value can be calculated and updated. It is.

[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 corresponds to the target switch By adding the number of winning balls, the total number of winning balls in the calculation period is updated. Next, if the target switch is the out ball detection switch 74, By adding 1 to the total number of out balls in the counting period, the number of out balls in the normal count ( The number of normal outs and the number of normal discharged balls are updated (step X94). Next, the target switch is When the out ball detection switch 74 is activated, the total number of out balls (total out The number of balls dispensed and the total number of balls discharged are updated (step X95).

[0265] In this embodiment, the out ball detection switch 74 is used to detect the ball that has been ejected from the game area 32. All game balls that have passed through the winning hole or the out hole 30b are detected. Not only the game balls that enter the out hole 30b, but also the winning holes (first starting winning hole 36, second The game balls that enter the start winning hole 37, the big winning hole, or the general winning hole 35) are sent to the The ball is then guided via a path or the like to the out ball detection switch 74 where it is detected.

[0266] When the game control device 100 is not in the normal base state, which is the normal game state (step X92;N), without updating the number of regular prize balls or the number of regular out balls, only the total number of out balls is updated. Therefore, the high base state (second play) is not the normal base state. In the special game mode, the number of regular prize balls and the number of regular out balls are is not updated, and the base value calculated from the number of regular prize balls and the number of regular out balls (regular prize balls ÷ regular The number of outs is not updated and remains unchanged. By eliminating the judgment process, the base value can be updated as the payout rate in all game states (changes It is also possible to configure it so that

[0267] Next, the game control device 100 changes the target switch to the next one in the next performance display editing process. In order to update the switch counter, the switch counter is updated by +1 (step X96). The performance display editing process is performed by looping the timer interrupt cycle (predetermined time The period is executed at a time interval much shorter than the period (e.g., 4 msec) (e.g., several μsec Therefore, during the interrupt period, the performance display editing process is executed repeatedly, and the switch counter The counters (e.g., 0 through 7) are used to determine the bit (e.g., bit The switch counter covers bits 0 to 7. Also, after the final value (e.g. 7), is updated to 0 and the switch starts checking its input for the next monitored input port. For example, after the switch input is first checked for the third input port 124, Then the input of the switch is checked with respect to the fourth input port 126 .

[0268] On the other hand, when there is no switch input to all the input ports to be monitored, the game control device 100 In this case (step X87; N), a base value calculation process (predetermined process) is performed to calculate the base value. (Step X97). Note that the switch input is first input to the input port to be monitored. On the other hand, some or all of the monitored input ports may not have the switch input initially. Even if the switch input is After that, the input information of the target switch where the input was made is cleared (step X91). This means that there will be 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 regular winning balls to the number of regular out balls. Yes, and it is calculated by dividing the number of winning balls by the number of out balls. Therefore, the starting winning hole (starting winning hole 36, when a ball enters the normal variable winning device 37), the large winning hole, or the general winning hole 35 In the first stage, the switches 35a, 36a, 37a, and 38a of the winning holes to which the prize balls are awarded are turned on. , 39a input (detection) updates and changes the number of winning balls, and the base value changes, and In the second stage, the number of out balls is updated by the input (detection) of the out ball detection switch 74. The base value changes when the ball is inserted into the winning hole. The base value will change (be affected) in each stage. When a ball enters the out hole 30b, the out ball detection switch 74 detects the ball. The number of out balls is updated and changed, and the base value also changes. If a ball is thrown in the 34th, the number of regular award balls and regular out balls will be updated depending on the ball thrown in. Since the ball is not updated or changed, the base value is also maintained unchanged. Even if there is a prize, the number of prize balls is not usually updated because no prize balls are awarded.

[0270] The base value is the same as the output value in steps X224 to X230, regardless of whether it has changed or not. The performance display is output to the performance display device 152 by the above. When the 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 the off data and goes out.

[0271] As a special example, the real-time value of the base value (bL.) is displayed. The calculation of the base value may be performed only during the value display period, and in this special case, the real-time value The number of regular winning balls and regular out balls will be updated until the display period arrives, but the base value will not be calculated. It remains unchanged.

[0272] After step X96 or step X97, the game control device 100 Return (step X98), load the stack pointer from the stack pointer storage area, and (Step X99), and the performance display editing process is terminated. The stack pointer indicates the address of the stack area within the area.

[0273] In FIG. 10, the process of step X97 is performed immediately after step X94. Without waiting for the input check of all switches of the monitored input port, the normal number of winning balls or the normal number of winning balls It is also possible to configure the system so that the base value calculation process is performed immediately after the number of out balls is updated.

[0274] [Timer interrupt processing] Next, the timer interrupt process will be described. FIG. 11 shows the timer interrupt process (interrupt process The flowchart shows the procedure for the timer interrupt process. A periodic timer interrupt signal generated by the CTC circuit in the timer is input to the CPU 111a. When a timer interrupt occurs in the gaming microcomputer 111, the timer The interrupt process starts.

[0275] When the timer interrupt process is started, the game control device 100 first selects the register buffer to be used. Specify register bank 1 as the RAM destination (step X101), and Set the upper address of the head address (step X102). Start timer interrupt processing By switching from register bank 0 used in the main process to register bank 1 at This is equivalent to saving the registers used in the main process. Once started, it will automatically be in an interrupt disabled state.

[0276] Next, the game control device 100 receives inputs and signals from various sensors and switches, That is, an input process is executed to read the state of each input port (step X103). Based on the probability setting change flag and the probability setting confirmation flag, It is determined whether the setting is being confirmed (step X104). If confirmation is in progress (step X104; Y), a confirmation is performed to change or confirm the probability setting value. Execute rate setting change / confirmation processing (step X105).

[0277] When the game control device 100 is not changing the probability setting or checking the probability setting (step X104;N), based on the output data set by various processes, the solenoid (e.g. large input The actuators such as the solenoids 38b and 39b are driven and controlled, and the LEDs are driven and controlled (e.g., The output process for performing the light control is executed (step X106). If a signal to stop firing is output in step X5 of the By doing so, a launch permission signal can be output, and the launch permission signal can be set to an permitted state.

[0278] Next, the game control device 100 transmits the commands (payout A dispensing command transmission process is executed to output a command (such as a command) to the dispensing control device 200 (step Then, the start port 1 switch 36a, the start port 2 switch 37a, the winning port switch Whether or not a normal signal is input from the big prize opening switch 35a, the big prize opening switch 38a, 39a is monitored. A winning gate switch that monitors the winnings and errors (such as whether the front frame or glass frame is open). Then, the switch / status monitoring process is executed (Step X108).

[0279] Next, the game control device 100 judges whether the game is stopped or not (step X109 If a safety device is activated or a severe error 2 occurs that requires the game to be stopped, In this case, it can be determined that the game is stopped.

[0280] When the game is not stopped (step X109; N), the game control device 100 Game processing (step X110), handicap game processing (step X111), normal game processing ( Step X112), and execute segment LED editing process (step X113). Then, execute the process from step X114 onward. Note that if no error occurs, In addition, even if a weak error and a strong error 1 occur, the special game processing (step X11 0), role game processing (step X111), normal game processing (step X112), Then, execute segment LED editing processing (step X113).

[0281] In the segment LED editing process, the multiple segment LEDs constituting the collective display device 50 are Some of the LED lamps (memory display section, round display section, etc.: D3 to D7, D11 to D17) Settings related to driving are executed. In addition, other part of the collective display device 50 (variable display part: L Settings related to the operation of ED lamps D1, D2, D8, D10, D18) are controlled by the symbol fluctuation control. The process (steps A16, A18, C15) is executed. The settings for the operation of the power failure recovery process (status display section: LED lamp D9) are This is performed using tools such as X48.

[0282] When the game is stopped (step X109; Y), the game control device 100 Game processing (step X110), handicap game processing (step X111), normal game processing ( Step X112) and segment LED editing process (step X113) are not executed. In this way, if the safety device is activated or if the When error 2 occurs and the game is stopped, the special game processing (step X110) and the normal Since the game process (step X112) is not executed, the number of reserved special drawings (step A136 , A532) and the number of reserved normal maps (steps C107, C318) do not change. When a strong error 1 occurs, the game is not stopped and the special game processing (step X11 0) and the normal game process (step X112) are executed, so the special reserved number (step A 136, A532) and the number of reserved maps (steps C107, C318) are updated by +1 (reserved It can be changed by -1 update (when pending is consumed) or -1 update (when pending is consumed).

[0283] In addition, depending on the type of error, such as weak error, strong error 1, and strong error 2, the special game processing Processing (step X110), handicap game processing (step X111), normal game processing (step Step X112) or segment LED editing process (step X113) It is also possible to configure it so that it executes some steps and not others. For example, if strong error 2 occurs, You may execute only the segment LED editing process.

[0284] Furthermore, the game control device 100 outputs safety device operation information corresponding to the state of the safety device to the performance control device. A safety device that can send a command to the performance control device 300 or set a safety device operation flag. The device-related process is executed (step X114). Executes the magnet abnormality monitoring process by checking the detection signal and determining whether there is any abnormality (step In addition, the detection signal from the radio wave sensor 62 of the game board is checked for abnormalities. Execute radio wave illegal monitoring processing (board radio wave illegal monitoring processing) to determine whether there is any illegality (step X116).

[0285] Thereafter, the game control device 100 detects the fraudulent action caused by vibration based on the input from the vibration sensor 65. Next, execute the vibration fraud monitoring process to monitor the irregularities from the big prize winning port (step X117). An abnormal discharge monitoring process is executed to monitor normal discharge (step X118). Then, the special variable winning device 38, 39 has the large winning port switch 38a, 39a, and the specific area Based on the input from the switch 72a (V winning port switch) and the remaining ball discharge port switch 73 , monitors the abnormal discharge of the special variable winning device 39, and when an abnormal discharge occurs, The flag is set. In addition, the large prize opening switch 38a, 39 of the special variable prize device 38, 39 is The game ball that passed through 9a is either a specific area switch 72a (V winning port switch) or a remaining ball discharge It passes through the port switch 73 and is discharged.

[0286] Next, the game control device 100 sets signals to be output to various external devices in an output buffer. Then, the external information editing process is executed (step X119). Then, 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 The register is saved to the internal stack area (step X121) and the safety device counter value is updated. Executes out-of-area integration processing, such as (calculating the difference in number of balls) and controlling the display of the performance display device 152 (Step X122). After that, the flag register is restored (Step X123). If the safety device is not activated and severe error 2 has not occurred, In this case, if the game is not stopped, the process of steps X121 to X123, including the outside area integration process, etc. is executed.

[0288] As described later, when transitioning to the outside area integration process, the stack pointer is set to game control. Switch from the related in-area stack area to the out-area stack area. When saving the stack pointer to the stack pointer save area in RAM111c, the flag Since the register flags (especially the zero flag) may change, step X121 The flag register is saved in advance.

[0289] On the other hand, when the game is stopped (step X120; Y), the game control device 100 The timer interrupt process is terminated without executing the out-of-area integration process, etc. When the error occurs or when a strong error 2 occurs, the outside area integration process is not performed. The safety device counter value is not updated, and the performance display contents such as the base value are not updated. This makes it possible to omit unnecessary control while the game is stopped.

[0290] Unlike the above, even if a strong error 2 occurs, the game will not be stopped and the special game processing (S Step X110), Yakumono game processing (Step X111), Uzu game processing (Step X 112), and a configuration for executing segment LED editing processing (step X113) is also possible. It is also possible to configure the system so that even if a strong error 2 occurs, the outside-area integration process is executed.

[0291] Also, when returning from timer interrupt processing, the interrupt disable state is restored and the register bank is specified. The restoration of the settings is configured to be done automatically, but depending on the CPU used, external information editing may be required. After processing, the process of enabling interrupts and returning the register bank specification to register bank 0 The theory may also be carried out.

[0292] [Output processing] Next, the details of the output process (step X106) in the timer interrupt process (Figure 11) are 12 is a flowchart showing the procedure of the output process.

[0293] The game control device 100 first outputs data for the segments of the collective display device (LED) 50. Outputs off data to output port 135 (segment output port) (see Figure 3) that outputs The output port 135 is reset (step X201). Then, all solenoids ( solenoid 38b, 39b, lever solenoid 72b, normal solenoid 37c) Set the output data of the off state (step X202). Then, step X109, etc. Similarly, it is determined whether the game is stopped (step X203). When a strong error 2 occurs that requires the game to be stopped, the game is stopped. It can be determined that:

[0294] When the game is not stopped (step X203; N), the game control device 100 Data for solenoids 38b, 39b, lever solenoid 72b, and normal power solenoid 37c The data to be output to the solenoid output port 134 is synthesized (step X204). Then, data is output to the solenoid output port 134 (step X205). If it is stopped (step X203; Y), do nothing and proceed to the processing of step X205. Then, the off data (step X202) is output to the solenoid output port 134. As a result, when the game is stopped, all solenoids stop working, and the big prize hole and special area are In this manner, the area 72, the normal variable winning device 37, etc. are closed and the game is stopped. The big prize entry port is closed and round play (play during a big win or small win) cannot be performed. .

[0295] The game control device 100 then sequentially scans the digit lines of the collective display device (LED) 50. The value of the digit counter for scanning is updated by +1 in the range of 0 to 3 (although only 1 is added). The next digit after 3 is updated to 0 (step X206). The digit output data to the digit line of the LED to be output is obtained (step X207). Then, the acquired digit output data and external information data are synthesized (step X208), and the synthesized The data thus obtained is output to the digit output / external information output port 136 (step X209). .

[0296] Next, the game control device 100 outputs the off data as segment output data to the segment line. Then, the output data for prohibiting emission is set (step X210). Step X211). In addition, like step X203, it is judged whether the game is stopped or not. It is determined (step X212).

[0297] When the game is not stopped (step X212; N), the game control device 100 The segment area in RAM 111c corresponding to the counter value is converted into a segment line. Load the launch output data (step X213), set the launch permission output data (step X214), and Step X214) The loaded segment output data is sent to output port 1 for segment output. 35 (step X215). Note that this segment area is an internal work area. (Work area for game control) may be included.

[0298] In this way, when the game is not stopped, the value of the digit counter is incremented by +1 within the range of 0 to 3. Each time the bit is updated, a new digit line is selected and the eight cells of the digit that this digit line connects to are Segment output data is output to the segment line. Digits 0 to 3 are output in sequence. Selected, the dynamic driving method (dynamic lighting control) for the collective display device 50 is realized.

[0299] On the other hand, when the game is stopped (step X212; Y), the game control device 100 The off data (step X21) is output without processing steps X213 and X214. 0) is output to the output port 135 for segment output (step X215). In the case where the game is stopped due to the safety device being activated or a strong error 2 occurring, The collective display device 50 is turned off. As a result, the special chart change display game and the special chart change display game are in a game stop state. The game displaying the normal game pattern cannot be executed. And the player who sees the collective display device 50 stops playing. The system is currently stopped, a safety device has been activated, or a strong error 2 (invalid error) has occurred. You can recognize this.

[0300] Next, the game control device 100 loads the external information data to be output to the external information terminal 71. Then, the synthesized external information data and the launch permission or launch are sent (step X216). The output data of the projection prohibition is synthesized (step X217), and the final synthesized data is treated as external information. The launch permission signal is output to the output port 137 (step X218). If the game is not stopped, the output data becomes the launch permission data (step X214), and if the game is stopped, If so, the output data will be forbidden (stopped) from firing (step X211). When the safety device is activated or a severe error 2 occurs, the ball will be released. While the launch of balls from the shooting device is prohibited, the game can only be started when the game is stopped. In the event that the game is stopped, the ball launcher is permitted to launch the game ball. However, it is also possible to configure the ball launcher to allow balls to be launched without prohibiting (stopping) launch. It is Noh.

[0301] Next, the game control device 100 outputs a test signal to the test firing device. The data to be output to the test terminal output port 1 is loaded and synthesized, and the test terminal on the relay board 70 is The synthesized data is output to output port 1 (step X219). Then, the test firing device The data to be output to the test terminal output port 2 on the relay board 70 that outputs the test signal to The combined data is output to the test terminal output port 2 on the relay board 70 (step Step X220).

[0302] Next, the game control device 100 outputs a test signal to the test firing device. The data to be output to the test terminal output port 3 is loaded and synthesized, and the test terminal on the relay board 70 is The synthesized data is output to the output port 3 (step X221). Load the data to be output to the test terminal output port 4 on the relay board 70 that outputs the test signal The combined data is output to the test terminal output port 4 on the relay board 70 (step Then, the test terminal on the relay board 70 which outputs the test signal to the test firing device The data to be output to the child output port 5 is loaded and synthesized, and the data is output to the test terminal output port on the relay board 70. The synthesized data is output to port 5 (step X223).

[0303] Next, the game control device 100 reads the data of the segments of the performance display device (LED) 152. Outputs off data to output port 141 (segment output port 2) and outputs Then, the digit line of the performance display device 152 is reset (step X224). The value of digit counter 2 for sequentially scanning is updated by +1 in the range of 0 to 3 (1 is (Step X225) In addition, the digit counter is updated to 0 after 3. Obtain the digit output data to the digit line of the LED that corresponds to the value of data 2 (step X Then, the acquired digit output data is sent to the output port 142 (digit output port 226). The data is output to (step X227).

[0304] Next, the game control device 100 determines whether the game is stopped or not, as in step X203. Determine (step X228). If the game is not stopped (step X228; N), From the performance display device segment area in RAM 111c corresponding to the value of digit counter 2 The segment output data is loaded (step X229). Performance display device segment area is included in the work area for performance display related to performance information and its display (performance display). The loaded segment output data is then output to the output port 141 (segment The communication port 2) is then output to the communication port 2 (step X230), and the output process is then terminated.

[0305] On the other hand, when the game is stopped (step X228; Y), the game control device 100 The output process is terminated without executing the processes of steps X229 and X230. Therefore, if the safety device is activated and the game is stopped, or if a strong error 2 occurs and the game is stopped, If so, the segment output data of the performance display device segment area is output to the output port 141 Therefore, the off data of step X224 is directly output to the performance display device 152. The output is sent to the output port 141. In this case, the value of the digit counter 2 is 0 to 3. When the range is reached, all LEDs on the performance display device 152 are forcibly turned off and the display is turned off. The person in charge or the attendant of the amusement facility who sees the performance display device 152 can know that the game is stopped and that the safety device is in operation. It is possible to recognize that a strong error 2 (invalid error) has occurred.

[0306] In addition, even if strong error 2 occurs, the game will not be stopped, and steps X229 and X23 It is also possible to configure the system to execute processing such as 0.

[0307] [Winning port switch / status monitoring process] Next, the winning port switch / status monitoring process (step X108) will be described in detail. Figure 13 shows the procedure for the winning port switch / status monitoring process. 1 is a flowchart showing a process for

[0308] The game control device 100 first resets the acquired game ball number area included in the in-area work area to 0. (Step X301). As a result, the number of acquired game balls area is within one interrupt (predetermined time This is the area that stores the number of winning balls, which is the total number of winning balls acquired during the period. The number of winning balls is equal to the increase in the number of safe balls within one break. The winning port monitoring table 1 corresponding to the upper winning port switch 39a in the variable winning device 39) is prepared. Then, even though the upper entrance is not open, the upper entrance is A fraud and prize-winning monitoring process that monitors the prize slot for fraudulent winnings and detects legitimate winnings is executed (step X303).

[0309] After that, the game control device 100 controls the lower large winning port in the lower large winning port (special variable winning device 38). A winning port monitoring table 2 corresponding to the switch 38a is prepared (step X304). In addition, the lower-ranking winning gate is monitored to check for any illegal winnings even though the lower-ranking winning gate is not open. At the same time, a fraud and winning monitoring process is executed to detect normal winnings (step X305).

[0310] Then, the game control device 100 turns on the start port 2 switch 37a in the normal variable winning device 37. A corresponding winning slot monitoring table is prepared (step X306). Then, fraudulent winning is monitored. At the same time, a fraud & winning monitoring process is executed to detect normal winning (step X307). Next, prepare a winning gate monitoring table for a winning gate switch that allows winnings at any time and does not require fraud monitoring. (Step X308). The winning port switch that always allows winning is the start port 1 switch 36a and 35 general prize winning slots.

[0311] Next, the game control device 100 executes a winning number counter update process to update the winning number ( Step X309). Then, any of the multiple switches and signals whose states are to be monitored is A status scan counter to specify which switches or signals are to be monitored this time. The status scan counter is updated in the range of 0 to 3 (step X310). will be done.

[0312] After that, the game control device 100 changes the state to be monitored according to the value of the state scan counter. The gaming machine status monitoring table 1 for setting is prepared (step X311). Execute the gaming machine status check process to determine the status such as whether an error has occurred (step X312).

[0313] The value of the status scan counter is referred to the gaming machine status monitoring table 1, and the status scan If the value of the counter is 0, an error is output due to an occurrence such as a disconnection of the switch connector. The status (switch abnormality error) based on the constant detection signal is monitored, and the status scan counter If the value of the parameter is 1, the ball is discharged based on the shot ball out switch signal from the dispensing control device 200. The state (shooting ball out error) is monitored. The state scan counter value is 2. If the overflow switch signal is set to monitor the status (overflow error), If the value of the status scan counter is 3, the status based on the dispense abnormal status signal is In this way, the gaming machine status monitoring table 1 is set to monitor the status (dispensing error). ,Weak errors are monitored.

[0314] Next, the game control device 100 sets the state to be monitored according to the value of the state scan counter. The gaming machine status monitoring table 2 is prepared to determine the error (step X313). Execute a gaming machine status check process to determine the status of the gaming machine, such as whether a X314).

[0315] The value of the status scan counter is referred to the gaming machine status monitoring table 2, and the status scan If the value of the counter is 0, the signal output from the glass frame opening detection switch is used. If monitoring of the status (glass pane open error) is configured and the status scan counter value is 1, In this case, the status is based on the signal output from the main frame open detection switch (main frame open error, front If the status scan counter value is 2, the following is set: The monitoring of the status (frame radio wave illegal) based on the frame radio wave illegal signal is set, and the status scan counter A value of 3 sets up state monitoring based on touch switch signals.

[0316] Next, the game control device 100 judges whether the value of the state scan counter is 0 or not. (Step X315). If the value of the error scan counter is not 0 (Step Step X315 (N), and then proceed to the processing of step X317.

[0317] In addition, when the value of the error scan counter is 0 ( A dispensing status indicating whether the dispensing control device 200 is capable of starting dispensing control. Sets the busy signal status (payout busy signal flag) based on the payout signal. The number check process is executed (step X316), and the process proceeds to step X317.

[0318] The process of step X316 is performed by the status scan counter, which is updated at each timer interrupt. Since it is executed only when the value of is 0, it is executed once every four timer interrupts. In other words, if the timer interrupt occurs every 4 ms, step X occurs every 16 ms. The process of step 316 will be carried out.

[0319] Next, the game control device 100 detects that the specific area switch 72a is pressed at an inappropriate timing. Execute V passing timing monitoring process to monitor whether or not V has passed (step X317). In the V passage timing monitoring process, the specific area switch 72a is detected at an inappropriate timing. If a signal occurs, it is considered a V passage error.

[0320] Next, the game control device 100 checks whether any game balls remain in the specific area switch 72a. Execute the remaining ball monitoring process (step X318), and execute the winning port switch / status monitoring process. Exit.

[0321] In addition, the V-pass timing monitoring process and remaining ball monitoring process in the winning gate switch / status monitoring process This process is necessary for a so-called 1-type 2-type mixer (1+2-type machine) like the present embodiment, and is usually This may not be necessary for Type 1 Pachinko machines.

[0322] [Fraud & Winning Monitoring Processing] FIG. 14 is a flow chart showing the procedure of the fraud and winning monitoring process. The process is the steps X303 and X304 in the winning port switch / state monitoring process shown in FIG. 5, Executed on X307.

[0323] The fraud & winning monitoring process is performed by the lower large winning port switch 38a in the special variable winning device 38, The upper large winning port switch 39a of the dynamic winning device 39, the winning port switch in the normal variable winning device 37 This is the process performed for the (starting gate 2 switch 37a). The prize device 37) and the large prize opening (special variable prize device 38, 39) are forcibly opened and closed. Since it is easy to open the machine and insert game balls to pay out prize balls, Provide positive monitoring.

[0324] The game control device 100 first detects the fraudulent monitoring period flag of the winning port switch that is the object of error monitoring. (Step X321) to determine whether or not it is during the fraud monitoring period (Step X322). For example, the fraud monitoring period is when the winning switch subject to error monitoring is not For example, when the winning port switch is the lower large winning port switch 38a, This is a period other than the special game state in which the special variable winning device 38 is opened.

[0325] Then, the game control device 100 performs the process in the case where it is the fraud monitoring period (step X322; Y ), and judge whether there is an input to the target winning port switch (step X323). If there is no input to the winning port switch (step X323; N), the target notification timer is updated. The information is loaded (step X332). Also, if there is an input to the target winning port switch (Step X323; Y), the number of the target illegal winnings is updated by +1 (Step X324), Determine whether the number of fraudulent winnings after the addition is equal to or greater than the number of fraudulent winnings to be monitored (for example, 5). It is determined (Step X325).

[0326] The reason for the number of judgments being set to 5 is that, for example, when a large prize winning gate in an open state changes to a closed state, When the ball is caught in the door of the big prize opening, the ball exceeds the effective period of the count switch. This is to prevent cases where a winner is awarded by mistake or when there is noise in the signal from being judged as cheating. This is to prevent a false positive from being easily determined to be an error when in fact it is not.

[0327] And, if the number is not equal to or greater than the judgment number (step X325; N ), prepare a winning port monitoring table for the target winning port switch (step X330). If the number of illegal winnings is equal to or greater than the number of illegal winnings (step X325; Y), the number of illegal winnings is set as the number of illegal winnings. (Step X326) and set the initial value (for example, 60000 ms) is saved (step X327).

[0328] Next, the game control device 100 prepares the target fraud occurrence command as a performance command ( Step X328), and further prepare an illegal winning occurrence flag as an illegal flag (step Then, the prepared invalid flag is compared with the value in the target invalid flag area ( Step X340).

[0329] On the other hand, if the game control device 100 is not in the fraud monitoring period (step X322; N) A winning port monitoring table for the target winning port switch is prepared (step X330), and the prize ball setting The winning number counter update process is executed to determine the winning number (step X331). The details of the process will be described later.

[0330] Then, the game control device 100 loads the target notification timer update information (step X3 32), it is judged whether or not the update of the notification timer is permitted (step X333). If the new entry is not permitted (step X333; N), the fraud and winning monitoring process is terminated. On the other hand, if updating of the notification timer is permitted (step X333; Y), If the timer is not 0, it is updated by -1 (step X334). Note that the minimum value of the notification timer is 0 is set to.

[0331] The update of the alarm timer is performed when the winning port switch subject to error monitoring is a winning port in the normal variable winning device 37. If it is a prize port switch (start port 2 switch 37a), it is permitted. Also, one special variable When there are two winning port switches in the automatic winning device (large winning port), the notification timer is updated by the If the error-monitored winning port switch is on one side, it is allowed. If the switch is the other, it is not permitted. For correct notifications, the notification timer is updated twice as frequently, and the notification is not updated within the specified time (e.g. 60 This prevents the timer from running out in half the time (000ms).

[0332] After that, the game control device 100 judges whether the value of the notification timer is 0 or not (step X335), if the value is not 0 (step X335; N), that is, if the time is up, If not, the fraud and winning monitoring process is terminated. Also, if the alarm timer value is 0, (Step X335; Y), that is, the time is up or has already been up In this case, prepare the target unauthorized release command as a performance command (step X336), A flag for canceling an illegal winning is prepared as a positive flag (step X337). It is determined whether or not this is the moment when the value of MA becomes 0 (step X338).

[0333] When the value of the notification timer becomes 0 (step X33), the game control device 100 8;Y), that is, if the value of the notification timer becomes 0 in this fraud & winning monitoring process, Then, the number of illegal winnings in question is cleared (step X339).

[0334] In addition, after the process of step X339 is completed or the notification timer is started, the game control device 100 If the value is not 0 (step X338; N), that is, if the value is 0 before the previous time, When the value of the notification timer becomes 0 in the winning monitoring process, the prepared fraud flag is set to the target fraud. The value is compared with the value in the flag area (step X340).

[0335] Then, the game control device 100 checks whether the prepared fraud flag and the value of the target fraud flag area match. If it is determined that the winning is a winning combination (step X340; Y), the fraud and winning monitoring process is terminated. If the invalid flag does not match the value in the invalid flag area (step X340; N), the prepared illegal flag is saved in the target illegal flag area (step X341), The output command setting process is executed (step X342). After that, the fraud and winning monitoring process is ended. Complete.

[0336] Through the above process, a fraud occurrence command is sent to the performance control device 300 when a fraud occurs. When the fraud is cleared, a fraud clear command is sent to the performance control device 300, and a report of the fraud is sent. The start and end of the

[0337] [Winning Number Counter Update Process] FIG. 15 is a flowchart showing the procedure of the winning number counter update process. The data update process is the same as step X309 of the winning port switch / status monitoring process shown in FIG. 13 and step X309 of FIG. This is executed in step X331 of the fraud and winning monitoring process shown in 4.

[0338] The game control device 100 first determines whether the game is stopped (step X351 If a safety device is activated or a severe error 2 occurs that requires the game to be stopped, In this case, it can be determined that the game is stopped.

[0339] When the game is not stopped (A2201; N), the game control device 100 The number of winning gate switches to be monitored is obtained from the bull (A2202), and the target winning gate switch It is determined whether there is an input to the winning table of the winning gate monitoring table (A2203). The rule includes the number of winning balls, the address of the winning number counter area 1, and the winning number for each winning port switch to be monitored. The address of the counter area 2 is defined. If there is no input, (A2203; N), update the table address to the address of the next record (step X365), It is determined whether or not the monitoring of the switch has ended (step X366).

[0340] On the other hand, when there is an input to the target winning port switch (step X353;Y), and load the number of acquired game balls from the acquired game ball number area (step X354). The number of winning balls corresponding to the target winning port switch is added to the number of winning game balls (step X355). The added value is saved in the acquired ball number area (step X356). The number of winning balls stored in the winning ball number area is updated for each winning port switch, The number of balls will ultimately be the total number of winning balls won within one interruption.

[0341] The number of winning balls area is in the work area within the area, and the process of updating the winning number counter is The program (part of the program in the area) is written in the difference ball confirmation processing program (described later) In the case of the out-of-area program, it is only read out. In addition, all the winning port switches are Even if you enter it, the total value of the winning balls is less than 255 (1 byte), so the number of winning balls is No upper limit checking is performed.

[0342] Next, the game control device 100 loads the value of the target winning number counter area 1 (step X357), and update the loaded value by +1 (step X358). Furthermore, the updated value It is determined whether an overflow occurs or not (step X359). Counter area 1 is 2 bytes (0 to 65535) in size.

[0343] If no overflow has occurred (step X359 ;N), and save the updated value in the winning number counter area 1 (step X360). After the process of step X360 is completed, or if an overflow occurs (step X35), 9;Y), and load the value of the target winning number counter area 2 (step X361).

[0344] After that, the game control device 100 updates the loaded value by +1 (step X362), It is determined whether an overflow occurs due to the new value (step X363). If no overflow occurs (step X363; N), the updated value is added to the winning number counter. The winning number counter area 2 is saved in 1 byte (0 ~255).

[0345] After the process of step X364 is completed, or when an overflow occurs, the game control device 100 If a record has been found (step X363; Y), the table address is set to the address of the next record. Update (step X365). Then, judge whether or not the monitoring of all the switches is completed. (Step X366).

[0346] If the monitoring of all the switches has not been completed (step X36), the game control device 100 6;N), processing of step X353 to determine whether or not there is an input to the target winning port switch Return to step X366. Also, when the monitoring of all the switches is completed (step X366; Y), the number of winnings is This ends the counter update process. This repeats the steps until all switches are monitored. The process of X353 to X366 is repeated, and the total number of winning balls obtained in one interrupt is calculated. The number of winning balls you can win will be obtained, and you will be awarded points for winning in each winning slot (each winning area) within one interval. Based on this, the winning number counter areas 1 and 2 are updated and winning information is stored.

[0347] When the game is stopped (step X351; Y), the game control device 100 does nothing. The winning number counter update process is then terminated. The detection of game balls in the touch is disabled, the number of game balls won is not updated, and the winning number counter area 1 And 2 are not updated, so the winning information is not stored and the winning balls are not obtained (not paid out) In addition, before the game is stopped (i.e., the detection of the game ball by the winning hole switch is valid), The payout of prize balls based on the winning information stored at the time of the game will continue even when the game is stopped. do.

[0348] The winning number counter area 1 instructs the payout control device 200 to pay out winning balls. This is an area used to send a payout command (a prize ball command) to The winning data corresponding to the winning balls that have not yet been transmitted is stored. The counter area 1 constitutes a prize ball command counter capable of storing information regarding the prize ball command.

[0349] The winning number counter area 2 is a region where the number of winning balls (the number of balls to be paid out) generated by winning into the winning slot is counted. It is used to transmit the main winning ball signal to an external device every time the number (here, 10) is reached. The data of the winning balls corresponding to the winning balls that are not generating the main winning ball signal. That is, the winning number counter area 2 stores information about the main winning ball signal. It constitutes a memorizable main winning ball signal counter.

[0350] Each of these winning counter areas has a number of winning balls set for each winning slot (e.g. For example, a winning number counter area is provided for 3 prize balls, 2 prize balls, 10 prize balls, and 14 prize balls. The number of wins in the corresponding winning counter area is incremented by one based on the number of wins in the winning slot. In other words, the information on each winning entry can be stored as a unit. The number of winning counters in area 1 (2 bytes) is the number of winning counters in area 2 (1 A larger area than 1000 byte is allocated, allowing more winning data to be stored. This is because the main signal can be sent regardless of the state of the destination. However, the dispensing command may be suspended depending on the state of the dispensing control device 200 to which the dispensing command is sent. This is because there is a possibility that more unsent data will accumulate.

[0351] [Gaming machine status check process] FIG. 16 is a flowchart showing the procedure of the gaming machine status check process. The check process is step X312 in the winning port switch / state monitoring process shown in FIG. ,X314, etc.

[0352] First, the game control device 100 obtains a state monitoring table corresponding to the state scan counter. The state scan counter is in the range of 0 to 3 corresponding to the game state. The value of the status scan counter is set to a range. This is as explained in the prize slot switch / status 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, the status flag is set to the status off flag. Prepare (step X373), obtain the target state off command, and prepare (step X3 74). Furthermore, the target state off monitoring timer comparison value is obtained (step X375). The status off flag indicates the normal status for error signals and the normal status for touch switch signals. This indicates a no-touch state.

[0354] On the other hand, if the signal to be checked is on (step X37 2; Y), prepare a status on flag as a status flag (step X376), and set the target status The ON command is acquired and prepared (Step X377). Furthermore, the ON monitoring time of the target The current comparison value is obtained (Step X378). The status on flag is related to the error signal. For touch switch signals, it indicates the touched state. vinegar.

[0355] When the processing of step X375 or step X378 is completed, the game control device 100 Determine whether the value of the target signal control region matches the acquired signal state (step If they match (step X379; Y), the process proceeds to step X382. If they do not match (step X379; N), the acquisition is performed in the target signal control area. The signal state thus obtained is saved (step X380), and the target state monitoring timer is cleared (step X381). Step X381).

[0356] Next, the game control device 100 updates the target state monitoring timer by +1 (step X3 82) In addition, the updated status monitoring timer value is checked to see if it is greater than or equal to the corresponding timer comparison value. It is judged whether the updated status monitoring timer value is equal to or smaller than the corresponding timer ratio (step X383). If it is less than the comparison value (step X383; N), the gaming machine status check process is terminated.

[0357] On the other hand, the game control device 100 checks whether the updated state monitoring timer value is a corresponding timer comparison value. In the above case (step X383; Y), the status monitoring timer is updated by -1, and the timer comparison value The value of -1 is kept (step X384). Furthermore, the prepared state flag is changed to the target state flag. It is determined whether the value matches the value in the tag area (step X385). Step X385;Y), end the gaming machine status check processing.

[0358] On the other hand, the game control device 100 determines whether the prepared status flag matches the value of the target status flag area. If not (step X385; N), the prepared status flag is set to the target status flag. The command is then saved in the area (step X386). Finally, the command is set to the performance command. The setting process is executed (step X387) and the gaming machine status check process is terminated.

[0359] The presentation command here is either a state off command or a state on command. If the on command is an error command, an error notification is started to the performance control device 300. As a state-on command to cause the performance control device 300 to start notifying an error, Regarding ball payout errors such as ball out errors, overflow errors, and payout abnormal errors There is a command to deal with payout errors (included in weak errors), and also to open the glass frame. Frames that correspond to frame opening errors such as errors and main frame opening errors (included in Strong Error 1) There are commands to handle invalid frame radio errors (included in strong error 2).

[0360] [Probability setting change / confirmation process] Next, details of the probability setting change / confirmation process (step X105) in the timer interrupt process FIG. 17 is a flowchart showing the procedure for changing / checking the probability settings. In the probability setting change / confirmation process, the probability setting value can be changed or confirmed.

[0361] The game control device 100 first determines whether the probability setting value is within the normal range (step The probability setting value here is included in the work area in the RAM111c area. It is stored in the probability setting value area.

[0362] When the probability setting value is within the normal range (step X401; Y ), set the probability setting value display data corresponding to the probability setting value (step X402), The image is output to the display device 152 via the drivers 150a and 150b (Step X404). If the probability setting value is not within the normal range (step X401; N), the probability setting value display data (Step X403) and the driver 15 The output is made via 0a and 150b (step X404).

[0363] Here, the probability setting value display data is a display probability setting value displayed on the performance display device 152. This data is stored in the probability setting value display data area. In order to prevent confusion among hall staff and other personnel, the same jackpot probability is applied even if the probability setting value is different. (and small hit probability), the display probability setting value corresponds to the big hit probability (and small hit probability) In other words, the same display probability setting value indicates the same probability of winning (and small win). This may mean the probability of

[0364] Next, the game control device 100 updates the security signal control timer by -1 if the security signal control timer is not 0. (Step X405). The security signal control timer is set in step X37. 128 ms (predetermined time). Next, the external device (game center internal management device (hall computer The on-data of the security signal to inform the external information terminal 7 of an abnormality is sent to the external information terminal 7. 1 (step X406). Here, the big hit signal or other external information is output to the terminal 71. The other signals are kept 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 UP X407;N), that is, when the probability setting is being checked, change the probability setting without doing anything / End the verification process.

[0366] When the probability setting change flag is set (step X 407;Y), that is, when the probability setting is being changed, the first timer interrupt after power-on It is determined whether the process is the first timer interrupt after power-on (step X408). If it is (step X408; Y), the probability setting change / confirmation process is terminated. If the RAM initialization switch 112 is held down, the probability setting value may be unintentionally reset. This is to prevent updates from occurring.

[0367] If this is not the first timer interrupt process after power-on (step X408; N), and judge whether the RAM initialization switch 112 is input or not (step X409). If there is no input from the RAM initialization switch (step X409; N), the probability The setting change / confirmation process is completed.

[0368] When the RAM initialization switch 112 is input (step X 409;Y), take the working setting value from the working setting value area (in RAM 111c or register). The probability setting in the probability setting area is updated by +1 within the possible range and the working setting value is updated accordingly. The set value is updated by +1 (step X410). Each time it is operated, the probability setting value in the probability setting value area is updated by 1. The change / confirmation process ends. Note that the working setting values ​​are saved when the setting change mode is entered. The working setting value area (in RAM 111c or register) is written with the probability setting value read from the probability setting value area. A value corresponding to the probability setting value (a value obtained by subtracting 1 from the probability setting value) may be stored. If the working setting is 5 (probability setting is 6), the working setting is 0 (probability setting Therefore, the probability setting values ​​1 to 6 are repeatedly updated by +1. The possible range of working values ​​can be set by multiple probability settings. In the case of multi-step settings, for example, 0~1 or 0~5, but in the case of single-step settings, 0. In the case of multi-stage setting, the operation is repeated every time the RAM initialization switch 112 is operated. The setting value and the probability setting value are updated to different values, but in the case of a one-stage setting, the same value is used even if it is updated. The value remains the same (it is updated to the same value).

[0369] In addition, every time the probability setting value is updated by +1, the game state is switched to a setting variable state, etc. When the setting value is set, a command (setting value information command) is sent to the performance control device 300. Similarly, it may be transmitted whenever the probability setting value is updated by +1, or when the setting variable state, etc. When the game state is switched, the test signal can be output to an external test firing device. In addition, these transmissions and outputs may be suspended if the game control device 100 has a main abnormality or other abnormality. In addition, it is preferable to stop the game if the game is in a special state, time-saving state, or jackpot state. When the state is changed or when the special chart change display game starts, the setting is made in the performance control device 300. A command to inform the test value (setting value information command) may be sent, or the test signal may be sent from an external test It may be possible to output the signal to a shooting test device.

[0370] In the above, the working setting values ​​are updated every time the RAM initialization switch 112 is operated. The probability setting value in the probability setting value area is updated directly in response to the The probability setting value (working setting value) being changed is stored in the working setting value area, and the setting When the key switch 153 is turned off and the setting change operation is completed (step X39; Y) Then, the value corresponding to the working setting value in the working setting value area is stored in the probability setting value area for the first time. This way, if a power outage occurs while changing the settings (step X40 ;Y) to the probability setting value (stored in the probability setting value area) used for game control, performance control, etc. This prevents the probability setting value from being changed to an unintended value.

[0371] [Special game processing] Next, the details of the special game processing (step X110) in the timer interrupt processing described above FIG. 18 is a flowchart showing the procedure of the special game process. In the process, the input of the start port 1 switch 36a and the start port 2 switch 37a is monitored, and It controls the overall processing related to the game's chart change display and sets the display of special charts.

[0372] The game control device 100 first turns on the start port 1 switch 36a and the start port 2 switch 37a. A start port switch monitoring process is executed to monitor winning (step A1). In the visual processing, the game ball enters the normal variable winning device 37 which is the start winning hole 36 and the second start winning hole. When you win, various random numbers (such as jackpot random numbers) are extracted, and a special chart change display game based on the winning number is played. Before the start of the game, a game result pre-determination is performed to determine the game result based on winnings in advance. The start port switch monitoring process will be described in detail later.

[0373] Next, a specific area switch that monitors the entry (entry) of a game ball into a specific area 72 (V entry port) The specific area switch monitoring process is executed (step A2). More details will be given later.

[0374] Next, the game control device 100 executes the upper large winning port switch monitoring process (step A3 In the upper large winning port switch monitoring process, the counting switch provided in the special variable winning device 39 The detection of a game ball at the upper prize winning hole switch 39a is monitored.

[0375] Next, the game control device 100 updates the special game processing timer by -1 if the special game processing timer is not 0 (1 (Step A4) The special game processing timer is updated by -1. The time is measured for the interrupt period (4msec) of the interrupt process. The minimum value of the game processing timer is set to 0. Next, check whether the special game processing timer is 0. If the special game processing timer is not 0 (step A5), ;N), proceed to the processing of step A15.

[0376] When the special game processing timer is 0 (step A5; Y), the game control device 100 In other words, if the time is up or has already been up, the special game processing number The special game sequence branch table that is referenced to branch to the process corresponding to the number is registered. In step A6, the special game sequence branch table is used to set the A branch address of the process corresponding to the special game process number is obtained (step A7). Then, a subroutine call is made according to the special game processing number, and the Then, the game branching process is executed (step A8).

[0377] If the game processing number is "0" in step A8, the game control device 100 Monitor the start of the dynamic display game, set the start of the special chart display game, set the performance, Execute the special chart normal processing, which sets the information necessary for processing the special chart during change (step Details of the special chart normal processing will be described later.

[0378] If the game processing number is "1" in step A8, the game control device 100 A special chart change that sets the stop display time and the information required for processing during special chart display. Execute the process during the special pattern change (step A10). For example, in the special pattern change process, Set the necessary information such as the stop command for the pattern to be displayed and the stop display time corresponding to the stop pattern. Then, set the processing number "2" related to the processing during the special drawing display and save it in the special drawing game processing number area. do.

[0379] If the game processing number is "2" in step A8, the game control device 100 determines that a jackpot has been won. Executes processing during special chart display to set information necessary for transition to the special or small hit state. For example, in the special chart display process, if the result of the special chart change display game is a jackpot, If so, the condition device operation information indicating that the condition device is in operation is stored in the condition device operation information area. Set the processing number "0" for the special game processing number area and save it in the special game processing number area. If the result of the special chart change display game is a small win, use the small win fanfare command or Set the necessary information such as the time before the small hit opening, and set the processing number "3" for the small hit opening pre-processing. Set and save in the special chart game processing number area. If the result of the special chart change display game is a miss, In this case, the processing number for the special chart normal processing is set to "0" 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 Execute pre-opening processing (step A12). For example, in the small win pre-opening processing, The opening time of the large prize opening (small prize opening time, for example 1.6 seconds) is set in the special game processing timer area. Save the on data in the upper large winning port solenoid output data area, and open the small winning Set the middle command as the production command, and set the processing number "4" for the small hit opening processing. Then save it in the special game processing number area.

[0381] If the game processing number is "4" in step A8, the game control device 100 Execute the opening process (step A13). For example, in the small win opening process, The ball processing time (for example, 3.0 seconds) is saved in the special game processing timer area, and the remaining ball processing Set the processing number "5" related to the process and save it in the special game processing number area.

[0382] If the game processing number is "5" in step A8, the game control device 100 Execute remaining ball processing (step A14). For example, in the small winning remaining ball processing, The processing number related to the process is set to "0" and saved in the special game processing number area.

[0383] When the processing based on the special game processing number is completed, the game control device 100 displays the special game 1 After preparing a special variation control table for controlling the variation of 51 (step A15), A pattern change control process for the special pattern 1 display 51 is executed (step A16). After preparing a special variation control table for controlling the variation of the display 52 (step A 17), the pattern change control process for the special pattern 2 display 52 is executed (step A18). During a small hit, the lever solenoid 72b is opened. The lever solenoid control process (step A19) is executed to control the operation of the special game. Exit.

[0384] [Start switch monitoring process] Next, the details of the start switch monitoring process (step A1) in the special game process will be described. 19 is a flowchart showing the procedure of the start port switch monitoring process.

[0385] The game control device 100 first checks the winning monitoring table for the start winning hole 36 (starting hole 1). (Step A101), execute the hardware random number acquisition process (Step A102), and start It is determined whether or not there is a winning entry to the starting winning entry 36 (step A103). If there is no winning (step A103; N), the process from step A109 onward is executed. On the other hand, if there is a winning entry to the start winning hole 36 (step A103; Y), the player who hits the right side It is determined whether or not the player is in a technique state (Step A104).

[0386] When the game control device 100 determines that the game state is not one in which the player hits the right hand (step A104 ;N), execute the process from step A107 onwards. On the other hand, if the game state is for hitting to the right (Step A104; Y), prepare a right-hit instruction notification command as a performance command (step A performance command setting process is executed (step A106). In the mode setting process, the performance command is written to the serial transmission buffer, and the performance command is This is then transmitted to the control device 300.

[0387] In other words, if the normal power support state (time-saving state) is selected, the probability state of the variable display game (high probability Regardless of the probability state (high probability state / low probability state), prepare the right hit instruction notification command and execute the performance command. Execute the setting process. In this embodiment, the left hand hit is more likely to win the start winning hole 36, Normally, only right-handed players can win the variable winning device 37. It does not pass through the normal starting gate 34. Therefore, the normal power support state (time-saving state) is a left hit Hitting from the right is more advantageous than hitting from the left, but if there is a win in the starting winning slot 36 during normal power support mode, In this case (i.e., when the player hits left while in normal power support mode), the right hit instruction notification frame will be displayed. The command is sent to the performance control device 300, and the performance control device 300 sends a command to hit the right. The notification (warning) is executed on the display device 41 etc. by a right-hit instruction display.

[0388] Next, the game control device 100 sets the reservation information by the start winning port 36 (starting port 1). After preparing the table (step A107), execute the special drawing start port switch common processing. (Step A108). Then, the winning of the second start winning port (normal variable winning device 37) Prepare a monitoring table (step A109), and execute the hardware random number acquisition process (step A 110), and it is determined whether or not there is a winning entry to the second start winning hole (step A111). If there is no winning in the start winning hole (step A111; N), the start hole switch monitoring process Exit.

[0389] On the other hand, when there is a winning in the second start winning port (step A111 ; Y) whether the normal electric device (normal variable winning device 37) is in operation, that is, Determine whether the normal variable winning device 37 is in an open state where the game ball can win by operating. (Step A112). If the normal electric device is in operation (Step A112; Y) Then, the process proceeds to step A114.

[0390] On the other hand, when the normal electric device is not in operation (step A112; N), and judge whether or not a regular power fraud is occurring (step A113). If the number of fraudulent winnings is equal to or greater than the number required to determine fraud (for example, 5), then a general power fraud is occurring. The normal variable winning device 37 is in a closed state, in which the game ball cannot win a prize, and in an open state, Therefore, if the ball wins in the closed state, If an abnormality or fraud occurs, and if there is a winning ball in this closed state, The number of such illegal winnings is counted as the number of illegal winnings. If the number is equal to or greater than the number for determining correct occurrence (upper limit), it is determined that an illegal occurrence is occurring.

[0391] If the normal power fraud is not occurring (step A113; N), the game control device 100 starts the second After preparing a table for setting the reserved information by the variable winning port (normal variable winning device 37) ( Step A114), execute the special start port switch common processing (step A115), and start The switch monitoring process is terminated. Also, in step A113, it is determined that a power outage has occurred. If the answer is "Y" in step A113, the start port switch monitoring process is also terminated. That is, the second start-up memory is prevented from being generated any more.

[0392] [Special diagram start switch common processing] Next, the special start port switch common processing in the start port switch monitoring processing (step A10 8, step A115) will be described in detail. FIG. 20 shows the special start switch common processing The flowchart shows the procedure for the process. When the switch 36a or the start port 2 switch 37a is input, This is the process that is carried out.

[0393] The game control device 100 first turns on the start port 1 switch 36a and the start port 2 switch 37a. Among these, information regarding the number of winnings on the start switch to be monitored is managed externally from the gaming machine 10. The number of times the start signal is output to the device is loaded (step A131). The loaded value is updated by +1 (step A132), and it is determined whether the output count has overflowed. If the number of output times does not overflow (step A133), 133;N), and save the updated value in the start port signal output count area of ​​the RWM (step A 134), the process proceeds to step A135. On the other hand, if the number of output times overflows, If so (step A133; Y), the process proceeds to step A135. A value from "0" to "255" can be stored in the movement signal output count area. If the loaded value is "255", the updated value will be "0" after +1 update. , and determines that the number of output times has overflowed.

[0394] Next, the game control device 100 switches the start port 1 switch 36a and the start port 2 switch 37a. Of these, the number of reserved special drawings (start memory number) to be updated corresponding to the start switch to be monitored is the upper limit It is determined whether the number of reserved special drawings to be updated is less than the value (here, 4) (step A135). If it is not less than the upper limit value (step A135; N), the special chart start port switch common processing is terminated. In addition, if the number of reserved special drawings to be updated is less than the upper limit (here, 4) (Step A 135;Y) updates the number of reserved special drawings (reserved special drawing 1 or reserved special drawing 2) by +1. (Step A136), and the target starting hole winning flag is saved (Step A137).

[0395] Next, the game control device 100 detects a random number corresponding to the start switch and the reserved number of special symbols to be monitored. The address of the random number storage area is calculated (step A138), and the hardware random number acquisition process prepares the random number. The obtained jackpot random number is saved in the jackpot random number storage area of ​​the RWM (step A139). Next, A random number of winning symbols in a special symbol variable display game that starts upon detection of a start switch to be monitored is extracted and saved in the jackpot symbol random number storage area of ​​the RWM (step A140). A small winning pattern random display game that starts upon detection of the start switch of the monitored object The number is extracted and saved in the small winning symbol random number storage area (step A141). A random number for the support pattern to determine the pattern is extracted, and the random number for the support pattern is compared with the RWM support pattern. The pattern is saved in the random number storage area (step A142).

[0396] In this embodiment, as described above, a big win occurs by a V winning after a small win. Therefore, it is not necessary to use the small winning pattern random number, and step A141 is optional and can be performed. In addition, since there is no small hit result in the special chart 1 variable display game, If the start port switch is the start port 1 switch 36a, it is not necessary to extract the small winning pattern random number. stomach.

[0397] In addition, the small hit pattern random number, the support hit pattern random number, and the big hit pattern random number are the special chart 1 stop pattern described later. In the setting process (step A323) and the special chart 2 stop pattern setting process (step A333) , the stop pattern number at the time of small hit, the stop pattern number at the time of support hit, or the stop pattern number at the time of big hit , the small winning stop pattern corresponding to these stop pattern numbers, the support winning stop pattern, Or it is used to determine the jackpot stopping pattern.

[0398] In this embodiment, in order to avoid confusion, the small win pattern random number, the support win pattern random number, the big win pattern random number, The random numbers for each symbol are set independently, but in order to reduce the random number storage area of ​​the RWM, A random number (common random number) is shared to determine the small winning pattern (the stopping pattern number at the time of the small winning, the small winning stopping pattern Pattern), Support hit pattern (stop pattern number when support hit, support hit stop pattern) , and distribute the jackpot symbols (the symbol number that stops when the jackpot is reached, and the jackpot symbol pattern) In other words, when determining the small winning symbols, the range of the common random number is divided and each small winning symbol is When allocating to a jackpot or determining the winning symbols, the range of common random numbers is divided and the winning symbols are determined for each jackpot. When assigning symbols to the winning combination or when determining the winning combination, the range of common random numbers is divided and each winning combination is assigned to the winning combination. It may be assigned to a design.

[0399] Next, the game control device 100 calculates the variation pattern random numbers 1 to 3 as the variation patterns of the corresponding RWMs. The result of the variable display game (game result) is saved in the random number storage area (step A143). ) executes a special drawing reservation information judgment process (pre-judgment process, pre-reading process) that can judge in advance ( Step A144). In the special reserved information determination process, the saved jackpot random number and winning pattern random number are (Big hit pattern random number, small hit pattern random number, support hit pattern random number) based on the stopping pattern information (Big Predictive stop corresponding to winning stop pattern, small winning stop pattern, time-saving stop pattern, and losing stop pattern The first half of the variable number (before the reach) is based on the pattern command or the saved variable pattern random number 1 to 3. The pre-reading fluctuation pattern code corresponding to the second half fluctuation number (number of fluctuations after the reach) The command is set as the performance command. Then, the start switch and the special chart hold to be monitored A command for the number of reserved decorations corresponding to the number is prepared as a performance command (step A145). , execute the performance command setting process (step A146), and perform the special chart start port switch common process In this way, the game control device 100 executes the variable display game based on the start memory. A pre-determination means is configured to determine the result of the variable display game before the game is played. do.

[0400] Here, the game control device 100 (RAM111c) is a start winning hole 36 and a normal variable winning device. Based on the flow of the game ball into the starting winning area of ​​the station 37, a predetermined random number is extracted and the variable display game is The start memory means stores a predetermined number of start memories as execution rights of the program. The start memory means (game control device 100) stores the game ball to the first start winning hole (start winning hole 36). The various random numbers extracted based on the winnings of the first prize are stored as the first starting memory up to a predetermined number, and the second 2. Various random numbers extracted based on the winning of the game ball into the starting winning hole (normal variable winning device 37) are stored as the second start-up memory up to a predetermined number.

[0401] [Specific area switch monitoring process] Next, the details of the specific area switch monitoring process (step A2) in the special game process will be described. FIG. 21 is a flowchart showing the procedure of the specific area switch monitoring process. .

[0402] The game control device 100 first determines whether or not a small win is occurring (step A201). If the special game processing number is "4" or "5", it can be determined that a small win is occurring. If it is (step A201; Y), it is determined whether the condition device is in operation (step (A202). If the condition device operation information is set to indicate that the condition device is in operation, For example, it can be determined that the condition device is in operation.

[0403] When the condition device is not in operation (step A202; N), the game control device 100 It is determined whether or not there is an input to the area switch 72a (step A203). When there is an input to the switch 72a (step A203; Y), that is, when there is an input to the specific area 72 When a winning (V winning) occurs, the condition device operation information indicating that the condition device is in operation is The condition is saved in the device operation information area (step A204), and the specific area switch monitoring process is started. Finish.

[0404] If the small win is not occurring (step A201; N), and if the condition device is operating (step A202; Y), or when there is no input to the specific area switch 72a (step A203 ;N), and ends the specific area switch monitoring process without doing anything.

[0405] [Special chart normal processing] Next, the details of the special chart normal processing (step A9) in the special chart game processing will be described. FIG. 22 is a flowchart showing the procedure for processing the special chart.

[0406] First, the game control device 100 is in the normal processing of the accessory game processing described later, and It is determined whether the remaining ball counter of the big prize opening is 0 or not (step A301). If the processing is not in progress or the remaining ball counter of the big prize opening is not 0 (step A301 ;N), the special chart change display game is not started and processing proceeds to step A316.

[0407] The game control device 100 is in the normal processing of the role and the remaining ball counter of the big prize opening is 0. If so (step A301; Y), is the number of reserved special charts 2 (the number of second start memories) 0? If the number of reserved special drawings 2 is 0 (step A302), ; Y), and determine whether the number of reserved special charts 1 (the number of first start memories) is 0 (step A30 7). If the number of reserved tickets is 0 (step A307; Y), the customer waiting demo starts. It is determined whether the customer waiting demo has already started (step A312). If the customer waiting demo has not already started ( Step A312 (N) sets a customer waiting demo 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), a performance command setting process is performed (Step A315), and Step A3 The process proceeds to step 16. On the other hand, if the customer waiting demo has already started in step A312, (Step A312; Y), set "0" for special chart normal processing as the processing number (Step (Step A316), and save the processing number in the special game processing number area (Step A317). The variable symbol discrimination flag area is cleared (step A318). Then, the big prize slot fraud monitoring is performed. The fraud monitoring period flag is saved in the period flag area (step A319), and the special chart normal processing is performed. End the process.

[0409] In addition, the game control device 100, when the number of reserved special figures 2 is not 0 (step A302; N) , execute the special chart 2 change start process (step A303), and select the decorative special chart corresponding to the special chart 2 reserved number. Prepare the reserved number command (decoration special diagram 2 reserved number command) as a performance command (step A304), and executes a performance command setting process (step A305). The special chart change processing transition setting process is executed (step A306), and the special chart normal processing is terminated.

[0410] In the special chart 2 special chart change processing transition setting process, set "1" as the processing number and Save the processing number in the processing number area, clear the customer waiting demo flag area, and control the special chart 2 fluctuation. Save the changing flag in the flag area.

[0411] In addition, the game control device 100, when the number of reserved special figures 1 is not 0 (step A307; N) , execute the special chart 1 change start process (step A308), and select the decorative special chart corresponding to the special chart 1 reserved number. Prepare the reserved number command (decoration special chart 1 reserved number command) as a performance command (step A309), and executes a performance command setting process (step A310). The special chart change processing transition setting process is executed (step A311), and the special chart normal processing is terminated.

[0412] In the special chart 1 special chart change processing transition setting process, set "1" as the processing number and Save the processing number in the processing number area, clear the customer waiting demo flag area, and control the special chart 1 fluctuation. Save the changing flag in the flag area.

[0413] In this way, by checking the number of reserved special drawings 2 before checking the number of reserved special drawings 1, If the number of reserved special figures 2 is not 0, the special figure 2 change start process (step A303) is executed. In other words, the special chart 2 variable display game will be executed in priority to the special chart 1 variable display game. In other words, the game control device 100 starts the second start record. In the case where the memory means (game control device 100) has a second start memory, the second start memory is used as the basis. A priority is given to executing the variable display game based on the first start memory over the variable display game based on the first start memory. The control means is a special chart 1 variable display game. The special chart 2 variable display game is executed in priority. In the case of preferential consumption of the reserved portion of the special drawing 1, the judgment of step A302 is It is sufficient to determine whether the number of reserved items is not equal to 0 or not.

[0414] [Special Chart 1 Change Start Processing] Next, details of the special chart 1 change start processing (step A308) in the special chart normal processing FIG. 23 is a flowchart showing the procedure for starting the special chart 1 change process. The start processing is a process performed at the start of the special chart 1 variable display game.

[0415] The game control device 100 indicates the type of special chart variable display game to be executed (here, special chart 1). The special pattern 1 change flag is saved in the change pattern discrimination area (step A321). 1. A jackpot flag to determine whether a game is a jackpot or not. 1. A miss information Execute the jackpot flag 1 setting process, which performs processing such as setting jackpot information (Step A 322). The details of the jackpot flag 1 setting process will be described later.

[0416] Next, the game control device 100 determines the special chart 1 stop pattern (pattern information) for the special chart 1 variable display game. The special drawing 1 stop pattern setting process related to the setting of the information is executed (step A323). In the pattern setting process, the stop pattern number at the time of miss, support hit, or big hit, and this stop pattern The pattern number corresponds to the miss stop pattern, the support stop pattern, or the big win stop pattern The symbol pattern is saved. The stop symbol number at the time of the support hit or the big hit is The winning pattern random number and the jackpot pattern random number are determined accordingly.

[0417] Furthermore, the game control device 100 sets a special pattern, which is a parameter for setting a variation pattern. A special chart information setting process is executed to set the information (step A324).

[0418] Next, the game control device 100 sets the variation pattern of the special chart 1 variation display game. A table in which information for referencing various information is set. An information table is prepared (Step A325).

[0419] After that, the game control device 100 performs a variable pachinko game, which is a variable mode in the variable display game shown in FIG. Execute a fluctuation pattern setting process to set the turn (fluctuation pattern number) (step A3 26). Next, the game control device 100 sets the information on the start of the variation of the special chart 1 variation display game. The process for setting the fluctuation start information is executed (step A327), and the process for starting the fluctuation of the special chart 1 is terminated. In the fluctuation start information setting process, the fluctuation time value corresponding to the fluctuation pattern (fluctuation pattern number) The number of the game that corresponds to the variation pattern number is obtained and saved in the special game processing timer area. Prepare the change commands (MODE, ACTION) that correspond to the performance command as a performance command. In addition, the variable start information setting process sets the special chart variable display game that will start from now on. The number of reserved special drawings for the special drawing type (special drawing 1 or special drawing 2) of the team is updated by -1 (decreased by 1) ).

[0420] [Special Chart 2 Change Start Processing] Next, details of the special chart 2 change start process (step A303) in the special chart normal processing FIG. 24 is a flowchart showing the procedure for starting the special chart 2 change process. The start process is a process performed at the start of the special chart 2 variable display game, and is the special chart shown in FIG. The same processing as in the first fluctuation start processing is performed on the second start memory.

[0421] The game control device 100 first determines the type of special chart variable display game to be executed (here, special chart 2). The special pattern 2 variable flag indicating the variable pattern is saved in the variable pattern discrimination area (step A331). , the special chart 2 variable display game is a jackpot or not, the jackpot flag 2 for determining whether or not it is a jackpot Execute the jackpot flag 2 setting process, which performs processing such as setting information and jackpot information (step Top A332).

[0422] Next, the game control device 100 determines the special chart 2 stop pattern (pattern information) for the special chart 2 variable display game. The special symbol 2 stop symbol setting process related to the setting of the information is executed (step A333). A special drawing information setting process is performed to set special drawing information, which is a parameter for setting a moving pattern. Next, the setting of the variation pattern of the special chart 2 variation display game is performed (step A334). A table in which information is set to refer to various information to be displayed. A constant information table is prepared (step A335).

[0423] After that, the game control device 100 sets the variation pattern of the special chart 2 variation display game. Execute the pattern setting process (step A336). Finally, the special chart 2 variable display game change A process for setting the information on the start of the change is executed (step A337), and the special chart 2 change The startup process ends.

[0424] [Big hit flag 1 setting process] Next, the details of the jackpot flag 1 setting process (step A322) in the special chart 1 fluctuation start process FIG. 25 is a flowchart showing the procedure for setting the big win flag 1. be.

[0425] The game control device 100 first stores the miss information in the big win flag 1 area and the support win flag 1 area. The information is saved (step A341). Next, the RWM special chart 1 jackpot random number storage area (reserved A random number for the big win is loaded from the number 1 (for number 1) and prepared (step A342), and the special chart 1 big win The random number storage area (for reserved number 1) is cleared to 0 (step A343). is the information about the special chart start memory that is the first to be consumed (here, the first among special charts 1) (random Then, the prepared jackpot random number is set to the jackpot judgment value. A jackpot determination process is executed to determine whether or not a jackpot has been reached depending on whether or not the jackpot has been reached (step A3 44).

[0426] The game control device 100 determines whether the result of the jackpot determination process (step A344) is a jackpot. If (step A345; Y), the jackpot for which the miss information was saved in step A341 The jackpot information is overwritten in the flag 1 area and saved (step A346), and the jackpot flag 1 The setting process ends.

[0427] On the other hand, if the result of the jackpot determination process (step A345) is not a jackpot (step A345;N), optionally, based on the obtained jackpot random number, a special chart variation display game A support hit determination process is executed to determine whether or not the support hit is a hit (step A347). The result of the determination is judged as to whether or not the bonus is a bonus (step A348). The random number value is also used to determine the jackpot (in other words, the jackpot determination and the jackpot). The same random number is used to determine the number of times the special chart changes. ) refers to the time-saving result (specific result) that will enter the time-saving state from the next special chart change display game. In response to this time-saving result, the performance control device 300 stops the display game. A time-saving pattern can be displayed on the display device 41 as a stopping result.

[0428] When the special chart variable display game is a support hit (step A348 ;Y), in step A341, the support hit flag 1 area in which the miss information was saved is set to the support hit flag 1 area. The information is overwritten and saved (step A349), and the jackpot flag 1 setting process is terminated. On the other hand, if the special chart change display game is not a support hit (step A348; N), The jackpot flag 1 setting process is terminated without saving the support hit information in the lag 1 area.

[0429] In this manner, in this embodiment, the result of the special chart 1 variable display game is "jackpot", " The result will be either a "Po hit (time-saving hit)" or a "miss", and there is no "small hit". Steps A347 to A349 are optional and may be omitted. Therefore, it is not necessary to set a "support hit (time-saving hit)" in the result of the special chart 1 variable display game. It is also possible to configure the Special Chart 1 Variable Display Game to include a "small win" as a result.

[0430] In addition, in the jackpot flag 1 setting process, the support hit information is saved in the support hit flag 1 area. However, since the jackpot and the support hit do not overlap, the support hit is placed in the jackpot flag 1 area. You may save the information.

[0431] [Big hit flag 2 setting process] Next, the details of the jackpot flag 2 setting process (step A332) in the special chart 2 variable start process FIG. 26 is a flow chart showing the procedure for setting the big win flag 2. This process is the same as the process in the big win flag 1 setting process shown in FIG. This is done on two-start memories.

[0432] The game control device 100 first selects two big win flag areas, two small win flag areas, and a support win flag area. The miss information is saved in the lag 2 area (step A351). Next, the RWM special chart 2 big win Then, load the jackpot random number from the random number storage area (for reserved number 1) and prepare (step A352 ), the special chart 2 big win random number storage area (for reserved number 1) is cleared to 0 (step A353) In addition, for reserved number 1, the first one to be consumed (here, the first one among special charts 2) is the special chart start record. This is the area where information about the memory (random numbers, etc.) is stored. After that, the prepared jackpot random number value is A small hit determination process is performed to determine whether or not a small hit has occurred depending on whether or not the hit determination value matches. Then, the process proceeds (step A354).

[0433] The game control device 100 determines that the result of the small win determination process (step A354) is a small win. If (step A355; Y), the small win for which the miss information was saved in step A351 The small hit information is overwritten in the flag 2 area and saved (step A356), and the big hit flag 2 The setting process ends.

[0434] On the other hand, if the special chart variable display game is not a small win (step A3 55;N), based on the obtained jackpot random number value, whether the special chart variable display game is a support hit A support hit determination process is executed to determine whether or not the support hit is true (step A357). It is determined whether or not the bonus is a bonus (step A358). The random number for the jackpot is also used (in other words, the same random number is used for the jackpot judgment and the jackpot judgment). (Used). Here, the support hit (time-saving hit) of the special chart variable display game is the next special chart This is a time-saving result (specific result) that enters the time-saving state from a variable display game. In response to the result, the performance control device 300 displays the time-saving chart as a result of stopping the special chart variation display game. The pattern can be displayed on the display device 41.

[0435] When the special chart variable display game is a support hit (step A358 ;Y), in step A351, the support hit flag 2 area where the miss information was saved is set to support hit. The information is overwritten and saved (step A359), and the jackpot flag 2 setting process is terminated.

[0436] On the other hand, if the result of the support hit determination process (step A357) is not a support hit (step The optional jackpot random number value is set to the jackpot judgment value. Depending on whether or not the number of the winning combinations is 1, a jackpot determination process may be executed to determine whether or not the winning combinations are 1 (step The game control device 100 determines the result of the big win determination process (step A360). If it is a big hit (step A361; Y), the miss information is saved in step A351. The jackpot information is overwritten and saved in the jackpot flag 2 area (step A362). The hit flag 2 setting process is ended. On the other hand, the result of the big hit determination process (step A360) If the result is not a jackpot (step A361; N), the miss information is stored in the jackpot flag 2 area. The jackpot flag 2 setting process is terminated while the operation is in progress.

[0437] In this manner, in this embodiment, the results of the special chart 2 variable display game are "small hit", "support hit", Either "(time-saving hit)" or "miss", but as an option, special chart 2 fluctuation It is also possible to provide a "jackpot" as a result of the displayed game.

[0438] In addition, in the big hit flag 2 setting process, the small hit information is saved in the small hit flag 2 area. The support hit information is saved in the support hit flag 2 area, but the jackpot and support hit are Since small hits do not overlap, save the small hit information and the support hit information in the big hit flag 2 area. Good too.

[0439] [Big hit determination process] Next, the jackpot determination process in the jackpot flag 1 setting process and the jackpot flag 2 setting process ( Details of steps A344 and A360 will be described. FIG. 27 shows the procedure for the big win determination process. The flowchart shows the procedure. The big win determination process is executed during the timer interrupt process. This is a process common to the jackpot determination process in other processes, such as special chart reservation information determination process. But it will be executed.

[0440] The game control device 100 first sets an upper limit judgment value corresponding to the probability setting value (step A 371), set the lower limit of the jackpot determination value (step A372), and calculate the target jackpot random number. It is determined whether the value is less than the lower limit judgment value (step A373). The jackpot determination value is the number of consecutive hits that the random number matches. The value is the lower limit of the jackpot judgment value, and the jackpot random number is equal to or greater than the lower limit judgment value. If the value is equal to or less than the upper limit judgment value, it is judged to be a jackpot. The limit judgment value is different in low probability state (normal probability state other than the probability state) and high probability state (probability state). It's okay to be.

[0441] When the value of the target jackpot random number is less than the lower limit judgment value (step A373; Y), and set the result of the judgment to "miss" (other than a jackpot) (step A375). The jackpot determination process is completed.

[0442] The game control device 100 determines whether the value of the target jackpot random number is greater than the upper limit determination value. If the value of the jackpot random number is greater than the upper limit judgment value (step A374), 4; Y), and set a miss (other than a jackpot) as the judgment result (step A375). If the value of the jackpot random number is not greater than the upper limit judgment value (step A374; N), the judgment result is The jackpot is set as (step A376). When the judgment result is set, the jackpot judgment process Exit.

[0443] [Small hit determination process] Next, the details of the small hit determination process (step A354) in the big hit flag 2 setting process FIG. 28 is a flowchart showing the procedure for the small hit determination process. The small hit judgment process is executed during the timer interrupt process. This is a common process, and is also executed in special chart reservation information determination processing, etc.

[0444] The game control device 100 first sets a small win upper limit judgment value corresponding to the probability setting value (step A381), whether the value of the big win random number of the target (special chart 2) is less than the small win lower limit judgment value (Step A382). In addition, a small win is determined when the big win random number is equal to the small win determination value. The small hit judgment value is a series of multiple values, and the big hit random number is the small hit judgment value. The value is equal to or greater than the lower limit of the small hit judgment value, which is the lower limit of the fixed value, and is equal to or greater than the upper limit of the small hit judgment value. If the value is equal to or less than the upper limit of the hit, it is determined to be a small hit. It may be different between the probability state (normal probability state other than the special probability state) and the high probability state (special probability state).

[0445] Of course, it is necessary to avoid the result of the same special chart change display game being both a small win and a big win. The range of the small hit judgment value (between the small hit lower limit judgment value and the small hit upper limit judgment value) is the same as the above-mentioned big hit The range of the judgment value (between the lower limit judgment value and the upper limit judgment value) does not overlap. We do not set our own small hit random number, but also use the big hit random number to judge the small hit, It is also possible to configure a small random number.

[0446] The game control device 100 determines whether the value of the big win random number of the target (special chart 2) is less than the small win lower limit judgment value. If so (step A382; Y), a miss is set as the judgment result (step A384). Then, the small hit determination process is completed.

[0447] In addition, if the value of the big win random number is not less than the small win lower limit judgment value, the game control device 100 (Step A382; N), the value of the big win random number of the target (special chart 2) is greater than the small win upper limit judgment value. It is determined whether the value of the big win random number is greater than the small win upper limit judgment value (step A383). If the result is larger than the threshold (step A383; Y), a failure is set as the judgment result (step A38 4). On the other hand, if the value of the big win random number is not greater than the small win upper limit judgment value (step A383 ; N), and set a small win as the judgment result (step A385). When the judgment result is set, In this embodiment, the probability of a small win is 1 / 8 (=12.5 %), the lower and upper limits of the small hit judgment value are set, but the probability of a small hit is Other values ​​are also possible.

[0448] [Support hit determination process] Next, the support hit judgment process in the jackpot flag 1 setting process and the jackpot flag 2 setting process, etc. Details of (steps A347 and A357) will be described. FIG. 29 shows the support hit determination process. This is a flowchart showing the procedure. Note that the support hit determination process is performed during the timer interrupt process. This is a process common to the support hit judgment process in other processes to be executed, and is a special chart reservation information judgment It is also executed in processing.

[0449] The game control device 100 first sets a support hit upper limit judgment value corresponding to the probability setting value ( Step A391). Next, the lower limit of the support hit judgment value is set (Step A392). Then, it is determined whether the value of the target jackpot random number is less than the lower limit judgment value (step A393). In addition, a jackpot is a jackpot that corresponds to the probability setting and the game state. The jackpot judgment value is a series of consecutive values, and the jackpot random number is , the lower limit of the support hit judgment value is equal to or greater than the lower limit judgment value, and the upper limit of the support hit judgment value is equal to or greater than the upper limit If the value is equal to or less than the upper limit of the support hit judgment value, it is judged to be a support hit. The upper limit of the winning probability is the low probability state (normal probability state other than the probability state) and the high probability state (probability state ) may vary.

[0450] Of course, if the result of the same special chart change display game is a jackpot and a jackpot, or a jackpot and a jackpot and In order to avoid a small hit, the range of the support hit judgment value (the support hit lower limit judgment value and the support hit The range between the upper and lower limit judgment values ​​does not overlap with the range of the big hit judgment value and the small hit judgment value described above. In this embodiment, the random number for the support hit is not set independently, and the judgment of the support hit is also based on the jackpot. A random number is used, but it is also possible to configure a unique random number per support.

[0451] The game control device 100 determines whether the value of the target jackpot random number is less than the lower limit judgment value for the jackpot ( Step A393; Y), and set the result of the judgment as a miss (other than a support hit) (Step A 395), the support hit determination process is terminated.

[0452] In addition, when the value of the jackpot random number is not less than the lower limit judgment value of the jackpot, the game control device 100 (Step A393; N) Is the value of the target jackpot random number greater than the upper limit judgment value for the support hit? It is determined whether the value of the jackpot random number is greater than the upper limit judgment value for the jackpot (step A394). In this case (step A394; Y), a miss (other than a support hit) is set as the judgment result (step A395; Y). On the other hand, if the value of the jackpot random number is not greater than the upper limit judgment value for the jackpot (step A395), The process proceeds to step A394 (N), and the support hit is set as the judgment result (step A396). Once the result is set, the support hit determination process ends.

[0453] In the support hit judgment process, the support hit judgment (time reduction judgment) is performed by lottery using the jackpot random number value. In the lottery-based support hit judgment (time-saving judgment), the random number of the big hit is used to judge the support hit. If it matches the fixed value (time-saving judgment value), the judgment result will be the support hit result (time-saving result, specific result ) is obtained and the time reduction is set. The support hit judgment value is different from the big hit judgment value and the small hit judgment value. become.

[0454] In order to make it more interesting, the winning probability of the support hit for each probability setting value (support hit judgment value The range of the probability setting value (range of the winning number divided by the range of the winning number) may be different, or for convenience, the support The winning probability may be the same. Setting 1 (or the low setting) is more likely to win the support hit, The probability of winning the support hit is set so that the setting 6 (or the high setting side) is difficult to win the support hit. This can mitigate the disadvantage of low settings, or conversely, it can make it easier to win the support prize on the high setting side. It is good to match the expectations of players who expect the same. Also, from setting 1 to setting 6, the support hits will be monotonously You can change the winning probability of each lottery, or you can change it every two stages of the setting, so it doesn't have to be monotonous. It is good to set the winning probability of the support hit differently for even and odd number settings, and estimate the probability setting value. This may increase the interest of players.

[0455] In addition, during low probability of winning (outside of the probability of winning) and high probability (during the probability of winning), You can set different winning probabilities for each to make it more interesting, or you can keep them the same for simplicity. It is easier to win during low probability (outside of the high probability state) and harder to win during high probability (during the high probability state). You can set the probability of winning a support hit to mitigate the disadvantage of low probability, or you can set it the other way around. This may be in accordance with the expectations of players who expect that they will be more likely to win the support prize during the high probability period. For example, Set the probability of winning the support hit so that you only win the support hit during the low probability period (during the high probability period, The probability of winning is zero), and the disadvantage during low probability periods may be mitigated.

[0456] In addition, the probability of winning the support hit is different between the special chart 1 variable display game and the special chart 2 variable display game. For example, in the normal power support state, In order to increase the number of support hits during (time-saving and probability-changing) games, support in special chart 2 variable display games The winning probability may be set to be higher than that of the special chart 1 variable display game. In order to improve the interest of the technique, the winning probability of the support hit in the special chart 1 change display game has been increased to the special chart 2 change It may be larger than the display game. In short, the special chart 1 variable display game and the special chart 2 variable display game The probability of winning a support hit in one of the special chart change display games is set to zero, and the other special chart change display game is set to zero. The support hit may be set to occur only in games with a changing chart display.

[0457] When the result of the special chart change display game is a support hit result (time shortening result), the special chart 1 stop pattern is set In the process (step A323) or the special chart 2 stop pattern setting process (step A333), Stop pattern (stop pattern number, stop pattern) as time-saving pattern (time-saving pattern number, time-saving pattern A pattern is set, and the next special chart change display game will enter a time-saving state. In this case, the time-saving state suddenly starts without going through a jackpot (sudden time-saving). A special command for the time-saving pattern is transmitted to the performance control device 300, and the display device 4 In 1, the performance control device 300 also sets the time-saving pattern as a decorative stop pattern (decorative time-saving pattern ) is displayed.

[0458] The time-saving symbol displayed on the display device 41 is, for example, a symbol with only the left and center symbols aligned. There are no restrictions on the time-saving symbols if they are decided in advance, but the numbers are arranged in order. Those with a pattern, such as "1,2,3" where only the left and right patterns match, or "1,3,1" where only the left and right patterns match However, it is easy for players to remember and is preferable. The number of times the image change display game is played (the number of times the time is reduced) may be determined for each time-saving image.

[0459] The lamp display units 1 and 2 of the lamp display device 75 indicate a jackpot when the time-saving result (time-saving symbol) is reached. Unlike the case of a winning result or a small winning result, the fourth special symbol (fourth symbol) appears in a specific manner. For example, the lamp display units 1 and 2 may be illuminated in red or other colors when a big win or small win is reached. In the case of a time-saving result (time-saving pattern), it may emit a warm color such as green or blue. The light may be emitted in warm or cool colors (i.e. colors other than warm colors). Also, the light may be turned off in case of failure. Therefore, when the time-saving pattern is displayed as the stopping pattern, a jackpot occurs. This prevents the player from misunderstanding that they have won the time-saving bonus, and the player can understand that they have won the time-saving bonus. It becomes easier.

[0460] In addition, the number of special chart change display games executed after the big win state ends (the number of times in the special chart change state) If the number of times (excluding the number of times) reaches a certain number (the so-called ceiling number of times, time-saving ceiling), you will win the support. Even if you don't have a chance, you will enter the time-saving state (Yu-time). At this time, the result of the special chart change display game will be displayed. If this is the case, the lamp indicators 1 and 2 will be turned off, and if it is a small win or a big win, the lamp indicators will be turned on in warm colors. At this time, if it is not a small hit or a big hit, the game will enter a time-saving state. In order to make it easier for the technician to recognize, the lamp display units 1 and 2 are illuminated in cool colors as the fourth pattern. The predetermined number of times (ceiling number of times) may be, for example, 500 times. In this case, the special chart display In the display device 41, a missing symbol (or a time-saving symbol) or a small winning symbol is displayed as a stopping symbol. (If there is no V prize, a small win) will be displayed, and the next game with special chart changes will be in time-saving mode. In this case, the time-saving symbol displayed on the display device 41 is, for example, the left symbol and Only the middle symbols are lined up, "3,3,5" (as in the case of time reduction due to the support hit result, "1,1, 3" is also acceptable).

[0461] [Special chart 1 stop pattern setting process] Next, the details of the special chart 1 stop pattern setting process (step A323) in the special chart 1 variable start process FIG. 30 is a flowchart showing the procedure for setting the special symbol 1 stop symbol. be.

[0462] The game control device 100 first checks whether the big win flag 1 is a big win or not, i.e., It is determined whether the jackpot information is saved in the jackpot flag 1 area (step A401). If the flag 1 is a jackpot (step A401; Y), the special chart 1 jackpot pattern random number storage area A random number for the winning symbol is loaded from the area (for reserved number 1) (step A402). Next, special symbol 1 A jackpot symbol table is set (step A403), and the jackpot symbol corresponding to the loaded jackpot symbol random number is selected. The stop pattern number is obtained and saved in the special pattern 1 stop pattern number area of ​​the RWM (step A4 04). This process selects a special result type.

[0463] After that, the game control device 100 sets the special chart 1 big win stop pattern information table (step A405), obtain the stop pattern corresponding to the stop pattern number, and The stop pattern is saved in the special pattern display (here, the special pattern display). It is used to set the stop symbols on the display 51) in FIG. 1 and the stop symbols on the display device 41. Then, the round number upper limit information corresponding to the stop pattern number is obtained, and the RWM special pattern 1 round The number of symbols corresponding to the stop symbol number is saved in the upper limit information area (step A407). The fare information is acquired and saved in the fanfare information area (step A408). This information is used to set the mode of execution of the special game state.

[0464] Next, the game control device 100 acquires time reduction judgment data corresponding to the stop symbol number, The time reduction judgment data is saved in the time reduction judgment data area (step A409). Includes information on whether or not the time-saving state is in effect after the win (time-saving or no time-saving), and the special chart 1 big win described below. It is used in the end process of the special jackpot and the end process of the special jackpot 2. The stop pattern number, the performance mode transition information corresponding to the pattern A described later is saved (Step A 410), and 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), optionally, the support hit flag 1 determines whether or not the support hit is true (step A411). When the support hit flag 1 is a support hit (step A411; Y), the special chart A random number is loaded from the random number storage area for one symbol per support (for one reserved number) (step A412). A special chart 1 support pattern table is set (step A413). Refer to the symbol table to obtain the stop symbol number corresponding to the loaded random number, and stop special symbol 1 The symbol number is saved in the symbol number area (step A414). The symbol pattern is acquired and saved in the stop symbol pattern area (step A415). Then, the time reduction judgment data corresponding to the stop pattern number is obtained and stored in the time reduction judgment data area. (Step A416) and save the performance mode transition information corresponding to the stopping pattern. (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 if the support hit flag 1 is not a support hit (step A411;N), The stop pattern number at the time of deviation is saved in the special pattern 1 stop pattern number area (step A418). The stop symbol pattern is saved in the stop symbol pattern area (step A419). Then, the process proceeds to step A420. Note that, in the jackpot flag 1 setting process, If the process (steps A347 to A349) is not executed, the jackpot flag 1 is set to jackpot. If not (step A401; N), steps A411 to A417 are not executed and the process proceeds to step Move to step A418.

[0467] After step A410, step A417, and step A419, the game control device 100 , prepare a decoration special command 1 corresponding to the stopping pattern, ...

Claims

[Claim 1] In a gaming machine capable of playing games, A game information display control means capable of displaying game information related to the game by a combination of illumination and extinguishing in a game information display unit composed of multiple light-emitting units, A counting means for counting a value based on the difference between the game value granted to the player or the game value that has been decided to be granted to the player, and the game value used, A game stop means capable of generating a game-unplayable state in which the game cannot be played when predetermined conditions based on the aforementioned count value are met, The system includes a notification means that, before the occurrence of the game-unplayable state, displays a notification display indicating the occurrence of the game-unplayable state if the count value is greater than a first number, and hides the notification display if the count value is less than a second number after the notification display has been displayed. The game information display control means turns off all of the multiple light-emitting units when the game is unavailable. The second number is smaller than the first number. Gaming machine.