Game machine

JP2024093585A5Pending Publication Date: 2026-04-09SOPHIA 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
2026-04-09

AI Technical Summary

Technical Problem

Players may misunderstand the state of a gaming machine, leading to potential misidentification.

Method used

A gaming machine equipped with a game stopping mechanism that generates a game-disabled state when a predetermined condition is met during an advantageous state, preventing misidentification by ensuring a clear transition from the advantageous state.

Benefits of technology

Prevents player misidentification by clearly indicating the end of an advantageous state, enhancing clarity and preventing confusion.

✦ 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 on the basis of a satisfaction of a start condition, and can generate an advantageous state (big winning state, small winning state) advantageous for a player, includes a game stop means (safety device (game control device 100)) which, in a satisfaction of a predetermined condition, can generate a game impossible state in which a game cannot be executed. The game stop means can generate the game impossible state after an end of the advantageous state, when the predetermined condition is satisfied during the advantageous state.SELECTED DRAWING: Figure 104
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, there has been known a gaming machine that can execute an ending effect during a special gaming state, which suggests the end of the special gaming state (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-94181 Summary of the Invention [Problem to be solved by the invention]

[0004] This may lead the player to misunderstand 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 based on the establishment of a start condition and capable of generating an advantageous state that is advantageous to a player, a game stopping means for generating a game disable state in which a game cannot be played when a predetermined condition is met; The game stopping means is characterized in that, if the predetermined condition is met during the advantageous state, it is capable of generating the game-disabled state after the advantageous state ends. [Effects of the Invention]

[0006] According to the present invention, it is possible to prevent misunderstandings by players. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 2 is an oblique view of the gaming machine from the front side. [Figure 2] FIG. [Figure 3] 1 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] FIG. 2 is a block diagram showing an example of the configuration of a presentation control system of a gaming machine. [Figure 5] 1 is a flowchart (part 1) showing the procedure of the main process. [Figure 6] 10 is a second flowchart showing the procedure of the main process. [Figure 7] 10 is a third flowchart showing the procedure of the main process. [Figure 8] A diagram showing the RAM configuration of a gaming microcomputer. [Figure 9] 10 is a flowchart showing a procedure for a safety device information initialization process. [Figure 10] 10 is a flowchart showing the procedure for a performance display editing process. [Figure 11] 10 is a flowchart showing a procedure for a timer interrupt process. [Figure 12] 10 is a flowchart showing the procedure of an output process. [Figure 13] A flowchart showing the steps of the prize slot switch / status monitoring process. [Figure 14] 10 is a flowchart showing the procedure for the fraud and winning monitoring process. [Figure 15] 10 is a flowchart showing the procedure for updating the number of winnings counter. [Figure 16] 10 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] 10 is a flowchart showing the procedure for special game processing. [Figure 19] 10 is a flowchart showing the procedure for the start port switch monitoring process. [Figure 20] This is a flowchart showing the procedure for common processing of the special chart start port switch. [Figure 21] 10 is a flowchart showing a procedure for a specific area switch monitoring process. [Figure 22] 10 is a flowchart showing the procedure for special chart normal processing. [Figure 23] This is a flowchart showing the steps for the special chart 1 change start processing. [Figure 24] This is a flowchart showing the steps for the special chart 2 change start processing. [Figure 25] This is 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] This is a flowchart showing the steps of the small hit determination process. [Figure 29] This is a flowchart showing the steps of the support hit determination process. [Figure 30] This is a flowchart showing the steps of the special chart 1 stop pattern setting process. [Figure 31] This is a flowchart showing the steps of the special chart 2 stop pattern setting process. [Figure 32] 10 is a flowchart showing the steps of a special chart information setting process. [Figure 33] 10 is a flowchart showing the steps of the variation pattern setting process. [Figure 34] 10 is a flowchart showing the procedure of a 2-byte allocation process. [Figure 35] 10 is a flowchart showing the procedure of a distribution process. [Figure 36] 10 is a flowchart showing the steps of the fluctuation start information setting process. [Figure 37] This is a flowchart showing the procedure for processing during special chart change. [Figure 38] 10 is a flowchart showing the procedure for a time-saving end setting process. [Figure 39]A flowchart showing the steps of the presentation mode information check process. [Figure 40] This is a flowchart showing the steps of the first half of the processing during special chart display. [Figure 41] This is a flowchart showing the steps of the latter half of the processing during special chart display. [Figure 42] 10 is a flowchart showing the procedure for a support operation setting process. [Figure 43] 10 is a flowchart showing a procedure for processing a bonus game. [Figure 44] This is a flowchart showing the procedure for normal processing of reels. [Figure 45] This is a flowchart showing the steps for processing the end of a jackpot. [Figure 46] This is a flowchart showing the steps of the jackpot end setting process 1. [Figure 47] This is a flowchart showing the steps of the jackpot end setting process 2. [Figure 48] 10 is a flowchart showing the procedure for general game processing. [Figure 49] 10 is a flowchart showing a procedure for gate switch monitoring processing. [Figure 50] A flowchart showing the steps of the regular power winning switch monitoring process. [Figure 51] 10 is a flowchart showing the procedure of normal processing. [Figure 52] This is a flowchart showing the steps of the normal map change processing transition setting process. [Figure 53] This is a flowchart showing the procedure for processing during normal map changes. [Figure 54] 10 is a flowchart showing the procedure for processing during normal map display. [Figure 55] This is a flowchart showing the procedure for processing during a normal hit. [Figure 56] 10 is a flowchart showing the procedure for a normal power operation transition setting process. [Figure 57] 10 is a flowchart showing the procedure for processing normal residual balls. [Figure 58]This is a flowchart showing the procedure for normal winning end processing. [Figure 59] 10 is a flowchart showing the procedure of the first half of an external information editing process. [Figure 60] 10 is a flowchart showing the procedure of the second half of the external information editing process. [Figure 61] 10 is a time chart showing the transmission of external information or a test signal. [Figure 62] 10 is a flowchart showing a procedure for a safety device-related process. [Figure 63] 10 is a flowchart showing the procedure of an outside-area integration process. [Figure 64] 10 is a flowchart showing a procedure for a performance display device control process. [Figure 65] A flowchart showing the steps of the difference ball confirmation process. [Figure 66] 10 is a flowchart showing a procedure for a safety device operation monitoring process. [Figure 67] 10 is a flowchart showing the main processing of the performance control device. [Figure 68] 10 is a flowchart showing a received command check process. [Figure 69] 10 is a flowchart showing a received command analysis process. [Figure 70] 10 is a flowchart showing a single command process. [Figure 71] 10 is a flowchart showing a pre-reading symbol command process. [Figure 72] 10 is a flowchart showing a look-ahead variation command process. [Figure 73] 10 is a flowchart showing a pattern command process. [Figure 74] 10 is a flowchart showing variable command processing. [Figure 75] 10 is a flowchart showing a variable performance setting process. [Figure 76] 10 is a flowchart showing a procedure for processing a hit-related command. [Figure 77]10 is a table showing the state of a performance-related device 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] 10 is another example (Example 2) of a screen transition diagram showing display screens of a display device in chronological order. [Figure 81] FIG. 10 is a diagram illustrating an example of an operation notice display when not waiting for customers. [Figure 82] This is a diagram showing an example of an operation notice display before and after a reach during a variable display other than when waiting for customers. [Figure 83] FIG. 10 is a diagram illustrating an example of an operation notice display while waiting for customers. [Figure 84] 10 illustrates an example of a display screen of the display device in a setting confirmation state (setting confirmation mode). [Figure 85] FIG. 10 is a diagram showing an example (example 1) of a specific model display other than a video. [Figure 86] FIG. 10 is a diagram showing an example (example 2) of a specific model display other than a video. [Figure 87] 10A and 10B are diagrams showing an example of a menu screen and an item screen corresponding to an item selected on the menu screen; [Figure 88] 10A and 10B are diagrams illustrating an example of the relationship between the operation of a safety device, a menu screen, and an item screen corresponding to an item selected on the menu screen. [Figure 89] 10 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] 10 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] 10A and 10B are diagrams illustrating an example of the relationship between the operation of a safety device and a menu screen. [Figure 92] 10A and 10B are diagrams illustrating an example of the relationship between the operation of a safety device and an item screen corresponding to an item selected on a menu screen. [Figure 93]10A and 10B are diagrams illustrating an example of the relationship between the operation of a safety device and an item screen corresponding to an item selected on a menu screen. [Figure 94] 10 is a timing chart illustrating an example of the relationship between the operation of a safety device and an item screen corresponding to an item selected on the menu screen. [Figure 95] 10A and 10B are diagrams illustrating an example of the relationship between an operation movie and a menu screen. [Figure 96] FIG. 10 is a diagram illustrating a modified example of the menu screen. [Figure 97] FIG. 10 is a diagram illustrating an example of an operation display. [Figure 98] 4 is a timing chart illustrating an example of the relationship between the operation of a safety device and an external signal. [Figure 99] 10 is a flowchart illustrating an example of an initial operation setting process performed by a performance control device. [Figure 100] 10 is a flowchart illustrating an example of power saving mode processing performed by a game control device. [Figure 101] 10 is a flowchart illustrating an example of a power saving function setting process performed by a performance control device. [Figure 102] FIG. 10 is a diagram illustrating a modified example of an error display during operation (when gaming is stopped). [Figure 103] FIG. 10 is a diagram illustrating an error code. [Figure 104] 10A and 10B are diagrams illustrating modified ending effects during an activation warning state. [Figure 105] 10A and 10B are diagrams illustrating modified ending effects during an activation warning state. DETAILED DESCRIPTION OF THE INVENTION

[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 and closed. The opening and closing frame is made up of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). The left end of the opening and closing frame is attached to a hinge. The right end is the end that is attached to the shaft, and the right end is the open end that is opened by rotation. The frame 11 and the front frame 12 form an outer frame unit 17.

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

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

[0012] Various frame components are arranged 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 a light-emitting device that can produce a light effect according to the game state. The decoration devices 18a, 18b, and 18c are provided. It houses lighting components such as LEDs inside and is a performance device that produces light effects according to the game status. The lighting members disposed inside the decorative devices 18a, 18b, and 18c are frame decorative devices. The device 18 (see FIG. 4) is a part of the device 18.

[0014] The decoration device 18a is attached to the upper part of the glass frame 15 (or the opening and closing frame) in the left and right direction of the gaming machine 10. The top unit extends from the center and projects diagonally upwards towards the front. The device 18a has a generally flat front surface 456 that bears various markings, such as the model name. 18a is fixed and does not move in this embodiment, but in order to reduce the feeling of pressure on the player, It can move forward from its initial retracted position (normal position) only when necessary, or move up and down. It may also perform movement operations.

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

[0016] Upper speakers 19a are disposed at the upper right and left corners of the glass frame 15. In addition to these upper speakers 19a, two lower speakers 19b are provided at the bottom of the gaming machine 10. The lower speaker 19b is located at the lower left corner of the glass frame 15 and the lower right corner of the front frame 12. The upper speaker 19a and the lower speaker 19b are arranged in the corners. The left and right upper speakers 19a emit warning sounds, notification sounds, etc. The speaker is covered with a side speaker decorative member 13.

[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 launcher.

[0018] The upper tray unit 20 includes a performance operation device that receives input operations from the player, and A ball lending operation device that accepts input operations, and a decoration device 2 that performs light-emitting effects etc. depending on the game state. 2 and further comprising:

[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 effect button 25 is located on the upper center and left side of the operation panel 26. The operation panel 26 is placed in the opening of the operation panel 26 so that the metal It is possible to reflect light by plating or making the entire surface metallic, for example, silver (silver When the effect button 25 emits light, the surrounding operation panel 26 The light from the button 25 is reflected, making the light emission effect of the effect button 25 more effective.

[0020] The effect button 25 has a built-in effect button switch 25a and a The touch panel 25b may include a touch panel 25b.

[0021] The volume adjustment button switches 27e and 27f are located on the operation panel 26 of the upper tray unit 20. It is provided on the left side of the unit and can be used to adjust the volume of the upper speaker 19a and the lower speaker 19b by increasing or decreasing (+ / -). The cross key switch 28 (cross key SW) is It is provided adjacent to the volume control button switches 27e and 27f on the upper left side, and The cross key switch 28 is also called the directional key switch. It can be a general type 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 button switches 27e and 27f. The switch before or after the cross key switch 28 may be pressed to perform a performance. The light intensity (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. The volume of the speakers 19a and 19b may be adjustable.

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

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

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

[0025] Here, the probability change state (specific game state) continues until the next big hit occurs (rule (Stop type), and those that continue until a predetermined number of variable display games are executed (Number cut type) , ST), and those that continue until a predetermined probability of winning the lottery (falling lottery type), etc. be.

[0026] Furthermore, whether or not a probability change state occurs is not determined by the jackpot pattern random number, It may also be possible to make it so that when this occurs, a probability variable state always occurs.

[0027] The ball lending operation device is an operation device that a player operates when borrowing a game ball, and The ball lending operation device is provided on the upper right side of the operation panel 26 of the game machine 20. 7c, a ball loan button 27a, and a return button 27b. The ball loan button 27a is a display area for displaying the balance of a prepaid card, etc. 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 follows: This is the button that the player operates.

[0028] The decorative device 22 contains an illumination member such as an LED inside, and emits light according to the game state. The decoration device 22 is a device for dispensing and distributing the decorations, and is provided in the upper tray unit 20. The lighting member provided constitutes a part of the frame decoration device 18 (see FIG. 4).

[0029] Below the glass frame 15 equipped with the above-mentioned upper tray unit 20, etc., and at the bottom of the front frame 12 The game machine includes an operating handle 24 for controlling the operation of a ball launcher (not shown) and a storage unit for storing game balls. A lower tray unit 29 is provided, which includes a lower tray 23 that can be stored. The upper tray units 20 are shaped to fit together and are arranged side by side, stacked in the vertical direction. By operating the upper tray operation part 27d of the unit 20, the game balls on the upper tray 21 are transferred to the lower tray 23. and can be made to flow down.

[0030] The operating handle 24 is located at the lower right of the front frame 12, below the right lower speaker 19b. When the player rotates the operating handle 24, the ball launching device The game balls supplied from the upper tray 21 are launched into the game area 32 of the game board 30. The launch speed of the game balls becomes faster as the rotation amount of the operating handle 24 increases. That is, the ball launching device is set to launch the game ball into the game area 32. The firing force (speed) can be changed in response to the operation of the operating handle 24 by the player, The game balls can be launched in various launch modes with different launch forces. A left hit (normal hit) that causes the game ball to flow down, and a right hit that causes the game ball to flow down on 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 interval. The lower tray 23 is disposed below the unit 20. The lower tray 23 has a bottom surface that is vertically pierced. The ball ejection hole has a ball ejection hole through which the ball passes, and an opening / closing operation part 23b for opening and closing the ball ejection hole. The user operates the opening / closing operation part 23b to open the ball hole, and the balls stored in the lower tray 23 are released. 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, there is a power supply unit 400 that supplies power to various devices, An upper tank 448 for storing game balls supplied from a supply device (not shown) installed in the upper A payout device (payout unit) that pays out game balls flowing down from the tank 448 onto the upper tray 21. etc. will be placed.

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

[0034] As shown in FIG. 2, the game board 30 includes a flat game board body 3 serving as a mounting base for various components. The game board body 30a is made of wood or synthetic resin. A gaming area 32 surrounded by a guide rail 31 is provided in front of the gaming machine 10. The game is played by shooting game balls from a ball shooting device into a game area 32 surrounded by a guide rail 31. The game area 32 is configured so that a windmill is installed as a component for changing the direction of the game balls. The ball is then thrown into the water, and the direction of its movement is changed by these elements. Then it flows down the play area 32.

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

[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. (such as a binding display) will be displayed.

[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 that leads to the inside of the The stage portion 40b on which the game balls can roll is provided. Since the stage portion 40b is disposed above the starting winning opening 36, the The game ball 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 performance unit 40d, respectively. The upper production unit 40c and the side production unit 40d are provided. constitutes a part of the board decoration device 46 (see FIG. 4) and the board performance device 44 (see FIG. 4). .

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

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

[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 figure, below the starting gate 34 is the second starting winning gate (starting gate 2, the second start winning area) equipped with a normal variable winning device 37 (normal electric device, normal electric) is provided. The normal variable winning device 37 is rotated forward to change the state in which the game balls can easily flow in. When the movable member 37b is in the closed state, the game ball However, the game ball cannot enter the variable winning device 37. When the normal variable winning device 37 wins, a special variable display game is executed as an auxiliary game. In addition, the starting winning hole 36 is designed to make it easier for the game ball to enter when hitting from the left, and Position 37 makes it easier for the game ball to win when hit from the right.

[0042] The movable member 37b is a so-called tongue-type ordinary electric device, and the result of the ordinary game is displayed. When the predetermined stop display mode is reached, the normal power solenoid 37c (see FIG. 3) is activated. The opening state (advantageous for the player) allows the game balls to easily flow into the normal variable winning device 37. The movable member 37b changes to the open state (the state where it is easy to win a prize). A closed state (a state where it is difficult for the game ball to flow into the normal variable winning device 37) In this embodiment, the start winning port 36 is different from the normal variable winning device 37, It does not have a movable member (opening and closing member) and is always in an open state (open state), but A configuration having a material (such as a fluorine-containing compound) 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 configured to shorten the fluctuation time of the normal map fluctuation display game or to increase the probability of winning the normal map fluctuation display game. By setting the probability higher than normal, it is possible to increase the frequency of winning situations, and to create special games. The duration of the easy-to-win state is longer than the easy-to-win state that occurs in the normal game state where no skill is performed. By doing so, the time-saving state (normal power support state) will be generated as the specific game state mentioned above. In addition, even in the probability variation state (excluding the latent probability variation state), the time-saving state (normal power support) A "boot state" occurs.

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

[0045] In the game area 32 above the normal variable winning device 37, an upper large winning port solenoid 39b (see FIG. 3) is provided. The door opens by rotating the top edge to the right (see reference). A second special variable prize winning device 39 having a second special variable prize winning device 39c is provided. The state where the big prize opening is closed (a closure that is disadvantageous to the player) depending on the result of the special chart change display game. The state is changed from a closed state to an open state (a special game state advantageous to the player), and the player is given a chance to enter the big prize slot. By facilitating the flow of game balls, the player can receive a predetermined game value (for example, prize balls or jackpot end points). The number of times for the time reduction / number of times for the probability change after the end of the game is given. As a detection means for detecting the game ball that has entered the large prize opening, the upper large prize opening switch 39a (counter The second special variable winning device 39 is provided with a right-hand At this time, it becomes easier for the game ball to win a prize.

[0046] The second special variable winning device 39 has a specific area 72 (a so-called V winning hole) provided therein. After the opening and closing door 39c is opened by a small win, the game is entered into the specific area 72 (V winning hole). When the ball enters the slot, 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) or the like. It can be detected through, and when a V entry is detected, it is confirmed that the state will transition to a big win state after the small win ends. At the same time, information indicating that a V prize has been won (specific area information) is sent to the performance control device 300 (described later). Then, the performance control device 300 transmits a V winning command to the display device 41, etc. It 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 winning device 39 is opened by a small win, When the game ball enters the specific area 72 (V entry hole) in the second special variable entry device 39, a jackpot is awarded. occurs.

[0048] General winning slot 35, starting winning slot 36, normal variable winning device 37, and special variable winning device 38 When a game ball enters the 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 did not win in the winning hole, etc. In addition, there are a general winning slot 35, a starting winning slot 36, a normal variable winning device 37, and a special variable winning device. The devices 38 and 39 and their vicinity are provided with LEDs (described later) that can emit light when a game ball wins a prize. A part of the board decoration device 46 is provided.

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

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

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

[0052] In the special chart 1 display 51 and the special chart 2 display 52, the variable display game displays identification information (for example, This is done by a variable display that repeatedly turns on and off (flashes) the central segment. The special diagram 1 display 51 and the special diagram 2 display 52 are not limited to such segment type display units, It may be configured by a group of multiple LEDs, and when performing a variable display, All LEDs installed as a container can be turned on and off (all LEDs flashing simultaneously) or in a circular Lighting (starting with any one LED, lighting up in a predetermined order at a predetermined time, then turning off), or multiple This may be done by turning on and off (blinking) or circulating a certain number of LEDs. In the normal display 53, the variable display game turns on and off the lamps D10 and D18. This is done by repeating the variable display (flashing). Also, the normal map display 53 and the special map 1 display 5 1. It can be configured appropriately in the same manner as the special diagram 2 display 52.

[0053] The lamp display device 75 displays and turns off the lights as a pattern (the fourth special pattern, the fourth pattern, which will be described later). Lamp display unit 1, 2 (LED) that performs variable display (flashing) that repeats the display, and each special diagram variable It has lamp display units 3 to 6 (LED) 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 interval (for example, 200 msec) as a variable display. In other words, the switching between turning on and off of the lamp display units 1 and 2 is performed at a blinking cycle of The period is half (for example, 100 msec) of the time required for the simultaneous display device 50. The time for the variable display in the display 51, the special display 2, and the general display 53 is controlled by the game control device. The time fluctuation 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 Chart 1 Hold LED 1 and Special Chart 1 Hold LED 2) are in the off state, lit state, Depending on the combination of status and flashing status, the number of reserved special charts (number of first start memories) is displayed. , the lamp display units 5, 6 (Special diagram 2 reserved LED 1, Special diagram 2 reserved LED 2) are in the off state, lit The number of reserved special charts (number of second start memories) is displayed depending on the combination of the status and flashing status. The display 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 when a reach occurs on the display device 41 as described below), the number of reserved hands is displayed.

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

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

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

[0059] The game cannot be started, for example, the game has already been started. If the game has not finished yet or if the result of the game has not been won, When the normal variable winning device 37 is converted into the open state, the game ball enters the normal starting game. When passing through Route 34, if the number of normal map start memories (normal map reserve number) is less than the upper limit, the number of memories Add (+1).

[0060] The general map start memory (general map reserve) is a hit / miss to determine the general map fluctuation display game. A random number value for judgment is stored, and if this random number value for judgment matches the judgment value, When the normal map variation display game is a hit, a specific result pattern (specific result) is derived.

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

[0062] If the random number value extracted when passing through the normal map start gate 34 is a winning value, the normal map display The normal pattern (normal pattern) displayed on the device 53 stops in the winning state, and the winning state is reached. When the normal current solenoid 37c (see FIG. 3) is driven, the movable member 37b moves at a predetermined time. The game ball is normally entered into the variable winning device 37. Awards are acceptable.

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

[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 the special winnings for a predetermined number of times (for example, up to 8 times) The number of special winnings stored in the special winning memory is stored in the start winning number report of the collective display device 50. The special drawing 1 reserve display 54 and the special drawing 2 reserve display 55 are displayed on the display device 4. It is also displayed on display screen 1.

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

[0066] Special chart 1 variable display game (first special chart variable display game) and special chart 2 variable display game (second special The special chart 1 display 51 and the special chart 2 display 52 display identification information (special This is done by displaying a variable pattern (pattern, special pattern) and then stopping the display of a predetermined result pattern.

[0067] In addition, the display device 41 displays a plurality of types of identification information (for example, For example, a special display game that displays numbers, symbols, character designs, etc. will be done.

[0068] The display device 41 displays the special decorations 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 start changing (scrolling) in order, and after a specified time, the changing symbols will stop in order. The display device 41 displays the result of the special chart variation display game. In order to enhance the fun, various effects such as the appearance of characters are displayed. In the variable display game, other decorative special symbols (identification information) are displayed on the lamp display device 75. The fourth special symbol appears when the display on the display unit 1 and 2 alternates between on and off (flashing). (4th symbol) will change. The change display of the lamp display parts 1 and 2 will change after a predetermined time from the start. If there is a miss, the light will turn off, and if there is a big hit or small hit, the light will turn on and stop.

[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 a winning value at the time of winning detection, the special chart variable display game As a result, a specific result pattern (special result pattern) is derived from the displayed pattern, and the jackpot state ( In response to this, the display mode of the display device 41 changes to a special result mode (for example, For example, the numbers will be "7, 7, 7" and so on.

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

[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 operate the large winning port solenoids 38b and 39b (see FIG. 3 By applying electricity to the power supply (see reference), the large prize opening is converted from a closed state to an open state for a predetermined short period of time. In addition, the full opening time of the big prize entrance is the small hit state (small hit game state) is the big hit state (special Since the time it takes for a small win to be completed is shorter than the time it takes for a big win to be completed, the amount of play value that a player can acquire in a small win state is shorter than that in a big win state. The value (number of balls acquired) is small. In both the small hit and big hit states, the big prize entrance is open. The big win state is called the first special game state, and the small win state is called the second special game state. For simplicity, in this embodiment, the special variable prize winning device 39 ( Only the upper large winning port) is converted to the open state, and the big win state (the big win state due to the V winning during the small win) (including the special variable winning device 38) in which only the special variable winning device 38 (lower large winning port) is converted into an open state. do.

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

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

[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. The game with special chart 2 variation display takes priority over the game with special chart 1 variation display. It is designed to be executed, and the start memory of the special chart 1 variable display game and the special chart 2 variable display game If the special chart change display game is available, the special chart 2 change display game will be It will be executed (Special Chart 2 reserved consumption priority, Special Chart 2 change priority).

[0077] Regarding the decorative special chart variable display game in the display device 41, the special chart 1 variable display game and the special The variable display game shown in FIG. 2 may be executed on separate display devices or in separate display areas. In this case, the display may be executed on the same display device or display area. The decoration special chart change display game corresponding to the game and the special chart 2 change display game is not executed at the same time. You can do so.

[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 a coil for magnetic detection. A non-contact magnetic sensor that detects game 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. The glass frame opening detection switch 63 provided on the glass frame 15 or the like and the front frame (game frame) 12 or the like The main 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 the game control system of the gaming machine 10. 0 (main board), and the game control device 100 is a main control device (main board) that controls the game in an integrated manner. A gaming microcomputer (hereinafter referred to as a gaming microcomputer) 111 is a CPU section 110 having an input port; an input section 120 having an output port and a driver; an output section 130 having a signal processing section 140, a signal processing section 140a, a signal processing section 140b, a signal processing section 140c, and a signal processing section 140d. The data bus 140 is connected to the data bus 140.

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

[0082] The power supply device 400 is an AC / DC converter that generates a DC voltage of 32 V from a 24 V AC power supply. DC voltages from inverters and DC32V to lower levels such as DC12V and DC5V A normal power supply unit 410 having a DC-DC converter that generates a a backup power supply unit 420 for supplying a power supply voltage to the RAM inside the power supply unit 1 during a power outage; The power supply monitoring circuit includes a power failure monitoring signal and a relay that notify the game control device 100 of the occurrence and recovery of a power failure. The control signal generating unit 430 generates and outputs a control signal such as a set signal.

[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 board separate from the main board, a backup power supply unit 420 and a control signal generating unit 43 By setting a value of 0, it is possible to exclude the item from replacement and reduce costs.

[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 outage. The control signal generating unit 430 is configured to hold the signal generated by the normal power supply unit 410, for example. The 32V voltage is monitored and if it drops below 17V, for example, a power outage is detected and the system shuts down. The power monitoring signal is changed and a reset signal is output after a predetermined time. When the power is turned on or when power is restored, a reset signal is output after a predetermined time has elapsed from that point.

[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 outage 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 reset.

[0086] The game control device 100 (main board) also includes a setting key switch 153. The switch 153 is turned on by the operator's rotation operation or the like to set the game conditions (game). The probability setting value (setting value) according to the setting can be changed. The probability setting switch 112 is a setting value change 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. It 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. It can be changed according to the rate setting value. For example, the higher the probability 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) is configured that can change the setting (probability setting value). Note that other switches, not the RAM initialization switch 112, also function as setting value change switches. 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 inside the gaming machine 10. By being installed on the device 100, the front frame 12 (main body frame) must be opened in order to operate the device. 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 will be described later, when the gaming machine 10 is powered on (recovered from a power outage, restored to power), the gaming machine 10 The probability setting is performed according to the on / off state of the setting key switch 153 and the RAM initialization switch 112. 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 you can check the probability setting value. It can be done.

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

[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), the working setting values ​​0 to 5 are The working setting value and the probability setting value are set to the same numerical range (i.e., 1 to 6). (i.e., 0 to 5 or 1 to 6) and treat them as the same (working setting value and probability (Set the settings to the same number).

[0091] In addition, instead of operating the RAM initialization switch 112 (setting value change switch), The probability setting value may be changed by rotating the switch 153 to a predetermined position. The probability setting value is not limited to 6 levels. And, the selected working setting value of 0 to 5 The corresponding display probability setting value is, for example, a 4-digit 7-segment type (8 segments including the dot Dp). The performance display device 152, which is a segment type display, is also displayed on the front of the gaming machine ( For example, the collective display device 50 is provided with information about the setting values ​​such as the display probability setting values ​​(for example, the probability setting Alternatively, 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 ( Information about setting values, such as display probability setting values, may also be displayed during game processing.

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

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

[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 in accordance with a predetermined characteristic. When a different result pattern occurs, the game state becomes advantageous to the player (special game state). In the gaming machine 10, when some of the display results have not yet been derived and displayed, A display state in which the display result already derived and displayed satisfies the conditions for becoming a special result state. In other words, the reach state is when the variable display control of the display device progresses and the display Even when the result reaches the stage before it is derived and displayed, the display conditions for the special result mode are For example, while maintaining the special result state, The state where the change is displayed in multiple change display areas (the so-called full rotation reach) is also a reach state. The reach state is when the display control of the display device progresses and the display result is derived. The display state at the stage before the display result is derived and displayed. A condition in which at least a part of the display results of the determined plurality of variable display areas becomes a special result mode. This refers to the display state when the conditions are met.

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

[0097] The reach state includes multiple reach effects, and special result modes (jackpot modes) are introduced. There are different types (types) of reach effects that have different possibilities (different expectations), such as normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP There are three types of reach: Special 2 Reach (SP3 Reach), Special 3 Reach (SP3 Reach), and Premium Reach. In addition, the expected probability of a jackpot (expected value) is: No reach < Normal reach < Special 1 reach The order of increasing is <Special 2 Reach<Special 3 Reach<Premium Reach. In addition, the reach state is at least a special result state derived in the special chart variation display game. In the case of a big hit (when a big hit occurs), the variable display mode is included. In other words, when it is determined that a special result pattern is not derived in the special chart variation display game (when it becomes a miss) Therefore, the state in which the reach state occurs is This is a state in which there is a high possibility of a jackpot compared to when a reach state does not occur.

[0098] The expected degree of the effect (prediction) indicates the probability of winning if that effect is selected. The selection rate of the performance when it is a jackpot and the selection rate when it is not a jackpot (when it is a miss) It can be calculated based on the selection rate of the performance, etc.

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

[0100] In addition, the CPU 111a executes the ROM 111b in the process related to the special chart variable display game. Select one of the plurality of fluctuation pattern tables stored in the Specifically, the CPU 111a acquires the game result (jackpot) of the special chart variable display game. Win or lose), and the probability state of the special chart fluctuation display game as the current game state (normal probability Multiple fluctuation pattern tables based on the number of start memories, etc. The CPU 11 selects and acquires one of the fluctuation pattern tables. 1a is a diagram showing a plurality of variations stored in ROM111b when a special variation display game is executed. The fluctuation distribution information to obtain one of the fluctuation pattern tables from the pattern tables It serves as a means of obtaining information.

[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 payout command (command or data) and the like. 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 the ball loan request signal from the card unit. It drives the payout motor and controls the dispensing of loan balls.

[0102] The input section 120 of the gaming microcomputer 111 includes a board detector for detecting the emission of radio waves to the gaming machine. The wave sensor 62, the gate switch 34a of the normal starting gate 34, the starter in the first starting 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 connected to the input terminals 38a and 39a. 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 for conversion is provided.

[0103] Furthermore, the interface chip (proximity I / F) 121 is a specific area switch 72a, a remaining The specific area switch 7 is connected to the remaining ball outlet switch 73 and the out ball detection switch 74. 2a detects the passage of a game ball (V entry) into a specific area 72 (V entry port). The outlet switch 73 is a remaining ball outlet that discharges game balls from the special variable winning devices 38, 39. The out ball detection switch 74 is fired into the game area to stop the game. 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 the second input port 123, the third input port 124, or the third input port 125. 4 is supplied to the input port 126 and read into the gaming microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, the gate switch 34a and the start port 1 switch Switch 36a, start port 2 switch 37a, prize port switch 35a, big prize port switch 38a, The detection signal 39 a is input to the 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 An abnormality detection signal that is output when an abnormality in the switch is detected is input to the second input port 123. .

[0106] In addition, among the outputs of the proximity I / F 121, the specific area switch 72a and 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] The second input port 123 is connected to a fraud detection device provided on the front frame 12 of the gaming machine 10. The detection signal of the magnetic sensor switch 61, the glass provided in the glass frame 15 of the gaming machine 10, Frame open detection switch 63, a main frame open detection switch provided on the front frame 12 (main frame) etc. A signal from the front frame open detection switch 64, 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 the setting key switch 153. and supplies it to the gaming microcomputer 111 via the data bus 140.

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

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

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

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

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

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

[0115] Also, the reset signal RST can be output to the test firing device via the relay board 70. The reset signal RST is input to each of the ports 122 and 123 of the input unit 120. , 124, 126. Immediately before the reset signal RST is input, the gaming microcomputer 1 The data set in each port of the output unit 130 by the signal 11 prevents malfunction of the system. Therefore, it is necessary to reset the input port 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 disposed on the communication path from the technical microcomputer 111 to the dispensing control device 200 132 is provided. Data is transmitted to the performance control device 200 via serial communication. This is one-way communication that prevents signals from being input to the technique control device 100.

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

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

[0119] The relay board 70 receives the signal output from the buffer 133 and transmits it to the test firing device. The signal line of the switch detection signal is relayed without passing through a buffer. The port on the relay board 70 is provided with a connector for connecting the gaming microcomputer 11 A chip enable signal CE output from the 1 is also supplied, and selection is controlled by the signal CE. The signal from this port is supplied to the test firing equipment.

[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 solenoid) 37c that opens the first special variable winning device 38 The winning port solenoid 38b (large winning port solenoid 1) and the second special variable winning device 39 are opened. The large prize entrance solenoid 39b (large prize entrance solenoid 2) operates the lever to enter a specific area. A second output port for outputting opening / closing data for the lever solenoid 72b that opens the lever 72 134 is provided.

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

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

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

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

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

[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 line is supplied with DC 12V. The third driver 138c drives the digit lines and draws current through the digit lines according to the display data. Since the purpose is to provide a stable power supply, the power supply voltage may be either 12V or 5V.

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

[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 to transmit information such as the 9 is a signal indicating that the gaming microcomputer 111 transmits data to and receives data from the inspection device 500 via serial communication. The data transmission and reception is configured to be bidirectional. Like a normal general-purpose microprocessor, the gaming microcomputer 111 has a serial communication terminal. Since the input ports are used, ports such as 122, 123, 124, and 126 cannot be set. It has not been installed.

[0129] In this embodiment, the performance display device 152 is a plurality (four) of seven-segment type (dot Dp It consists of a display (LED lamp) of 8 segments including the driver for performance display 1 50a and 150b are LED drivers, but are not limited to these.

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

[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 passed through the winning hole (number of winnings) and the number of game balls that passed through the outlet 30b are The number of discharged balls is the sum of the signals from the out ball detection switch 74. In this embodiment, the winning slots include a general winning slot 35, a start winning slot, and a 36 (first start winning slot, start slot 1), normal variable winning device 37 (second start winning slot, start slot 2 ), and special variable winning devices 38, 39 (large winning slots).

[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 game 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 winning combinations is determined based on the number of winning combinations in a predetermined period (for example, from the time the gaming machine 10 is turned on until the present time). Of the total number of winning balls (total number of winning balls) obtained by winning the jackpot, the winning balls during the jackpot state The percentage (%) of the number of winning balls (number of winning balls by each device) (= so-called consecutive devices) The ratio of winning balls to winning balls in the big prize slot is calculated as follows: It can be the ratio of the number of winning balls (during the big win state and the small win state) (= the big winning slot ratio), or , the prize balls obtained by winning the large prize slot and the normal variable prize slot 37 (second start prize slot) It may also be the ratio of the number (= the commonly used so-called role ratio (total role 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, the normal game change display game, and the round game (play during the big hit or small hit) are executed. A game stop means (play stop means) capable of generating a game stop state (game not possible state, game prohibited state) that cannot be In the game stop state, a new special chart change display game and a new normal chart change display game are The game cannot start. The safety device prevents the game from starting if an abnormally high number of safe balls is thrown due to cheating. In such cases, it is possible to take appropriate measures against fraud and also to prevent players from becoming addicted to the game. It may be possible.

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

[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 the number of balls is the number of safe balls minus the number of ejected balls (the difference in the number of balls (Number of balls = Number of safe balls - Number of ejected balls). In this way, the activation condition of the safety device is a two-stage condition (1) The activation condition may be other conditions. For example, the condition (1) may be that the number of safe balls is equal to the number of balls that is required. It is also possible to configure the system so that the fixed value is reached. In addition, 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 prize balls that are determined to be paid out in a predetermined period. If there is an error in the payout of the prize 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 prize balls actually paid out is not equal to the total number of prize balls paid out. The number of balls discharged (out balls) may be counted from the game area 32. The number of game balls discharged from the ball detection switch 74 can be counted by counting the signal from the ball detection switch 74. It is Noh.

[0138] In addition, instead of the number of discharged balls, the number of shot balls that are shot and introduced into the game area 32 is used. The difference in the number of balls may be calculated by subtracting the number of safe balls from the number of balls fired. The number of balls released can be collectively called the number of balls used (difference in number of balls = number of safe balls - number of balls used). , foul balls that were shot by the ball launcher but did not reach the playing area 32 are excluded, and the difference in the number of balls is When one ball is shot from the ball launcher, -1 is subtracted, and when one foul ball is shot, +1 is added. The detection switch (detection sensor) for counting the number of shot balls will be installed in the game area. The entrance of the game ball to the area 32, that is, 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 the 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 graphic processor performs image processing for displaying images on the display device 41 according to the code and data. VDP (Video Display Processor) 312 as a processor, and various melodies and sound effects 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) consists of a program ROM 321, a working area RAM322 provides a memory area, and Fe can retain memory contents even if power is not supplied during a power outage. RAM323, a timekeeping means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.) The RTC (real-time clock) 338 is connected to the main control microcomputer. The 311 also has RAM inside to provide working space.

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

[0143] The VDP312 includes RAM312a, which provides a working area, and a memory for enlarging and reducing images. The VDP 312 also includes a scaler 312b for converting character images and video images. Image ROM 325 in which image data is stored and character data read from image ROM 325 Ultra-fast VRAM (video RAM) used to expand and process image data such as video files. A RAM 326 is connected.

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

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

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

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

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

[0149] In addition, the performance control device 300 includes a A panel decoration LED control system that drives and controls a panel decoration device 46 having LEDs (light emitting diodes) A control circuit 332, a frame decoration having an LED (light emitting diode) provided on the glass frame 15 A frame decoration LED control circuit 333 that drives and controls a device (for example, a frame decoration device 18, etc.), a game board 3 0 (including the center case 40) is provided with a board effect device 44 (for example, a display device 41 A moving object that controls the driving of a moving object that enhances the performance effect in cooperation with the performance display in the game. The control circuit 334 is provided. The panel decoration device 46 is also provided with the lamp display device 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 moving 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 function button 25 provided in the glass frame 15. The effect button switch 25a is attached to the touch panel provided on the surface of the effect button 25. 25b, a cross key switch 28, volume control button switches 27e, 27f, A performance element 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 in 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. The motor is used to provide a DC voltage of the desired level to the electronic components controlled by it. DC32V for driving the motor and solenoid, a display device 41 consisting of a liquid crystal panel, DC12V is used to drive the inverter and LEDs, and DC5V is the power supply voltage for the command I / F331. In addition to V, it is designed to generate a DC15V voltage to drive motors, LEDs, and speakers. It is composed of:

[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 device is reset by the main control microcomputer 311. 311, VDP312 (VDPRESET signal), sound source LSI314 , an amplifier circuit 337 (SNDRESET signal) that drives a speaker, a lamp, a motor, etc. The IORESET signal is supplied to the control circuits 332 to 334 that drive and control the The performance control device 300 is also provided with a cooling FA for cooling various parts of the gaming machine 10. When the N45 is connected and the power of the performance control device 300 is turned on, the cooling fan 45 is driven. It is designed to move.

[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 game ball detection signal from the switch 34a, a random number value for determining whether the game ball has been hit is drawn. The result is compared with the judgment value stored in ROM111b, and the result of the normal game change display is Determine the following.

[0156] Then, the identification pattern is displayed on the general map display 53 in a variable manner for a predetermined time, and then the general map display stops. If the result of the normal map variable display game is a win, the normal map display 53 The special result state is displayed, and the normal power solenoid 37c is operated, and the normal variable winning device The control unit 37 opens the movable member 37b of the device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. That is, the game control device 100 performs conversion control of the conversion member (movable member 37b). In addition, if the result of the normal map variation display game is a loss, The display 53 is controlled to display the result of the miss.

[0157] In addition, the game ball detection signal from the start port 1 switch 36a provided in the start winning port 36 Based on the input, the start winning (start memory) is memorized, and based on the start memory, the special chart 1 variable display game The random number value for determining the big win is extracted and compared with the determination value stored in ROM111b. 1 Determine whether the variable display game is a hit or a miss.

[0158] In addition, detection of the game ball from the start port 2 switch 37a provided in the normal variable winning device 37 Based on the signal input, the start memory is memorized, and based on the start memory, the jackpot of the special chart 2 variable display game is determined. A random number value for judgment is extracted and compared with the judgment value stored in ROM111b, and the special chart 2 variation is The winning or losing of the displayed game is determined.

[0159] The CPU 111a of the game control device 100 controls the special chart 1 variation display game and the special chart 2 variation display game. A control signal (performance control command) including the judgment result of the displayed game is output to the performance control device 300. Then, the special pattern 1 display 51 and the special pattern 2 display 52 are displayed in a variable manner for a predetermined time. After that, the special chart variable display game that stops is displayed. , the starting winning area (starting winning port 36, normal variable winning device 3 7) It serves as 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 the decorative special chart change display game corresponding to the special chart change display game. The control device 300 sets the presentation state and the stage based on the control signal from the game control device 100. It performs processes such as controlling the output of sound from the speakers 19a and 19b and the illumination of various LEDs. That is, the performance control device 300 is a performance control device that controls the performance related to the game (variable display game, etc.). Do your best.

[0161] Then, the CPU 111a of the game control device 100 determines whether the result of the special chart variable display game is a win. In this case, the special result state is displayed on the special chart 1 display 51 and the special chart 2 display 52, and the special In the process of generating the special gaming state, the CPU 111a For example, the opening and closing doors of the special variable winning devices 38, 39 are operated by the large winning port solenoids 38b, 39b. 38c and 39c are opened to perform control 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 opening, or the big prize opening is opened. Either a predetermined releasable time (for example, 27 seconds or 0.05 seconds) has elapsed since the release Opening the big prize entrance until the conditions are met is considered one round (R), and this is Repeated control (cycle play) for a number of times (for example, 15 times, 11 times, or 2 times) ) is performed. That is, when the stop result pattern is a special result pattern, the game control device 100 In addition, the special prize opening opening / closing control means controls the opening and closing of the special prize opening. If the result of the game is a miss, the result of the miss will be displayed on the special chart 1 display 51 or the special chart 2 display 52. Controls the display.

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

[0164] In addition, the game control device 100 determines whether the special game state is set based on the result of the special game game. After the end of the game, a time-saving state (specific game state) can be generated as a game state. In this case, the normal variable display game and the normal variable winning device 37 are controlled to be in a time-saving operation state. It is possible to increase the number of normal variable winning devices per unit time compared to the normal game state in which no special game is played. In order to control the open time of 37 to be longer, it becomes a normal power support state. Even in high probability states (normal probability states) excluding the latent probability state, 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. This allows the time to be shortened, and it is also possible to shorten the time for special chart variation display games.

[0166] In addition, in the time-saving state, for one winning result of the normal variation display game, The number of times the winning device 37 is opened (the number of times the normal power is opened) is set to a number greater than the first number of times the device is opened (for example, 2 times). (For example, 4 times) It is possible to set the second opening number. Also, in the time-saving state The probability of winning the normal game (normal probability, normal winning probability) is calculated under normal operating conditions. It is possible to make the probability higher than the normal probability (low probability) when the state is in this state.

[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 more than usual. This allows you to play special games in the time-saving state. It is easier to win the normal variable winning device 37 than in a normal game state where no variable winning is performed, and The number of times that each special chart variation display game is executed can be increased compared to the normal game state. It is also possible to set multiple types of time-saving states that change differently. In the operating state, the movable member 37b may be set not to be opened (normal probability is 0). In addition, when a winning combination is achieved, the first or second opening mode can be selected. In this case, the selection probability of the first opening mode and the second opening mode may be different. The probability state and the time-saving state can occur independently, and both can occur simultaneously. It is possible to generate only one of them.

[0168] [Transition state when power is turned on] As mentioned 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) can be changed (settable) (Steps X30 to X39 in Figure 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 setting confirmation state (setting confirmation mode) is displayed, in which the probability setting value can be confirmed. (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 RAM initialization state (RAM clear mode), RAM initialization processing (RAM clear processing) 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 gaming 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 performed in accordance with the menus shown in FIGS. timer interrupt processing shown in FIG. 11, which is performed at a predetermined time interval (for example, 4 msec) It consists of logic.

[0174] [Main processing (game control device)] First, the main processing will be described. 1 is a flowchart showing the procedure of the main processing. The main processing 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 to set the stack pointer, which is the start 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). For example, if the RAM address ranges from 0000h to 01FFh, the upper addresses are 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. If at least one of them is outputting a signal to stop firing, it is set to the prohibited state and the ball launcher The launch of the game balls from the game control device 100 is prohibited. 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 that constitutes the main control means A slave control means (for example, a dispensing control device 2) that performs various controls in accordance with instructions from the control device 100 Waiting time until the program of the device (such as the device 300 or the performance control device 300) starts normally (For example, 3 seconds) is set. The slave control devices (for example, the payout control device 200 and the performance control device 300) start up. The command may be 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 start the slave control devices (payout control device 200, The control unit 300 and the like serve as a standby means for setting a predetermined standby time for waiting for activation of the control unit 300 and the like.

[0179] In addition, the timing of the power-on delay timer is used to determine the validity of the RAM (calculate the checksum). It is performed using a non-target memory area (a RAM area or register that is not subject to validity check, 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 it is not necessary to exclude the RAM area from the calculation. It can be stopped.

[0180] Before the start of the waiting time, the status of the setting key switch 153 and the RAM initialization switch 112 By reading the status, the operation of the setting key switch 153 and RAM initialization switch 112 can be confirmed. That is, after the waiting time has elapsed, the setting key switch 153 and RAM initialization If you set the switch 112 status to be read, the setting key will be switch 153 and RAM initialization switch 112, or after the standby time has elapsed since power-on. It is not necessary to continue operating the setting key switch 153 and RAM initialization switch 112 until However, by reading the state before the waiting time starts, you can avoid this cumbersome operation. Even if you do not have the power on, 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 enters standby mode. The process of measuring time and monitoring the occurrence of a power outage during the standby time is executed (step X 8~X10).

[0182] When the power outage monitoring process is started, the game control device 100 first receives input from the power supply device 400. The power outage monitoring signal is read via the port and data bus to detect the power outage. If a power outage has occurred (step X8; Y), wait until the power to the gaming machine is cut off.

[0183] If a power outage has not occurred (step X8; N), the game control device 100 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 expired, 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 this period, and prevents malfunctions when powering on. It is possible to deal with the situation appropriately. Note that access to RAM is permitted until the waiting time has elapsed. The memory contents from the last power outage are still retained, so In the event of a power outage, there is no need to perform backup processing. Even if a problem occurs, there is no need to back up the RAM, which reduces the burden on control. do.

[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 / writable R such as RAM or EEPROM is Access to 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 (pre-installed in the game microcomputer 111). In this embodiment, the port is used for communication with the performance control device 300 and the dispensing control device 200. Use) is set (step X13).

[0187] Next, the game control device 100 calculates the time in the game microcomputer 111 (clock generator). Counter / Timer Clock (CTC) generates the current interrupt signal and the random number update trigger signal (CTC). The CTC circuit is activated (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 oscillation signal (original clock signal) A timer interrupt signal at a predetermined period (for example, 4 milliseconds) and a random number generator are sent to the CPU 111a. and a CTC circuit that generates a signal CTC that triggers updating of the random number supplied to the circuit. do.

[0188] Next, the game control device 100 detects an RA indicating an abnormality in the RAM (here, RAM 111c). M abnormal flag is set (step X15). Here, the abnormal flag is temporarily set. Set it in a specific register.

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

[0190] Furthermore, if the value of the power outage inspection area 2 is normal (step X17 ;Y), a checksum that calculates the checksum of a specified area in the RWM (for example, a work area within the area). The checksum calculation process is performed (step X18), and the calculated checksum and the checksum at the time of power off are compared. It is determined whether the checksums match (step X19). In this case (step X19; Y), the RAM is normal and the RAM abnormal flag indicating a RAM abnormality is displayed. The lag is cleared (step X20), and then the process proceeds to step X21.

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

[0192] Next, the game control device 100 operates the setting key switch 153 and the RAM initialization switch 11. 2 is turned 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 (step X30 to X40) and executes the process of changing the probability setting.

[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 changing 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 sent to the performance control device 300 (step X24). The performance control device 300 that 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 table "E1") when the game is stopped. The driver 152 of the performance display device 152 is used to display the data (shown in the figure) on the performance display device 152. 0a, 150b (step X25). Then, the external device (game center internal management device A security signal to notify abnormalities in devices (such as hall computers and information collection terminals) The ON data is output to the external information terminal 71 (step X26). Even if information about the jackpot remains in RAM 111c, the jackpot signal and other external information are transmitted to the external information terminal 71. The other signals to the FET are kept in the OFF state. Then, the processes of steps X25 and X26 are performed. Repeat this and wait, then try changing 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), the timer interrupt process ( Figure 11) cannot be executed, so the game (special chart change display game, normal chart change display game, round Games such as gambling cannot be performed.

[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 above steps 2 is performed. In this case, it is assumed that an abnormality has occurred, and the processing of steps X24 to X26 is executed. If the power is turned off and restarted while changing the settings (before the setting change is complete), the setting change will The probability setting change flag may be set even when no operation is performed.

[0197] On the other hand, even if the RAM abnormality flag is set (step X22; Y), a main that notifies that there is an abnormality in the game control device 100 (main board) An abnormal error notification command is sent to the performance control device 300 (step X24), and the game is stopped. The 7-segment display data (error display data of "E1") at that time is stored in the driver of the performance display device 152. The RAM abnormality is notified to the external device (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 jackpot remains in RAM 111c, Other signals to the external information terminal 71, such as the hit signal, are maintained in the OFF state.

[0198] After that, it is determined whether or not a power outage has occurred (step X27). If not (step X27; N), repeat the process of step X25 and step 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 RAM, EEPROM, etc. Access to the RWM (read-write memory) is prohibited (step X29). , and wait until the power to the gaming machine 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 abnormal flag is set (step Step X30). If the RAM abnormal flag is set (Step X30; Y), Since it is unclear whether the probability setting value is correct, it is recorded in the probability setting value area of ​​RAM111c. Clear the stored probability setting value and set it to the initial value (for example, the minimum setting value "1") ( 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) (stage Step X33) and move on to the processing of step X37. Note that if a command is received during the probability setting change, The performance control device 300 that has received the notification will report on the display device 41 or the like that the probability setting is being changed. Know.

[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 abnormal 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 The AM initialization switch 112 is off, and the probability setting is being checked (in the setting check state). The process starts and sets the probability setting confirmation flag, which indicates 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 "Confirming the setting" displays that the probability setting is being confirmed. The device 41 etc. notifies the user.

[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, steps X37 to X43 are executed.

[0202] The game control device 100 first performs security checks during the probability setting change and the probability setting confirmation. To output a signal, set 128 ms (predetermined time) in the security signal control timer area. (Step X37) Note that the count of the security signal control timer 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 maintained for at least 50 ms. The reliability signal is output.

[0203] Next, the game control device 100 allows the 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 determine whether a power outage has occurred (Step X40). If no current is generated (step X40; N), the process returns to step X39. If a power outage occurs (step X40; Y), the power outage occurrence of steps X63 to X69 Performs live processing.

[0204] In this way, unless the setting key switch 153 is on and a power outage occurs, the probability Setting variable state (setting change state, setting change mode) where the setting value can be changed, or probability setting value The setting confirmation state (setting confirmation mode) in which the settings can be confirmed will continue.

[0205] On the other hand, when the setting key switch 153 is off (step X39; Y), prohibit the interrupt (step X41), and send a command to end the notification to the production control device. 300 (performance control board) (step X42). The performance control device 300 that has received the signal will notify that the probability setting is being checked 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 up to now (step X43). If the changing 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 has been confirmed up until now, power-on after step X48 When power is restored, the normal processing is carried out.

[0207] When the setting key switch 153 is off (step X34 ;N), determine 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 predetermined time period (here, 10% of the timer interrupt The number of winning balls is the total number of winning balls (including the total number of winning balls). The field is also cleared to 0. And the safety device (mentioned above) indicates whether it 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 is activated by clearing the safety device activation flag field to 0. The operation of both devices is cancelled, but this may be limited to one of them.

[0208] In addition, in this case, in addition to the probability setting value area, the stack area and unused area are not cleared. Work area for performance display (outside work area) related to the composition, performance information and its display (performance display) 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. These include ball rate, base value (ball payout rate under normal gameplay 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 When both the setting key switch 153 and the RAM initialization switch 112 are ON, Since this is a power failure, normal power-on (power recovery) processing is started, and the first power outage recovery processing 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 RAM is initialized, During normal power-on, the safety device activation flag area is not cleared. Stores the ceiling counter value indicating the number of times the special chart change display game has been executed in a state other than the probability change state. The ceiling counter area that is 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. A command for power outage recovery 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 the RAM initialization process at step X47 and the command sent in step X4 The command sent when power is restored in the process of 9 includes a model specification command indicating the type of gaming machine. , decorative special diagram 1 reservation number command and decorative special diagram 2 reservation number command showing the reservation number of special diagrams 1 and 2, Probability information command indicating the state of probability (high probability state or low probability state) and whether or not there is 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, The power recovery command is included to indicate that the power has been turned on.

[0212] Furthermore, the command at the time of RAM initialization and the command at the time of power recovery include the probability of the gaming machine 10 Setting value information command (probability) that indicates the setting value (setting information) The game control device 100 includes a setting value information command. It is only necessary to send the setting value information command to the performance control device 300 once, and thereafter, The device 300 can control the performance by referring to the setting value information stored therein.

[0213] The command for initializing RAM is the RAM initialization command (RAM clear command). When the performance control device 300 receives the RAM initialization command, it performs the following operations, for example: A customer waiting demo is displayed on the display device 41, and LEDs of the board decoration device 46 and the speakers 19a, 19b, etc. are displayed. The b sound will be played for 30 seconds to notify you that RAM has been initialized (RAM cleared). The command includes a screen specification command that specifies the display content on the screen of the display device 41. The command for specifying the screen is for special charts 1 and 2, both during normal processing (even during fluctuations) If not, use the customer waiting demo command, otherwise use the recovery screen command.

[0214] Next, it is determined whether the safety device is in operation (step X50). As an operation flag, "1" indicating that the safety device is in operation is set as the safety device operation flag. If the safety device is saved in the logging 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 in the middle (step X50; N), the process proceeds to step X52.

[0215] Then, the flag register information (value) is pushed to the internal stack area (stack area). Step X52), safety device information related to safety devices (safety device counter value, safety device Execute the safety device information initialization process to initialize the safety device operation information, previous operation information, etc. (Step After that, the information in the flag register is restored (POP) (step X54). In addition, except when the game stops due to a RAM abnormality (steps X25 to X29), the power is turned on. and unconditionally initialize (clear) safety device information (safety device counter value, etc.) However, if you provide 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 will be described later, when transitioning to the safety device information initialization process, the stack pointer is reset. Safety device information, performance information, and performance display (performance information) from the stack area in the area related to technical control Switch to the outside stack area related to the display of the game. When saving the pointer to the stack pointer storage area in RAM111c, the flag register is Since there is a possibility that the flag (especially the zero flag) may change, the flag is The flag register information is saved. The flag register is an 8-bit register, with each bit being either 0 or 1. The flag register takes the following value. Those disclosed in Patent Publication No. 3299 and Patent Publication No. 2018-94101 can be used.

[0217] Next, the game control device 100 activates 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 CPU 111a sets the code (specified value) for starting the program. 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 generation circuit generates random numbers that are updated only by hardware. As numbers, jackpot random number, winning pattern random number (jackpot pattern 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 transposition pattern is the bit arrangement of the extracted random number (the arrangement before the bit transposition in the upper row). , and rearrange them in a predetermined order to create a different bit arrangement (the arrangement after bit transposition in the lower row). This is a pattern that determines how to replace data when storing it.

[0219] In this embodiment, the bits of the random number are swapped according to a bit transposition pattern. This breaks the regularity and increases the secrecy of the random numbers. The permutation pattern may be a fixed single pattern or a plurality of patterns prepared in advance. It is also possible to select from the turn. Also, it is possible to set it arbitrarily by the user. good.

[0220] Next, the game control device 100 prohibits interrupts (step X56), and the game is stopped. It is determined whether or not (step X57). If the safety device is activated or if the game (special chart change display) A severe error 2 (see below) that requires the game, normal game, round game, etc. to be stopped ) occurs, it can be determined that the game is 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). Execute the performance display editing process to calculate performance information such as the ball payout rate (step X5 9) Here, performance information (such as the ratio of special features and payout rate) may be calculated. 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, you can clear it. Then, restore the flag register information (POP ) (Step X60) and allow interrupts (Step X61). In addition to the case where there is no strong error, there is also a weak error (described later) or a strong error 1 ( Even if a problem occurs (described later), the game is not stopped and the performance display editing process, etc. The processes of X58 to X60 are executed. If a weak error or a strong error 1 occurs, Additionally, it is also possible to configure the system so that the processes in steps X58 to X60 are not executed.

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

[0223] On the other hand, when the game is stopped (step X57; Y), the game control device 100 Interruption is permitted without executing display editing processing etc. (step X61). When the safety device is activated or a severe error 2 occurs, the performance display editing process (especially Since 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 remains unchanged. 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, timer interrupts can be executed. 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 / illegal 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 for error notification (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 level. - Set the volume (below the maximum volume) adjusted in the player setting mode process (step S11) 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 payout. An overflow occurs when the ball runs out and the bottom tray 23 is full. This includes overflow errors that cause switch signals. The signal is not output to the external information terminal 71 (see FIG. 59). This may include errors or abnormal dispensing errors that generate a status signal 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 stopped from playing. Stone fraud, board radio wave fraud, frame radio wave fraud, vibration fraud, abnormal discharge error, V passing error, large prize opening 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). It may include a ball error. When a strong error 2 occurs, the game (special chart change display game) , normal game, round game, etc.) is stopped, and it can be determined that the game is stopped ( Step X57). Also, 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 games (during the jackpot A game stop state (a state where play is not possible, a state where play is prohibited) in which it is not possible to perform the following actions: 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 until a power outage occurs, and the game is not stopped. Unless a safety device is activated or a severe error 2 occurs, the performance display editing process (status Performance information such as base values ​​can be repeatedly calculated using the Calculation Tool (Cup X59).

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

[0231] When a power outage occurs (step X62; Y), the game control device 100 Processing starts, interrupts are temporarily disabled (step X63), and off data is output to all output ports. Then, the power outage inspection area check data 1 is input to the power outage 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 performed (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 outage inspection area, and the check data is saved when the power is cut off. By calculating the checksum, the information stored in the RWM before the power was cut off is backed up correctly. When the power is turned on again, it can be determined whether the device is backed up or not.

[0233] As described above, the main processing has been described. For example, the processing of steps X56 to X62 If the setting key switch and RAM initialization switch are turned on during The same determination process is performed, and the probability setting change flag is set 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 start 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 (game control stack area, in-area stack area ) and the unused area between the external work area and 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 the program 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, there are also safety devices 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 area for storing the number of game balls acquired as prize balls.

[0236] The external work area of ​​RAM is read and written by external programs, and The area outside the work area is the safety device counter value corresponding to the difference in the number of balls (difference in the number of balls). The safety device counter area stores the safety device operation status corresponding to the safety device status. It includes a safety device operation information area for storing information, and a previous operation information area for storing previous operation information. It is possible to store safety device information related to all devices. Safety device counter area (3 bytes size) The value of the safety device counter or the difference in the number of balls is not read by the program in the area. When transmitting this information to the performance control device 300 using a difference ball command, the program in the area reads it. In this embodiment, the safety device counter value is calculated based on the difference in the number of balls. For example, the value is the difference in the number of balls plus 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. It is not limited to this as long as it is something.

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

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

[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 consists 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 the main program or interrupt processing programs The ROM out-of-area program may contain security device information. Safety device information initialization program corresponding to initialization processing, performance equivalent to performance display editing processing A display editing processing program, 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 for 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 Initializes or clears 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 that indicates 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 the stack pointer indicating the stack to be used in the area. Switch from stack area to 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 the general-purpose registers. To save all general-purpose registers, use both register bank 0 and register bank 1. Push 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 ball count decreases from 0, the safety device counter value (= difference in ball count + initial value) is The initial value is set to a value greater than 0, but it can be set 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 It is initialized (cleared) so as not to be disadvantageous to the player, but the special chart change display game is in a special state. The ceiling counter value indicating the number of times the RAM has been executed outside the RAM initialization switch 112 is not turned on. As long as the power is restored, it 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 has not been activated is saved in the old operation 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 stack pointer storage area and 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 RAM without using a register. In this case, the registers are not saved / restored to RAM. Since it is not performed, stack pointer related processing (steps X71, X72, X73, X77, X78) is also unnecessary. Also, saving / restoring flag registers 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 (safety device counter If the value is 0 to 189999, the safety device operation information indicates that the safety device is not activated (normal). Safety functions that correspond to non-operational states (operation notice state, operation warning state, and normal state where no operation is performed) The device is not operational (value 0). The safety device counter value is 190000 to 194999 (safety When the total device counter is 190000 to 194999, the safety device operation information is The safety device activation notice information (value 1) corresponds to the activation notice state that warns of the activation of the safety device.

[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 the operation warning state that warns of the operation of the safety device. In this case, the difference in the number of balls (= number of safe balls - number of discharged balls) reaches the difference in the number of balls standard value of 95,000. However, since the player is in the middle of a big win or a small win, the above condition (1) is met, but the condition (2) is not met. This corresponds to the case where the conditions for the safety device to operate are not met.

[0248] Furthermore, when the safety device counter value reaches 195000 (safety device counter = 195000), When the time limit is reached and the game is stopped, the safety device operation information indicates that the safety device is in operation. In this case, the difference in the number of balls is The ball standard value has reached 95,000, and it is neither a big hit nor a small hit, so the above conditions (1 )(2) is satisfied, it corresponds to the case where the activation condition of the safety device is satisfied. .

[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 value of the external stack area is saved in the data storage area (step X81), and the stack pointer is set to the value of the external stack area. Set the address value that indicates the beginning of the external stack area (external stack area) as (Step X82). This places the stack pointer indicating the stack to be used in the area. Switch from stack area to 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). Here, it is preferable to save all the general-purpose registers. The validity of the work area for performance display is checked, and if it is found to be invalid and abnormal, In this case, the work area for performance display is initialized (including the initial value setting) (step X8 4).

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

[0253] In addition, since the validity check is performed every time the performance display editing process is executed, If the work area is invalid, it can be initialized immediately and abnormal performance indication (abnormal background This can minimize the risk of errors (display of temperature, etc.).

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

[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 (such as the number of out balls and the number of regular winning balls) (Step X85) The total number of balls released since the power was turned on (total number of balls released, total number of outs) A counting interval is set, and each time the total number of out balls reaches a predetermined number (for example, 600 The aggregation period changes each time 00 is added.

[0256] For example, the timing for switching the counting period is determined by the total number of out balls since the power was turned on. The timing of when the numbers become 300, 60300, 120300, 180300... In other words, the width of the time window is basically 60,000, except for the first time window. The first time window is 0 to 300, the second time window is 300 to 60300, and the third time window is = 60300 to 120300 units, 4th aggregation interval = 120300 to 180300 units, 5th aggregation interval The total interval is 180300 to 240300. The interval showing the first to fifth time windows. The numbers range from 0 to 4, and the time window number remains 4 for the sixth and subsequent time windows. The current time window number is stored in the performance display work area.

[0257] When it is time to switch the counting period, the game control device 100 (step X85; Y), and then set the time window (Step X86). The total out counter counts the number of outs (total number of outs), The number of normal outs (normal outs) is the number of out balls (number of discharged balls). Count the total number of winning balls (number of winning balls) in each counting period. You can clear the normal prize ball counter, or the final base value (or latest base value) of each calculation period. ) to the base value storage area of ​​the next time window.

[0258] If it is not the timing to switch the counting period (step X85; N), it is determined whether there is a switch input to the input port to be monitored (step X87 In this embodiment, the input ports to be monitored are the third input port 124 and the fourth input port 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 displayed. Check the rising edge information (copied in step X713 in Figure 64). For each input port to be monitored, 8 bits are used to store the copied rising edge information of the switch. The rising edge information of the switch is recorded for all monitored input ports. If all the information is 0, it can be determined that there is no input, otherwise it can be determined that there is input. Note that unless masked during copying, the rising edge of the switch is input. In the input processing (step X103), a new input (detection) is detected. The bits corresponding to the switches with no new input are set to 1, and the bits corresponding to the switches with no new input 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 first start winning port 36 start winning port 1 switch 36a, the second start winning port 37 (normal The variable winning device) start port 2 switch 37a, the general winning port 35 winning port switch 35a (left Winning port switch, right winning port switch), out ball detection switch 74, etc., game ball detection The base value (or payout rate) can be changed by this.

[0261] Next, the game control device 100 determines whether or not the target switch is in its valid period ( Step X89). In addition, there have been cases of fraudulent entry into the large prize slot and regular power fraud, and the large prize slot and the second start prize slot If the winning to 37 is invalid, that is, the big winning port switch 38a, 39a or the starting port 2 switch 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 enabled, such as 4.

[0262] The game control device 100 is in the valid period of the target switch (step X89; Y). , it is determined whether 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 the 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 determined whether or not the normal base state is in progress (step X92). The base value is calculated and updated during this period. is.

[0264] The game control device 100, when 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 within 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 counting period is calculated as follows: The number of normal outs and the number of normal discharged balls are updated (step X94). If the out ball detection switch 74 is on, the total number of out balls (total out The number of balls and total number of balls dispensed are updated (step X95).

[0265] In this embodiment, the out ball detection switch 74 is used to detect balls that have been ejected from the game area 32. All game balls that have passed through the winning hole or the outlet 30b are detected. Not only the game balls that 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 a place not shown in the figure. The ball is then guided to the out ball detection switch 74 via a path or the like and 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 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 skill state, time-saving state, probability state or special game state), the number of normal prize balls and the number of normal out balls 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 executed according to the loop processing in It is executed at intervals much shorter than the period (for example, 4 msec) (for example, several μsec Therefore, the performance display editing process is executed repeatedly during the interrupt period, and the switch counter Counters (e.g., 0 to 7) are used to assign bits (e.g., bit) to all switches for each input port being monitored. The switch counter covers bits 0 to 7. Also, after the final value (e.g., 7), It is updated to 0, and the input of the switch is started to be checked for the next input port to be monitored. For example, after the input of the switch is first checked for the third input port 124, next, the input of the switch is checked for the fourth input port 126.

[0268] On the other hand, when there is no input of the switch at all the input ports to be monitored (step X87; N), the game control device 100 executes a base value calculation process (predetermined process) for calculating the base value (step X97). Note that there may be a case where there is no input of the switch at the input ports to be monitored from the beginning. On the other hand, even if there is an input of the switch at some or all of the input ports to be monitored from the beginning, after the input of the switch is checked for all the input ports to be monitored, the input information of the target switch with an input is cleared (step X91), and there is no input of the switch at all the input ports to be monitored. In the base value calculation process, the base value is the ratio of the normal prize balls to the normal out balls, and is calculated by normal prize balls ÷ normal out balls. Therefore, when a game ball enters the start winning opening (start winning opening 36, normal variable winning device 37), the big winning opening, or the general winning opening 35, as the first step, the normal prize balls are updated and changed by the input (detection) of the switches 35a, 36a, 37a, 38a, 39a of the winning opening to which the prize balls are awarded, and the base value changes. And as the second step, the normal out balls are further updated and changed by the input (detection) of the out ball detection switch 74, and the base value changes. That is, when one game ball enters the winning opening, the base value changes (is affected) in two steps. When there is no input of the switch at the input ports to be monitored from the beginning. On the other hand, even if there is an input of the switch at some or all of the input ports to be monitored from the beginning. After the input of the switch is checked for all the input ports to be monitored. The input information of the target switch with an input is cleared (step X91). And there is no input of the switch at all the input ports to be monitored.

[0269] In the base value calculation process, the base value is the ratio of the normal prize balls to the normal out balls. And is calculated by normal prize balls ÷ normal out balls. Therefore, when a game ball enters the start winning opening (start winning opening 36, normal variable winning device 37), the big winning opening, or the general winning opening 35. As the first step, the normal prize balls are updated and changed by the input (detection) of the switches 35a, 36a, 37a, 38a, 39a of the winning opening to which the prize balls are awarded, and the base value changes. And As the second step, the normal out balls are further updated and changed by the input (detection) of the out ball detection switch 74, and the base value changes. That is, when one game ball enters the winning opening, the base value changes (is affected) in two steps. The input (detection) of the switches 35a, 36a, 37a, 38a, 39a of the winning opening to which the prize balls are awarded updates and changes the normal prize balls, and the base value changes. And As the second step, the normal out balls are further updated and changed by the input (detection) of the out ball detection switch 74, and the base value changes. That is, when one game ball enters the winning opening, the base value changes (is affected) in two steps. The opening on the game board 30. When a ball enters the out hole 30b, the out ball detection switch 74 inputs (detects) the ball. The number of out balls is updated and changed, and the base value also changes. If a ball is thrown into the 34th position, the number of regular prize balls and regular out balls will be increased depending on the ball thrown into the 34th position. Since the ball is not updated or changed, the base value also remains unchanged. Even if there is a prize ball, the number of prize balls will not be updated because no prize balls will be awarded.

[0270] The base value is the value that is used in steps X224 to X230 of the output process, regardless of whether it has changed or not. The performance display is output to the performance display device 152. 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 turns off.

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

[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 completed. indicates the address of the internal stack area.

[0273] In FIG. 10, the processing 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 prize balls or normal 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 explained. 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 begins.

[0275] When the timer interrupt process is started, the game control device 100 first checks the register buffer to be used. Specify register bank 1 as the bank (step X101), and set the RAM destination to the specified register. Set the upper address of the start address (step X102). Start timer interrupt processing By switching from register bank 0 used in the main processing to register bank 1, 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 status 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. The rate setting change / confirmation process is executed (step X105).

[0277] 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 (for example, large input The drive control of the actuators such as the outlet solenoids 38b, 39b and the drive control of the LEDs (light emitting diodes) The output process for performing the light control etc. is executed (step X106). If a firing stop signal 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 sends the commands (payouts) set in the transmission buffer by various processes. Executes a dispensing command transmission process to output a command to the dispensing control device 200 (step Then, start port 1 switch 36a, start port 2 switch 37a, and winning port switch The switch 35a, the big prize opening switch 38a, 39a, whether or not there is a normal signal input. A winning gate switch that monitors the winnings and errors (such as whether the front frame or glass frame is open). Switch / status monitoring processing is executed (step X108).

[0279] Next, the game control device 100 determines whether the game is stopped (step X109 ) If a safety device is activated or a severe error 2 occurs that requires you to stop playing, 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 the segment LED editing process (step X113). Then, execute the process from step X114 onwards. If no error occurs, In addition, even if a weak error and a strong error 1 occur, the special game processing (step X11 0), Yakumono game processing (step X111), Uzu game processing (step X112), Se Segment LED editing processing (step X113) is executed.

[0281] In the segment LED editing process, the plurality of segment LEDs constituting the collective display device 50 are Some of the LEDs (memory display section, round display section, etc.: LED lamps D3 to D7, D11 to D17) The settings related to the drive are executed. In addition, other parts of the collective display device 50 (variable display part: L Settings for driving ED lamps D1, D2, D8, D10, D18) are controlled by the symbol fluctuation control. The process (steps A16, A18, C15) is executed. The settings for the operation of the power failure recovery process (probability status display section: LED lamp D9) are This is performed using a program such as the 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) 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. If 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) is executed, so the special reserve number (step A 136, A532) and the number of reserved maps (steps C107, C318) are updated by +1 (reserved It can be changed by updating by -1 (when pending is consumed) or by updating by -1 (when pending is consumed).

[0283] In addition, depending on the type of error, such as weak error, strong error 1, and strong error 2, special game processing Processing (Step X110), Gambler Game Processing (Step X111), General Game Processing (Step Step X112) or segment LED editing process (step X113) It is also possible to configure it so that it executes some tasks but not others. For example, if a 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 unit. A safety device that can send a command to the performance control device 300 or set a safety device activation flag. Execute device-related processing (step X114). Executes the magnet abnormality monitoring process by checking the detection signal and determining whether there is any abnormality (step Furthermore, the detection signal from the radio wave sensor 62 of the game board is checked for abnormalities. Execute the radio wave fraud monitoring process (board radio wave fraud monitoring process) to determine whether there is any X116).

[0285] Thereafter, the game control device 100 detects the fraudulent behavior due to vibration based on the input from the vibration sensor 65. Next, execute the vibration fraud monitoring process to monitor the abnormality from the big prize opening (step X117). An abnormal discharge monitoring process is executed to monitor normal discharge (step X118). Then, the large winning port switches 38a, 39a in the special variable winning devices 38, 39, the specific area Based on the input from the switch 72a (V winning port switch) and the remaining ball discharge port switch 73 , monitors abnormal discharge of the special variable winning device 39, and when abnormal discharge occurs, The flag is set. The game ball that has passed through 9a is either a specific area switch 72a (V winning port switch) or a remaining ball discharge. It passes through the outlet 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 the number of balls) and display control of the performance display device 152 (Step X122). Then, the flag register is restored (Step X123). If the safety device is not activated and serious error 2 has not occurred, In this case, if the game is not stopped, the processing of steps X121 to X123 including the integration processing outside the area is executed.

[0288] As will be described later, when transitioning to the out-of-area integration process, the stack pointer is set to game control. Switch from the related in-area stack area to the out-area stack area. When saving the stack pointer to the stack pointer save area in RAM111c, the flag Since the register flags (especially the zero flag) may change, 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 out-of-area integration process is not performed. The safety device counter value is not updated, and the performance display contents such as base value are not updated. This eliminates 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 ( Step X110), Yakumono game processing (Step X111), Uzu game processing (Step X 112), and a configuration that executes segment LED editing processing (step X113) is also possible. It is also possible to configure the system to execute out-of-area integration processing even if a strong error 2 occurs.

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

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

[0293] The game control device 100 first outputs the data of the segments of the collective display device (LED) 50. output port 135 (segment output port) (see Figure 3) to which the OFF data is input. The output port 135 is reset (step X201). Then, all solenoids ( For the outlet solenoids 38b, 39b, lever solenoid 72b, and normal solenoid 37c Set the output data of the OFF state (step X202). Then, step X109 and so on. 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 operating, and the big prize slot and specific area The area 72, the normal variable winning device 37, etc. are closed and in the closed state. The big prize entrance is closed and round play (play during big wins or small wins) cannot be performed. .

[0295] Then, the game control device 100 sequentially scans the digit lines of the collective display device (LED) 50. The value of the digit counter for scanning is updated by +1 in the range of 0 to 3 (only 1 is added). The next value after 3 is updated to 0 (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 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, set the output data for prohibiting emission (step X210). Step X211). In addition, like step X203, it is determined whether the game is stopped or not. The setting is made (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 transferred to the segment line. Load the launch output data (step X213), set the launch permission output data (step X214), Step X214) and send the loaded segment output data to output port 1 for segment output. 35 (step X215). Note that this segment area is an in-area work area. (Game control work area)

[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 a new digit line is updated, a new digit line is selected and the eight cells of the digit to which this digit line is connected are Segment output data is output to the segment line. Digits 0 to 3 are output in order. A dynamic driving method (dynamic lighting control) for the collective display device 50 is selected. is realized.

[0299] On the other hand, when the game is stopped (step X212; Y), the game control device 100 Without processing steps X213 and X214, the off data (step X21 0) is output to the output port 135 for segment output (step X215). In the case where the safety device is activated or a strong error 2 occurs, the game is stopped. The collective display device 50 is turned off. As a result, the special chart variable display game and the special chart variable display game are turned off in the game stop state. The game with the normal display function cannot be executed. Then, the player who saw the collective display device 50 stops playing. The system is currently stopped, a safety device has been activated, or a severe error 2 (illegible 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. and synthesizes the synthesized external information data (step X216), and then issues a launch permission or launch command. The output data of the projection prohibition is synthesized (step X217), and the final synthesized data is used 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 firing permission data (step X214), and if the game is stopped, If this is the case, the output data will be for prohibiting firing (stopping firing) (step X211). When the safety device is activated or when a severe error 2 occurs, the ball will be released. While the launch of game balls from the shooting device is prohibited, it can only be done when the game is stopped. In this case, the ball launcher is permitted to launch the game balls. However, it is also possible to configure the ball launcher to allow the ball to be launched and not to prohibit (stop) the 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 the output port 1 (step X219). The data to be output to the test terminal output port 2 on the relay board 70 is loaded. 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 that 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 calculates the data of the segments of the performance display device (LED) 152. Outputs OFF data to output port 141 (segment output port 2) and outputs Then, the digit line of the performance display device 152 is reset (step X224). The value of digit counter 2 for sequential scanning is updated by +1 in the range of 0 to 3 (1 is (Step X225) Furthermore, the digit counter is updated to 0 after 3. Obtain the digit output data to the LED digit line corresponding to the value of data 2 (step X 226). The acquired digit output data is then sent to output port 142 (digit output port Output to (2) (step X227).

[0304] Next, the game control device 100 determines whether the game is stopped or not, as in step X203. (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 Load the segment output data (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 result is output to the communication output port 2 (step X230), and then the output process ends.

[0305] On the other hand, when the game is stopped (step X228; Y), the game control device 100 The output process ends 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 Since the off data of step X224 cannot be output to the The value is output to the output port 141. In this case, the value of the digit counter 2 is 0 to 3. When the range is completed, 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 game facility who sees the performance display device 152 can see that the game is stopped and that the safety device It can be recognized that a strong error 2 (invalid error) has occurred.

[0306] In addition, even if a 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 slot switch / status monitoring process] Next, the winning port switch / status monitoring process (step X108) will be explained in detail. Figure 13 shows the procedure for the winning slot 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 (within 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. (Step X302). And, even though the upper prize entry gate is not open, The fraud and winning monitoring process monitors the prize slot for fraudulent winnings and detects legitimate winnings. Execute (step X303).

[0309] Thereafter, the game control device 100 controls the lower large winning port in the lower large winning port (special variable winning device 38). A winning slot monitoring table 2 corresponding to the switch 38a is prepared (step X304). Even though the lower prize entry gate is not open, the gate is monitored to check for any illegal winnings. 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, execute fraud and winning monitoring processing to detect normal winning (step X307). Next, we prepared a prize gate monitoring table for a prize gate switch that allows winning at any time and does not require fraud monitoring. (Step X308). The winning port switch that can always win is the start port 1 switch 36a and 35 general prize winning slots.

[0311] Next, the game control device 100 executes a win number counter update process to update the number of wins ( Step X309) Then, any of the multiple switches and signals whose status should be monitored is selected. 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] Thereafter, the game control device 100 changes the state to be monitored according to the value of the state scan counter. A gaming machine status monitoring table 1 for setting is prepared (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 in the gaming machine status monitoring table 1. If the value of the counter is 0, an error is output due to an occurrence such as a disconnection of the switch connector. The status (switch abnormality error) based on the constant detection signal is monitored and the status scan counter If the value of the parameter is 1, the value is based on the chute runout switch signal from the dispensing control device 200. The state (shooting ball out error) is monitored. The value of the state scan counter is 2. If the overflow switch signal is set to monitor the status (overflow error), If the value of the status scan counter is 3, the status based on the dispensing abnormal status signal is In this way, the gaming machine status monitoring table 1 is set to monitor the status (payout abnormal error). ,Weak errors are monitored.

[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 whether a game has occurred or not (step 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 open detection switch is used. If the monitoring of the status (glass pane open error) is set and the value of the status scan counter is 1, In this case, the status is based on the signal output from the main frame open detection switch (main frame open error, front If the value of the status scan counter is 2, The monitoring of the status (frame radio wave illegal) based on the frame radio wave illegal signal is set, and the status scan counter If the value is 3, monitoring of the state based on the touch switch signal is set.

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

[0317] In addition, if the value of the error scan counter is 0 ( X315; Y), a dispensing business indicating whether the dispensing control device 200 can start dispensing control. Sets the busy signal status (dispense busy signal flag) based on the signal. The number check process is executed (step X316), and the process proceeds to step X317.

[0318] The processing 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 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 there are any game balls remaining in the specific area switch 72a. Execute the remaining ball monitoring process (step X318), and execute the winning slot switch / status monitoring process. Exit.

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

[0322] [Fraud & Prize Monitoring Processing] FIG. 14 is a flowchart showing the procedure of the fraud and winning monitoring process. The process is the same as steps X303 and X304 in the winning port switch / status 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 variable winning device 39, the winning port switch in the normal variable winning device 37 (Starting gate 2 switch 37a) is the processing performed for the second starting winning gate (normal variable winning For the prize device 37) and the large prize opening (special variable prize device 38, 39), a forcible opening and closing member Since it is easy to open the door and insert game balls to pay out prize balls, Provide positive monitoring.

[0324] The game control device 100 first checks the fraud monitoring period flag of the winning slot switch that is the error monitoring target. (Step X321), and determine whether it is during the fraud monitoring period (Step X322). For example, the fraud monitoring period is when the winning gate switch that is the target of error monitoring is not For example, when the winning entrance switch is the lower large winning entrance switch 38a, This is a period other than the special game state in which the special variable winning device 38 is opened.

[0325] Then, if it is the fraud monitoring period, the game control device 100 ), and determine whether there is an input to the target winning entrance switch (step X323). If there is no input to the winning port switch (step X323; N), the target alarm timer is updated. Load the information (step X332). Also, if there is an input to the target winning port switch (Step X323; Y), the number of 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). The setting is made (Step X325).

[0326] The reason for the number of judgments being set to 5 is that, for example, if the big prize entrance in the open state is converted to the closed state, At that time, the game ball gets caught in the door material of the big prize opening, and the game ball exceeds the valid period of the count switch. This is to prevent fraudulent winnings due to excessive input or noise in the signal. This is to prevent a false positive from being easily detected as an error.

[0327] Then, if the number of pieces is not equal to or greater than the judgment number, the game control device 100 (step X325; N ), prepare a winning slot monitoring table for the target winning slot switch (step X330). If the number of fraudulent winnings is equal to or greater than the number of fraudulent winnings (step X325; Y), the number of fraudulent winnings is set as the number of fraudulent 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 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) , prepare the winning port monitoring table of the target winning port switch (step X330), and set the prize ball The winning number counter update process is executed (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 determined whether or not the notification timer is permitted to be updated (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 the notification timer is allowed to be updated (step X333; Y), the target notification timer If the current time 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 alarm timer is updated when the error monitoring target winning port switch is an error in the normal variable winning device 37. If it is a prize port switch (start port 2 switch 37a), it is permitted. Also, one special variable If there are two winning port switches in the automatic winning device (large winning port), the alarm timer is updated by the If the error monitoring target winning gate switch is one, it is permitted. If the switch is the other way around, it is not permitted. For correct notifications, the notification timer is updated twice as frequently, and the specified time (e.g., 60 This prevents the time from running out halfway through the specified time (000ms).

[0332] After that, the game control device 100 determines whether the value of the notification timer is 0 (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 ends. Also, if the value of the alarm timer 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 false winning cancellation flag 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] The game control device 100 is at the moment when the value of the notification timer becomes 0 (step X33 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 is cleared (step X339).

[0334] In addition, after the processing of step X339 is completed or the notification timer is If the value is not 0 at the moment (step X338; N), that is, if the value is 0 at the moment 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. Compare 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 found to be the case (step X340; Y), the fraud and winning monitoring process is terminated. If the invalid flag does not match the value in the target invalid flag area (step X340; N), save the prepared fraud flag in the target fraud flag area (step X341), The output command setting process is executed (step X342). After that, the fraud and winning monitoring process is completed. Complete.

[0336] By the above process, when a fraud occurs, a fraud occurrence command is sent to the performance control device 300. When the fraud is cancelled, a fraud cancellation command is sent to the performance control device 300, and a notification of fraud is sent. The start and end of the

[0337] [Winning number counter update process] FIG. 15 is a flowchart showing the procedure for updating the winning number counter. The data update process is performed in step X309 of the winning entrance switch / status monitoring process shown in FIG. 13 and in 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 you to stop playing, 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 Obtain the number of winning entrance switches to be monitored from the bull (A2202), and select the target winning entrance switch It is determined whether there is an input to the winning table of the winning slot 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 been completed (step X366).

[0340] On the other hand, if 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 slot switch is added to the number of winning game balls (step X355). The added value is saved in the area for the number of winning balls (step X356). The number of winning balls stored in the winning ball number area is updated for each winning slot switch, The number of balls will ultimately be the total number of prize balls won within one interval.

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

[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). 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 occurs (step X359 ;N), and save the updated value in the prize number counter area 1 (step X360). After the process of step X360 is completed, or if an overflow occurs (step X35), 9;Y), 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 or not an overflow occurs due to the updated 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 processing of step X364 is completed, or when an overflow occurs, the game control device 100 If a table address occurs (step X363; Y), the table address is set to the address of the next record. Update (step X365). Then, determine whether or not monitoring of all switches has been completed. (Step X366).

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

[0347] The game control device 100 does nothing when the game is stopped (step X351; Y). The winning number counter update process is then completed. The detection of game balls in the touch is disabled, the number of game balls won is not updated, and the number of winning counter area 1 Since 2 and 3 are not updated, the winning information is not stored and the winning balls are not paid out. In addition, before the game is stopped (i.e., the detection of the game ball by the winning slot switch is valid), The payout of prize balls based on the winning information stored at the time of the game will continue even when the game is stopped. do.

[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) for The winning data corresponding to the winning balls that have not yet been transmitted is stored. The counter area 1 serves as a prize ball command counter capable of storing information relating to prize ball commands.

[0349] The winning number counter area 2 is a predetermined number of winning balls (scheduled number of payouts) generated by winning into the winning slot. It is used to send a main winning ball signal to an external device every time the number (here 10) is reached. The winning data corresponding to the winning balls in the area where the main winning ball signal generation process is not performed. That is, the winning number counter area 2 stores information about the main winning ball signal. It forms a memorizable main prize ball signal counter.

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

[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 performed in step X312 in the winning port switch / status monitoring process shown in FIG. , and is executed on X314, etc.

[0352] The game control device 100 first obtains the status monitoring table corresponding to the status scan counter. The status scan counter ranges from 0 to 3 according to the game status. The value of the range is set. Regarding the relationship between the status monitoring table and the status scan counter, This is as explained in the prize slot switch / status monitoring process.

[0353] Next, the game control device 100 determines whether the signal to be checked is on ( 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 off status 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 a normal state for error signals, and indicates a normal state for touch switch signals. 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 An ON command is acquired and prepared (Step X377). Furthermore, the target status ON monitoring timer The current comparison value is obtained (Step X378). The status on flag is related to the error signal. For touch switch signals, it indicates a 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 area matches the acquired signal state (step If they match (step X379; Y), proceed to step X382. If they do not match (step X379; N), the target signal control area is acquired. The signal state 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) Furthermore, it is checked whether the updated status monitoring timer value is greater than or equal to the corresponding timer comparison value. It is determined whether the updated status monitoring timer value is equal to 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 value of the status monitoring timer is a corresponding timer comparison value. In the above cases (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 set to the target state flag. It is determined whether or not the value of the tag area matches (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. Save it in the area (step X386). Finally, the performance command to set the performance command is The setting process is executed (step X387) and the gaming machine status check process is terminated.

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

[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 / confirming 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 a normal range (step The probability setting value here is included in the work area in RAM111c. It is stored in the probability setting value area.

[0362] If 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 signal is output via 0a and 150b (step X404).

[0363] Here, the probability setting value display data is the display probability setting value displayed on the performance display device 152. This data is stored in the probability setting value display data area. In order to prevent confusion among hall staff and other related parties, the same jackpot probability is applied even if the probability setting value is different. (and small 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 is the same probability of a big win (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 timer is not 0. (Step X405). The security signal control timer is set at step X37. 128 ms (predetermined time). Next, the external device (game center internal management device (hall computer The security signal ON data for notifying the abnormality to the external information terminal 7 1 (step X406). Here, the jackpot 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 determines whether the probability setting change flag is set. (Step X407). If the probability setting change flag is not set (Step X408), (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 or not this is the first timer interrupt after power-on (step X408). If it is a process (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 accidentally reset. This is to prevent updates from occurring.

[0367] The game control device 100 executes the timer interrupt process if it is not the first timer interrupt process after power-on (step X408; N), and determine whether there is an input from the RAM initialization switch 112 (step X409). If there is no input from the RAM initialization switch (step X409; N), The setting change / confirmation process ends.

[0368] When the RAM initialization switch 112 is input (step X 409;Y), the working setting value in the working setting value area (in RAM 111c or register) is retrieved. The probability setting in the probability setting value 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) stores the 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 range of possible working settings can be changed by multiple probability settings. In the case of multi-stage settings, for example, 0 to 1 or 0 to 5, but in the case of single-stage settings, 0. In the case of multi-stage setting, the operation is repeated every time the RAM initialization switch 112 is operated. The setting value and probability setting value are updated to different values, but in the case of a one-stage setting, they remain the same even after updating. 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, or the game state is switched to a setting variable state, etc. When this occurs, a command (setting value information command) is sent to the performance control device 300 to inform the performance control device 300 of the setting value. Similarly, it may be transmitted every time the probability setting value is updated by +1, or when the setting is changed to a variable state, etc. When the game state is switched, the test signal can be output to an external test firing device. In addition, these transmissions and outputs may be stopped if there is an abnormality such as a main abnormality in the game control device 100. In addition, if the game is in a special state, time-saving state, or jackpot state, it is advisable to stop the game. When the state is changed or when the special chart change display game starts, the setting is made in the performance control device 300. A command to notify the value (setting value information command) may be sent, or the test signal may be transmitted from an external tester. It may be possible to output the data to a shooting test device.

[0370] In the above description, the working setting values ​​are updated every time the RAM initialization switch 112 is operated. The probability setting value in the probability setting value area is updated directly in response to the The probability setting value (working setting value) being changed is stored in the working setting value area, and the setting When the key switch 153 is turned off and the setting change operation is completed (step X39; Y) The value corresponding to the working setting value in the working setting value area is first stored in the probability setting value area. In 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 for 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 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 winnings (step A1). In the visual processing, the game ball enters the normal variable winning device 37 which is the starting winning hole 36 and the second starting winning hole. When you win, various random numbers (such as jackpot random numbers) are extracted, and a special chart variation 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 details of the start port switch monitoring process will be described later.

[0373] Next, a specific area switch that monitors the entry (entry) of a game ball into the 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 prize winning port switch monitoring process, the countdown switch provided in the special variable prize winning device 39 The detection of the game ball at the switch (upper large winning port switch 39a) is monitored.

[0375] Next, the game control device 100 updates the special game processing timer by -1 if the timer is not 0 (1 (Step A4) The special game processing timer is updated by -1. The time is measured for the interrupt period (4 msec) 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. (Step A6). Furthermore, using the special game sequence branch table, The branch destination 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 fluctuations in dynamic display games, set the start of fluctuations in special chart fluctuation display games, set the performance, , executes the special chart normal processing, which sets the information necessary for processing the special chart change (step Details of the special chart normal processing will be explained later.

[0378] If the game processing number is "1" in step A8, the game control device 100 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 necessary information such as the stop command for the displayed pattern and the stop display time corresponding to the stopped pattern. Then, set the processing number "2" for the special chart display processing and save it in the special chart 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 occurred. Executes processing during special diagram display to set information necessary to transition to the state 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 set the processing number "0" for the special game processing number area. If the result of the special chart change display game is a small win, you can 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 it and save it 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 determines that a small win has occurred. Execute pre-release processing (step A12). For example, in the pre-release processing for small wins, The opening time of the large prize opening (small prize opening time, for example 1.6 seconds) is set in the special game processing timer area. Save the data to the upper prize entrance solenoid output data area, and open the small prize Set the middle command as a production command and set the processing number "4" for small hit opening processing 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 determines that a small win has occurred. 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 balls are processed. 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 determines that a small win has occurred. Execute remaining ball processing (step A14). For example, in the small win remaining ball processing, Set the processing number for this process to "0" and save it 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 number 1. After preparing a special variation control table for controlling the variation of 51 (step A15), The pattern change control process for the special pattern 1 display 51 is executed (step A16). After preparing the special variation control table 2 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). The opening action of the lever solenoid 72b is controlled so that the lever solenoid 72b is opened during a small hit. 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 explained. 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 It is determined whether or not there is a win in the starting winning slot 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 into the starting winning slot 36 (step A103; Y), the player who hits the right side It is determined whether or not the state is a technique state (step A104).

[0386] When the game control device 100 determines that the game state is not a right-hit state (step A104 ;N), execute the processing from step A107 onwards. On the other hand, if the game state is to hit 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 code setting process, the performance command is written to the serial transmission buffer, and the performance command is The information is sent to the control device 300.

[0387] In other words, if the normal power support state (time-saving state) is in effect, the probability state of the variable display game (high probability Regardless of the probability state / low probability state), prepare the right-hand hit instruction notification command and execute the performance command. In this embodiment, the left hand is more likely to win the starting winning slot 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 the left hit Hitting the right hand side is more advantageous than hitting the left hand side, but if the winning entry is made to the starting winning slot 36 during normal power support mode, In other words, if you hit left while in normal power support mode, a right-hit instruction notification frame will appear. 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 displaying a right-click instruction.

[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 switch common processing. (Step A108). Then, the winning of the second starting winning slot (normal variable winning device 37) Prepare a monitoring table (step A109), and execute the hardware random number acquisition process (step A 110), and determine whether or not there is a winning entry into the second starting winning slot (step A111). If there is no winning at the start winning port (step A111; N), the start port switch monitoring process Exit.

[0389] On the other hand, when there is a winning at 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 activated and in an open state where the game ball can win. (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 determine whether normal power fraud is occurring (step A113). If the number of fraudulent winnings is equal to or greater than the number of fraudulent winnings (for example, 5), then it is determined that fraudulent electricity is occurring. The normal variable winning device 37 is in a closed state, and the game ball cannot win a prize. Therefore, if a game ball enters the game in the closed state, If an abnormality or fraud occurs, and there is a winning ball in this closed state, The number of such illegal wins is counted as the number of illegal wins. If the number is equal to or greater than the correct occurrence determination number (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 After preparing a table for setting information on the reservation by the variable winning port (normal variable winning device 37) ( Step A114), execute the special start port switch common processing (step A115), start The switch monitoring process is terminated. In addition, in step A113, it is determined that a normal power fraud has occurred ( If the answer is "Yes" 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 starter 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. The flowchart shows the procedure for the special start port switch common processing. When the switch 36a or the start port 2 switch 37a is input, This is the process that is performed.

[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 number of outputs has overflowed. If the number of outputs does not overflow (step A133), 133;N), and save the updated value in the start gate signal output count area of ​​the RWM (step A 134), the process proceeds to step A135. On the other hand, if the number of outputs 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 outputs has overflowed.

[0394] Next, the game control device 100 turns on the start port 1 switch 36a and the start port 2 switch 37a. Of these, the number of reserved special drawings (start memory number) to be updated corresponding to the start switch to be monitored is the upper limit 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 drawing start port switch common processing is ended Also, 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 (number of reserved special drawings 1 or number of reserved special drawings 2) by +1. (Step A136), and the target start port winning flag is saved (Step A137).

[0395] Next, the game control device 100 performs a random number detection corresponding to the start switch and the number of reserved special symbols to be monitored. The address of the number storage area is calculated (step A138), and the hardware random number acquisition process prepares the address. The jackpot random number is saved in the jackpot random number storage area of ​​the RWM (step A139). A random number of winning symbols in a special symbol variable display game that starts upon detection of the monitored start switch is extracted and saved in the jackpot symbol random number storage area of ​​the RWM (step A140). , a small winning pattern variation of a special pattern variation display game that starts upon detection of a start switch to be monitored The number is extracted and saved in the small winning symbol random number storage area (step A141). Extract the random number of the support symbol to determine the pattern, and use the random number of the support symbol to determine the pattern of the RWM support symbol. The pattern random number is saved in the 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 symbol random number, and step A141 is optional and In addition, since there is no small win 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 winning pattern random number, the support winning pattern random number, and the big winning pattern random number are the special pattern 1 stopping pattern described below. In the setting process (step A323) and the special chart 2 stop pattern setting process (step A333) , the stop symbol number at the time of small hit, the stop symbol number at the time of support hit, or the stop symbol 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 winning symbol random number, the support winning symbol random number, the big winning symbol random number, The random numbers are set independently, but in order to reduce the random number storage area of ​​the RWM, By sharing two random numbers (common random numbers), the small winning pattern (stop pattern number at the time of small winning, small winning stop pattern Pattern pattern), Support winning pattern (stop pattern number when support winning, support winning stop pattern) , and the jackpot symbols (the stop symbol number at the time of the jackpot, the jackpot stop symbol pattern) are distributed. 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 assigning to or determining the winning symbols, the range of common random numbers is divided into When assigning symbols to the winning symbols or determining the winning symbols, the range of common random numbers is divided into 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 be judged in advance ( Step A144). In the special reserved information determination process, the saved jackpot random number and winning pattern random number are (Big win pattern random number, small win pattern random number, support win pattern random number) based on the stop pattern information (Big win pattern random number, small win pattern random number) Predictive stop corresponding to winning stop pattern, small winning stop pattern, time-saving stop pattern, losing stop pattern The first half variable number (before reaching) based on the pattern command and the saved variable pattern random number 1 to 3 The predicted fluctuation pattern code corresponding to the second half fluctuation number (number of fluctuation after reaching) The command is set as a performance command. Then, the start switch and special chart hold of the monitored object are A decorative special drawing reservation number command corresponding to the number is prepared as a performance command (step A145). , Execute the performance command setting process (step A146), and perform the special drawing 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 be able to determine the result of the variable display game before it 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 The start memory means stores a predetermined number of start memories as execution rights for the program. The start memory means (game control device 100) stores the game balls to the first start winning hole (start winning hole 36). The various random numbers extracted based on the winnings are stored as the first starting memory up to a predetermined number, and 2. Various random numbers extracted based on the winning of the game ball into the starting winning hole (normal variable winning device 37) are stored as second start-up memory up to a predetermined number.

[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 explained. 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 operating (step (Cup 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 displayed. The condition is saved in the device operation information area (step A204), and the specific area switch monitoring process is performed. Finish.

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

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

[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 (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 accessory, and the remaining ball counter of the big prize opening is 0. If so (step A301; Y), is the number of reserved special drawings 2 (number of second start memories) 0? If the number of reserved special drawings 2 is 0 (step A302), ; Y), 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 for special chart 1 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 the 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 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). 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] Also, the game control device 100, if the number of reserved special figures 2 is not 0 (step A302; N) , execute the special chart 2 change start process (step A303), and the decorative special chart corresponding to the special chart 2 reserved number is Prepare the reserved number command (decorative special diagram 2 reserved number command) as a performance command (step A304), and execute the 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] Also, the game control device 100, if the number of reserved special figures 1 is not 0 (step A307; N) , execute the special chart 1 change start process (step A308), and the decorative special chart corresponding to the special chart 1 reserved number is Prepare the reserved number command (decorative special diagram 1 reserved number command) as a performance command (step A309), and execute the 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 diagram 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. If there is a second start memory in the memory means (game control device 100), A variable display game is executed with priority over a variable display game based on the first start memory. The control means is a special chart 1 variable display game that is executed in priority to the special chart 2 variable display game. In the case of preferential consumption of reserved 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.

[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 symbol 1 variation flag is saved in the variation symbol discrimination area (step A321). 1. The jackpot flag 1 is used to determine whether the variable display game is a jackpot or not. Execute the jackpot flag 1 setting process, which performs processing such as setting jackpot information (Step A 322). Details of the jackpot flag 1 setting process will be described later.

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

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

[0418] Next, the game control device 100 sets the variable pattern of the special variable display game. Special Chart 1 Variation Pattern Setting Information, which is a table in which information for referencing various information is set An information table is prepared (step A325).

[0419] Thereafter, the game control device 100 performs a variable pattern display in the variable display game shown in FIG. Execute the fluctuation pattern setting process to set the turn (fluctuation pattern number) (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 variable start information setting process is executed (step A327), and the variable start process of special chart 1 is completed. In the fluctuation start information setting process, the fluctuation time value corresponding to the fluctuation pattern (fluctuation pattern number) The value corresponding to the variation pattern number is acquired and saved in the special game processing timer area. Prepare the change commands (MODE, ACTION) as the performance commands. In addition, the variable start information setting process performs the variable display game that will start from now. 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 processing (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 that 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 symbol 2 variable flag indicating this is saved in the variable symbol discrimination area (step A331). , Special chart 2 variable display game to determine whether the jackpot flag 2 is a jackpot or not 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 whether the special symbol 2 stop symbol (symbol information) is related to the special symbol 2 variable display game. The special symbol 2 stop symbol setting process for setting 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 movement pattern. Next, regarding the setting of the variation pattern of the special chart 2 variation display game, Special Chart 2 Variation Pattern Setting is a table in which information is set to refer to various information 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 is changed. A variable start information setting process is executed to set the information on the start of the variable (step A337), and the special diagram 2 variable The startup process ends.

[0424] [Jackpot 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 hit flag 1. be.

[0425] The game control device 100 first stores the miss information in the big hit flag 1 area and the support hit flag 1 area. The information is saved (step A341). Next, the RWM special chart 1 jackpot random number storage area (reserved The jackpot random number is loaded from the number 1 (for number 1) and prepared (step A342), and the special chart 1 jackpot 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 in the digestion order (here, the first among special charts 1) (random This is the area where the prepared jackpot random number value matches the jackpot judgment value. A jackpot determination process is executed to determine whether or not a jackpot has occurred depending on whether or not the jackpot has occurred (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 and saved in the flag 1 area (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, special chart variable display game A support hit determination process is executed to determine whether or not the support hit is true (step A347). The result of the determination is judged to be a support hit or not (step A348). The random number value is also used to determine whether the support hits are successful (in other words, the support hit determination and the jackpot The same random number is used to determine whether the game has a support hit (time-saving hit) in the special chart variable display game. ) is 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 special decorative pattern variable display game. As a stopping result, a time-saving pattern can be displayed on the display device 41.

[0428] The game control device 100, when the special chart variable display game is a support hit (step A348 ;Y), in step A341, the support hit flag 1 area where the miss information was saved is set to support hit. The information is overwritten and saved (step A349), and the jackpot flag 1 setting process is completed. On the other hand, if the special chart change display game is not a support hit (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 way, in this embodiment, the result of the special chart 1 variable display game is "jackpot", " The result will be either a "Po hit (time-saving hit)" or a "miss", and there is no "small hit". Steps A347 to A349 are optional and can be omitted. Therefore, it is not necessary to set "support hit (time reduction hit)" as the result of the special chart 1 variable display game. It is also possible to configure the game so that a "small win" is included in the results of the Special Chart 1 Variable Display Game.

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

[0431] [Jackpot flag 2 setting process] Next, details of the jackpot flag 2 setting process (step A332) in the special chart 2 variable start process FIG. 26 is a flowchart showing the procedure for setting the jackpot flag 2. This process is the same as the process in the big hit flag 1 setting process shown in FIG. This is done on starting memory.

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

[0433] The game control device 100 determines whether the result of the small win determination process (step A354) is a small win. If (step A355; Y), the small win information 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 The result of the determination is a support hit. In this embodiment, the determination of the support hit is made as follows (step A358). The same random number value is used for the jackpot determination (in other words, the same random number value is used for the jackpot determination and the support determination). Here, the support hit (time reduction hit) of the special chart variable display game is the next special chart This is a time-saving result (specific result) that will cause the game to enter a time-saving state from a variable display game. In response to the result, the performance control device 300 displays the time-saving diagram as a result of stopping the special decorative diagram variable display game. The pattern can be displayed on the display device 41.

[0435] If 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 completed.

[0436] On the other hand, if the result of the support hit determination process (step A357) is not a support hit (step The option A358;N) is a jackpot random number that matches the jackpot judgment value. Depending on whether or not the number of the winning combination is 1, a jackpot determination process may be executed to determine whether or not the winning combination is 1 (step The game control device 100 determines whether or not a jackpot has been determined (step A360). If it is a jackpot (step A361; Y), the loss 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 completed. Meanwhile, the result of the big hit determination process (step A360) is 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 program is running.

[0437] In this way, in this embodiment, the result of the special chart 2 variable display game is "small hit", "support hit", It will be either "(time shortening hit)" or "miss", but as an option, special chart 2 fluctuation It is also possible to provide a "jackpot" as a result of the displayed game.

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

[0439] [Jackpot determination process] Next, the jackpot determination process in the jackpot flag 1 setting process and the jackpot flag 2 setting process ( The details of steps A344 and A360 will be described. 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 determination value (step A373). The jackpot random number is the same as the jackpot determination value. The value is the jackpot random number, and the jackpot random number is equal to or greater than the lower limit judgment value, which is the lower limit of the jackpot 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 between the low probability state (normal probability state other than the probability state) and the high probability state (probability state). It's okay to be.

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

[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). After the determination result is set, the jackpot determination process Exit.

[0443] [Small hit determination processing] 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 determination process is executed during the timer interrupt process. This is a common process and is also executed in special chart reservation information determination processes, etc.

[0444] The game control device 100 first sets a small win upper limit judgment value corresponding to the probability setting value (step Whether the value of the big hit random number of the target (special chart 2) is less than the small hit lower limit judgment value (Step A382). A small win is determined when the big win random number is equal to or greater than 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. It is equal to or greater than the small hit lower limit judgment value, which is the lower limit of the fixed value, and is the upper limit of the small hit judgment value. If the value is equal to or less than the upper limit of the hit judgment value, it is judged to be a small hit. It may be different between the probability state (normal probability state other than the special state) and the high probability state (special 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. It does not set its own small hit random number, but also uses the big hit random number to determine the small hit, but It is also possible to configure a small win random number.

[0446] The game control device 100 determines whether the value of the target (special drawing 2) big win random number is less than the small win lower limit judgment value. If so (step A382; Y), a failure is set as the judgment result (step A384). , 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 target (special chart 2) big hit random number is greater than the small hit upper limit judgment value It is determined whether the value of the jackpot random number is greater than the upper limit judgment value for the small jackpot (step A383). If it 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 small win probability is 1 / 8 (=12.5 %), the small hit lower limit judgment value and small hit upper limit judgment value are set, but the small hit probability is Other values ​​are also possible.

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

[0449] The game control device 100 first sets a support winning 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 determination value (step A393). In addition, a support hit means that the jackpot random number corresponds to the probability setting value and the game state. The support hit judgment value is a series of multiple 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 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 hit judgment value is the low probability state (normal probability state other than the probability state) and the high probability state (probability state ) may differ.

[0450] Of course, the result of the same special chart change display game is a support hit and a jackpot, or a support hit 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. In this embodiment, the random number of 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 value for the support hit ( Step A393; Y), and set a miss (other than a support hit) as the judgment result (Step A 395), the support hit determination process is completed.

[0452] In addition, the game control device 100, when the value of the jackpot random number is not less than the support hit lower limit judgment value, (Step A393; N) Is the value of the target jackpot random number greater than the support hit upper limit judgment value? It is determined whether the value of the jackpot random number is greater than the upper limit judgment value for the support jackpot (step A394). In this case (step A394; Y), a miss (other than a support hit) is set as the judgment result (step Step A395). On the other hand, if the value of the jackpot random number is not greater than the upper limit judgment value for the support hit (step A395). Step A394: N), and set the support hit 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 made by lottery using the jackpot random number value. ) is performed. In the lottery-based support hit judgment (time-saving judgment), the jackpot random number is used to judge the support hit. If it matches the fixed value (time-saving judgment value), the judgment result will be the support 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) 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 a support hit, Setting 6 (or the high setting side) is set to make it difficult to win the support hit. This can mitigate the disadvantages 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 this. Also, from setting 1 to setting 6, the support hits will be monotonously You can change the probability of winning each time, or you can change it every two stages of the setting, so it doesn't have to be monotonous. By making the winning probability of the support hit different between the even number setting and the odd number setting, it is possible to estimate the probability setting value. This may increase the interest of players.

[0455] In addition, during the low probability of winning (outside of the probability state) and the high probability (during the probability state), You can make the winning probability of each lottery different to make it more interesting, or you can keep it the same for simplicity. It is easier to win during low probability (outside of the probability state) and harder to win during high probability (during the probability state), You can set the probability of winning a support hit to mitigate the disadvantage of low probability, or conversely, This may be adjusted to 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 it will only be won during low probability (during high probability, The probability of winning is zero), and the disadvantage during low probability periods may be mitigated.

[0456] In addition, the probability of winning a 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 in the (time-saving state or probability change state), support in the special chart 2 variable display game The winning probability may be set 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 variation display game has been increased to the special chart 2 variation 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 game variations is set to zero, and the other special game is set to zero. Support hits may occur only in games with changing chart display.

[0457] When the result of the special chart change display game is a support 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 will suddenly be reduced without going through the jackpot (sudden time reduction). , a special decorative symbol command corresponding to the time-saving symbol is transmitted to the performance control device 300, and the display device 4 In 1, the performance control device 300 also controls the time-saving pattern (decorative time-saving pattern) ) is displayed.

[0458] The time-saving symbols displayed on the display device 41 are, for example, " There are no restrictions on the time-saving patterns if they are decided in advance, but if the numbers are arranged in order, There is 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 variation display game is played (number of times the time is reduced) may be determined for each time-reducing 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 small win or a small win, the fourth special symbol (fourth symbol) appears in a specific manner. For example, the lamp display units 1 and 2 light up in red when a big win or a small win is achieved. The light may be emitted in warm colors, and in the case of a time-saving result (time-saving pattern), it may be emitted in neutral colors such as green or blue. It may emit light in warm or cool colors (i.e., colors other than warm colors). Also, it may turn off if it is a miss. Therefore, when the time-saving pattern is displayed as the stopping pattern, a jackpot occurs. For example, it is possible to prevent the player from misunderstanding, and the player can understand that he or she has won the time-saving bonus. It becomes easier.

[0460] In addition, the number of special chart change display games executed after the big hit state ends (the number of times in the probability state) If the number of times (excluding the above) reaches a certain number (the so-called ceiling number of times, time-saving ceiling), you will win the support prize. Even if you do not 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 If this is the case, the lamp display parts 1 and 2 will be turned off, and if it is a small win or a big win, the lamp display parts 1 and 2 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. 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 On the display device 41, a missing symbol (which may be 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 special chart change display game will be in time-saving mode. In this case, the time-saving symbols displayed on the display device 41 are, for example, the left symbol and Only the middle symbols are aligned, "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 determines whether the big win flag 1 indicates a big win, i.e., whether the big win flag 1 indicates a big win. It is determined whether or not 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 The jackpot random number is loaded from the area (for reserved number 1) (step A402). Next, special chart 1 A jackpot symbol table is set (step A403), and a symbol corresponding to the loaded jackpot symbol random number is displayed. The stop symbol number is acquired and saved in the special symbol 1 stop symbol number area of ​​the RWM (step A4 04). This process selects the type of special result.

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

[0464] Next, the game control device 100 acquires time reduction determination data corresponding to the stop symbol number, The time reduction determination data is saved in the time reduction determination data area (step A409). Includes information on whether or not there is a time-saving state 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. The stop symbol number, the symbol A described later) corresponding to the transition information of the performance mode is saved (Step A 410), and then the process proceeds to step A420.

[0465] On the other hand, if the jackpot flag 1 is not a jackpot (step A401 ;N), optionally, the support hit flag 1 determines whether the support hit is true or not (step A411). When the support flag 1 is a support hit (step A411; Y), the special chart A random number is loaded from the random number storage area (for reserved number 1) per support (step A412). Set the special chart 1 support symbol table (step A413). Refer to the pattern table to obtain the stop pattern number corresponding to the loaded random number, and stop special pattern 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 acquired and stored in the time reduction judgment data area. (Step A416) and save the transition information for the performance mode corresponding to the stopping pattern. (Step A417) After that, the process proceeds to step A420.

[0466] On the other hand, if the jackpot flag 1 is not a jackpot (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. In addition, in the big hit 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 step Switch to A418.

[0467] After step A410, step A417, and step A419, the game control device 100 , prepare a decorative special diagram 1 command corresponding to the stopping pattern, and The Figure 1 command is saved in the decorative special Figure 1 command area (step A420). This sets the stopping pattern corresponding to the result of the Special Chart 1 Variable Display Game.

[0468] After that, the game control device 100 executes the effect command setting process (step A421 ). As a result, the decorative special diagram 1 command is transmitted to the performance control device 300.

[0469] Next, the game control device 100 converts the symbol data corresponding to the stop symbol number into test signal output data. Save it in the data area (step A422), special chart 1 jackpot pattern random number storage area (for reserved number 1) is cleared to 0 (step A423). After that, the special symbol 1 stop symbol setting process is completed. The above-mentioned symbol variation control process determines whether the symbol corresponds to the stop symbol pattern or the stop symbol number. The stop display of the selected stop pattern (jackpot pattern, time-saving pattern, losing pattern, etc.) is displayed on the special pattern 1 display 51. It is executed in

[0470] [Special chart 2 stop pattern setting process] Next, the details of the special chart 2 stop pattern setting process (step A333) in the special chart 2 variable start process FIG. 31 is a flowchart showing the procedure for setting the special symbol 2 stop symbol. be.

[0471] The ...

Claims

[Claim 1] In a gaming machine capable of playing games, 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, An external information output means capable of outputting information based on the occurrence of the aforementioned game-inaccessible state to an external device, 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 aforementioned game stopping means is capable of generating a suppression state that prevents the occurrence of the aforementioned game-unavailable state, The second number is smaller than the first number. Gaming machine.