Game machine
Patent Information
- Application Number
- JP2023013441
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-01-31
- Publication Date
- 2026-02-27
AI Technical Summary
【0006】 1態様によれば、遊技機において、遊技の興趣を向上可能にする。
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art There are gaming machines that have operation input means, such as push buttons, for intervening in performance. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-25766 A Summary of the Invention [Problem to be solved by the invention]
[0004] In one aspect, the present invention has an object to provide a gaming machine that can increase the interest in gaming. [Means for solving the problem]
[0005] In order to achieve the above object, a gaming machine as described below is provided. The gaming machine includes a variable display game execution means capable of executing a variable display game, an operation means capable of receiving an operation input by a player operation, an operation promotion means for encouraging the player operation, and an expectation degree presentation means capable of presenting a presentation suggesting the expectation degree that the variable display game will derive a predetermined result. The expectation presentation means is capable of suggesting the level of expectation by color, is capable of executing a first expectation presentation based on an operation input received while encouraging a player operation by the operation promotion means, and is capable of executing a second expectation presentation based on an operation input received without encouraging a player operation by the operation promotion means, is capable of setting two or more opportunities for executing the first expectation presentation in one variable display game, and allows the color to be changed so that the expectation suggested by a presentation executed later among the two or more first expectation presentations is lower than the expectation suggested by a presentation executed earlier, and is capable of setting two or more opportunities for executing the second expectation presentation in one variable display game, and does not allow the color to be changed so that the expectation suggested by a presentation executed later among the two or more second expectation presentations is lower than the expectation suggested by a presentation executed earlier. Effect of the Invention
[0006] According to one aspect, it is possible to increase the enjoyment of a game in a gaming machine. [Brief description of the drawings]
[0007] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment. [Diagram 2] FIG. 2 is a front view showing an example of a game board according to the first embodiment. [Diagram 3] 1 is a block diagram showing an example of a control system for a gaming machine according to a first embodiment. [Figure 4] 1 is a block diagram showing an example of the configuration of a performance control device of a first embodiment. FIG. [Diagram 5] FIG. 1 is a diagram illustrating an example of a collective display device according to a first embodiment. [Figure 6] FIG. 1 is a flowchart showing a main process according to the first embodiment; [Figure 7] FIG. 2 is a second flowchart showing the main process according to the first embodiment; [Figure 8] FIG. 11 is a flowchart (part 3) showing the main process according to the first embodiment. [Figure 9] FIG. 4 is a flowchart showing the main process according to the first embodiment; [Figure 10] FIG. 5 is a flowchart showing the main process according to the first embodiment; [Figure 11] 2 is a diagram showing an example of a memory map of the game control device of the first embodiment. FIG. [Figure 12] FIG. 4 is a flowchart of a safety device information initialization process according to the first embodiment. [Figure 13] FIG. 4 is a flowchart illustrating a timer interrupt process according to the first embodiment. [Figure 14] FIG. 11 is a flowchart of a first error monitoring process according to the first embodiment. [Figure 15] FIG. 11 is a flowchart of a second error monitoring process according to the first embodiment. [Figure 16] FIG. 13 is a diagram showing a flowchart of a game stop flag setting process in the first embodiment. [Figure 17] FIG. 1 is a flowchart (part 1) of an external information editing process according to the first embodiment. [Figure 18] FIG. 11 is a second flowchart of the external information editing process according to the first embodiment; [Figure 19] FIG. 11 is a flowchart illustrating an outside region integration process according to the first embodiment. [Figure 20] FIG. 2 is a diagram showing a flowchart of main processing in the performance control device of the first embodiment. [Figure 21] A figure showing an example of a game performance list of the first embodiment. [Figure 22] FIG. 2 is a diagram showing an example of a game state transition in the first embodiment. [Figure 23] FIG. 2 is a diagram illustrating an example of a game display screen according to the first embodiment. [Figure 24] FIG. 2 is a diagram showing an example of an overview of an external information terminal board according to the first embodiment. [Diagram 25] FIG. 2 is a diagram showing an example of an overview of an external information terminal board according to the first embodiment. [Figure 26] 4 is a diagram illustrating an example of allocation of output signals to information output terminals in the first embodiment. FIG. [Figure 27] FIG. 11 is a diagram showing a modified example (part 1) of allocation of output signals to information output terminals in the first embodiment. [Figure 28] FIG. 11 is a diagram illustrating a second modification of the allocation of output signals to information output terminals in the first embodiment. [Figure 29] FIG. 11 is a diagram illustrating a third modification of the allocation of output signals to information output terminals in the first embodiment. [Diagram 30] FIG. 11 is a diagram illustrating a fourth modification of the allocation of output signals to information output terminals in the first embodiment. [Diagram 31] FIG. 13 is a diagram showing a fifth modified example of the allocation of output signals to information output terminals in the first embodiment. [Diagram 32] 4 is a diagram showing an example of allocation of output signals to information output terminals arranged in two rows in the first embodiment. FIG. [Diagram 33] FIG. 11 is a diagram showing a modified example (part 1) of the allocation of output signals to information output terminals arranged in two rows in the first embodiment. [Diagram 34] FIG. 11 is a diagram showing a modified example (part 2) of the allocation of output signals to information output terminals arranged in two rows in the first embodiment. [Diagram 35] FIG. 13 is a diagram showing a third modification of the allocation of output signals to information output terminals arranged in two rows in the first embodiment. [Diagram 36] FIG. 13 is a diagram showing a fourth modification of the allocation of output signals to information output terminals arranged in two rows in the first embodiment. [Figure 37] FIG. 13 is a diagram showing a fifth modified example of the allocation of output signals to information output terminals arranged in two rows in the first embodiment. [Figure 38] A figure showing an example of input control in the operation presentation of the second embodiment. [Figure 39]FIG. 11 is a diagram showing an example (part 1) of a screen display according to the second embodiment. [Diagram 40] FIG. 13 is a diagram showing an example (part 2) of a screen display according to the second embodiment. [Diagram 41] FIG. 13 is a diagram showing an example (part 3) of a screen display according to the second embodiment. [Diagram 42] FIG. 13 is a diagram showing an example (part 4) of a screen display according to the second embodiment. [Diagram 43] FIG. 13 is a diagram showing an example (part 5) of a screen display according to the second embodiment. [Diagram 44] FIG. 13 is a diagram showing an example (part 6) of a screen display according to the second embodiment. [Diagram 45] FIG. 13 is a diagram showing an example (part 7) of a screen display according to the second embodiment. [Figure 46] FIG. 13 is a diagram illustrating an example (part 1) of a transition of an input mode according to the second embodiment. [Figure 47] FIG. 13 is a diagram illustrating an example (part 2) of a transition of an input mode according to the second embodiment. [Figure 48] FIG. 13 is a diagram illustrating an example (part 3) of the transition of input modes according to the second embodiment. [Figure 49] FIG. 13 is a diagram showing an example (part 1) of a reference mode in the expectation degree informing presentation of the second embodiment. [Figure 50] A figure showing an example of a development table set for a presentation in which an expectation level is notified only once in the second embodiment. [Figure 51] A figure showing an example of a development table set for a presentation in which expectation level is notified two or more times in the second embodiment. [Figure 52] A figure showing an example of an expectation degree notification in a manual input mode when there are two or more front operation effects and one back operation effect in one variable display game of the second embodiment. [Diagram 53] A figure showing an example of expectation degree notification in the automatic input mode when there are two or more front operation effects and one back operation effect in one variable display game of the second embodiment. [Figure 54]A figure showing an example of an expectation level notification when transitioning from an automatic input mode to a manual input mode when there are two or more front operation effects and one back operation effect in one variable display game in the second embodiment. [Figure 55] FIG. 13 is a diagram showing an example (part 2) of a reference mode in the expectation degree informing presentation of the second embodiment. [Figure 56] A figure showing an example of a presentation mode that provides a clue to distinguish between periods of hidden operation presentation in the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, the embodiments will be described in detail with reference to the drawings. [First embodiment] First, the first embodiment will be described with reference to the drawings. Fig. 1 is a perspective view showing an example of a gaming machine according to the first embodiment.
[0009] The gaming machine 10 of the first embodiment has a front frame 12, which is attached to an outer frame (support frame) 11 so as to be pivotable open and closed with the left side as the axis-mounted side and the right side as the open side when viewed from the front. A gaming board 30 (see FIG. 2) is stored in a storage section (not shown) formed on the front side of the front frame 12. In addition, a glass frame (transparent member holding frame) 15 equipped with a cover glass (transparent member) 14 that covers the front surface of the gaming board 30 is attached to the front frame (main body frame) 12.
[0010] In addition, on the left and right sides of the glass frame 15, there are provided frame decoration devices 18 that incorporate lamps and LEDs (Light Emitting Diodes) and the like for decoration and presentation, and for notification of abnormality (for example, when a dispensing abnormality occurs, the lamps and LEDs are turned on (blinked) in an abnormality notification color (for example, red)), and speakers 19 (upper left speaker 19a1, upper right speaker 19a2) that emit sounds (for example, sound effects). Furthermore, speakers 19 (lower left speaker 19b1, lower right speaker 19b2) are also provided at the bottom of the front frame 12. In addition, when an abnormality occurs, the speaker 19 notifies the user of the abnormality by voice. A lamp for notifying of abnormality of dispensing may be provided at a predetermined position of the glass frame 15.
[0011] In addition, at the bottom of the front frame 12, there are provided an upper tray (storage tray) 21 that supplies game balls to a ball launching device (not shown), an upper tray ball outlet 22 through which game balls paid out from a payout unit provided on the back side of the gaming machine 10 flow out, a lower tray (receiving tray) 23 that stores game balls paid out when the upper tray 21 is full, and an operation unit 24 of the ball launching device. In addition, a ball removal lever 23a is provided on the lower tray 23 to remove game balls from the lower tray 23 to the outside of the gaming machine.
[0012] Furthermore, the upper edge of the upper tray 21 is provided with a performance button 25 used for an intervention operation in the game performance. The performance button 25 functions as a performance operation receiving section that receives an intervention operation in the game performance, and also functions as a performance section that can perform a required mode (for example, a light-emitting mode, a vibration, a protruding operation, etc.). The left edge of the upper tray 21 is provided with an option setting section 29 where the player sets various options. The option setting section 29 is provided with a cross cursor switch that can receive input operations in four directions, a central switch in the center of the cross cursor switch that can receive a decision operation, etc., and two auxiliary switches that are located on the periphery of the cross cursor switch and are used for volume control, etc. Furthermore, a keyhole 26 is provided on the lower right side of the front frame 12 for inserting a key to open or lock the front frame 12 or the glass frame 15.
[0013] In addition, the gaming machine 10 can perform an effect in which the player's operation is involved, based on the operation of the player received from the effect button switch 25a (see FIG. 4) that detects the operation (for example, pressing operation) of the effect button 25 (push button). For example, the effect in which the player's operation is involved is an effect in a variable display game (decorative special chart variable display game) in the display device (variable display device) 41 (see FIG. 2), and the gaming machine 10 can move the character displayed on the display device 41 or stop the identification information in the decorative special chart variable display game displayed on the display device 41. In addition, for such player's operation intervention, not only the effect button 25 but also any one or more of the switches (cross cursor switch, center switch, accessory switch) of the option setting unit 29 may be used. In FIG. 4 described later, the switches of the option setting unit 29 are collectively represented as setting switches 29n.
[0014] Also, to the right of the effect button 25, there are provided a ball loan button 27 operated by the player when borrowing a ball from an adjacent ball loan machine, an ejection button 28 operated to eject a prepaid card from the card unit of the ball loan machine, a balance display section (not shown) that displays the balance of the prepaid card, and the like. In the gaming machine 10 of the first embodiment, the player rotates the operation section 24, whereby the ball launching device launches the gaming balls supplied from the upper tray 21 toward the gaming area 32 (see FIG. 2) on the front side of the gaming board 30. Also, the player can operate any one or more of the setting switches 29n (cross cursor switch, center switch, accessory switch) of the option setting section 29 described above to set, for example, the volume emitted from the speaker 19 or the brightness of the gaming board 30.
[0015] Next, the game board 30 will be described with reference to Fig. 2. Fig. 2 is a front view showing an example of the game board of the first embodiment. On the surface of the game board 30, a substantially circular game area 32 surrounded by a guide rail 31 is formed. The game area 32 is surrounded by resin side cases 33 and the guide rails 31, which are provided at the four corners of the game board 30. In the game area 32, a center case (game performance component) 40 equipped with a display device (variable display device) 41 is disposed at approximately the center. The display device 41 is attached to a recessed portion provided in the center case 40, at a position recessed from the front surface of the center case 40. In other words, the center case 40 surrounds the periphery of the display area of the display device 41, protrudes forward from the display surface of the display device 41, and is formed so as to make it difficult for game balls to fly in from the surrounding game area 32.
[0016] The display device 41 is configured with a device having a display screen such as an LCD (liquid crystal display) or a CRT (cathode ray tube). The display device 41 may be configured with other display devices such as a device having a display screen capable of displaying a dot matrix by LED, or a combination of two or more display devices. In the area (display area) in which images on the display screen can be displayed, information related to the game such as a plurality of identification information (special symbols), characters that produce the special symbol variable display game, and background images that enhance the performance effect are displayed. On the display screen of the display device 41, a plurality of special symbols assigned as identification information are displayed (variably displayed), and a decorative special symbol variable display game corresponding to the special symbol variable display game is performed. In addition, on the display screen, images for performance based on the progress of the game (for example, a big win display image, a fanfare display image, an ending display image, etc.) are displayed.
[0017] In addition, a board effect device 44 that performs game effects by operating is provided on the upper part of the center case 40. This board effect device 44 is operable toward the center of the display device 41 from the state shown in FIG.
[0018] A normal symbol start gate (normal symbol start gate) 34 that provides the start condition for the normal symbol variable display game is provided on the lower right side of the center case 40 in the game area 32. A game ball that enters the normal symbol start gate 34 (a game ball that passes through the normal symbol start gate 34) is detected by a gate switch 34a (see FIG. 3).
[0019] In addition, a general winning port 35 is disposed on the lower left side of the center case 40 in the game area 32, and another general winning port 35 is disposed on the lower right side of the center case 40, to the right of a special variable winning device 95 described later. Game balls that win in these general winning ports 35 are detected by winning port switches 35a (see FIG. 3).
[0020] In addition, below the center case 40 in the game area 32, a start winning hole 36 (start winning hole 1) that constitutes a first start winning hole (start winning area) that provides a start condition for the first special chart variable display game (special chart 1 variable display game) is provided. A game ball that enters the start winning hole 36 is detected by a start winning hole 1 switch 36a (see FIG. 3).
[0021] In addition, below the start winning hole 36, an outlet 30a is provided for collecting game balls that do not win in the winning holes, etc. In addition, at a position lower than the center case 40 and to the left of the normal chart start gate 34, a normal chart winning device 37 (second start winning port, start winning area) that gives the start condition of the second special chart variable display game (special chart 2 variable display game) is provided. The normal chart winning device 37 (starting port 2) is provided with a movable member 37b at a position that becomes the inflow part. The movable member 37b is slid forward and backward by the normal power solenoid 37c (see FIG. 3) to change between a blocking state that blocks the inflow of game balls into the inflow part and a permitting state that retreats backward to permit the inflow of game balls into the inflow part. The movable member 37b is normally kept in a closed state (a state disadvantageous to the player). And, when the result of the normal chart variable display game becomes a predetermined stop display mode, it is changed to an open state (a state advantageous to the player). The game ball that has won the normal variable winning device 37 is detected by the start port 2 switch 37a (see FIG. 3). It is also possible to make it possible to win even when the normal variable winning device 37 is closed, and to make it more difficult to win when it is closed than when it is open. The normal variable winning device 37 corresponds to a normal electric device (normal electric).
[0022] In addition, a special variable prize winning device (large prize winning port 1) 38 that can be switched between a state in which it does not accept game balls and a state in which it is easy to accept them depending on the results of the special chart variable display games (special chart 1 variable display game and special chart 2 variable display game) is provided on the right side of the center case 40 in the game area 32. The special variable prize winning device 38 has an opening / closing member (movable piece) 38c, and depending on the results of the special chart variable display game as an auxiliary game, the opening / closing member 38c closes the large prize winning port and switches it from a closed state (a blocked state disadvantageous to the player) to an open state (a state advantageous to the player) in which the opening / closing member 38c retreats and can accept game balls flowing down the game area 32. That is, the special variable prize winning device 38 has a large prize winning port (large prize winning port 1) that is opened and closed by an opening and closing member 38c driven by a large prize winning port 1 solenoid 38b (see FIG. 3) as a driving device, and during a large prize game state (special game state) resulting from the results of the special chart 1 variable display game and the special chart 2 variable display game, and during a large prize game state (special game state) resulting from winning in a specific area 96 described later, the large prize winning port is converted from a closed state to an open state to facilitate the inflow of game balls into the large prize winning port, and a predetermined game value (prize balls) is awarded to the player. In addition, a large prize winning port switch (count switch) 38a (see FIG. 3) is arranged inside the large prize winning port (winning area) as a detection means for detecting game balls that have entered the large prize winning port.
[0023] In addition, a special variable prize winning device (large prize winning port 2) 95 that can be changed between a state in which game balls are not accepted and a state in which they are accepted easily depending on the results of the special chart variable display games (special chart 1 variable display game and special chart 2 variable display game) is disposed on the lower right side of the center case 40 in the game area 32. The special variable prize winning device 95 has an opening / closing member (opening / closing door) 95c, and depending on the results of the special chart variable display game as an auxiliary game, the opening / closing member 95c closes the large prize winning port and changes it from a closed state (a blocked state disadvantageous to the player) to an open state (a state advantageous to the player) in which the opening / closing member 95c retreats and accepts game balls flowing down the game area 32. That is, the special variable prize winning device 95 has a large prize winning port (large prize winning port 2) that is opened and closed by an opening and closing member 95c driven by a large prize winning port 2 solenoid 95b (see FIG. 3) as a driving device, and during a small win game state resulting from the results of the special chart 1 variable display game and the special chart 2 variable display game, the large prize winning port is converted from a closed state to an open state to facilitate the inflow of game balls into the large prize winning port, and a predetermined game value (prize balls) is awarded to the player. In addition, a large prize winning port switch (count switch) 38a (see FIG. 3) is arranged inside the large prize winning port (winning area) as a detection means for detecting game balls that have entered the large prize winning port.
[0024] The special variable winning device 95 also has a V-channel that guides a game ball that has entered the winning port to the specific area 96. The special variable winning device 95 is provided with a specific area switch 38e (see FIG. 3) that detects a game ball that has flowed into the specific area 96. The detection of a game ball (entry into the specific area 96) by the specific area switch 38e is one of the conditions for the occurrence of a big win game state (special game state) that changes the special variable winning device (big winning port 1) 38 from a closed state to an open state.
[0025] Also, the center case 40 does not have a warp flow path, but may have one. For example, a warp port (warp entrance) may be provided on the left side of the center case 40, and game balls that flow into the warp flow path from the warp port may be made to roll on a stage inside the center case 40, and some of them may be guided to the warp exit. In that case, the warp exit may be located directly above the start winning opening 36, so that game balls guided to the warp exit may easily enter the start winning opening 36.
[0026] In the gaming machine 10 of the first embodiment, the area to the left of the center case 40 in the gaming area 32 where the gaming balls flow down is set as the left gaming area, and the area to the right of the center case 40 is set as the right gaming area. The player can aim to win at the start winning hole 36 or the general winning hole 35 (located in the left gaming area) by adjusting the launch force to launch the gaming ball into the left gaming area (so-called left shot), and can aim to win at the normal starting gate 34, the normal variable winning device 37, the special variable winning device 38, 95, the general winning hole 35 (located in the right gaming area), etc. by launching the gaming ball into the right gaming area (so-called right shot).
[0027] In addition, outside the game area 32 (here, the lower right corner of the game board 30), there is provided a collective display device 50 which displays the first special chart change display game and the second special chart change display game, which constitute the special chart change display game, and the regular chart change display game which is triggered by winning the regular chart start gate 34, as well as various information.
[0028] The collective display device 50 includes a round display section 51, a special 1 reserved display section 52, a special 1 pattern display section 53, a special 2 pattern display section 54, a normal pattern display section 55, a normal reserved display section 56, and a status display section 57 (see FIG. 5). The details of the collective display device 50 will be described later.
[0029] The gaming machine 10 is equipped with a right-hit guide display device 91c on the right side near the special variable winning device (big winning port 1) 38. The right-hit guide display device 91c is turned on when instructing the player to hit right, and is turned off in other states. The right-hit guide display device 91c is included in the board decoration device 46.
[0030] The gaming machine 10 is provided with a special symbol game variation display status display device 98 at the bottom right of the center case 40 in the gaming area 32. The special symbol game variation display status display device 98 is a so-called fourth symbol display device, and is composed of two LEDs. The special symbol game variation display status display device 98 displays the variation display status of the special symbol 1 variation display game with the left LED, and displays the variation display status of the special symbol 2 variation display game with the right LED. For example, the special symbol game variation display status display device 98 notifies the symbol stop status of the special symbol variation display game by lighting up, and notifies the symbol variation status of the special symbol variation display game by flashing. The special symbol game variation display status display device 98 is included in the board decoration device 46.
[0031] The gaming machine 10 is equipped with a regular map variation display device 93 and a regular map reserved display device 94 on the right side of the center case 40 in the play area 32. The regular map variation display device 93 is composed of two LEDs, and indicates the variation display status of the regular map game by alternating flashing, and indicates the result of the variation display of the regular map game by a combination of lighting and extinguishing. The regular map reserved display device 94 is also composed of two LEDs, and indicates the number of reserved regular maps, from 0 to 4, by a combination of lighting, extinguishing, and flashing. The regular map variation display device 93 and regular map reserved display device 94 are included in the board decoration device 46.
[0032] Next, the control system of the gaming machine will be described with reference to Fig. 3. Fig. 3 is a block diagram showing an example of the control system of the gaming machine of the first embodiment. The gaming machine 10 is equipped with a gaming control device 100, which is a main control device (main board) that controls the overall game, and is composed of a CPU (Central Processing Unit) section 110 having a gaming microcomputer (hereinafter referred to as the gaming microcomputer) 111, an input section 120 having an input port, an output section 130 having an output port, drivers, etc., and a data bus 140 that connects the CPU section 110, the input section 120, and the output section 130.
[0033] The CPU section 110 has a gaming microcomputer 111 called an amusement chip (IC (Integrated Circuit)), and an oscillator circuit (crystal oscillator) 113 that has an oscillator such as a crystal resonator and generates an operating clock for the gaming microcomputer 111, timer interrupts, and a clock that serves as a reference for a random number generating circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operable by being supplied with a direct current voltage of a predetermined level such as DC (Direct Current) 32V, DC 12V, or DC 5V generated by the power supply device 400.
[0034] The power supply unit 400 includes a normal power supply unit 410 having an AC (Alternating Current)-DC converter that generates the above-mentioned DC 32V DC voltage from a 24V AC power supply and a DC-DC converter that generates a lower level DC voltage such as DC 12V or DC 5V from a voltage of DC 32V, a backup power supply unit 420 that supplies power supply voltage to the internal RAM (Random Access Memory) of the gaming microcomputer 111 in the event of a power outage, and a control signal generating unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal that notify the game control device 100 of the occurrence and recovery of a power outage.
[0035] In the first embodiment, the power supply device 400 is configured separately from the game control device 100, but the backup power supply unit 420 and the control signal generating unit 430 may be configured to be provided on a separate board or integral with the game control device 100, i.e., on the main board. Since the game board 30 and the game control device 100 are subject to replacement when changing models, by providing the backup power supply unit 420 and the control signal generating unit 430 on a board separate from the power supply device 400 or the main board as in the first embodiment, they are not subject to replacement, thereby reducing costs.
[0036] The backup power supply unit 420 can be composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply is supplied to the gaming microcomputer 111 (particularly the built-in RAM) of the gaming control device 100, so that data stored in the RAM is retained even during a power outage or after the power is cut off. The control signal generating unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and when it drops to, for example, 17V or less, detects the occurrence of a power outage and changes the power outage monitoring signal, while outputting a reset signal after a predetermined time. In addition, when the power is turned on or when the power is restored, a reset signal is output after a predetermined time has elapsed from that point.
[0037] The gaming control device 100 is also provided with a RAM initialization switch 112. When this RAM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111C in the gaming microcomputer 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal, and resets the entire control system.
[0038] The game control device 100 is also provided with a setting value change switch 126 and a setting key switch 127. The setting value change switch 126 is, for example, a push switch that detects a push operation. The setting key switch 127 allows the setting key to be inserted to switch between an ON state and an OFF state. The game control device 100 is capable of changing settings related to game performance, and the settings stored in the RAM are retained even during a power outage or after a power cut. For example, the game control device 100 allows the winning probability of the special chart 1 variable display game and the special chart 2 variable display game to be changed according to six settings.
[0039] When the game control device 100 is turned on with the setting key switch 127 in the ON state and the RAM initialization switch 112 in the ON state, the control state transitions to a setting change mode in which the settings of the game machine 10 can be changed. For example, in the setting change mode, the game control device 100 displays the setting contents on the probability setting value display device 136, while detecting the pressing operation of the setting value change switch 126, and allows cyclic change between settings 1 to 6. The probability setting value display device 136 is a display device capable of displaying the setting value, and is, for example, a one-digit seven-segment LED mounted on a board.
[0040] Furthermore, when the game control device 100 is turned on with the setting key switch 127 in the ON state and the RAM initialization switch 112 in the OFF state, the control state transitions to a setting confirmation mode in which the settings of the game machine 10 can be confirmed. For example, in the setting confirmation mode, the game control device 100 displays the setting contents on the probability setting value display device 136. Naturally, the probability setting value display device 136 can be confirmed by the manager of the game facility, but cannot be confirmed by the player.
[0041] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111A, a read-only ROM (Read Only Memory) 111B, and a RAM 111C that can be read and written at any time.
[0042] The ROM 111B stores unchanging information for game control (programs, fixed data, judgment values of various random numbers, etc.) in a nonvolatile manner, and the RAM 111C is used as a working area for the CPU 111A during game control or as a storage area for various signals and random numbers. An electrically rewritable nonvolatile memory such as an EEPROM (Electrically Erasable Programmable ROM) may be used as the ROM 111B or the RAM 111C.
[0043] Also, the ROM 111B stores a variation pattern table for determining a variation pattern (variation mode) that specifies, for example, the execution time of the special chart variation display game, the performance contents, and the occurrence or non-occurrence of a reach state. The variation pattern table is a table for the CPU 111A to determine a variation pattern by referring to the variation pattern random number 1, the variation pattern random number 2, and the variation pattern random number 3 stored as the start memory. Also, the variation pattern table includes a miss variation pattern table that is selected when the result is a miss, a jackpot variation pattern table that is selected when the result is a jackpot, and the like. Furthermore, these pattern tables include tables (such as a latter half variation group table and a latter half variation pattern selection table) for determining a latter half variation pattern that is a variation pattern after the reach state is reached, and tables (such as a first half variation group table and a first half variation pattern selection table) for determining a first half variation pattern that is a variation pattern before the reach state is reached.
[0044] Here, the term "reach" (reach state) refers to a display state in which the display device has a display state that can be changed, the display device derives and displays multiple display results at different times, and when the multiple display results become a predetermined special result state, the gaming state becomes a gaming state (special gaming state) advantageous to the player, and when some of the multiple display results have not yet been derived and displayed, the display result that has already been derived and displayed satisfies the condition for the special result state. In other words, the reach state refers to a display state that does not deviate from the display condition for the special result state even when the variable display control of the display device progresses and reaches a stage before the display result is derived and displayed. For example, a state in which a variable display is performed by multiple variable display areas while maintaining a state in which all special result states are aligned (so-called full rotation reach) is also included in the reach state. In addition, the reach state refers to the display state at the point in time when the display control of the display device has progressed to a stage just before the display result is derived and displayed, and when at least a portion of the display results of the multiple variable display areas determined before the display result is derived and displayed meets the conditions to become a special result state.
[0045] Therefore, for example, if the decorative special chart variable display game displayed on the display device in response to the special chart variable display game displays multiple identification information for a predetermined time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, and center to display the result state, the state in which the variable display stops in the left and right variable display areas when the conditions for the special result state are met (for example, the same identification information) is the reach state. In addition, when the variable display of all the variable display areas is temporarily stopped, the state in which the conditions for the special result state are met in any two of the left, center, and right variable display areas (for example, the same identification information, excluding the special result state) may be the reach state, and the remaining one variable display area may be displayed from this reach state.
[0046] This reach state includes a plurality of reach effects, and normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach are set as reach effects with different possibilities (different expected values) of deriving a special result mode. The expected values are set to be higher in the order of "no reach" < "normal reach" < "special 1 reach" < "special 2 reach" < "special 3 reach" < "premium reach". This reach state is included in the variable display mode at least when a special result mode is derived in the special chart variable display game (when a jackpot is reached). In other words, it may be included in the variable display mode when it is determined that a special result mode is not derived in the special chart variable display game (when a miss is reached). Therefore, a state in which a reach state has occurred is a state with a higher possibility of deriving a jackpot than when a reach state does not occur.
[0047] The CPU 111A executes the game control program in the ROM 111B to generate control signals (commands) for the payout control device 200 and the performance control device 300, generate and output drive signals for the solenoid and the display device, and control the entire game machine 10. Although not shown, the game microcomputer 111 is equipped with a random number generating circuit for generating a jackpot random number for determining a win in the special chart variable display game, a jackpot pattern random number for determining a jackpot pattern, a variable pattern in the special chart variable display game (including the execution time of the variable display game in various reach and no reach variable displays), a win random number for determining a win in the normal chart variable display game, and a clock generator for generating a timer interrupt signal of a predetermined period (for example, 4 ms) for the CPU 111A and a clock that provides an update timing for the random number generating circuit based on an oscillation signal (original clock signal) from the oscillation circuit 113.
[0048] In addition, the CPU 111A acquires one of the plurality of change pattern tables stored in the ROM 111B in the process related to the special chart change display game. Specifically, the CPU 111A selects and acquires one of the plurality of change pattern tables based on the game result (win (big win or small win) or miss) of the special chart change display game, the probability state (normal probability state or high probability state) of the special chart change display game as the current game state, the operation state (time-saving operation state) of the normal change winning device 37 as the current game state, the number of start memories, etc. Here, the CPU 111A serves as a change distribution information acquisition means for acquiring one of the plurality of change pattern tables stored in the ROM 111B when executing the special chart change display game.
[0049] The payout control device 200 includes a CPU, a ROM, a RAM, an input interface, an output interface, etc., and drives a payout motor of a payout unit provided in the gaming machine 10 in accordance with a prize ball payout command (command or data) from the gaming control device 100, and performs control to pay out prize balls. The payout control device 200 also drives a payout motor of the payout unit based on a ball loan request signal from a card unit of a ball loan machine attached to the gaming machine 10, and performs control to pay out loaned balls.
[0050] The input section 120 of the gaming microcomputer 111 is connected to the start gate 1 switch 36a in the start gate 36, the start gate 2 switch 37a in the normal variable winning device 37, the gate switch 34a in the normal start gate 34, the winning gate switch 35a, the large winning gate switch 38a in the special variable winning device 38, 95, and the specific area switch 38e in the special variable winning device 95, and is provided with an interface chip (proximity I / F) 121 that receives negative logic signals such as a high level of 11V and a low level of 7V supplied from these switches and converts them into positive logic signals of 0V-5V. The proximity I / F 121 also receives a detection signal from the board radio wave sensor 62 that detects the emission of radio waves to the gaming machine 10. In addition, with an input range of 7V-11V, the proximity I / F 121 is configured to detect abnormal conditions such as when the lead wires of a sensor or proximity switch are improperly shorted, when a sensor or switch is removed from a connector, or when a lead wire is cut and left floating, and to output an abnormality detection signal.
[0051] Regarding the winning port switch 35a, in FIG. 3, the winning port switch 35a is shown as one block, but in reality, multiple (n) winning port switches 35a (three in this embodiment) are provided on the game board 30, and each signal is input to the proximity I / F 121 through a different signal line. In addition, in FIG. 3, the large winning port switch 38a is shown as one block, but in reality, multiple (x) large winning port switches 38a (three in this embodiment) are provided on the game board 30. These multiple large winning port switches 38a are connected to each other through different signal lines, or are connected to the game control device 100 in a wired OR manner on a relay board (not shown) that exists between the switch and the game control device 100 (main board). The board radio wave sensor 62 and the magnetic sensor 61 described later may also be connected to each other through different signal lines, or may be connected to the game control device 100 in a wired OR manner.
[0052] The output of the proximity I / F 121 is supplied to the second input port 123 or the third input port 124 and is read into the gaming microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a, the start port 2 switch 37a, the gate switch 34a, the winning port switch 35a, the large winning port switch 38a, and the specific area switch 38e are input to the second input port 123. The output of the signals of the start port 1 switch 36a and the start port 2 switch 37a, which are the start port switches in FIG. 1 (output from the proximity I / F 121), is shown as one signal line in FIG. 3, but in reality there are two.
[0053] Among the outputs of the proximity I / F 121, the detection signal of the board radio wave sensor 62 and the abnormality detection signal output when an abnormality of the sensor or switch is detected are input to a third input port 124. Also, the third input port 124 is configured to receive the detection signal of the magnetic sensor 61 for detecting fraud provided on the front frame 12 of the gaming machine 10, the detection signal of the glass frame opening detection switch 63 provided on the glass frame 15 of the gaming machine 10, the detection signal of the main frame opening detection switch 64 provided on the front frame (main frame) 12 of the gaming machine 10, the detection signal of the setting value change switch 126, the detection signal of the setting key switch 127, and the touch switch signal from the payout control device 200 (a signal based on the input of a touch switch provided on the operation unit 24).
[0054] Among the outputs of the proximity I / F 121, the output to the second input port 123 is also supplied from the game control device 100 to a test firing device (not shown) via the relay board 70. Furthermore, among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a are configured to be input to the game microcomputer 111 in addition to the second input port 123.
[0055] As described above, the proximity I / F 121 has a signal level conversion function. To enable such a level conversion function, a voltage of 12 V is supplied to the proximity I / F 121 from the power supply device 400 in addition to a voltage such as 5 V required for normal IC operation.
[0056] The data held by the second input port 123 can be read by the gaming microcomputer 111 asserting (changing to an active level) a chip enable signal CE (Chip Enable) (not shown) by decoding the address assigned to the second input port 123. The same applies to the third input port 124 and the first input port 122 described below.
[0057] The input section 120 also has a first input port 122 which takes in the detection signal of the RAM initialization switch 112, the frame radio wave illegal signal from the payout control device 200 (a signal output based on the detection of radio waves by a frame radio wave sensor provided on the front frame 12), a payout busy signal (a signal indicating whether the payout control device 200 is in a state where it is able to accept commands), a payout abnormality status signal (a status signal indicating a payout abnormality), a shoot ball out switch signal (a signal indicating a shortage of game balls before payout), an overflow switch signal (a signal output when it is detected that a predetermined amount or more of game balls have been stored in the lower tray 23 (that it has become full)), and an out ball detection switch signal (a signal output when an out ball is detected) and supplies these to the gaming microcomputer 111 via the data bus 140.
[0058] The out ball detection switch signal is a signal output from an out sensor (not shown) each time the out sensor detects one out ball of the gaming machine 10. For example, the out ball detection switch signal is provided in a discharge flow path (not shown) between a discharge port (not shown) for discharging game balls (out balls) from the gaming machine 10 and the out port 30a. The out ball detection switch signal is used to calculate game performance (for example, base) per predetermined operation (for example, 60,000 out balls), and the calculated game performance is displayed on the performance display device 135. The out ball detection switch signal may be input to the performance control device 300. In that case, the out ball detection switch signal may be used to determine the operating state that triggers switching to game performance or customer waiting screen display. For example, the performance display device 135 is a 4-digit 7-segment LED that can display game performance in decimal or hexadecimal.
[0059] Furthermore, the gaming machine 10 may be provided with a vibration sensor switch that detects vibrations, and a detection signal from this vibration sensor switch may be input to the first input port 122 or the third input port 124.
[0060] The game control device 100 is also provided with a Schmitt buffer 125 for inputting signals such as a power failure monitoring signal and a reset signal from the power supply device 400 to the gaming microcomputer 111, and the Schmitt buffer 125 has a function of removing noise from these input signals. The power failure monitoring signal from the power supply device 400 and the initialization switch signal from the RAM initialization switch 112 are once input to the first input port 122 and taken into the gaming microcomputer 111 via the data bus 140. In other words, they are treated as signals equivalent to the signals from the various switches described above. This is because there is a restriction on the number of terminals provided in the gaming microcomputer 111 for receiving signals from the outside.
[0061] On the other hand, the reset signal RESET from which noise has been removed by the Schmitt buffer 125 is directly input to a reset terminal provided in the gaming microcomputer 111 and is supplied to each port of the output unit 130. The reset signal RESET is configured to turn off the test firing signal held in a port (not shown) of the relay board 70 in order to output it to the test firing test device by outputting it directly to the relay board 70 without going through the output unit 130. The reset signal RESET may also be configured to be output to the test firing test device via the relay board 70. The reset signal RESET is not supplied to the first to third input ports 122, 123, and 124 of the input unit 120. The data set in each port of the output unit 130 by the gaming microcomputer 111 immediately before the reset signal RESET is input must be reset to prevent malfunction of the system, but the data read by the gaming microcomputer 111 from each port of the input unit 120 immediately before the reset signal RESET is input is discarded by the reset of the gaming microcomputer 111.
[0062] The output unit 130 is provided with a Schmitt buffer 132 arranged on a communication path from the gaming microcomputer 111 to the presentation control device 300 and a communication path from the gaming microcomputer 111 to the payout control device 200. Data is transmitted from the gaming control device 100 to the presentation control device 300 and the payout control device 200 by serial communication. The serial communication from the gaming control device 100 to the presentation control device 300 and the payout control device 200 is one-way communication that does not allow signals to be input from the presentation control device 300 to the gaming control device 100.
[0063] Furthermore, the output unit 130 is configured to be able to mount a buffer 133 that is connected to the data bus 140 and outputs data informing the special pattern information of the variable display game and a signal indicating the probability state of a jackpot to a test firing test device of a certification agency (not shown) via a relay board 70. This buffer 133 is a component that is not mounted on the game control device (main board) of a pachinko game machine as an actual machine (mass-produced product) installed in a game arcade. In addition, the detection signal of a switch that does not require processing, such as a start port switch, output from the proximity I / F 121 is supplied to the test firing test device via the relay board 70 without passing through the buffer 133.
[0064] On the other hand, detection signals that cannot be supplied to the test firing device as they are, such as those from the magnetic sensor 61 and the board radio wave sensor 62, are once taken into the gaming microcomputer 111 and processed into other signals or information, and are then supplied to the test firing device from the data bus 140 via the buffer 133 and the relay board 70 as an error signal indicating that the gaming machine is in a state where it cannot be controlled. The relay board 70 is provided with a port that takes in the signal output from the buffer 133 and supplies it to the test firing device, and a connector that relays and transmits the signal line of the detection signal of the switch without passing through the buffer. The chip enable signal CE (not shown) output from the gaming microcomputer 111 is also supplied to the port on the relay board 70, and the signal of the port selected and controlled by this chip enable signal CE is supplied to the test firing device.
[0065] In addition, the output section 130 is provided with a first output port 134a which is connected to the data bus 140 and which outputs opening / closing data of the large prize opening 1 solenoid 38b which opens and closes the opening / closing member 38c of the special variable prize winning device 38 (large prize opening 1), opening / closing data of the large prize opening 2 solenoid 95b which opens and closes the opening / closing member 95c of the special variable prize winning device 95 (large prize opening 2), opening / closing data of the normal solenoid 37c which opens and closes the movable member 37b of the normal variable prize winning device 37, and display data of the performance display device 135.
[0066] The output unit 130 is also provided with a second output port 134b for outputting the display data of the probability setting value display device 136. The output unit 130 is also provided with a third output port 134c for outputting on / off data of the segment line to which the anode terminal of the LED is connected according to the content to be displayed on the collective display device 50, and a fourth output port 134d for outputting on / off data of the digit line to which the cathode terminal of the LED of the collective display device 50 is connected.
[0067] The output unit 130 is also provided with a fifth output port 134e for outputting information related to the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is provided with a photorelay and can be connected to an external device (such as an information collection terminal or an internal management device (hall computer)) installed in the gaming establishment, so that information related to the gaming machine 10 can be supplied to the external device via the photorelay. A part of the information supplied to the external device is output from the fourth output port 134d. A launch permission signal is also output from the fifth output port 134e to the payout control device 200 via the Schmitt buffer 132.
[0068] Furthermore, the output section 130 is provided with a first driver (drive circuit) 138a which receives opening / closing data signals of the large prize opening solenoid 38b, the specific area solenoid 38d, and the normal power solenoid 37c output from the first output port 134a and generates and outputs a solenoid drive signal, a second driver 138b which outputs an on / off drive signal of the segment line on the current supply side of the collective display device 50 output from the third output port 134c, a third driver 138c which outputs an on / off drive signal of the digit line on the current sink side of the collective display device 50 output from the fourth output port 134d, a fourth driver 138d which outputs an external information signal to be supplied to an external device such as a management device from the fifth output port 134e or the fourth output port 134d to the external information terminal board 71, and a fifth driver 138e which receives a display data signal of the performance display device 135 output from the first output port 134a and generates and outputs a drive signal for the performance display device 135.
[0069] The first driver 138a is supplied with DC 32V from the power supply device 400 as a power supply voltage so that it can drive a solenoid that operates at 32V. DC 12V is supplied to the second driver 138b that drives the segment lines of the collective display device 50. The third driver 138c that drives the digit lines is for drawing current through the digit lines according to the display data, so the power supply voltage may be either 12V or 5V.
[0070] The second driver 138b outputs 12V and feeds current to the anode terminal of the LED through the segment line, and the third driver 138c outputs the ground potential and draws current from the cathode terminal through the segment line, so that the power supply voltage flows through the LEDs selected sequentially by the dynamic drive method and the LEDs are lit. The fourth driver 138d outputs the external information signal to the external information terminal board 71, and is supplied with DC 12V to give the external information signal a level of 12V. The buffer 133, the first output port 134a, the first driver 138a, etc. may be provided on the output section 130 of the game control device 100, i.e., on the relay board 70 side, rather than on the main board. The performance display device 135, or the fifth driver 138e and the performance display device 135 may be provided on the output section 130 of the game control device 100, i.e., on the external board (not shown), rather than on the main board.
[0071] Furthermore, the output unit 130 is provided with a photocoupler 139 for transmitting information such as the identification code and programs of each gaming machine to an external inspection device 490. The photocoupler 139 is configured to be capable of two-way communication so that the gaming microcomputer 111 can transmit and receive data to and from the inspection device 490 via serial communication. Note that, since such data transmission and reception is performed using a serial communication terminal of the gaming microcomputer 111 like an ordinary general-purpose microprocessor, ports such as the first to third input ports 122, 123, and 124 are not provided.
[0072] Next, the configuration of performance control device 300 will be described with reference to Fig. 4. Fig. 4 is a block diagram showing an example of the configuration of the performance control device of the first embodiment. The performance control device 300 is equipped with a main control microcomputer (CPU) 311 which is an amusement chip (IC) similar to the gaming microcomputer 111, a VDP (Video Display Processor) 312 as a graphics processor which performs image processing for displaying images on the display device 41 in accordance with commands and data from the main control microcomputer 311, and a sound source LSI 314 which controls the sound output to play various melodies, sound effects, etc. from the speaker 19.
[0073] The main control microcomputer 311 is connected to a PROM 321 consisting of a PROM (programmable read-only memory) that stores programs executed by the CPU and various data, a RAM 322 that provides a working area, a Ferroelectric RAM (FeRAM) 323 that can hold memory contents even if power is not supplied during a power outage, and a real-time clock (RTC) 338 that serves as a timekeeping means for generating information indicating the current date and time (date, day of the week, time, etc.). The main control microcomputer 311 is also provided with a RAM 311a that provides a working area. The main control microcomputer 311 is also connected to a watchdog timer (WDT) circuit 324. The main control microcomputer 311 analyzes commands (performance commands) from the gaming microcomputer 111, determines the performance content, and instructs the VDP 312 on the content of the output video, instructs the sound source LSI 314 on the sound to be played, lights up decorative lamps, controls the drive of motors and solenoids, manages the performance time, and performs other processes.
[0074] The VDP 312 is provided with a RAM 312a that provides a working area, and a scaler 312b that enlarges and reduces images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high speed VRAM 326 that is used to develop and process image data of characters, etc., read from the image ROM 325.
[0075] Although not limited thereto, a parallel data transmission is performed between the main control microcomputer 311 and the VDP 312. By transmitting and receiving data in a parallel manner, commands and data can be transmitted in a shorter time than in a serial manner.
[0076] A vertical synchronization signal VSYNC for synchronizing the image on the display device 41 with the lighting of the decorative lamps provided on the glass frame 15 and the game board 30, and a synchronization signal STS for providing the timing of data transmission are input from the VDP 312 to the main control microcomputer 311. In addition, interrupt signals INT0-n for notifying the processing status such as the end of drawing to the VRAM, and a wait signal WAIT for notifying the waiting state for receiving commands or data from the main control microcomputer 311 are also input from the VDP 312 to the main control microcomputer 311.
[0077] The performance control device 300 is provided with a signal conversion circuit 313 that generates a video signal to be transmitted to the display device 41 by LVDS (Low Voltage Differential Signaling) method. Video data, a horizontal sync signal HSYNC, and a vertical sync signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.
[0078] An audio ROM 327 in which audio data is stored is connected to the sound source LSI 314. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcomputer 311. The performance control device 300 is provided with an amplifier circuit 337 consisting of an audio power amplifier and the like that drives the upper speakers 19a (upper left speaker 19a1, upper right speaker 19a2) provided in the glass frame 15 and the lower speakers 19b (lower left speaker 19b1, lower right speaker 19b2) provided in the front frame 12, and the audio generated by the sound source LSI 314 is output from the speakers 19 via the amplifier circuit 337.
[0079] The performance control device 300 is also provided with an interface chip (command I / F) 331 that receives commands sent from the game control device 100. Through this command I / F 331, the performance control device 300 receives commands such as the number of reserved decorative special symbols command, decorative special symbol command, fluctuation command, and stop information command sent from the game control device 100 to the performance control device 300 as performance control command signals (performance commands). The game microcomputer 111 of the game control device 100 operates on DC 5V, and the main control microcomputer 311 of the performance control device 300 operates on DC 3.3V, so the command I / F 331 is provided with a function of signal level conversion.
[0080] The performance control device 300 is provided with a board decoration LED control circuit 332 for controlling the operation of a board decoration device 46 having an LED (light emitting diode) or the like provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 for controlling the operation of a frame decoration device (such as the frame decoration device 18) having an LED (light emitting diode) provided on the glass frame 15, and a board performance movable body control circuit 334 for controlling the operation of a board performance device 44 (such as a movable role that enhances the performance effect in cooperation with the performance display on the display device 41) provided on the game board 30 (including the center case 40). These control circuits 332 to 334 for controlling the operation of lamps, motors, solenoids, etc. are connected to the main control microcomputer 311 via an address / data bus 340. It is also possible to provide a frame performance device having a drive source such as a motor (such as a motor that operates a performance device) on the glass frame 15, and to provide a frame performance movable body control circuit for driving and controlling the frame performance device.
[0081] Furthermore, the performance control device 300 is provided with a switch input circuit 336 having a function of detecting the on / off state of the performance button switch 25a of the performance button 25, the setting switch 29n of the option setting unit 29, and the performance prop switch 47 (performance motor switch) that detects the initial position of the motor in the board performance device 44, and inputting the detection signal to the main control microcomputer 311, and a function of detecting the state of the volume adjustment switch 335 provided in the performance control device 300 and inputting the detection signal to the main control microcomputer 311. Note that in FIG. 4, the switches in the option setting unit 29 are collectively represented as the setting switch 29n for convenience, but in detail, the switches described above (cross cursor switch, center switch, auxiliary switch) are connected so that the state of each of the switches (cross cursor switch, center switch, auxiliary switch) is detected individually by the switch input circuit 336, and the detection signal indicating each state of each switch is input to the main control microcomputer 311.
[0082] In order to supply a desired level of DC voltage to the performance control device 300 having the above-mentioned configuration and the electronic components controlled by it, the normal power supply unit 410 of the power supply device 400 is configured to generate a voltage of DC 32V for driving the motors and solenoids, DC 12V for driving the display device 41 consisting of a liquid crystal panel, the motors and LEDs, DC 5V as the power supply voltage for the command I / F 331, and DC 15V for driving the motors, LEDs, and speaker 19. Furthermore, when an LSI that operates at a low voltage such as 3.3V or 1.2V is used as the main control microcomputer 311, a DC-DC converter for generating DC 3.3V or DC 1.2V based on DC 5V is provided in the performance control device 300. The DC-DC converter may be provided in the normal power supply unit 410.
[0083] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is supplied to the main control microcomputer 311, and the device is reset. The reset signal is also supplied from the main control microcomputer 311 to the VDP 312 (VDPRESET signal), the sound source LSI 314 and the amplifier circuit 337 (SNDRESET signal), and the control circuits 332-334 (IORESET signal) that drive and control lamps, motors, etc., and resets them. A cooling fan 45 that cools each part of the gaming machine 10 is connected to the performance control device 300, and the cooling fan 45 is driven when the power of the performance control device 300 is turned on. The circuit board that constitutes the performance control device 300 corresponds to a sub-control board (also called a sub-board).
[0084] Next, the game control performed in these control circuits will be described. The CPU 111A of the gaming microcomputer 111 of the gaming control device 100 extracts a random number value for determining whether the normal figure is a winning symbol based on the input of a detection signal of a game ball from the gate switch 34a provided on the normal figure start gate 34, compares it with the determination value stored in the ROM 111B, and performs a process to determine whether the normal figure variable display game is a winning symbol or a losing symbol. Then, the CPU 111A performs a process to display the normal figure variable display game in which the identification symbol (identification information) is displayed in a variable manner for a predetermined time on the normal figure pattern display unit 55 of the collective display device 50, and then displays the identification symbol (identification information) in a stopped manner. If the result of this normal figure variable display game is a winning symbol, the CPU 111A operates the normal power solenoid 37c, and performs a control to open the movable member 37b of the normal variable winning device 37 as described above for a predetermined time (for example, 0.5 seconds or 1.7 seconds). That is, the game control device 100 constitutes a conversion control execution means for controlling the conversion of the conversion member (movable member 37b). When the result of the normal pattern variation display game is a loss, the control is performed to display the loss result state on the normal pattern display unit 55.
[0085] Also, a start winning (start memory) is stored based on the input of a game ball detection signal from the start hole 1 switch 36a provided in the start winning hole 36, and based on this start memory, a random number value for jackpot judgment of the first special chart variable display game is extracted and compared with the judgment value stored in ROM111B to perform processing to judge whether the first special chart variable display game is a win or a loss. Also, a start memory is stored based on the input of a game ball detection signal from the start hole 2 switch 37a provided in the normal variable winning device 37, and based on this start memory, a random number value for jackpot judgment of the second special chart variable display game is extracted and compared with the judgment value stored in ROM111B to perform processing to judge whether the second special chart variable display game is a win or a loss.
[0086] Then, the CPU 111A of the game control device 100 outputs a control signal (performance control command, performance command) including the judgment result of the first special symbol variable display game and the second special symbol variable display game to the performance control device 300. Then, the CPU 111A performs a process of displaying the special symbol variable display game in which the identification symbol (identification information) is displayed variably for a predetermined time on the special symbol 1 symbol display unit 53 and the special symbol 2 symbol display unit 54 of the collective display device 50 and then stops displaying the identification symbol. That is, the game control device 100 serves as a game control means for controlling the progress of the variable display game based on the winning of the game ball flowing down the game area 32 into the start winning area (start winning port 36, normal variable winning device 37).
[0087] Also, the performance control device 300 performs processing to display a decorative special chart variable display game corresponding to the special chart variable display game on the display device 41 based on a control signal from the game control device 100. Furthermore, the performance control device 300 performs processing to set the performance state, output sound from the speaker 19, control the emission of various LEDs, etc. based on a control signal from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variable display game, etc.).
[0088] When the result of the special chart variable display game is a big win or a small win, the CPU 111A of the game control device 100 displays the special result state or the small win result state on the special chart 1 pattern display section 53 or the special chart 2 pattern display section 54, and performs a process of generating a special game state or a small win game state (i.e., a process of executing a special game or a small win game). In the process of generating a special game state due to the result of the first special chart variable display game or the second special chart variable display game being a big win, the CPU 111A, for example, controls the opening and closing member 38c of the special variable winning device 38 by the big winning port solenoid 38b to allow the game ball to flow into the big winning port. In this special game state, the CPU 111A performs control (cycle game) to continue (repeated) this a predetermined number of rounds by opening the large prize opening until one of the following conditions is met: for example, a predetermined number of game balls (for example, 9 balls) enter the large prize opening, or a predetermined openable time has elapsed since the opening of the large prize opening. In addition, in a process to generate a small win game state due to the result of the first special chart variable display game (special chart 1 variable display game) or the second special chart variable display game (special chart 2 variable display game) being a small win, the CPU 111A performs control, for example, to open the opening / closing member 38c of the special variable winning device 38 by the large prize opening solenoid 38b, thereby enabling the flow of game balls into the large prize opening.
[0089] The opening and closing operation pattern (opening and closing operation mode) of the large prize opening performed in these small win game states is, for example, an operation of maintaining the opening and closing member in an open state for only 200 ms, performed four times at intervals of 1500 ms. In this way, the game control device 100 serves as a large prize opening opening and closing control means that controls the opening and closing of the large prize opening when the stop result mode becomes a special result mode. Also, when the result of the special symbol variation display game is a miss, the CPU 111A controls the special symbol 1 pattern display section 53 or the special symbol 2 pattern display section 54 of the collective display device 50 to display the result mode of the miss.
[0090] In addition, the game control device 100 of the first embodiment does not perform a probability change in the special chart change display game, but may perform a probability change in the chart change display game. For example, the game control device 100 can generate a high probability state as a game state after the special game state ends based on the result state of the special chart change display game. This high probability state is a state in which the probability of a winning result in the special chart change display game is higher than the normal probability state. Also, even if the high probability state is reached based on the result state of either the first special chart change display game or the second special chart change display game, both the first special chart change display game and the second special chart change display game are in a high probability state.
[0091] In addition, the game control device 100 can generate a time-saving state (specific game state, normal game high probability state) as a game state after the special game state ends based on the result state of the special game variable display game. In this time-saving state, it is possible to set the probability (normal game probability) of the winning result of the normal game variable display game to a high probability (normal game high probability state) higher than the normal probability (normal game low probability state) of 0. As a result, the normal game variable winning device 37 is controlled so that the opening time per unit time of the normal game variable winning device 37 is longer than when the normal game variable winning device 37 is in the normal game low probability state. Here, the normal game variable winning device 37 in this embodiment has the normal game probability set to "0" so that the movable member 37b is not opened in the normal game state.
[0092] In addition, in the time-saving state, the execution time of the normal map change display game (normal map change time) is, for example, 500 ms, and the normal map stop time displaying the result of the normal map change display game is, for example, 600 ms. When the normal map change display game results in a winning result and the normal change winning device 37 is opened, it is possible to set the opening time (normal power opening time) and number of times it is opened of the first winning stopping pattern (for example, 500 ms x 1 time), the opening time (normal power opening time) and number of times it is opened of the second winning stopping pattern (for example, 1700 ms x 2 times), and the opening time (normal power opening time) and number of times it is opened of the third winning stopping pattern (for example, 1700 ms x 3 times).
[0093] In addition, the execution time, normal map stop time, normal power opening count, and normal power opening time of the normal map variation display game may be appropriately set so as to control the normal map variation display game and the normal variation winning device 37 to be in a time-saving operation state. For example, in the time-saving state, it is possible to control the execution time (normal map variation time) of the above-mentioned normal map variation display game to be a second variable display time shorter than the first variable display time (for example, 10000 ms to 1000 ms). Also, in the time-saving state, it is possible to control the normal map stop time that displays the result of the normal map variation display game to be a second stop time shorter than the first stop time (for example, 1604 ms to 704 ms). Also, in the time-saving state, when the normal map variation display game is a winning result and the normal variation winning device 37 is opened, it is possible to control the opening time (normal power opening time) to be a second opening time longer than the first opening time in the normal state (low probability state of normal map) (for example, 100 ms to 1352 ms). In addition, in the time-saving state, it is possible to set the number of times the normal variable winning device 37 opens (the number of normal power openings) for one winning result of the normal variable display game to a second number of times (for example, four times) that is greater than the first number of times (for example, two times). In addition, in the time-saving state, it is possible to set the probability of the winning result of the normal variable display game (normal probability) to a high probability (normal high probability state, for example, 250 / 251) that is higher than the normal probability in the normal operation state (normal low probability state, for example, 1 / 251).
[0094] In the time-saving state, the time for converting the normal variation winning device 37 to the open state is extended more than usual by changing one or more of the normal variation time, normal stop time, normal power opening count, normal power opening time, and normal power probability. It is also possible to set multiple types of time-saving states with different changes. In addition, when a hit occurs, either the first opening mode or the second opening mode may be selected. In this case, the selection probability of the first opening mode and the second opening mode may be made different. In addition, the high probability state and the time-saving state can occur independently, and both can occur simultaneously, or only one can occur. The time-saving state can also be called a normal power support state (during normal power support, or during power support).
[0095] Next, the configuration of the collective display device will be described with reference to Fig. 5. Fig. 5 is a diagram showing an example of the collective display device of the first embodiment. The collective display device 50 includes a 7-segment LED_d1, a 7-segment LED_d2, and 16 LEDs from LED_d3 to LED_d18. The collective display device 50 displays various states according to the lighting state of the 7-segment LED_d1, the 7-segment LED_d2, and LED_d3 to LED_d18.
[0096] The collective display device 50 is provided with a round display section 51, a special chart 1 reserved display section 52, a special chart 1 pattern display section 53, a special chart 2 pattern display section 54, a normal chart pattern display section 55, a normal chart reserved display section 56, a status display section 57, and a special chart 2 reserved display section 58 by distributing various status display functions to the 7-segment LED_d1, the 7-segment LED_d2, and the LED_d3 to LED_d18. The round display section 51 displays the number of rounds in the special chart game by the lighting state of the four LEDs, LED_d3 to LED_d6. The special chart 1 reserved display section 52 displays the number of reserved games in the special chart 1 game by the lighting state of the two LEDs, LED_d11 and LED_d12. The special chart 1 pattern display section 53 displays the patterns in the special chart 1 game by the lighting state of the eight LEDs (seven segment LEDs and one dot LED) of the 7-segment LED_d1. The special 2 symbol display unit 54 displays symbols in the special 2 game according to the lighting state of the eight LEDs (seven segment LEDs and one dot LED) of the seven-segment LED_d2. The normal symbol display unit 55 displays symbols in the normal game according to the lighting state of three LEDs, LED_d8, LED_d10, and LED_d18. The normal reserved display unit 56 displays the number of reserved balls in the normal game according to the lighting state of two LEDs, LED_d15 and LED_d16. The status display unit 57 displays the game status in the special game according to the lighting state of three LEDs, LED_d7, LED_d9, and LED_d17. The special 2 reserved display unit 58 displays the number of reserved balls in the special 2 game according to the lighting state of two LEDs, LED_d13 and LED_d14.
[0097] The control of the gaming machine that performs such a game will be described below. First, the control executed by the gaming microcomputer 111 of the game control device 100 will be described. The control process by the gaming microcomputer 111 mainly consists of a main process and a timer interrupt process that is performed at a predetermined time period (for example, 4 ms).
[0098] [Main processing] First, the main processing of the game control device of the first embodiment will be described with reference to Figs. 6 to 10. Fig. 6 is a diagram (part 1) showing a flowchart of the main processing of the first embodiment. Fig. 7 is a diagram (part 2) showing a flowchart of the main processing of the first embodiment. Fig. 8 is a diagram (part 3) showing a flowchart of the main processing of the first embodiment. Fig. 9 is a diagram (part 4) showing a flowchart of the main processing of the first embodiment. Fig. 10 is a diagram (part 5) showing a flowchart of the main processing of the first embodiment.
[0099] The main process is started by the control unit (gaming microcomputer 111) when the power is turned on. In this main process, first, a process for prohibiting interrupts (step S1) is performed, and then a stack pointer setting process (step S2) is performed to set a stack pointer, which is the top address of an area where values of registers, etc. are saved when an interrupt occurs. Next, register bank 0 is specified (step S3), and the upper address of the RAM top address is set in a predetermined register (for example, D register) (step S4). The address range of RAM 111C is 0000h to 01FFh, with the upper address being 00h or 01h. In step S4, 00h, which is at the top of the address range of RAM 111C, is set.
[0100] Next, a launch stop signal is output and the launch permission signal is set to a prohibited state (step S5). The launch permission signal is set to a prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a launch stop signal, and the launch of game balls is prohibited.
[0101] After that, the state of input port 1 (first input port 122) is read into a first register (for example, B register) (step S6), and then the state of input port 3 (third input port 124) is read into a second register (for example, C register) (step S7).
[0102] Here, a predetermined bit in the first register is masked, and the other bits are cleared (step S8). For example, only the second bit in the B register corresponding to the detection signal from the RAM initialization switch 112 is held, and the 0th, 1st, and 3rd to 7th bits are cleared. Then, a predetermined bit in the second register is masked, and the other bits are cleared (step S9). For example, only the 4th bit in the C register corresponding to the detection signal from the setting key switch 127 is held, and the 0th to 3rd and 5th to 7th bits are cleared.
[0103] The information in the first register is integrated into the second register, and the information held in the second register is held as reference information that does not rely on the RAM 111C (step S10). For example, the logical sum of the B register and the C register is stored in the C register, and the C register is held as a state reference register.
[0104] For example, the value "00000000B" of the status reference register (C register) indicates that the 0th, 1st, 3rd, 5th to 7th bits are cleared to "0", the 2nd bit is "0" corresponding to the ON detection signal from RAM initialization switch 112, and the 4th bit is "0" corresponding to the ON detection signal from setting key switch 127. In other words, the value "00000000B" of the status reference register indicates a setting change state in which RAM initialization switch 112 is ON and setting key switch 127 is ON.
[0105] Moreover, the value "00010000B" of the status reference register indicates that the 0th, 1st, 3rd, 5th to 7th bits are cleared to "0", the 2nd bit is "0" corresponding to the ON detection signal from RAM initialization switch 112, and the 4th bit is "1" corresponding to the OFF detection signal from setting key switch 127. In other words, the value "00010000B" of the status reference register indicates a RAM initialization state in which RAM initialization switch 112 is ON and setting key switch 127 is OFF.
[0106] Moreover, the value "00000100B" of the status reference register indicates that the 0th, 1st, 3rd, 5th to 7th bits are cleared to "0", the 2nd bit is "1" corresponding to the detection signal from RAM initialization switch 112 being OFF, and the 4th bit is "0" corresponding to the detection signal from setting key switch 127 being ON. In other words, the value "00000100B" of the status reference register indicates a setting confirmation state in which RAM initialization switch 112 is OFF and setting key switch 127 is ON.
[0107] Moreover, the value "00010100B" of the status reference register indicates that the 0th, 1st, 3rd, 5th to 7th bits are cleared to "0", the 2nd bit is "1" corresponding to the detection signal from RAM initialization switch 112 being off, and the 4th bit is "1" corresponding to the detection signal from setting key switch 127 being off. In other words, the value "00010100B" of the status reference register indicates a power restoration (power outage recovery) state in which RAM initialization switch 112 is off (OFF) and setting key switch 127 is off (OFF).
[0108] As a result, the detection signal from RAM initialization switch 112 and the detection signal from setting key switch 127 are held in the C register. Note that since the storage position (second bit) in the B register of the detection signal from RAM initialization switch 112 and the storage position (fourth bit) in the C register of the detection signal from setting key switch 127 are different, the detection signal from RAM initialization switch 112 and the detection signal from setting key switch 127 are preserved without being lost even by the logical OR of the B register and the C register.
[0109] Then, a process for setting a power-on delay timer is performed (step S11). In this process, a predetermined initial value is set, and a waiting time (e.g., 3 seconds) is set to wait for the programs of the slave control means (e.g., slave control devices such as the payout control device 200 and the performance control device 300) that perform various controls according to instructions from the game control device 100 that constitutes the master control means to start normally. This makes it possible to avoid the slave control means missing the command if the game control device 100 starts up first when the power is turned on and sends a command to the slave control means before the slave control means starts up. In other words, the game control device 100 serves as a waiting means that delays the start of the master control means and sets a predetermined waiting time to wait for the start of the slave control means when the power is turned on.
[0110] Furthermore, the power-on delay timer is timed using a memory area (such as a RAM area or register not subject to validity check) that is not subject to validity check (checksum calculation) of data held in the RAM area. This eliminates the need to exclude part of the RAM area when calculating check data such as the checksum of the RAM area, thereby preventing the control at power-on from becoming complicated.
[0111] The detection signal of the RAM initialization switch 112 is stored in the second register (C register), and by storing the signal before the start of the standby time, the operation of the RAM initialization switch 112 can be reliably stored. In other words, if the state of the RAM initialization switch 112 is read after the standby time has elapsed, it would be necessary to wait for the standby time to elapse before operating the RAM initialization switch 112, or to continue operating the RAM initialization switch 112 from power-on until the standby time has elapsed. However, by reading the state before the standby time begins, the switch can be detected by operating it immediately after power-on without having to perform such a troublesome operation, and it is possible to prevent a situation in which the initialization operation performed when powering on is not accepted.
[0112] Also, the detection signal of the setting key switch 127 is stored in the second register (C register), and by storing it before the start of the standby time, the operation of the setting key switch 127 can be detected reliably. In other words, if the state of the setting key switch 127 is read after the standby time has elapsed, it is necessary to wait for the standby time to elapse before operating the setting key switch 127, or to continue operating the setting key switch 127 from power-on until the standby time has elapsed. However, by reading the state before the standby time begins, it becomes possible to perform the operation immediately after power-on without performing such troublesome operations, and it is possible to prevent a situation in which a setting change operation or setting confirmation operation performed when powering on is not accepted.
[0113] Next, after performing a process (step S11) of setting a power-on delay timer (for example, about 3 seconds), a process (steps S12 to S14) of timing the standby time and monitoring the occurrence of a power outage during the standby time is performed. Note that the power-on delay timer is set to a time sufficient for the slave control devices including the dispensing control device 200 to start up.
[0114] If a power outage has occurred (step S12; Y), the power supply to the gaming machine 10 is awaited to be cut off. In this way, by determining that a power outage has occurred when the power outage monitoring signal has been continuously received for a predetermined period of time, it is possible to prevent erroneous detection of a power outage due to noise, etc., and to appropriately deal with malfunctions at the time of power-on. The occurrence of a power outage is detected when the power outage monitoring signal input from the power supply device 400 is read through a port and a data bus and the on state of the power outage monitoring signal continues for a set number of checks (for example, two times). That is, the gaming control device 100 serves as a power outage monitoring means for monitoring the occurrence of a power outage during a predetermined standby time. This makes it possible to respond to a power outage that has occurred during the period in which the start-up of the gaming control device 100 serving as the main control means is delayed, and malfunctions at the time of power-on can be appropriately dealt with. Note that access to the RAM 111C is not permitted until the end of the standby time, and the memory contents at the time of the previous power outage are still held, so that there is no need to perform backup processing or the like when a power outage occurs here. Therefore, even if a power outage occurs during the standby time, there is no need to back up the RAM 111C, and the burden on control can be reduced.
[0115] On the other hand, if a power outage has not occurred (step S12; N), that is, if a power outage has not occurred, the power-on delay timer is updated by "-1" (step S13), and it is determined whether the timer value is "0" or not (step S14). If the timer value is not 0 (step S15; N), that is, if the standby time has not ended, the process returns to the process of monitoring the occurrence of a power outage (step S12). If the timer value is "0" (step S14; Y), that is, if the standby time has ended, access to readable and writable RWM (Read Write Memory) such as RAM111C and EEPROM is permitted (step S15), and off data is output to all output ports (set to a state where there is no output) (step S16).
[0116] Next, a serial port (a port pre-installed in the gaming microcomputer 111 and used for communication with the performance control device 300 and the payout control device 200) is set (step S17).
[0117] In step S18, a process is performed to start up a CTC circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the gaming microcomputer 111 (clock generator).
[0118] In step S19, a process of setting a RAM abnormality flag is performed. Note that the setting of the RAM abnormality flag is a temporary process and may be updated in a process of checking for abnormalities in the RAM that is executed later.
[0119] In step S20, it is determined whether the value of the power failure inspection area 1 in the RWM is normal power failure inspection area check data 1 (for example, 5Ah). If the value of the power failure inspection area 1 is normal (step S20; Y), it is determined whether the value of the power failure inspection area 2 in the RWM is normal power failure inspection area check data 2 (for example, A5h) (step S21), and if the value of the power failure inspection area 2 is normal (step S21; Y), a checksum calculation process (step S22) is performed to calculate the checksum of a predetermined area in the RWM.
[0120] In the checksum calculation process, the checksum may be calculated by adding together the data in the work area for game control and the data in the work area for status display, or the checksum may be calculated separately from the data in the work area for game control and the data in the work area for status display, or the checksum may be calculated only from the data in the work area for game control. The work area for game control is a working area in the memory area within the RWM that is used for game control. The work area for status display is a working area in the memory area within the RWM that is used for status display.
[0121] Next, it is determined whether the checksum calculated in step S22 matches the checksum at the time of power off (step S23), and if it is determined that the checksums match (are normal) (step S23; Y), the RAM abnormality flag that was temporarily set in step S19 is cleared (step S24).
[0122] If it is determined that the checksums do not match (are not normal) (step S23; N), the process skips step S24 and proceeds to step S25, thereby making the RAM abnormality flag provisionally set in step S19 definitive. If it is determined that the check data in the power outage inspection area is not normal (step S20; N or step S21; N), the process skips step S24 and proceeds to step S25, thereby making the RAM abnormality flag provisionally set in step S19 definitive.
[0123] In step S25, the second register (C register) is referenced to determine whether or not the detection signal of setting key switch 127 is on and the detection signal of RAM initialization switch 112 is on. If the detection signal of setting key switch 127 is on and the detection signal of RAM initialization switch 112 is on, the process proceeds to step S34, and if the detection signal of setting key switch 127 is not on and the detection signal of RAM initialization switch 112 is not on, the process proceeds to step S26.
[0124] Since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it can simultaneously judge the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112. Since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it can judge the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 before judging the validity of the RAM.
[0125] In step S26, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on (i.e., the RAM abnormality flag is set), the control unit proceeds to step S28, and if the RAM abnormality flag is not on (i.e., the RAM abnormality flag is cleared), the control unit proceeds to step S27.
[0126] In step S27, the control unit determines whether the setting change mode flag (probability setting change flag) is on. If the setting change mode flag is on, the control unit proceeds to step S28, and if the setting change mode flag is not on, the control unit proceeds to step S49.
[0127] Steps S28 to S33 are processes executed when a RAM abnormality occurs or when the RAM is restarted without being cleared due to a power interruption during setup. In step S28, the control unit transmits a main abnormality error notification command to the performance control device 300. This causes the performance control device 300 to carry out performance control corresponding to the main abnormality error notification command. For example, the performance control device 300 receives the main abnormality error notification command and causes the display device 41 to display a message informing about restarting with RAM clearing, or causes the speaker 19 to output sound. In addition, the performance control device 300 receives the main abnormality error notification command and causes the frame decoration device 18, the board decoration device 46, and the board performance device 44 to notify of a main abnormality error.
[0128] In step S29, the control unit outputs the 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit can display a status corresponding to the main abnormality error on the performance display device 135. The control unit also outputs the 7-segment display data at the time of game stop to the probability setting value display device 136. At this time, the control unit can display a numerical value or a character that is not included in the probability setting value on the probability setting value display device 136. The control unit may output the 7-segment display data including the LED display data at the time of game stop to the collective display device 50. At this time, the control unit may turn off or turn on all the collective display devices 50.
[0129] In step S30, the control unit outputs on data of the security signal from the external information terminal board 71. At this time, the control unit turns the output data of other signals output from the external information terminal board 71 to off.
[0130] In step S31, the control unit performs a process of monitoring the occurrence of a power outage. While waiting for the occurrence of a power outage (step S31; N), the control unit repeatedly executes steps S29 and S30 to wait for power cut-off. That is, while waiting for power cut-off, the gaming machine 10 outputs a security signal from the external information terminal board 71 (step S30) while displaying a status corresponding to a main abnormality error on the performance display device 135 (step S29). Furthermore, while waiting for power cut-off, the gaming machine 10 does not output signals other than the security signal from the external information terminal board 71. Note that the process of outputting a security signal from the external information terminal board 71 while displaying a status corresponding to a main abnormality error on the performance display device 135 while waiting for power cut-off (steps S29 and S30) may be performed in a timer process described later.
[0131] If a power outage is detected (step S31; Y), off data is output to all output ports (setting them to a state where there is no output) (step S32), access to readable and writable RWM (Read Write Memory) such as RAM111C and EEPROM is prohibited (step S33), and the system waits for the power to be cut off.
[0132] The control unit does not prohibit RAM access in the repeated execution of steps S29 and S30 until the power is cut off. This allows the gaming machine 10 to store a return address in the RAM when an NMI (Non-Maskable Interrupt) occurs, thereby reducing the risk of program runaway. In this way, the control unit does not protect the contents stored in the RAM by prohibiting RAM access during the repeated execution of steps S29 and S30 until the power is cut off, but since clearing the RAM at the time of restart is a condition for starting game control, the risk of the contents stored in the RAM not being protected is limited. In other words, the gaming machine 10 obtains an effect of reducing the risk of program runaway while limiting the risk of the contents stored in the RAM not being protected. Furthermore, by not prohibiting RAM access in the repeated execution of steps S29 and S30 until the power is cut off, the control unit can call a subroutine in steps S29 and S30, thereby improving program efficiency. The gaming machine 10 protects the contents stored in the RAM by prohibiting RAM access after detecting the occurrence of a power outage.
[0133] Steps S34 to S37 are processes related to preparation for changing settings, and are executed when, in step S27, the detection signal of setting key switch 127 is on and the detection signal of RAM initialization switch 112 is on.
[0134] In step S34, the control unit determines whether or not the RAM abnormality flag is on. If the RAM abnormality flag is on, the control unit proceeds to step S35, and if the RAM abnormality flag is not on, the control unit proceeds to step S36.
[0135] In step S35, since the RAM abnormality flag is on, the control unit clears the set value. The set value may be cleared by setting an invalid value as the set value, or may be cleared by setting a value that is most disadvantageous to the player from the viewpoint of fraud prevention.
[0136] In step S36, the control unit performs processing to set a setting change mode flag. The setting change mode flag is a flag indicating whether or not the gaming machine 10 is changing the setting. When the setting is being changed, the setting change mode flag is set, and when the setting is not being changed, the setting change mode flag is cleared (reset).
[0137] In step S37, the control unit transmits a command for changing the settings to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the command for changing the settings. For example, the performance control device 300 receives the command for changing the settings and causes the display device 41 to display a message informing that the settings are being changed, or causes the speaker 19 to output a sound. In addition, the performance control device 300 receives the command for changing the settings and causes the frame decoration device 18, the board decoration device 46, and the board performance device 44 to notify that the settings are being changed.
[0138] Step S38 is a process executed after preparation for changing the settings (steps S34 to S37) or preparation for checking the settings (steps S50, S51). In step S38, the control unit sets the security signal control timer to 128 ms. This causes the gaming machine 10 to output a security signal at least until the security signal control timer times out. Note that the security signal control timer may be any timer that exceeds the minimum guaranteed output time (for example, 50 ms) and is not limited to 128 ms.
[0139] Steps S39 to S41 are processes related to waiting for the completion of the setting change or the completion of the setting confirmation. The gaming machine 10 makes it possible to externally grasp the execution of the process related to waiting for the completion of the setting change or the completion of the setting confirmation by setting the security signal to be output in step S37.
[0140] After permitting the interrupt (step S39), the control unit refers to the second register (C register) and determines whether the detection signal of the setting key switch 127 is off (step S40). If the detection signal of the setting key switch 127 is off, the control unit proceeds to step S56, and if the detection signal of the setting key switch 127 is not off, the control unit proceeds to step S41.
[0141] In step S41, the control unit determines whether a power outage has occurred. The control unit can determine the occurrence of a power outage by continuously detecting the power outage monitoring signal for a predetermined period of time. If a power outage has occurred, the control unit proceeds to step S42, and if a power outage has not occurred, the control unit proceeds to step S40. That is, the control unit waits for the setting key to be turned off while allowing interrupts in step S39, until a power outage occurs.
[0142] When the control unit determines that a power outage has occurred, it performs a process of prohibiting interrupts (step S42) and a process of outputting off data to all output ports (step S43). Then, power failure inspection area check data 1 is saved in power failure inspection area 1 (step S44), and power failure inspection area check data 2 is saved in power failure inspection area 2 (step S45). Furthermore, after a checksum calculation process (step S46) for calculating a checksum at the time of power failure of the RWM and a process for saving the calculated checksum in the checksum area (step S47) are performed, a process for prohibiting access to the RAM (step S48) is performed, and then the game machine waits for the power to be cut off. In this way, by saving the check data in the power failure inspection area and calculating the checksum at the time of power failure, it is possible to determine whether the information stored in the RWM before the power failure has been correctly backed up when the power is turned on again.
[0143] Step S49 is executed if it is determined in step S27 that the setting change mode flag is on. In step S49, the control unit refers to the second register (C register) to determine whether the detection signal of setting key switch 127 is on. If the detection signal of setting key switch 127 is on, the control unit proceeds to step S50, and if the detection signal of setting key switch 127 is not on, the control unit proceeds to step S52.
[0144] Steps S50 and S51 are processes related to setting confirmation preparation. In step S50, the control unit performs a process of setting a setting confirmation mode in progress flag. The setting confirmation mode in progress flag is a flag indicating whether the gaming machine 10 is in the setting confirmation or not, and the setting confirmation mode in progress flag is set when the setting confirmation is in progress, and the setting confirmation mode in progress flag is cleared (reset) when the setting confirmation is not in progress. In step S51, the control unit transmits a setting confirmation in progress command to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the setting confirmation in progress command. For example, the performance control device 300 receives a setting confirmation in progress command, and causes the display device 41 to display a message informing that the setting confirmation is in progress, or causes the speaker 19 to output a sound. In addition, the performance control device 300 receives a setting confirmation in progress command, and notifies that the setting confirmation is in progress by the frame decoration device 18, the board decoration device 46, and the board performance device 44. After this, the control unit proceeds to step S38.
[0145] On the other hand, when the control unit determines in step S49 that the detection signal of the setting key switch 127 is not on, it executes step S52. In step S52, the control unit refers to the second register (C register) and determines whether or not the detection signal of the RAM initialization switch 112 is on. The control unit proceeds to step S53 when the detection signal of the RAM initialization switch 112 is on, and proceeds to step S59 when the detection signal of the RAM initialization switch 112 is not on. That is, the gaming machine 10 proceeds to execute a process related to RAM initialization (RAM clear) upon start-up detection accompanied by a pressing operation of the RAM initialization switch 112, and proceeds to execute a process related to power outage recovery upon start-up detection not accompanied by a pressing operation of the RAM initialization switch 112.
[0146] Next, the process related to RAM initialization performed after step S53 will be described. In the process related to RAM initialization, the control unit clears the RAM area other than the set value to 0 (zero clear) (step S53), and saves the initial value at the time of RAM initialization in the area to be initialized (step S54). For example, the control unit sets the RAM clear start address 2 as the start address at the time of RAM clearing, and clears the data of the area to be cleared (game control work area) of the memory area (area not including the access prohibited area) of the RWM (for example, RAM111C) to zero.
[0147] In addition, since the setting change mode flag and the setting check mode flag are included in the data in the area to be cleared, they are cleared by clearing the data in the area to be cleared to zero.
[0148] In step S55, the control unit transmits a command for initializing the RAM to the performance control device 300. In step S55, multiple commands are transmitted, such as a model designation command and a probability setting value information command. As a result, the performance control device 300 performs performance control corresponding to the command for initializing the RAM. For example, the performance control device 300 receives the command for initializing the RAM and causes the display device 41 to display a message informing that the RAM has been initialized, or causes the speaker 19 to output a sound. In addition, the performance control device 300 receives the command for initializing the RAM and notifies the frame decoration device 18, the board decoration device 46, and the board performance device 44 that the RAM has been initialized.
[0149] Furthermore, after executing the process related to waiting for the completion of the setting change or waiting for the completion of the setting confirmation (steps S39 to S41), if the control unit detects that the detection signal of the setting key switch 127 is off, the control unit executes step S56. After prohibiting interrupts (step S56), the control unit transmits a command to end the notification to the performance control device 300 (step S57).
[0150] As a result, the performance control device 300 ends the notification that a setting change is in progress, which was started upon receiving a command during setting change, or the notification that a setting confirmation is in progress, which was started upon receiving a command during setting confirmation.
[0151] Next, the control unit refers to the setting change mode flag to determine whether or not the setting change mode is in progress (step S58). If the setting change mode is in progress, the control unit proceeds to step S53 and executes processing related to RAM initialization. On the other hand, if the setting change mode is not in progress, the control unit proceeds to step S59 and executes processing related to power outage recovery.
[0152] In step S59, the control unit executes a power failure recovery process. The power failure recovery process includes a process of saving an initial value at the time of power failure recovery in an area to be initialized, determining whether the special game is in a high probability state by referring to the special game status, saving ON information in a high probability notification flag area when the special game is in a high probability state, and saving ON data of the high probability notification LED in a segment area.
[0153] The areas to be initialized in the power failure recovery process are the power failure inspection area, the checksum area, the setting change mode flag, the setting confirmation mode flag, and the area related to error fraud monitoring. In the power failure recovery process, the busy signal status area that stores the state of the payout busy signal, which is a signal indicating whether the payout control device 200 is in a state where it can accept commands, is also cleared, and the state is set to an indefinite state indicating that the state of the payout busy signal has not been determined. Similarly, the touch switch signal state monitoring area that stores the state of the touch switch signal is also cleared, and the state is set to an indefinite state indicating that the state of the touch switch signal has not been determined.
[0154] Next, the control unit transmits a power failure recovery command corresponding to the special game processing number to the performance control board (performance control device 300) (step S60), and proceeds to step S61. In step S60, multiple commands such as a model designation command, a special game 1 reserved number command, a special game 2 reserved number command, a probability information command, a probability setting value information command, and a screen designation command are transmitted. In addition to these commands, some models transmit performance count information and high probability count information. In addition, the screen designation command is a command to command the display of a customer waiting demo screen when the control state of the special game 1 variable display game and the special game 2 variable display game is in normal processing (a state that is not one of the following: during fluctuation, during a big win (first special game state), and during a small win (second special game state)), and is a command to command the display of a recovery screen in other cases.
[0155] In step S61, the control unit judges whether the safety device is in operation. The safety device realizes a so-called complete function, and stops the game when a predetermined operation amount (the occurrence of a difference ball exceeding a predetermined value) is detected. If the safety device is in operation, the control unit proceeds to step S62, and if the safety device is not in operation, the control unit proceeds to step S63.
[0156] In step S62, the control unit transmits a command indicating that the safety device is in operation to the performance control board (performance control device 300), and proceeds to step S63. In step S62, a plurality of commands, such as a model designation command and a screen designation command, are transmitted.
[0157] In step S63, the control unit saves the flag register to the stack area for game control before proceeding to processing unrelated to the game in order to prevent the flag (zero flag) from changing when saving the stack pointer for game control in RAM.
[0158] The control unit switches the stack pointer from the game control stack area (internal stack area) to the non-game control stack area (external stack area) when executing a process not related to a game (safety device information initialization process) (executed in a process not related to a game), and switches the stack pointer from the non-game control stack area (external stack area) to the game control stack area (internal stack area) when returning to a process related to a game (executed in a process not related to a game). This allows the control unit to separate the accessible memory area for each process so that a process not related to a game does not access a memory area related to a game. Details of the memory map in the game control device 100 will be explained later using FIG. 11.
[0159] In step S64, the control unit executes a safety device information initialization process to initialize information related to the safety device. Details of the safety device information initialization process will be described later with reference to Fig. 12. In step S65, the control unit restores the flag register saved in the game control stack area.
[0160] In step S66, the control unit performs a process of starting and setting the random number generation circuit. After that, the control unit extracts the values of the predetermined registers (soft random number registers 1 to n) in the random number generation circuit at the time of power-on, and saves them in a predetermined area of the RWM as the initial values (start values) of the corresponding random numbers (special random number per figure, special random number with a pattern, normal random number per figure, variable pattern random number 1, variable pattern random number 2, variable pattern random number 3) (step S66), and then inhibits interrupts (step S67).
[0161] In step S68, the control unit determines whether or not the game is stopped, and if the game is stopped, the process proceeds to step S72, and if the game is not stopped, the process proceeds to step S69. Note that the control unit stops the game when a strong error (error related to fraud) such as a magnet, radio wave, vibration, or abnormal discharge occurs, or when a safety device is activated.
[0162] In step S69, the control unit saves the flag register to the game control stack area before moving to a process not related to the game. In step S70, the control unit executes a performance display editing process to edit the display contents (game performance) displayed on the performance display device 135. Since the processing load of the performance display editing process is relatively high, the control unit prohibits interrupts to achieve faster derivation of the processing result. This ensures that the gaming machine 10 derives the processing result of the performance display editing process before the game state is updated by a timer interrupt. The performance display editing process is a process that calculates the base value for each of the most recent four periods separated by 60,000 out balls (the most recent period may have less than 60,000 out balls). In step S71, the control unit restores the flag register saved in the game control stack area.
[0163] In step S72, the control unit permits the interrupt. In step S73, the control unit determines whether or not a power outage has occurred. The control unit can determine the occurrence of a power outage by continuously detecting the power outage monitoring signal for a predetermined period of time. If a power outage has occurred, the control unit proceeds to step S42, and if a power outage has not occurred, the control unit proceeds to step S67.
[0164] That is, the control unit repeatedly executes the processes from step S67 to step S73 unless a power outage occurs. In detail, if a power outage does not occur, the control unit repeatedly executes the performance display editing process and the check of the power outage monitoring signal (loop process). Then, by previously permitting an interrupt (step S72), if a timer interrupt occurs during power outage monitoring, the interrupt process is executed with priority.
[0165] Similarly, by prohibiting interrupts (step S67) before the performance display editing process (step S70), the performance display editing process is executed with priority over timer interrupts, and it is possible to avoid overloading the performance display editing process. Also, the control unit can suppress frequent switching between the game control stack area (inside stack area) and the non-game control stack area (outside stack area).
[0166] From the above, in a gaming machine equipped with a main control means (gaming control device 100) that controls the overall game, and slave control means (payout control device 200, presentation control device 300, etc.) that perform various controls in accordance with instructions from the main control means, the main control means is equipped with a standby means (gaming control device 100) that delays the start-up of the main control means when the power is turned on, and sets a predetermined standby time for waiting for the start-up of the slave control means, and a power outage monitoring means (gaming control device 100) that monitors the occurrence of a power outage during the predetermined standby time.
[0167] In addition, a power supply unit 400 is provided to supply power to various devices, and the power supply unit 400 is configured to output a power outage monitoring signal when a power outage is detected, and the power outage monitoring means (game control device 100) is configured to determine that a power outage has occurred when it continues to receive the power outage monitoring signal for a predetermined period of time.
[0168] In addition, the main control means (game control device 100) is equipped with a RAM 111C capable of storing data, an initialization operation unit (RAM initialization switch 112) that can be operated from outside, and an initialization means (game control device 100) that initializes the data stored in the RAM 111C based on the operation of the initialization operation unit, and is configured to read the operation state of the initialization operation unit before the start of the standby time.
[0169] In addition, the game control device 100 has a function (first initialization means, second initialization means) to distinguish between initialization processing when a data abnormality occurs (first initialization processing) and initialization processing during an initialization operation (second initialization processing), thereby enabling optimal and efficient initialization processing according to the situation to be realized.
[0170] The main control means (game control device 100) is provided with a RAM 111C capable of storing data, a setting operation unit (setting value change switch 126, setting key switch 127) that can be operated from the outside, and a setting change means (game control device 100) that changes the setting value stored in RAM 111C based on the operation of the setting operation unit, thereby enabling the setting to be changed, and a setting display unit (probability setting value display device 136) is provided to enable the setting (setting value) to be confirmed. The main control means (game control device 100) is also configured to permit access to RAM 111C after the waiting time has elapsed.
[0171] In addition, the main control means (game control device 100) is capable of executing a standby process in the event of a power outage (loop after step S48) that prohibits access to the RAM (RAM111C) (step S48) and waits for all processing to stop, and a standby process in the event of a RAM abnormality (loop from step S29 to step S31) that allows access to the RAM (RAM111C) (step S15) while waiting for all processing to stop.
[0172] Here, the standby process at the time of power failure and the standby process at the time of RAM abnormality will be described. The standby process at the time of power failure is executed after access to the RAM is prohibited in step S48 of the main process, and is a loop process that waits for the execution of all processes to stop. In addition, the standby process at the time of power failure is executed after interrupts are prohibited in step S42 of the main process, so that interrupts other than NMI interrupts (timer interrupts) are prohibited. Note that the standby process at the time of power failure may cause an NMI interrupt because it is not possible to prohibit an interrupt for an NMI interrupt. However, since the standby process at the time of power failure is a process executed when a power failure occurs, there is a small risk of an NMI interrupt occurring during the execution of the process. In addition, the standby process at the time of power failure is a standby process that does not involve an abnormality notification. This allows the gaming machine 10 to allocate the power until the power is cut off to the power failure process. Note that the gaming machine 10 reduces the risk of the memory contents of the RAM being changed due to an unstable voltage by prohibiting access to the RAM in the standby process at the time of power failure.
[0173] The RAM abnormality standby process is executed after access to the RAM (RWM) is permitted in step S15 of the main process, and is a loop process that waits for the execution of all processes to stop. In addition, since the RAM abnormality standby process is executed after interrupts are prohibited in step S1 of the main process, interrupts other than NMI interrupts (timer interrupts) are prohibited. Note that the power failure standby process may cause an NMI interrupt because it is not possible to prohibit an NMI interrupt. Since the RAM abnormality standby process is a process that waits for a power cut, there is a greater risk of an NMI interrupt occurring during the execution of the process than with the power failure standby process. However, since the RAM abnormality standby process allows access to the RAM even if an NMI interrupt occurs, the return address can be stored in the RAM, and there is a smaller risk of the program running out of control due to the occurrence of an NMI interrupt. In addition, since the gaming machine 10 transmits a main abnormality error notification command to the performance control device 300 in step S28, the performance control device 300 can issue an abnormality notification in parallel during the execution of the RAM abnormality standby process. This allows the gaming machine 10 to be expected to restart quickly.
[0174] Next, the memory map of RAM111C will be described with reference to Fig. 11. Fig. 11 is a diagram showing an example of the memory map of the game control device of the first embodiment. Memory map 111M is the memory map of RAM111C. RAM111C sets, in order from the top of the memory, a work area for game control (inner area work area), a stack area for game control (inner area stack area), a work area for non-game control (outer area work area), and a stack area for non-game control (outer area stack area).
[0175] The non-game control work area includes information related to performance display and information related to safety devices. The non-game control work area may also include information related to test signals and information related to error monitoring. In the non-game control work area, the storage area may be divided and arranged for each type of information, or the division for each type of information may be unclear and arranged in the storage area. The non-game control stack area is shared by two or more processes not related to games (for example, a process related to performance display and a process related to safety devices), but may be separately divided and dedicated, such as a first non-game control work area and a second non-game control work area. The processes not related to games may also include a process related to test signals and a process related to error monitoring, and even in this case, the non-game control stack area may be shared in part or in whole between each process or may be dedicated.
[0176] Since the game control work area places the probability setting value area at the beginning, RAM clear start address 1 clears all of the game control work area (game control work area) and the game control stack area. RAM clear start address 2 clears the game control work area and game control stack area excluding the probability setting value area. RAM clear start address 3 clears the game control work area and game control stack area excluding the probability setting value area, the fluctuation pattern random number area, and the initial value random number area. RAM clear start address 1, RAM clear start address 2, and RAM clear start address 3 all clear the area from power outage inspection area 1 to power outage inspection area 2, and the checksum area.
[0177] A game control program that performs processing related to a game is stored in a game control program area, and a non-game control program that performs processing unrelated to a game is stored in a non-game control program area. For example, "related to a game" means that the game result is affected, and "unrelated to a game" means that the game result is not affected. For example, processing related to a special chart game corresponds to processing related to a game because the processing result affects the game result, and processing related to external information output corresponds to processing unrelated to a game because the external information output does not affect the game result.
[0178] [Safety device information initialization process] Next, the safety device information initialization process of the game control device 100 will be described with reference to Fig. 12. Fig. 12 is a diagram showing a flowchart of the safety device information initialization process of the first embodiment. The safety device information initialization process is a process for initializing information related to the safety device, and is a process executed by the CPU 111A in step S64 of the above-mentioned main process.
[0179] The safety device can transition between a safety device non-operated state, a safety device activation notice state, a safety device activation warning state, and a safety device activated state. The safety device non-operated state is the state when the safety device counter value is between 0 and 189999, and the safety device activation notice state is the state when the safety device counter value is between 190000 and 194999. The safety device activation warning state is the state before the game is stopped when the safety device counter value reaches 195000, and the safety device activated state is the state during the game is stopped when the safety device counter value reaches 195000. The safety device counter value "195000" is a value equivalent to the difference in balls "95000".
[0180] The control unit can access a storage area prepared exclusively for the safety device in the safety device information initialization process. The storage area prepared exclusively for the safety device includes an internal work area in which processing related to the game can be read and written and processing unrelated to the game can be read, and an external work area in which processing unrelated to the game can be read and written and processing related to the game can be read. For example, the internal work area prepared exclusively for the safety device includes a safety device operation flag area and an acquired game ball number area. The safety device operation flag area is an area that stores a safety device operation flag indicating whether or not the safety device is in operation, and is cleared to zero in the initialization process (step S53) by turning on the RAM initialization switch 112. The acquired game ball number area is an area that stores the number of acquired game balls, and is cleared to zero in the initialization process (step S53) by turning on the RAM initialization switch 112.
[0181] The outside work area prepared exclusively for safety devices contains a safety device counter area, a safety device operation information area, and a previous operation information area. The safety device counter area is 3 bytes in size and can store values from 0 to 195000. The safety device counter area is not read by processes related to the game, but is referenced by those processes when the difference in the number of balls is sent by command. The safety device operation information area stores the current operation information of the safety device. The previous operation information area stores the operation information of the safety device from the previous time (in principle, one interrupt before).
[0182] The control unit saves the stack pointer in a stack pointer storage area (step S81) and sets the stack pointer to the value of the outside stack area (step S82). As a result, the control unit switches the stack pointer from the game control stack area (inside stack area) to the non-game control stack area (outside stack area) when executing a process unrelated to the game (safety device information initialization process).
[0183] The control unit saves the registers (step S83). The registers to be saved may be limited to those to be protected (registers used in the process), or all general-purpose registers may be saved as in the out-of-area consolidation process described later with reference to FIG. 19. Note that the control unit may not save and restore the registers when writing directly to the memory area without using registers. In this case, the processes related to the stack pointer and the saving and restoring of the flag register may also be unnecessary.
[0184] The control unit saves an initial value (100000) in the safety device counter area (step S84), saves safety device non-operation information (0) in the safety device operation information area (step S85), and saves safety device non-operation information (0) in the previous operation information area (step S86).
[0185] The control unit restores the register (step S87), sets the value read from the stack pointer storage area as the stack pointer (step S88), and ends the safety device information initialization process.
[0186] [Timer interrupt processing] Next, the timer interrupt processing of the game control device 100 will be described with reference to Fig. 13. Fig. 13 is a diagram showing a flowchart of the timer interrupt processing of the first embodiment. This timer interrupt processing is an interrupt processing that occurs during the above-mentioned main processing from when interrupt permission is issued until interrupt is prohibited (from step S39 to step S42, from step S72 to step S67). The timer interrupt processing is a processing executed by the CPU 111A.
[0187] The timer interrupt process is started by inputting a periodic timer interrupt signal generated by the CTC circuit in the clock generator to the CPU 111A. When a timer interrupt occurs in the gaming microcomputer 111, the interrupt is automatically disabled and the timer interrupt process is started.
[0188] When the timer interrupt process is started, first, register bank 1 is specified (step S91). Switching to register bank 1 is equivalent to performing a register save process in which the value held in a specified register (for example, a register used in the main process) is moved to RWM. Next, the upper address of the RAM start address is set in the specified register (for example, the D register) (step S92). In step S92, the same process as in step S4 in the main process is performed, but the register bank is different.
[0189] Next, input processing (step S93) is performed to receive inputs from various sensors and switches and to take in signals, i.e., to read the state of each input port. In step S94, the control unit refers to the setting change mode flag and the setting confirmation mode flag to determine whether the unit is in the setting change mode (probability setting is being changed) or the setting confirmation mode (probability setting is being confirmed). If the unit is in the setting change mode or the setting confirmation mode, the control unit proceeds to step S95, executes the probability setting change / confirmation processing, and ends the timer interrupt processing. On the other hand, if the unit is not in either the setting change mode or the setting confirmation mode, the control unit proceeds to step S96.
[0190] In step S96, the control unit executes output processing for controlling the drive of actuators such as the solenoids (the large prize opening solenoid 38b, the normal power solenoid 37c) based on the output data set in the various processes.
[0191] In addition, when a launch stop signal is output in step S5 in the main processing, a launch permission signal is output by performing this output processing, and the launch permission signal is set to a state in which it can be set to an allowed state. This launch permission signal is output to the launch control device via the payout control device. At that time, no processing of the signal is performed. In addition, the launch permission signal is a first signal indicating the state of launch permission as seen from the game control device 100, and a second signal (launch permission signal) indicating the state of launch permission as seen from the payout control device 200 is also generated in the payout control device 200 and output to the launch control device. In other words, when two launch permission signals are output to the launch control device and both are set to launch permission, the game ball is configured to be in a state in which it can be launched. Next, the control unit executes a payout command transmission process (step S97) in which the command set in the transmission buffer by various processes is output to the payout control device 200.
[0192] In step S98, the control unit saves the flag register in the game control stack area before proceeding to processing unrelated to the game. In step S99, the control unit executes a first error monitoring process for monitoring abnormalities unrelated to the game (weak errors). The first error monitoring process will be described later with reference to FIG. 14. In step S100, the control unit restores the flag register saved in the game control stack area. In step S101, the control unit executes a second error monitoring process for monitoring abnormalities related to the game (strong errors). The second error monitoring process will be described later with reference to FIG. 15. In step S102, the control unit executes a game stop flag setting process. The game stop flag setting process will be described later with reference to FIG. 16.
[0193] Next, the control unit performs a prize port switch / status monitoring process (step S102) which monitors whether or not normal signals are being input from the start port 1 switch 36a, start port 2 switch 37a, normal gate switch 34a, prize port switch 35a, large prize port switch 38a, and specific area switch 38e, and monitors for errors (such as whether the front frame or glass frame is open).
[0194] Next, the control unit refers to the game stop flag to determine whether or not the game is stopped (step S103). If the game is not stopped, the control unit proceeds to step S104 to execute various game processes, and if the game is stopped, the control unit skips the various game processes and proceeds to step S108.
[0195] Next, the control unit executes special chart game processing (step S104) that performs processing related to the special chart change display game (special chart 1 change display game, special chart 2 change display game), followed by two-type game processing (step S105) that performs processing related to the so-called two-type game, and then executes regular chart game processing (step S106) that performs processing related to the regular chart change display game.
[0196] Next, the control unit performs a segment LED editing process (step S107) that drives the segment LEDs (for example, LEDs such as the special chart 1 pattern display unit 53 of the collective display device 50) that display the special chart change display game and various information related to the game to display the desired content.
[0197] In step S108, the control unit executes a safety device-related process. The safety device-related process includes a process of editing commands for the performance control device 300 that notify the safety device of an activation notice, an activation warning, and an activation state (game stop), and a process of setting information indicating activation to a safety device activation flag when the safety device is activated. In step S109, the control unit executes an external information editing process. The external information editing process will be described later with reference to FIG. 16 and FIG. 17.
[0198] In step S110, the control unit saves the flag register to the game control stack area before proceeding to processing unrelated to the game. In step S111, the control unit executes outside area integration processing. The outside area integration processing will be described later with reference to FIG. 18. The control unit restores the flag register saved in the game control stack area (step S112) and ends the timer interrupt processing.
[0199] [First error monitoring process] Next, the first error monitoring process of the game control device 100 will be described with reference to Fig. 14. Fig. 14 is a diagram showing a flowchart of the first error monitoring process of the first embodiment. The first error monitoring process is a process executed by the CPU 111A in step S99 of the timer interrupt process described above.
[0200] The control unit saves the stack pointer in the stack pointer storage area (step S121) and sets the value of the outside stack area to the stack pointer (step S122). As a result, the control unit switches the stack pointer from the game control stack area (inside stack area) to the non-game control stack area (outside stack area) when executing the first error monitoring process. The control unit saves the register (step S123).
[0201] The control unit executes an upper large prize port fraud monitoring process (step S124) that monitors for fraudulent activity against the special variable prize device (large prize port 1) 38, executes a lower large prize port fraud monitoring process (step S125) that monitors for fraudulent activity against the special variable prize device (large prize port 2) 95, and executes a regular power fraud monitoring process (step S126) that monitors for fraudulent activity against the regular variable prize device 37.
[0202] The control unit updates the error monitoring counter (step S127), prepares the error monitoring table 1 (step S128), and executes the error state check process (step S129). The control unit loops and updates the error monitoring counter in the range of "0" to "3", and checks one of the multiple errors defined in the error monitoring table 1 in the error state check process. For example, the error monitoring table 1 defines a switch abnormality error (connector coming off, etc.), a shot ball out error, an overflow error, and a payout abnormality error. The error state check process (step S129) monitors a switch abnormality error (connector coming off, etc.) when the error monitoring counter is "0", monitors a shot ball out error when the error monitoring counter is "1", monitors an overflow error when the error monitoring counter is "2", and monitors a payout abnormality error when the error monitoring counter is "3". In this way, the control unit monitors switch abnormality errors (such as connector coming loose), chute ball out errors, overflow errors, and payout abnormality errors once each during four executions of the first error monitoring process, performing error monitoring with an appropriate frequency and processing burden.
[0203] The control unit prepares the error monitoring table 2 (step S130) and executes the error state check process (step S131). The control unit uses the error monitoring counter updated in step S127 to check one of the multiple errors defined in the error monitoring table 2 in the error state check process. For example, the error monitoring table 2 defines glass frame open, main frame open, and frame radio wave irregularity. The error state check process (step S131) monitors the glass frame open when the error monitoring counter is "0", monitors the main frame open when the error monitoring counter is "1", and monitors the frame radio wave irregularity when the error monitoring counter is "2". Note that the error monitoring table 2 does not define an error corresponding to the error monitoring counter "3". In this way, the control unit monitors the glass frame open, main frame open, and frame radio wave irregularity once each in four executions of the first error monitoring process, and performs error monitoring with an appropriate frequency and processing load.
[0204] The control unit sequentially executes a V-passing timing monitoring process (step S132) and a remaining ball monitoring process (step S133). In this way, the control unit monitors the V-passing timing and the remaining balls once each time the first error monitoring process is executed, and performs error monitoring at an appropriate frequency and processing load. The V-passing timing monitoring detects an abnormality (V-passing timing error) in the timing of detection of the game ball (entry into the specific area 96) in the specific area switch 38e, and the remaining ball monitoring detects an abnormality (remaining ball error) in the presence of remaining balls in the special variable winning device 95 based on a discrepancy between the number of game balls that have entered the winning opening of the special variable winning device 95 and the number of game balls detected in the specific area 96.
[0205] The control unit restores the register (step S134), sets the value read from the stack pointer saving area as the stack pointer (step S135), and ends the first error monitoring process.
[0206] In this way, the first error monitoring process monitors non-illegal errors such as switch abnormality errors (connector coming loose, etc.), shot ball out errors, overflow errors, payout abnormality errors, V passing timing errors, and remaining ball errors as weak errors (weaker than strong errors) that do not affect the game or have a small effect on the game. The first error monitoring process uses a non-game control work area (outside area work area) and a non-game control stack area (outside area stack area) as a non-game control program.
[0207] [Second error monitoring process] Next, the second error monitoring process of the game control device 100 will be described with reference to Fig. 15. Fig. 15 is a diagram showing a flowchart of the second error monitoring process of the first embodiment. The second error monitoring process is a process executed by the CPU 111A in step S101 of the timer interrupt process described above.
[0208] The control unit sequentially executes a magnet irregularity monitoring process (step S136), a board radio irregularity monitoring process (step S137), a vibration irregularity monitoring process (step S138), and an abnormal discharge monitoring process (step S139). In this manner, the control unit monitors a magnet irregularity, board radio irregularity, vibration irregularity, and abnormal discharge once each in one execution of the second error monitoring process, and performs error monitoring with an appropriate frequency and processing load.
[0209] In this way, the second error monitoring process monitors errors such as magnet fraud, board radio wave fraud, vibration fraud, and abnormal discharge as major errors that affect the game. The second error monitoring process uses a game control work area (work area within the area) and a game control stack area (stack area within the area) as a game control program.
[0210] The division of error monitoring between the first error monitoring process and the second error monitoring process is merely an example, and error monitoring may be divided in a combination according to the degree to which the error is related to the game, or in any combination. Also, the first error monitoring process may be configured to monitor all errors, or the second error monitoring process may be configured to monitor all errors.
[0211] In addition, the error flag area corresponding to the error handled in the first error monitoring process is secured in a non-game control work area (outside area work area), and the error flag area corresponding to the error handled in the second error monitoring process is secured in a game control work area (inside area work area).
[0212] [Game Stop Flag Setting Process] Next, the game stop flag setting process of the game control device 100 will be described with reference to FIG. 16. FIG. 16 is a diagram showing a flowchart of the game stop flag setting process of the first embodiment. The game stop flag setting process is a process executed by the CPU 111A in step S101 of the timer interrupt process described above. The game stop flag setting process is a process for controlling the game stop flag with the occurrence of one or more of magnet irregularity, board radio irregularity, vibration irregularity, abnormal discharge error, and safety device activation as game stop conditions. The game stop flag is stored in the game control work area (intra-area work area).
[0213] The control unit determines whether or not a magnet malfunction is occurring in step S141, and if a magnet malfunction is occurring, proceeds to step S147, and if a magnet malfunction is not occurring, proceeds to step S142. The control unit determines whether or not a board radio wave malfunction is occurring in step S142, and if a board radio wave malfunction is occurring, proceeds to step S147, and if a board radio wave malfunction is not occurring, proceeds to step S143. The control unit determines whether or not a vibration malfunction is occurring in step S143, and if a vibration malfunction is occurring, proceeds to step S147, and if a vibration malfunction is not occurring, proceeds to step S144. The control unit determines whether or not an abnormal discharge error is occurring in step S144, and if an abnormal discharge error is occurring, proceeds to step S147, and if an abnormal discharge error is not occurring, proceeds to step S145. The control unit determines whether or not a safety device is operating by referring to a safety device operation flag in step S145, and if a safety device is operating, proceeds to step S147, and if a safety device is not operating, proceeds to step S146.
[0214] In step S146, the control unit clears the game stop flag area since no magnet irregularity, board radio wave irregularity, vibration irregularity, abnormal discharge error, or safety device activation is occurring, and ends the game stop flag setting process.
[0215] In step S147, the control unit saves game stop information in the game stop flag area indicating that any of the following has occurred: an illegal magnet, an illegal radio wave on the board, an illegal vibration, an abnormal discharge error, or the activation of a safety device, and terminates the game stop flag setting process.
[0216] In addition, the game stop flag setting process may set the game stop condition to be the occurrence of one or more of all errors monitored by the second error monitoring process, or may set the game stop condition to be the occurrence of one or more of combinations other than the above-mentioned combinations (irregular magnet, irregular radio wave on the control panel, irregular vibration, abnormal discharge error, and safety device activation).
[0217] [External information editing processing] Next, the external information editing process of the game control device 100 will be described with reference to Figs. 17 and 18. Fig. 17 is a diagram (part 1) showing a flowchart of the external information editing process of the first embodiment. Fig. 18 is a diagram (part 2) showing a flowchart of the external information editing process of the first embodiment. The external information editing process is a process executed by the CPU 111A in step S109 of the timer interrupt process described above. The external information editing process is a process for editing the external information output from the external information terminal board 71.
[0218] The control unit loads the glass frame opening error flag (step S151), then loads the main body frame opening error flag and combines it with the glass frame opening error flag (step S152). For example, the glass frame opening error flag and the main body frame opening error flag are combined by taking the logical OR of both flags. The glass frame opening error flag is a flag that is set when a glass frame opening error occurs. The main body frame opening error flag is a flag that is set when a main body frame opening error occurs. The glass frame opening error flag and the main body frame opening error flag are stored in a non-game control work area (outside area work area).
[0219] The control unit determines whether or not a combination of the glass frame opening error flag and the main body frame opening error flag is "0" (step S153), and if it is "0", proceeds to step S154, and if it is not "0", proceeds to step S156.
[0220] When neither the glass frame opening error flag nor the main body frame opening error flag is set, the control unit saves the OFF data of the door / frame opening signal in the external information output data area (step S154), and then saves the OFF data of the gaming machine error state signal in the test signal output data area (step S155). Note that the external information output data area and the test signal output data area are secured in the gaming control work area (intra-area work area) since the external information editing process corresponds to the gaming control program.
[0221] On the other hand, when at least one of the glass frame opening error flag and the main frame opening error flag is set, the control unit saves the on data of the door / frame opening signal (external information) in the external information output data area (step S156), and then saves the on data of the gaming machine error state signal in the test signal output data area (step S157).
[0222] The control unit loads the switch abnormality 1 error flag (step S158), and then loads the switch abnormality 2 error flag and combines it with the switch abnormality 1 error flag (step S159). For example, the switch abnormality 1 error flag and the switch abnormality 2 error flag are combined by taking the logical sum of both flags. The switch abnormality 1 error flag and the switch abnormality 2 error flag are flags that are set when an abnormality such as a connector coming loose is detected in the prize slot switch / status monitoring process (step S102).
[0223] The control unit determines whether or not a combination of the switch abnormality 1 error flag and the switch abnormality 2 error flag is "0" (step S160), and if it is not "0", proceeds to step S161, and if it is "0", proceeds to step S162.
[0224] When at least one of the switch abnormality 1 error flag and the switch abnormality 2 error flag is set, the control unit saves the on data of the gaming machine error state signal in the test signal output data area (step S161).
[0225] The control unit temporarily saves the off data of the security signal in the test signal output data area (step S162), and then, if the security signal control timer is not "0", decrements it by "1" (step S163), and determines whether the security signal control timer is "0" (step S164).
[0226] The initial value of the security signal control timer is set to a predetermined time (e.g., 256 msec) when data stored in the RAM is initialized by operating the RAM initialization switch 112 or when a setting change is completed. The security signal control timer starts timing from the time the RAM is initialized or when a setting change is completed. The initial value of the security signal control timer is also set when the setting change mode or setting confirmation mode is entered by operating the setting key switch 127 or the setting value change switch 126, and the security signal may be continued to be output while the probability setting value change flag or the probability setting value confirmation mode flag is set.
[0227] If the security signal control timer is not "0", the control unit saves the security signal on data in the external information output data area (step S165) and then proceeds to step S166; if the security signal control timer is "0", the control unit skips step S165 and proceeds to step S166.
[0228] The control unit collectively edits two or more errors (including fraud monitoring) that are the subject of external information output in steps S166 to S176. For example, the errors that are the subject of external information output include magnet fraud, board radio wave fraud, frame radio wave fraud, large prize entry port fraud, normal power fraud, vibration fraud, abnormal discharge error, V-pass timing error, and remaining ball error.
[0229] The control unit sets the security signal editing table (step S166), sets "0" as the initial value of the composite value (step S167), and acquires the number of repetitions (step S168). The number of repetitions is "9", for example, when magnet fraud, board radio wave fraud, frame radio wave fraud, big prize slot fraud, normal power fraud, vibration fraud, abnormal discharge error, V-pass timing error, and remaining ball error are targets for external information output.
[0230] The control unit obtains the address of the target error flag area from the security signal edit table (step S169), combines the value read from the address of the target error flag area with the combined value (step S170), updates the address of the security signal edit table (step S171), and decrements the number of repetitions by "1" (step S172).The error flag area corresponding to the error to be monitored by the first error monitoring process is secured in the non-game control work area (outside area work area), and the error flag area corresponding to the error to be monitored by the second error monitoring process is secured in the game control work area (inside area work area).
[0231] The control unit obtains a composite value of the target errors by repeatedly executing the processes from step S169 to step S172 until the number of repetitions becomes "0" (step S173). If there are no abnormalities in all of the errors to be edited, the composite value becomes "0", and if there are one or more abnormalities in the errors to be edited, the composite value becomes a value other than "0".
[0232] The control unit determines whether the composite value is "0" or not (step S174), and if it is "0", proceeds to step S177, and if it is not "0", proceeds to step S175. Since there is one or more abnormalities among the errors to be edited, the control unit saves the on data of the security signal in the external information output data area (step S175), and then saves the on data of the gaming machine error state signal in the test signal output data area (step S176).
[0233] In this way, even if the control unit detects an abnormality in one of the errors in the edit target, the control unit does not abort the process, but checks all of the errors in the edit target. This allows the control unit to improve processing efficiency by eliminating the need for branch judgments (abortion judgments) during processing. The control unit can also make the program size compact. The control unit can also improve processing speed. The control unit can also equalize the amount of processing between normal and abnormal times, suppressing fluctuations in processing time depending on the presence or absence of abnormalities, and the stable processing time facilitates verification work such as checking whether an interrupt cycle has timed out.
[0234] The control unit determines whether the safety device is in operation (step S177), and if the safety device is in operation, proceeds to step S178 to save the on data of the security signal in the external information output data area, and if the safety device is not in operation, proceeds to step S179. The external information output data area indicating whether the safety device is in operation is secured in the game control work area (intra-area work area).
[0235] In addition, the "safety device (complete function) pre-activation signal", which is a test signal, may be output as ON when a predetermined condition is met before the safety device is activated (for example, when the difference in balls is 90,000 or more), and may be output as OFF when the predetermined condition is not met due to the progress of the game (for example, when the difference in balls is less than 90,000). The output data of the "safety device (complete function) pre-activation signal" is stored in a non-game control work area (outside area work area).
[0236] The control unit executes a start port signal editing process (step S179) for editing a start port signal that notifies that a game ball has entered the start port. The control unit executes a main prize ball signal editing process (step S180) for editing a main prize ball signal that is output for every 10 balls when the total number of prize balls resulting from the entry of game balls into each prize port becomes 10 or more. The control unit executes a pattern determination count signal editing process (step S181) for editing a pattern determination count signal that notifies the stop of fluctuation in the special pattern 1 game or the special pattern 2 game.
[0237] The control unit executes an out signal editing process (step S182) for editing the out signal output for every 10 game balls when the total number of game balls passing through the out ball detection switch is 10 or more. The editing of the out signal may be performed by the game control device 100 or the payout control device 200.
[0238] In addition, the external information includes a prize ball signal that is output every 10 game balls when the total number of game balls passing the payout ball detection switch becomes 10 or more, but the editing of the prize ball signal may be performed by either the game control device 100 or the payout control device 200.
[0239] The control unit executes a call signal editing process (step S183) for editing the call signal to be output when the call button is pressed, and ends the external information editing process. In addition, the external information includes the jackpot signal 1, the jackpot signal 2, the jackpot signal 3, and the jackpot signal 4 that are output in a predetermined game state, and the editing of the jackpot signal 1, the jackpot signal 2, the jackpot signal 3, and the jackpot signal 4 may be performed in the special game processing and the type 2 game processing, but may also be performed in the external information editing processing. The memory area related to the editing of the jackpot signal 1, the jackpot signal 2, the jackpot signal 3, and the jackpot signal 4 is secured in the game control work area (intra-area work area).
[0240] Moreover, the external information edited in the external information editing process is output in the output process (step S96) of the timer interrupt process. At this time, the control unit outputs the door / frame opening signal in priority to the security signal, avoiding simultaneous output start and facilitating confirmation of the security signal and the door / frame opening signal. Also, in the gaming machine 10, the output port used to output the security signal and the output port used to output the door / frame opening signal in the gaming control device 100 are different (for example, different ICs), eliminating the risk that both the security signal and the door / frame opening signal are not output due to an output port abnormality.
[0241] In addition, in order for the control unit to output the door / frame open signal first, prior to the security signal, stability in processing time is required in processing including the external information editing processing. The processing procedure that checks all of the errors to be edited without terminating the processing even if an abnormality is detected in one of the errors to be edited described above also contributes to the processing of outputting the security signal and the door / frame open signal, which avoids the start of simultaneous output and makes it easier to check the output signal.
[0242] [Outside area integration processing] Next, the outside area integration process of the game control device 100 will be described with reference to Fig. 19. Fig. 19 is a diagram showing a flowchart of the outside area integration process of the first embodiment. The outside area integration process is a process executed by the CPU 111A in step S111 of the above-mentioned timer interrupt process. The outside area integration process is a process that integrally executes processes that are not related to the game.
[0243] The control unit saves the stack pointer in the stack pointer storage area (step S191) and sets the value of the outside stack area to the stack pointer (step S192). As a result, the control unit switches the stack pointer from the game control stack area (inside stack area) to the non-game control stack area (outside stack area) when executing a process not related to the game (outside integration process). The control unit saves the register (step S193).
[0244] The control unit executes a test signal output process to output a test signal (step S194). The control unit judges whether or not a game is stopped by referring to the safety device operation flag (step S195). If a game is not stopped, the control unit proceeds to step S106 to execute the processes of steps S196 to S198 that are not related to a game, and if a game is stopped, the control unit skips the processes of steps S196 to S198 and proceeds to step S199.
[0245] If game play is not stopped, the control unit executes a performance display device control process (step S196) which controls the performance display device 135, a difference ball confirmation process (step S197) which checks the difference balls from the number of out balls and the number of winning balls and updates the safety device count, and a safety device operation monitoring process (step S198) which monitors the operation status of the safety device.
[0246] The control unit restores the register (step S199), sets the value read from the stack pointer saving area as the stack pointer (step S200), and ends the outside area integration process.
[0247] [Main processing] Next, the main processing of the performance control device 300 will be described with reference to Fig. 20. Fig. 20 is a diagram showing a flowchart of the main processing in the performance control device of the first embodiment.
[0248] The main processing is processing that is executed by the control unit (CPU 311) of the performance control device 300 at the time when the power supply to the pachinko machine 1 is started. [Step D11] The control unit prohibits interrupts.
[0249] [Step D12] The control unit performs initial settings for the CPU 311. [Step D13] The control unit performs initial settings for the VDP 312. [Step D14] The control unit permits an interrupt.
[0250] [Step D15] The control unit permits the generation of display data, i.e., permits the display circuit (not shown) in the VDP 312 to access the VRAM (not shown) in the VDP 312 and generate display data.
[0251] [Step D16] The control unit sets a random number seed. This is a process of setting a pseudo-random number generation sequence using, for example, the srand function. Here, the control unit may use a fixed value such as 0 (zero) as an argument to the srand function, or may use a value created based on an ID value of a CPU or the like so that it is different for each gaming machine.
[0252] [Step D17] The control unit saves the initial values at the time of power-on in an area to be initialized in the RWM (e.g., RAM 322) of the performance control device 300 (e.g., a performance flag area (a memory area used as various flags described later in the control processing of the performance control device 300)).
[0253] [Step D18] The control unit clears the WDT (watchdog timer). [Step D19] The control unit executes the effect button input process. The effect button input process is a process for editing when the effect button 25 (effect button switch 25a) is operated while it is enabled. Note that since the effect button does not turn on and off at high speed, the control unit may perform the process for detecting the effect button input within the effect button input process, or may perform the process within a short-period timer interruption (not shown).
[0254] [Step D20] The control unit executes hall / player setting mode processing. The hall / player setting mode processing is processing for setting the changeable range of the brightness and volume of the LED and display device 41, and accepting operations such as changing the brightness and volume of the LED and display device 41 by the player.
[0255] [Step D21] The control unit executes a random number update process. The random number update process is a process that updates a pseudo-random number at least once for each control cycle of the main process, for example, using a rand function. The rand function generates a random number based on a specified generation sequence each time a recalculation is performed, so the control unit can obtain a random number simply by executing the rand function. Note that a counter that increments by "1", such as that on the main board (game control device 100), may also be used as the random number.
[0256] [Step D22] The control unit executes a received command check process. The received command check process is a process for analyzing the commands received from the game control device 100 in units of a predetermined number.
[0257] [Step D23] The control unit executes a performance display editing process. The performance display editing process is a process for setting various commands and their parameters for instructing the VDP 312 on the content to be drawn on the display device 41. For example, the control unit sets the commands in a table format in the performance display editing process.
[0258] [Step D24] The control unit executes drawing command preparation end setting, which is a process for setting that preparation of all commands for the VDP 312 set in the performance display editing process has been completed.
[0259] [Step D25] The control unit judges whether or not it is frame switching timing. If it is frame switching timing, the process proceeds to step D26. If it is not frame switching timing, the process waits for frame switching timing. Here, the frame switching timing is a timing that arrives at a time interval equivalent to a processing period (for example, 1 / 30 seconds ≒ 33.333 ms) created based on the period (for example, 1 / 60 seconds) of the V blank interrupt (also called V sync interrupt). The V blank interrupt occurs every time one scan of the entire screen for drawing is completed by the VDP 312. As described above, the generation period of this V blank interrupt is, for example, 1 / 60 seconds. In this embodiment, when the same drawing is repeated twice and the V blank interrupt occurs twice, frame switching is performed, and the period of the frame switching timing is twice the period (for example, 1 / 60 seconds) of the V blank interrupt (for example, 1 / 30 seconds ≒ 33.33 ms). However, this is not limited to the above embodiment, and the frame switching timing can be changed as desired. For example, frame switching (image updating) may be performed at intervals of 1 / 30 seconds or more, or at intervals of less than 1 / 30 seconds.
[0260] Due to the frame switching timing determination process, subsequent processes (steps D26 to D30, and subsequent steps D18 to D24) are executed at this frame switching timing for each processing cycle. Time management that needs to be synchronized with the presentation content is performed in frame units (i.e., in processing cycle units). If the processing cycle is 1 / 30 seconds, for example, 3 frames will be 100 ms. This is similar to the main board (game control device) managing time values in 4 ms units of the timer interrupt cycle.
[0261] [Step D26] The control unit instructs the VDP 312 to draw on the screen according to the command set in step D23. For example, the control unit instructs the VDP 312 to draw on the screen by sequentially transmitting commands set in a table.
[0262] [Step D27] The control unit executes a sound control process to control the volume of the sound from the speaker 19. [Step D28] The control unit executes a decoration control process to control various LEDs of the board decoration device 46, the frame decoration device 18, etc.
[0263] [Step D29] The control unit executes a movable body control process to control movable bodies (for example, the board performance device 44) including various motors and SOLs (solenoids).
[0264] [Step D30] The control unit executes the firing information control process. The firing information control process is a process for setting firing-related information based on the firing state flag and correcting the mode of the performance according to the special chart rotation state (the number of times the special chart changes per game for a predetermined amount of money (i.e., a predetermined number of balls)).
[0265] [Step D31] The control unit executes an information disclosure process to disclose performance information relating to gaming performance to a player. After executing step D31, the control unit returns to step D18, and thereafter repeatedly executes the processes of steps D18 to D31. That is, steps D18 to D31 constitute a loop process (sometimes called a main loop process) that is repeatedly executed in the above-mentioned processing cycle after the performance control device 300 is started.
[0266] The control unit executes the processes of steps D27 to D29 in the main loop process to match the screen presentation, but the process of actually outputting the signals and data (particularly the signals for driving and controlling various LEDs and motors, etc.) generated or set in these control processes to the ports is performed in a short-period timer interrupt (not shown). However, when using an IC specialized for controlling various devices, there are cases where the signals, etc. are not output by the timer interrupt, but are simply instructed by serial communication, etc.
[0267] Next, the gaming performance of the gaming machine 10 will be described with reference to Figure 21. Figure 21 is a diagram showing an example of a gaming performance list of the first embodiment. The gaming machine 10 has a game characteristic called 1 type + 2 type. The gaming machine 10 can execute a special chart 1 game (first special chart variable display game) and a special chart 2 game (second special chart variable display game) as variable display games, so-called 1 type games, and can also execute a 2 type game. The gaming machine 10 can store up to four execution rights (waiting hold) for each of the special chart 1 game and the special chart 2 game. When the gaming machine 10 has execution rights for both the special chart 1 game and the special chart 2 game, it prioritizes the special chart 2 game.
[0268] The gaming machine 10 has a jackpot probability (low jackpot probability) of 1 / 319 in both the special chart 1 game and the special chart 2 game. The gaming machine 10 does not change the probability in the special chart 1 game and the special chart 2 game, so there is no setting for a high jackpot probability. The gaming machine 10 also has a small jackpot probability of 1 / 319 in the special chart 1 game and a small jackpot probability of 240 / 319 in the special chart 2 game. In this way, the gaming machine 10 has the same jackpot probability in both the special chart 1 game and the special chart 2 game, but makes it easier to derive a small jackpot probability in the special chart 2 game than in the special chart 1 game.
[0269] In the gaming machine 10, there are a no-time-saving state and a time-saving state, unless a distinction is made between low-value time-saving and high-value time-saving, as states other than a jackpot. The gaming machine 10 performs a lottery for transition to a time-saving state in the no-time-saving state, and does not perform a lottery for transition in the time-saving state, and transitions to the no-time-saving state when the number of time-saving times is reached.
[0270] The low-value time-saving is a normal power support state, and is a time-saving that is considered to be low in value because, although there is a chance of winning in the normal variable winning device 37 (starting hole 2), the chance is not large enough (there is no actual chance of winning, or the chance is small, and the expectation of winning the execution right is small). The low-value time-saving is divided into the number of time-saving times "100 times," "200 times," and "300 times." The high-value time-saving is a normal power support state, and is a time-saving that is considered to be high in value because there is a sufficient chance of winning in the normal variable winning device 37 (starting hole 2) (the actual chance of winning is large, and the expectation of winning the execution right is high). There is no limit to the number of time-saving times for the high-value time-saving, and it continues until the next big win.
[0271] Next, the game state transition in the gameplay of the gaming machine 10 will be described with reference to Fig. 22. Fig. 22 is a diagram showing an example of the game state transition in the first embodiment. When the gaming machine 10 is powered on with RWM clear, the gaming machine 10 performs game control with state A as the initial state. When the gaming machine 10 is powered on without RWM clear, that is, when the gaming machine 10 is powered on in a way that allows recovery to the game state before the power is cut off, the gaming machine 10 performs game control from the game state at the time of the power cut off.
[0272] There are three gaming states, State A, State B, and State C, distinguished from the viewpoint of the probability state and the time-saving state of the gaming machine 10. State A is a state where the probability state is low probability and the time-saving state is no time-saving. State B is a state where the probability state is low probability and the time-saving state is with low-value time-saving. State C is a state where the probability state is low probability and the time-saving state is with high-value time-saving.
[0273] In addition, in state A, which is a state without time reduction, the c time reduction lottery is held at the same time as the jackpot lottery. In state A, if you miss the jackpot, you will definitely win the c time reduction because there are no misses, and you will be assigned to low-value or high-value time reduction. In addition, although it is said that there are no misses in the c time reduction lottery held at the same time as the jackpot lottery, it is also possible to have misses.
[0274] State A has transition conditions T10 to T14. Transition condition T10 occurs when a jackpot without time reduction occurs, and state A is reached after the jackpot ends. Transition condition T11 occurs when a jackpot with high-value time reduction occurs, and state C is reached after the jackpot ends. Transition condition T12 occurs when a high-value time reduction (c time reduction) occurs, and state C is reached after the jackpot ends. Transition condition T13 occurs when a jackpot with low-value time reduction occurs, and state B is reached after the jackpot ends. Transition condition T14 occurs when a low-value time reduction (c time reduction) occurs, and state B is reached after the jackpot ends.
[0275] State B has transition conditions T20 to T23. Transition condition T20 occurs when a low-value time-saving jackpot occurs, and state B is reached after the jackpot ends. Transition condition T21 occurs when a jackpot without time-saving occurs, and state A is reached after the jackpot ends. Transition condition T22 occurs when a specified number of low-value time-saving cycles are played, and state A is reached when the low-value time-saving cycle ends. Transition condition T23 occurs when a high-value time-saving jackpot occurs, and state C is reached after the jackpot ends.
[0276] State B has transition conditions T30 and T31. Transition condition T30 is the occurrence of a high-value time-saving jackpot, and after the jackpot ends, state C is reached. Transition condition T31 is the occurrence of a non-time-saving jackpot, and after the jackpot ends, state A is reached.
[0277] Such a game state transition realizes a gameplay in which, when state C is reached in the gaming machine 10, the game continues to stay in state C until a jackpot without time reduction occurs. In addition, the staying rate of state C can be set to, for example, 90%, thereby realizing a gameplay in which jackpots are consecutively won without burdening the player. Note that state C may transition to state A when a specified number of high-value time reductions are consumed.
[0278] In addition, when a gaming center turns on the power with RWM clearing when the center opens, the control state at the start of business can be set to the initial state, state A. Such a gaming machine 10 provides players who start playing at the start of business with an opportunity to be assigned to state B or state C, and can be expected to improve operation by players who expect to be assigned to state C.
[0279] Next, the game display screen will be described with reference to FIG. 23. FIG. 23 is a diagram showing an example of the game display screen of the first embodiment. The display screen 500 shown in FIG. 23(1) is a display screen during the stop of the pattern, and displays the pattern which is the result state of the variable display game for a predetermined period after the variable display in the special pattern 1 game (variable display game) ends. The display screen 500 is an example of a display screen in state A (no low probability time reduction: normal game state). The display screen 500 displays a large pattern group 501 which is a decorative pattern, a small pattern group 502 which is also a decorative pattern, a special pattern 1 reserved number display 503, a special pattern 2 reserved number display 504, a reserved waiting display 505, and a reserved consumption display 506.
[0280] In addition, the main special symbol in the special symbol 1 game or the special symbol 2 game is a symbol (LED lighting state) displayed on the special symbol 1 symbol display section 53 or the special symbol 2 symbol display section 54 of the collective display device 50, and the large symbol group 501 and the small symbol group 502 are decorative symbols corresponding to the main special symbol. In addition, although not shown, the gaming machine 10 has a fourth symbol as a symbol in the special symbol 1 game or the special symbol 2 game, which indicates the variable state and the stopped state, for example, by blinking and lighting of an LED, without indicating the difference in the result state of the variable display game. In addition, when the fourth symbol is displayed on the display device 41, the variable state and the stopped state may be indicated by pictograms such as "◯" and "-" or by switching and stopping displays of different colors.
[0281] The large symbol group 501 is responsible for the game presentation for the purpose of increasing interest. Therefore, the large symbol group 501 is displayed large by setting a variable display area in the approximate center of the display device 41. The large symbol group 501 includes a left symbol, a middle symbol, and a right symbol.
[0282] In the display screen 500, the left pattern indicates that the pattern is stopped at "3", the middle pattern indicates that the pattern is stopped at "5", and the right pattern indicates that the pattern is stopped at "7". That is, in the display screen 500, the large pattern group 501 indicates that the special pattern variation display game is in a stopped state (pattern stopped).
[0283] The large symbol group 501 and the small symbol group 502 are stopped and displayed at the same timing (a timing determined in advance when the fluctuation starts, or a timing determined based on the reception of a command instructing the end of the fluctuation).
[0284] The small symbol group 502 is responsible for informing the player of the variable display state in order to improve the ease of understanding of the game state of the player. Therefore, the small symbol group 502 is displayed small on the periphery of the display device 41 so as to ensure visibility without interfering with the display performance of the large symbol group 501. The small symbol group 502 includes a left symbol, a middle symbol, and a right symbol. On the display screen 500, the left symbol, the middle symbol, and the right symbol constituting the small symbol group 502 all indicate that the corresponding special symbol variable display game is in a stopped state.
[0285] Also, the small symbol group 502 fluctuates (displays constant speed fluctuation) at a predetermined speed (constant speed) from the start of fluctuation, and displays a stop without a temporary stop at the end of fluctuation. The small symbol group 502 may be displayed with or without a predetermined acceleration fluctuation period from the stop display until it reaches the predetermined speed. The small symbol group 502 may be displayed with or without a predetermined deceleration fluctuation period from the constant speed fluctuation display until it displays a stop.
[0286] In general, the large pattern group 501 is displayed larger than the small pattern group 502, has a high degree of freedom in the display position, and the display mode can be changed greatly. Conversely, the small pattern group 502 is displayed smaller than the large pattern group 501, and has a low degree of freedom in the display position (for example, a fixed position).
[0287] The special chart 1 reserved number display 503 displays the number of reserved memories for the special chart 1 game. On the display screen 500, the special chart 1 reserved number display 503 indicates that the number of reserved memories for the special chart 1 game is "0". The special chart 2 reserved number display 504 displays the number of reserved memories for the special chart 2 game. On the display screen 500, the special chart 2 reserved number display 504 indicates that the number of reserved memories for the special chart 2 game is "0".
[0288] The hold display (waiting hold display) 505 displays either the hold number of the special chart 1 game or the hold number of the special chart 2 game using a hold wait icon 507 depending on the game status. The display screen 500 indicates the hold number of the special chart 1 game by displaying a hold icon. The hold consumption display (consumption hold display) 506 is a display screen for the game status (game status A) indicating that the special chart game is changing by displaying a hold consumption icon. The display screen 500 indicates that the hold memory number of the special chart 1 game or the hold memory number of the special chart 2 game is "0" using the hold wait display 505. The display screen 500 also indicates that the special chart 1 game or the special chart 2 game is not changing using the hold consumption display 506, particularly by the absence of a hold consumption icon on the consumption hold base.
[0289] The display screen 510 shown in FIG. 23(2) is a display screen after the variable display game has started. The display screen 510 is a screen after the display screen 500, and shows a screen during variable display (three patterns are variable). The display screen 510 is an example of a display screen in state A. In the display screen 510, the left pattern, the middle pattern, and the right pattern of the large pattern group 501 are variable, indicating that the special pattern variable display game is variable. Also, in the display screen 510, the left pattern, the middle pattern, and the right pattern of the small pattern group 502 are variable, indicating that the special pattern variable display game is variable.
[0290] On the display screen 510, the special figure 1 reserved number display 503 indicates that the reserved memory number of the special figure 1 game is "1", the special figure 2 reserved number display 504 indicates that the reserved memory number of the special figure 2 game is "0", and the reserved waiting display 505 is a game state that informs the reserved number of the special figure 1 game, and indicates that the reserved memory number of the special figure variable display game (special figure 1 game) is "1". Also, on the display screen 510, the reserved consumption display 506 displays the reserved memory display being consumed, and indicates that the special figure variable display game is being displayed as a variable.
[0291] In addition, display screen 500 and display screen 510 may include display elements such as background display, character display, and text display (not shown), and the display elements may also be capable of producing a display with movement through animation or the like.
[0292] The pending waiting display 505 shows how the pending waiting icon 507 corresponding to the pending number of the special game is displayed. The pending consumption display 506 shows how the pending consumption icon 508 corresponding to the pending consumption of the special game is displayed. The pending waiting icon 507 and the pending consumption icon 508 are, for example, spherical, and the pending waiting icon 507 and the pending consumption icon 508 can also be animated (for example, deformation, color change, up and down movement, etc.) to produce a display with movement. The pending waiting icon 507 and the pending consumption icon 508 can clearly indicate the pending memory number of the special game variation display game and notify the expectation degree for the game result of each pending memory depending on the display mode. The pending waiting icon 507 and the pending consumption icon 508 may be different in size, color, design, and action (generation, waiting, shift, disappearance, expectation value notification). The pending number or the pending memory number means the number of start memories in which the special game variation display game has not been executed.
[0293] The reserved consumption display 506 can indicate whether the special chart variable display game is in a variable display state and can notify the expectation for the game result depending on its display mode. On the display screen 500, the reserved consumption display 506 shows that the special chart variable display game is in a stopped state by leaving the frame blank. After this, the gaming machine 10 starts the variable display when the reserved memory number of the special chart 1 game or the reserved memory number of the special chart 2 game becomes 1 or more.
[0294] The display screen 512 shown in FIG. 23(3) is a display screen in which the number of reserved memories becomes "1" or more in the special chart 2 game, and then the variable display based on the reserved memories is started. The display screen 518 is an example of a display screen after transition to state B (low probability low value time reduction) or state C (low probability high value time reduction). At this time, the gaming machine 10 can be considered as the player playing with a right hit, since a reserved memory has occurred in the special chart 2 game (for example, "4").
[0295] The display screen 512 is a display screen during the display of the variation of the special chart 2 game. The display screen 512 includes a performance display 513, a play guide display 514, a large pattern group 501a, a small pattern group 502, a special chart 1 reserved number display 503, and a special chart 2 reserved number display 504 in the display contents. The display screen 512 aims to improve the performance effect by the performance display 515 by hiding the reserved waiting display 505 and the reserved consumption display 506, but the reserved waiting display 505 and the reserved consumption display 506 may be displayed at all times, or one of them may be displayed, or they may be displayed when a predetermined condition is met. When a predetermined condition is met, for example, there is a time when a pre-reading notice performance is executed, or when a selection operation by a player is accepted, etc.
[0296] The effect display 513 is, for example, an effect screen that effects a time-saving mode, and is an effect screen that notifies the player that the time-saving mode is in effect. In the time-saving mode effect, an independent effect may be executed for each variable display, or a movie effect or the like that spans multiple variables may be executed.
[0297] The hitting method guide display 514 guides the player on how to hit. For example, the hitting method guide display 514 guides the player to "hit right" which guides the player to shoot the game ball to the right game area. Also, the hitting method guide display 514 guides the player to "hit left" which guides the player to shoot the game ball to the left game area.
[0298] The large symbol group 501a is a decorative symbol displayed in place of the large symbol group 501, and is displayed in a display area smaller than the large symbol group 501 so that the performance display 513 exerts a performance effect. The large symbol group 501 and the large symbol group 501a are both forms of decorative symbols, and the large symbol group 501 may be called a large decorative symbol and the large symbol group 501a may be called a small decorative symbol. The large symbol group 501 may be used as a decorative symbol displayed during non-movie performance, and the large symbol group 501a may be used as a decorative symbol during movie performance.
[0299] Next, the external information terminal board 71 will be described with reference to FIG. 24. FIG. 24 is a diagram showing an example of the general appearance of the external information terminal board of the first embodiment. The external information terminal board 71 is provided on the back surface of the gaming machine 10. The external information terminal board 71 is provided on the upper part of the axis attachment side of the front frame 12 so as to facilitate connection to an external device such as a hall computer and not to interfere with opening and closing of the front frame 12. The external information terminal board 71 may be provided on the back surface of the gaming board 30.
[0300] The external information terminal board 71 includes an external information terminal board 710, a connector 711, an information output terminal 712, a photocoupler 713, and a resistor 714. The external information terminal board 710 has one connector 711, 12 sets of information output terminals 712 corresponding to the number of information outputs, a photocoupler 713, and a resistor 714 mounted on the component mounting surface. The external information terminal board 71 is connected to the game control device 100 via a harness that connects to the connector 711. The external information terminal board 71 may be connected to other control devices such as the game control device 100, the payout control device 200, and the performance control device 300 via a relay terminal board (not shown), or may be connected to other control devices without passing through a relay terminal board.
[0301] The information output terminal 712 is a terminal capable of outputting information to an external device such as a hall computer. The information output terminal 712 has two terminals to which one pair of electric wires can be connected, and outputs a signal by a so-called contact output that connects the two terminals. In the normal state, the opening of the two terminals is closed by a cover body biased by a biasing unit (e.g., a spring) not shown. When the short operation lever is pressed down on one of the two terminals, the cover body is moved against the bias of the biasing unit, and the opening is switched from the closed state to the open state. When the short operation lever is no longer pressed down, the short operation lever returns to its initial position due to the bias of the biasing unit, and the cover body is moved, and the opening is switched from the open state to the closed state. The other of the two terminals has the cover moved against the force of the biasing portion of the long operating lever 755, switching the opening from a closed state to an open state, and when the pressing operation of the long operating lever 755 is released, the long operating lever returns to its initial position due to the force of the biasing portion, and the cover is moved, switching the opening from an open state to a closed state.
[0302] The external information terminal board 71 has 12 information output terminals 712 (CN1 to CN12) arranged in a row. The 12 information output terminals 712 from CN1 to CN12 are arranged on the external information terminal board 710 at equal intervals so as to be aligned horizontally in the installation environment of the gaming machine 10. The information output terminal 712 of CN12 is shifted vertically with respect to the 11 information output terminals 712 from CN1 to CN11 in the installation environment of the gaming machine 10. This allows the gaming machine 10 to clearly indicate that the information output terminal 712 of CN12 is located at one side end of the external information terminal board 71.
[0303] The 12 information output terminals 712 (CN1 to CN12) are colored to facilitate identification. The 12 information output terminals 712 (CN1 to CN12) may be colored differently (for example, 12 colors) to facilitate identification, or non-adjacent information output terminals 712 may be allowed to have the same color (for example, two sets of six colors) to facilitate identification. Adjacent information output terminals 712 do not necessarily need to be provided in contact with each other, and may be provided with a predetermined gap therebetween, including adjacent information output terminals 712.
[0304] The external information terminal board 71 includes 12 photocouplers 713 (PC1 to PC12) arranged in a row. The 12 photocouplers 713, PC1 to PC12, are arranged on the external information terminal board 710 at positions corresponding to the information output terminals 712, respectively. The 12 photocouplers 713 may be arranged together at positions not corresponding to the 12 information output terminals 712, or may be arranged together as one or more integrated circuits, or may be arranged on a relay board or the like provided separately.
[0305] The external information terminal board 71 includes 12 resistors 714 (R1 to R12) arranged in a row. The 12 resistors 714, R1 to R12, are arranged on the external information terminal board 710 at positions corresponding to the information output terminals 712, respectively. The 12 resistors 714 may be arranged together in positions not corresponding to the 12 information output terminals 712, or may be arranged together as one or more integrated circuits, or may be arranged on a relay board or the like that is provided separately.
[0306] Although the external information terminal board 710 has the 12 photocouplers 713 and the 12 resistors 714 arranged thereon, other passive elements constituting an isolation means may also be arranged thereon.
[0307] Next, an overview of the external information terminal board will be described with reference to Fig. 25. Fig. 25 is a diagram showing an example of the overview of the external information terminal board of the first embodiment. 25 shows an external information terminal board 710 in a state where components such as a connector 711, an information output terminal 712, a photocoupler 713, and a resistor 714 are not mounted. The external information terminal board 710 includes a component shape display 715, a component symbol display 716, and an operation unit display 717, which are displayed in silk screen on the component mounting surface. Note that the external information terminal board 710 may display the component shape display 715, the component symbol display 716, and the operation unit display 717 in a manner other than silk screen (for example, a conductor pattern display, etc.).
[0308] The component shape display 715 shows the mounting positions of components by the approximate shapes of the components. For example, the component shape display 715 shows the mounting positions of components such as the connector 711, the information output terminal 712, the photocoupler 713, and the resistor 714 by rectangles.
[0309] The component symbol designation 716 is a symbol designation that can uniquely identify a component. For example, “CN1” which is one of the component symbol designations 716 indicates that the mounted component is an information output terminal 712, “PC1” which is one of the component symbol designations 716 indicates that the mounted component is a photocoupler 713, “CN13” which is one of the component symbol designations 716 indicates that the mounted component is a connector 711, and “R1” which is one of the component symbol designations 716 indicates that the mounted component is a resistor 714.
[0310] Operation unit display 717 displays the outline of the operation units (short operation lever, long operation lever) of information output terminal 712. Operation unit display 717 includes a short rectangular display and a long rectangular display. The short rectangular display shows the outline shape and operation position of the short operation lever, and the long rectangular display shows the outline shape and operation position of the long operation lever.
[0311] This allows the gaming machine 10 to provide operation guidance through the operation section display 717. Such a gaming machine 10 provides a suitable operating environment for the operation sections (short operation lever, long operation lever) in the external information terminal board 710.
[0312] Furthermore, the gaming machine 10 allows comparison between the operation parts (short operation lever, long operation lever) and the operation part display 717, and makes it easy to detect an abnormality when the operation part is broken or the like. The external information terminal board may be provided with an auxiliary identification mark on the component mounting surface by silk screen printing or in a form other than silk screen printing (for example, a conductor pattern mark, etc.). The auxiliary identification mark clearly indicates the different colors attached to the 12 information output terminals 712 (CN1 to CN12) by character information. For example, the character information may be "white", "green", "grey", "yellow", "black", "pink", "blue", "red", "grey", "water", etc. The component shape mark 715 is displayed in a manner that makes it difficult to see due to the components being mounted, but the component symbol mark 716, the operation unit mark 717, and the auxiliary identification mark are displayed in a manner that makes it easy to see even due to the components being mounted.
[0313] Next, the allocation of output signals to the information output terminals 712 (CN1 to CN12) will be described with reference to Fig. 26. Fig. 26 is a diagram showing an example of the allocation of output signals to the information output terminals in the first embodiment.
[0314] The information output terminal CN1 outputs a pulse of the prize ball signal by contact output by connecting two terminals (1, 2). The prize ball signal outputs one pulse that is on for 128 ms for every 10 prize balls paid out. When outputting pulses consecutively, there is an off time of 64 ms between two pulses.
[0315] The information output terminal CN2 outputs a door / frame open signal for a certain period of time by contact output by establishing electrical continuity between the two terminals (1, 2). The door / frame open signal is ON only while a glass frame open error or a main frame open error is occurring.
[0316] The information output terminal CN3 outputs a pattern determination count signal as a pulse by contact output by connecting two terminals (1, 2). The pattern determination count signal outputs one pulse that is on for 256 ms from the stop of the fluctuation of the special pattern 1 game or the special pattern 2 game.
[0317] The information output terminal CN4 outputs a pulse of the start port signal by contact output by conducting between the two terminals (1, 2). The start port signal outputs one pulse that is on for 128 ms from the winning of the start port (start winning port 36 (start port 1), normal variable winning device 37 (start port 2)). When outputting pulses consecutively, there is an off time of 64 ms between the two pulses.
[0318] The information output terminal CN5 outputs the big win 1 signal for a period of time by contact output by conducting the two terminals (1, 2). The big win 1 signal is turned on only during the small win period, including the start and end of the small win performance.
[0319] The information output terminal CN6 outputs the jackpot 2 signal for a certain period of time by contact output by conducting the two terminals (1, 2). The jackpot 2 signal is turned on only during the small win, the jackpot, and the time reduction, including the start and end of the small win performance.
[0320] The information output terminal CN7 outputs the jackpot 3 signal for a certain period of time by contact output by conducting the two terminals (1, 2). The jackpot 3 signal is turned on only during the small win and the jackpot, including the start and end of the small win performance.
[0321] The information output terminal CN8 outputs the jackpot 4 signal for a certain period of time by contact output by conducting the two terminals (1, 2). The jackpot 4 signal is turned on only during the jackpot period. The information output terminal CN9 outputs a main prize ball signal as a pulse by contact output by connecting two terminals (1, 2). The main prize ball signal outputs one pulse that is on for 128 ms for every 10 prize balls. When outputting pulses continuously, there is an off time of 64 ms between two pulses.
[0322] The information output terminal CN10 outputs a security signal by contact output for a certain period by establishing electrical continuity between the two terminals (1, 2). The security signal is turned on only for a period corresponding to the states of the setting key switch 127 and the RAM initialization switch 112 when the power is turned on or when the power is restored, or for a period during which a specific error occurs.
[0323] The information output terminal CN11 outputs a pulse of the main out signal by contact output by connecting two terminals (1, 2). The out signal outputs one pulse that is on for 128 ms for every 10 out balls. When outputting pulses continuously, there is an off time of 64 ms between two pulses.
[0324] The information output terminal CN12 outputs a main call signal as a pulse by contact output by connecting two terminals (1, 2). The call signal outputs one pulse that is on for 128 ms every time it detects an input from the call switch. When outputting pulses consecutively, there is an off time of 64 ms between two pulses.
[0325] In this way, the gaming machine 10 arranges the model-common signals (prize ball signal, door / frame opening signal, symbol determination number signal, start port signal, main prize ball signal, security signal, out signal, and call signal) close to both ends of the external information terminal board 71. For example, the gaming machine 10 arranges the prize ball signal, door / frame opening signal, symbol determination number signal, and start port signal at the open end side end of the front frame 12, and the main prize ball signal, security signal, out signal, and call signal at the axis attachment side end of the front frame 12. The model-common signals are signal outputs common to multiple models and are signals that do not depend on the gaming performance of each model.
[0326] Furthermore, the gaming machine 10 places the model-dependent signals (jackpot 1 signal, jackpot 2 signal, jackpot 3 signal, jackpot 4 signal) close to the center of the external information terminal board 71. For example, the gaming machine 10 places the model-dependent signals between model-common signals. Model-dependent signals are signals that are specific to a model or are not necessarily common to multiple models, and are signals that depend on the gaming performance of each model.
[0327] Furthermore, since model-common signals are common signal outputs for multiple models, it may be possible to interpret the signals by default after connecting to the hall computer, making connection and confirmation relatively easy. Model-dependent signals have different output periods and conditions according to the game characteristics of each model, so it may be necessary to set the signal interpretation for each model after connecting to the hall computer, making connection and confirmation often not easy.
[0328] The gaming machine 10 does not combine the model-common signals into one, but separates them into an axis-side model-common signal located at the axis-side end of the front frame 12 on the external information terminal board 71 and an open-end side model-common signal located at the open-end side end of the front frame 12 on the external information terminal board 71. The gaming machine 10 arranges a model-dependent signal between the axis-side model-common signal and the open-end side model-common signal, so that wiring work related to signals common to a plurality of models can be performed from both ends of the external information terminal board 71. For example, the external information output may not have a jackpot 4 signal depending on the model, and in that case, the information output terminal CN8 becomes an empty terminal. The gaming machine 10 can move the empty terminals generated by the model to the center of the external information terminal board 71, and wiring work to the model-common information output terminal can be performed from both ends of the external information terminal board 71. This makes it easier for the gaming machine 10 to position the wiring connection of the model-common signal and suppress wiring errors.
[0329] In addition, the gaming machine 10 separates the door / frame open signal and security signal, which are important as a countermeasure against fraud, into the open end side model common signal and the axis attachment side model common signal, thereby preventing mistakes in mistaking the door / frame open signal and the security signal, which output signals for the same period.
[0330] Furthermore, when comparing a security signal with a door / frame open signal, the door / frame open signal is easier to generate than the security signal, since it is output simply by opening the front frame 12 or the glass frame 15. By making such a door / frame open signal a common signal for the open end side models, mistakes in confusing the door / frame open signal and the security signal, which output signals for the same period, are prevented when performing wiring connection work from the information output terminal CN1 to the information output terminal CN12.
[0331] In addition, wiring connection errors are prevented by limiting the external information that outputs a periodic signal among the open end side model common signals to just one, the door / frame open signal.In addition, wiring connection errors are prevented by limiting the external information that outputs a periodic signal among the shaft attachment side model common signals to just one, the security signal.
[0332] In addition, by making the signal adjacent to the model-dependent signal among the model-common signals on the open end side a pulse output signal, it is easy to distinguish from the model-dependent signal, which is a period output signal, and wiring connection errors between the model-common signals on the open end side and the model-dependent signal are suppressed. For example, the gaming machine 10 suppresses wiring connection errors from the signal output mode by making the information output terminal CN4 a pulse output start port signal and the information output terminal CN5 a period output jackpot 1 signal. Note that the period output of the model-dependent signal is not easy to check because the output trigger depends on the game progress. On the other hand, the pulse output of the start port signal is easy to check by having a game ball enter the start port.
[0333] Furthermore, the pattern determination signal (information output terminal CN3) and the starting port signal (information output terminal CN4), which are pulse outputs, are located between the door / frame opening signal (information output terminal CN2), which is a period output in the model-common signal on the open end side, and the jackpot 1 signal (information output terminal CN5), which is a period output in the model-dependent signal, further reducing wiring connection errors.
[0334] In addition, the door / frame open signal (information output terminal CN2), which is a period output in the open end side model common signal, is placed between the winning ball signal (information output terminal CN1) and the pattern determination signal (information output terminal CN3), which are pulse outputs, further reducing wiring connection errors.
[0335] In addition, by making the signal adjacent to the model-dependent signal among the model-common signals on the axis mounting side a pulse output signal, it is easy to distinguish from the model-dependent signal, which is a periodic output signal, and wiring connection errors between the model-common signals on the axis mounting side and the model-dependent signal are suppressed. For example, the gaming machine 10 suppresses wiring connection errors from the signal output mode by making the information output terminal CN9 a pulse output main prize ball signal and the information output terminal CN8 a periodic output jackpot 4 signal. Note that the periodic output of the model-dependent signal is not easy to check because the output trigger depends on the game progress. On the other hand, the pulse output of the main prize ball signal is easy to check by making the game ball enter the winning hole.
[0336] In addition, the main winning ball signal (information output terminal CN9), which is a pulse output, is placed between the security signal (information output terminal CN10), which is a period output in the axis-side model-common signal, and the jackpot 4 signal (information output terminal CN8), which is a period output in the model-dependent signal, thereby further reducing wiring connection errors.
[0337] In addition, the security signal (information output terminal CN10), which is a period output in the axis-mounting side model common signal, is placed between the main winning ball signal (information output terminal CN9) and the out signal (information output terminal CN11), which are pulse outputs, further reducing wiring connection errors.
[0338] Next, modified examples of the allocation of output signals to the information output terminal 712 will be described with reference to Figs. 27 to 31. Fig. 27 is a diagram showing a modified example (part 1) of the allocation of output signals to the information output terminal of the first embodiment. Fig. 28 is a diagram showing a modified example (part 2) of the allocation of output signals to the information output terminal of the first embodiment. Fig. 29 is a diagram showing a modified example (part 3) of the allocation of output signals to the information output terminal of the first embodiment. Fig. 30 is a diagram showing a modified example (part 4) of the allocation of output signals to the information output terminal of the first embodiment. Fig. 31 is a diagram showing a modified example (part 5) of the allocation of output signals to the information output terminal of the first embodiment.
[0339] 27 as a modified example (No. 1), information output terminals are arranged in a horizontal row in the installation environment of the gaming machine 10. Two information output terminal groups that perform model-common output are arranged on the axis attachment side and the open end side of the main body frame 11, and one information output terminal group that performs model-dependent output is arranged between them.
[0340] The information output terminal group CN1G, information output terminal CN1S, and information output terminal group CN2G are arranged in the order from the axis attachment side for the model common output. The information output terminal CN1S is assigned a signal equivalent to the anti-fraud 1 period output. The information output terminal CN1S is an information output terminal that outputs an anti-fraud signal equivalent to either the door / frame open signal or the security signal, and is an information output terminal that performs period output. The information output terminal group CN1G is an information output terminal group arranged adjacent to the axis attachment side of the information output terminal CN1S, and includes one or more information output terminals that perform pulse output. The information output terminals included in the information output terminal group CN1G output signals that do not overlap with other models common signals (for example, winning ball signal, pattern determination number signal, starting port signal, main winning ball signal, out signal, call signal) other than the anti-fraud signal. The information output terminal group CN2G is an information output terminal group arranged adjacent to the open end side of the information output terminal CN1S, and includes one or more information output terminals that perform pulse output. The information output terminals included in the information output terminal group CN2G output signals that are common to all models and do not overlap with other signals, excluding anti-tamper signals.
[0341] The information output terminal group CN3G is arranged for the model-dependent output. The information output terminal group CN3G is an information output terminal group arranged adjacent to the open end side of the information output terminal group CN2G, and includes one or more information output terminals that perform periodic output. The information output terminals included in the information output terminal group CN3G output a signal that does not overlap with other models-dependent signals (for example, a jackpot 1 signal, a jackpot 2 signal, a jackpot 3 signal, and a jackpot 4 signal).
[0342] The open end side model-common output is arranged in the order of information output terminal group CN4G, information output terminal CN2S, and information output terminal group CN5G from the shaft attachment side. The information output terminal CN2S is assigned a signal equivalent to the tamper countermeasure 2 period output. The information output terminal CN2S is an information output terminal that outputs a tamper countermeasure signal that does not overlap with the information output terminal CN1S among the door / frame open signal and the security signal, and is an information output terminal that performs period output. The information output terminal group CN4G is an information output terminal group arranged adjacent to the shaft attachment side of the information output terminal CN2S, and includes one or more information output terminals that perform pulse output. The information output terminals included in the information output terminal group CN4G output a signal that does not overlap with other model-common signals, except for the tamper countermeasure signal. The information output terminal group CN5G is an information output terminal group arranged adjacent to the open end side of the information output terminal CN2S, and includes one or more information output terminals that perform pulse output. The information output terminals included in the information output terminal group CN5G output a signal that does not overlap with other model-common signals, except for the tamper countermeasure signal.
[0343] This makes it easy to check the connection because the information output terminals CN1S and CN2S are avoided from being placed next to information output terminals that perform periodic output. Also, because the information output terminals CN1S and CN2S are far enough apart from each other, the risk of confusing them is reduced. Also, because the model-common signals are located on both sides of the information output terminal row, the risk of incorrect connection is reduced compared to wiring connections in the center. Also, model-dependent signals may not be connected depending on the hall computer, in which case the free terminals will be located in the center, so there is less risk of incorrect connection than if the free terminals were located at the ends.
[0344] 28 as a modified example (2), information output terminals are arranged in a horizontal row in the installation environment of the gaming machine 10. Two groups of information output terminals that perform model-common output are arranged on the axis attachment side and the open end side of the main body frame 11, and one group of information output terminals that performs model-dependent output is arranged between them.
[0345] The model-common outputs on the shaft side are arranged, in order from the shaft side, as information output terminal CN1S and information output terminal group CN2G. The model-dependent outputs are arranged as information output terminal group CN3G. The model-common outputs on the open end side are arranged, in order from the shaft side, as information output terminal group CN4G, information output terminal CN2S, and information output terminal group CN5G.
[0346] This avoids the information output terminal CN1S and the information output terminal CN2S from being adjacent to the information output terminal that outputs the period, making it easy to check the connection. Also, the information output terminal CN1S and the information output terminal CN2S are sufficiently separated from each other, reducing the risk of confusing the two. Also, the model-common signals are located on both sides of the information output terminal row, reducing the risk of misconnection compared to wiring connection in the center. Also, the model-dependent signals may not be connected depending on the hall computer, in which case the vacant terminal is located in the center, so there is less risk of misconnection than if the vacant terminal was located at the end. Also, the information output terminal CN1S is located at one end of the information output terminal row, making it easy to position it. Also, the information output terminal CN1S is located at one end of the information output terminal row, making it easy to distinguish it from the information output terminal CN2S, which is not located at the end of the information output terminal row.
[0347] 29 shows an external information terminal board as a third modified example, in which information output terminals are arranged in a horizontal row in the installation environment of the gaming machine 10. Two groups of information output terminals that perform model-common output are arranged on the axis attachment side and the open end side of the main body frame 11, and one group of information output terminals that performs model-dependent output is arranged between them.
[0348] The model-common outputs on the shaft side are arranged, in order from the shaft side, as information output terminal group CN1G, information output terminal CN1S, and information output terminal group CN2G. The model-dependent outputs are arranged as information output terminal group CN3G. The model-common outputs on the open end side are arranged, in order from the shaft side, as information output terminal group CN4G and information output terminal CN2S.
[0349] This avoids the information output terminal CN1S and the information output terminal CN2S from being adjacent to the information output terminal that outputs the period, making it easy to check the connection. Also, the information output terminal CN1S and the information output terminal CN2S are sufficiently separated from each other, reducing the risk of confusing the two. Also, the model-common signals are located on both sides of the information output terminal row, reducing the risk of misconnection compared to wiring connections in the center. Also, the model-dependent signals may not be connected depending on the hall computer, in which case the vacant terminal is located in the center, so there is less risk of misconnection than if the vacant terminal was located at the end. Also, the information output terminal CN2S is located at one end of the information output terminal row, making it easy to position it. Also, the information output terminal CN2S is located at one end of the information output terminal row, making it easy to distinguish it from the information output terminal CN1S, which is not located at the end of the information output terminal row.
[0350] In the external information terminal board shown in Fig. 30 as a fourth modified example, information output terminals are arranged in a horizontal row in the installation environment of the gaming machine 10. Two groups of information output terminals that perform model-common output are arranged on the axis attachment side and the open end side of the main body frame 11, and one group of information output terminals that performs model-dependent output is arranged between them.
[0351] The model-common output on the shaft side is arranged, starting from the shaft side, as information output terminal CN1S and information output terminal group CN2G. The model-dependent output is arranged as information output terminal group CN3G. The model-common output on the open end side is arranged, starting from the shaft side, as information output terminal group CN4G and information output terminal CN2S.
[0352] This avoids the information output terminals CN1S and CN2S being adjacent to information output terminals that perform periodic output, making it easy to check the connections. Also, the information output terminals CN1S and CN2S are far enough apart from each other that the risk of confusing them is reduced. Also, the model-common signals are located on both sides of the information output terminal row, so the risk of misconnection is reduced compared to wiring connections in the center. Also, model-dependent signals may not be connected depending on the hall computer, in which case the vacant terminals are located in the center, so there is less risk of misconnection than if the vacant terminals were located at the ends. Also, the information output terminals CN1S and CN2S are located at one end of the information output terminal row, so positioning is easy.
[0353] 31 as a fifth modified example, information output terminals are arranged in a vertical row in the installation environment of the gaming machine 10. The information output terminals are arranged in two groups of information output terminals that perform model-common output on the upper and lower sides of the main body frame 11, and one group of information output terminals that performs model-dependent output is arranged between them.
[0354] The upper model common outputs are arranged from the top to the bottom with information output terminal group CN1G, information output terminal CN1S, and information output terminal group CN2G. The model dependent outputs are arranged with information output terminal group CN3G. The lower model common outputs are arranged from the top to the bottom with information output terminal group CN4G, information output terminal CN2S, and information output terminal group CN5G.
[0355] This makes it easy to check the connection because the information output terminals CN1S and CN2S are avoided from being placed next to information output terminals that perform periodic output. Also, because the information output terminals CN1S and CN2S are far enough apart from each other, the risk of confusing them is reduced. Also, because the model-common signals are located on both sides of the information output terminal row, the risk of incorrect connection is reduced compared to wiring connections in the center. Also, model-dependent signals may not be connected depending on the hall computer, in which case the free terminals will be located in the center, so there is less risk of incorrect connection than if the free terminals were located at the ends.
[0356] In addition, just as the modified example described using Figures 28 to 30 is applied to the external information terminal board shown as modified example (part 1) in Figure 27, the modified example described using Figures 28 to 30 can also be applied to the external information terminal board shown as modified example (part 5) in Figure 31.
[0357] Next, an external information terminal board with two rows of information output terminals will be described. The external information terminal board with two rows of information output terminals is provided on the upper part of the axis attachment side of the front frame 12 so as to facilitate connection with external devices such as hall computers and to ensure smooth opening and closing of the front frame 12. The external information terminal board with two rows of information output terminals may also be provided on the back surface of the game board 30.
[0358] The external information terminal board having two rows of information output terminals includes two rows of 12 information output terminals 712 (CN1 to CN12). The six information output terminals 712 from CN1 to CN6 and the six information output terminals 712 from CN7 to CN12 are arranged on the external information terminal board so as to be aligned in a row in a vertical direction in the installation environment of the gaming machine 10. The row of six information output terminals 712 from CN1 to CN6 is located on the open end side of the front frame 12, and the row of six information output terminals 722 from CN7 to CN12 is located on the axis attachment side of the front frame 12. The six information output terminals 712 from CN1 to CN6 and the six information output terminals 712 from CN7 to CN12 may be arranged on the external information terminal board so as to be aligned in a row in a horizontal direction in the installation environment of the gaming machine 10.
[0359] The 12 information output terminals 712 (CN1 to CN12) are colored to facilitate identification. The 12 information output terminals 712 (CN1 to CN12) may be colored differently (for example, 12 colors) to facilitate identification, or non-adjacent information output terminals 712 may be allowed to have the same color (for example, two sets of six colors) to facilitate identification.
[0360] Next, the allocation of output signals to the information output terminals (CN1 to CN12) arranged in two rows will be described with reference to Fig. 32. Fig. 32 is a diagram showing an example of the allocation of output signals to the information output terminals arranged in two rows in the first embodiment.
[0361] The information output terminal CN1 outputs a pulse of the prize ball signal by contact output by connecting two terminals (1, 2). The prize ball signal outputs one pulse that is on for 128 ms for every 10 prize balls paid out. When outputting pulses consecutively, there is an off time of 64 ms between two pulses.
[0362] The information output terminal CN2 outputs a door / frame open signal for a certain period of time by contact output by establishing electrical continuity between the two terminals (1, 2). The door / frame open signal is ON only while a glass frame open error or a main frame open error is occurring.
[0363] The information output terminal CN3 outputs a pattern determination count signal as a pulse by contact output by connecting two terminals (1, 2). The pattern determination count signal outputs one pulse that is on for 256 ms from the stop of the fluctuation of the special pattern 1 game or the special pattern 2 game.
[0364] The information output terminal CN4 outputs a pulse of the start port signal by contact output by conducting between the two terminals (1, 2). The start port signal outputs one pulse that is on for 128 ms from the winning of the start port (start winning port 36 (start port 1), normal variable winning device 37 (start port 2)). When outputting pulses consecutively, there is an off time of 64 ms between the two pulses.
[0365] The information output terminal CN5 outputs the big win 1 signal for a period of time by contact output by conducting the two terminals (1, 2). The big win 1 signal is turned on only during the small win period, including the start and end of the small win performance.
[0366] The information output terminal CN6 outputs the jackpot 2 signal for a certain period of time by contact output by conducting the two terminals (1, 2). The jackpot 2 signal is turned on only during the small win, the jackpot, and the time reduction, including the start and end of the small win performance.
[0367] The information output terminal CN7 outputs the jackpot 3 signal for a certain period of time by contact output by conducting the two terminals (1, 2). The jackpot 3 signal is turned on only during the small win and the jackpot, including the start and end of the small win performance.
[0368] The information output terminal CN8 outputs the jackpot 4 signal for a certain period of time by contact output by conducting the two terminals (1, 2). The jackpot 4 signal is turned on only during the jackpot period. The information output terminal CN9 outputs a pulse of the OUT signal by contact output by connecting the two terminals (1, 2). The OUT signal outputs one pulse that is ON for 128 ms for every 10 OUT balls. When outputting pulses continuously, there is an OFF time of 64 ms between two pulses.
[0369] The information output terminal CN10 outputs a main prize ball signal as a pulse by contact output by connecting two terminals (1, 2). The main prize ball signal outputs one pulse that is on for 128 ms for every 10 prize balls. When outputting pulses continuously, there is an off time of 64 ms between two pulses.
[0370] The information output terminal CN11 outputs a security signal by contact output for a certain period by establishing electrical continuity between the two terminals (1, 2). The security signal is turned on only for a period corresponding to the states of the setting key switch 127 and the RAM initialization switch 112 when the power is turned on or when the power is restored, or for a period during which a specific error occurs.
[0371] The information output terminal CN12 outputs a call signal as a pulse by contact output, by connecting two terminals (1, 2). The call signal outputs one pulse that is on for 128 ms every time it detects an input from the call switch. When outputting pulses consecutively, there is an off time of 64 ms between two pulses.
[0372] In this way, the gaming machine 10 arranges model-common signals (prize ball signal, door / frame opening signal, symbol determination count signal, start port signal, main prize ball signal, security signal, out signal, and call signal) which are signal outputs common to a plurality of models, close to the ends of one of two diagonal pairs of the external information terminal board 72. For example, the gaming machine 10 arranges the prize ball signal, door / frame opening signal, symbol determination count signal, and start port signal at the upper end of the open end side of the front frame 12, and the out signal, main prize ball signal, security signal, and call signal at the lower end of the axis attachment side of the front frame 12.
[0373] In addition, the gaming machine 10 arranges model-specific or model-dependent signals (jackpot 1 signal, jackpot 2 signal, jackpot 3 signal, jackpot 4 signal) that are not necessarily common to multiple models, toward the other diagonal end of the two pairs of diagonals of the external information terminal board 72. For example, the gaming machine 10 arranges the jackpot 1 signal and the jackpot 2 signal at the lower end of the open end side of the front frame 12, and the jackpot 3 signal and the jackpot 4 signal at the upper end of the front frame 12 on the axis attachment side.
[0374] The gaming machine 10 does not combine the model-common signals into one, but separates them into an open-end model-common signal located at the upper end of the open end side of the front frame 12 on the external information terminal board 72, and an axis-mounted model-common signal located at the lower end of the axis-mounted side of the front frame 12 on the external information terminal board 72. The gaming machine 10 arranges a model-dependent signal between the open-end model-common signal and the axis-mounted model-common signal, so that wiring work related to signals common to a plurality of models can be performed from the diagonal end of the external information terminal board 72. For example, the external information output may not have a jackpot 4 signal depending on the model, and in that case, the information output terminal CN8 becomes an empty terminal. The gaming machine 10 can move the empty terminals generated by the model to another pair of diagonal ends of the external information terminal board 72, and wiring work to the model-common information output terminal can be performed from one pair of diagonal ends to the external information terminal board 72. This makes it easier for the gaming machine 10 to position the wiring connection of the model-common signal and suppress wiring errors.
[0375] In addition, the gaming machine 10 separates the door / frame open signal and security signal, which are important as a countermeasure against fraud, into the open end side model common signal and the axis attachment side model common signal, thereby preventing mistakes in mistaking the door / frame open signal and the security signal, which output signals for the same period.
[0376] Furthermore, when comparing a security signal with a door / frame open signal, the door / frame open signal is easier to generate than the security signal, since it is output simply by opening the front frame 12 or the glass frame 15. By making such a door / frame open signal a common signal for the open end side models, mistakes in confusing the door / frame open signal and the security signal, which output signals for the same period, are prevented when performing wiring connection work from the information output terminal CN1 to the information output terminal CN12.
[0377] In addition, wiring connection errors are prevented by limiting the external information that outputs a periodic signal among the open end side model common signals to just one, the door / frame open signal.In addition, wiring connection errors are prevented by limiting the external information that outputs a periodic signal among the shaft attachment side model common signals to just one, the security signal.
[0378] In addition, by making the signal adjacent to the model-dependent signal among the model-common signals on the open end side a pulse output signal, it is easy to distinguish from the model-dependent signal, which is a period output signal, and wiring connection errors between the model-common signals on the open end side and the model-dependent signal are suppressed. For example, the gaming machine 10 suppresses wiring connection errors from the signal output mode by making the information output terminal CN4 a pulse output start port signal and the information output terminal CN5 a period output jackpot 1 signal. Note that the period output of the model-dependent signal is not easy to check because the output trigger depends on the game progress. On the other hand, the pulse output of the start port signal is easy to check by having a game ball enter the start port.
[0379] Furthermore, between the door / frame opening signal (information output terminal CN2), which is a period output in the model-common signal on the open end side, and the jackpot 1 signal (information output terminal CN5), which is a period output in the model-dependent signal, the pattern determination count signal (information output terminal CN3) and the starting port signal (information output terminal CN4), which are pulse outputs, are placed, further reducing wiring connection errors.
[0380] In addition, the door / frame opening signal (information output terminal CN2), which is a period output in the open end side model common signal, is placed between the winning ball signal (information output terminal CN1), which is a pulse output, and the pattern determination count signal (information output terminal CN3), further reducing wiring connection errors.
[0381] In addition, by making the signal adjacent to the model-dependent signal among the model-common signals on the axis mounting side a pulse output signal, it is easy to distinguish from the model-dependent signal, which is a periodic output signal, and wiring connection errors between the model-common signals on the axis mounting side and the model-dependent signal are suppressed. For example, the gaming machine 10 suppresses wiring connection errors from the signal output mode by making the information output terminal CN9 a pulse output OUT signal and the information output terminal CN8 a periodic output jackpot 4 signal. Note that the periodic output of the model-dependent signal is not easy to check because the output trigger depends on the game progress. On the other hand, the output of the pulse output of the OUT signal is easy to check by discharging the game ball from the OUT port.
[0382] Furthermore, the out signal (information output terminal CN9), which is a pulse output, and the main winning ball signal (information output terminal CN10), which is a period output in the axis attachment side model common signal, are placed between the security signal (information output terminal CN11), which is a period output in the model dependent signal, thereby further preventing wiring connection errors.
[0383] In addition, the security signal (information output terminal CN11), which is a period output in the axis-mounting side model common signal, is placed between the main prize ball signal (information output terminal CN10), which is a pulse output, and the call signal (information output terminal CN12), further preventing wiring connection errors.
[0384] Next, modified examples of the allocation of output signals to the information output terminals 722 will be described with reference to Figs. 33 to 37. Fig. 33 is a diagram showing a modified example (part 1) of the allocation of output signals to the information output terminals arranged in two rows in the first embodiment. Fig. 34 is a diagram showing a modified example (part 2) of the allocation of output signals to the information output terminals arranged in two rows in the first embodiment. Fig. 35 is a diagram showing a modified example (part 3) of the allocation of output signals to the information output terminals arranged in two rows in the first embodiment. Fig. 36 is a diagram showing a modified example (part 4) of the allocation of output signals to the information output terminals arranged in two rows in the first embodiment. Fig. 37 is a diagram showing a modified example (part 5) of the allocation of output signals to the information output terminals arranged in two rows in the first embodiment.
[0385] 33 as a modified example (No. 1), information output terminals are arranged in two vertical rows in the installation environment of the gaming machine 10. The information output terminals are arranged such that two groups of information output terminals for performing model-common output are arranged at the lower end of the axis-mounted side and the upper end of the open end of the main body frame 11, and two groups of information output terminals for performing model-dependent output are arranged at the upper end of the axis-mounted side and the lower end of the open end of the main body frame 11.
[0386] The lower-end model-common output (lower end of the axle side) is arranged, starting from the bottom, with information output terminal group CN1G, information output terminal CN1S, and information output terminal group CN2G. The upper-end model-dependent output (upper end of the axle side) is arranged with information output terminal group CN3G. The lower-end model-dependent output (lower end of the open end side) is arranged with information output terminal group CN6G. The upper-end model-common output (upper end of the open end side) is arranged, starting from the bottom, with information output terminal group CN4G, information output terminal CN2S, and information output terminal group CN5G. The information output terminals included in information output terminal group CN6G output model-dependent signals (for example, jackpot 1 signal, jackpot 2 signal, jackpot 3 signal, jackpot 4 signal) that do not overlap with others.
[0387] This makes it easy to check the connection because the information output terminals CN1S and CN2S are not adjacent to the information output terminals that perform periodic output. Also, because the information output terminals CN1S and CN2S are far enough apart from each other, the risk of confusing them is reduced. Also, the model-common signal is located at the end of one of the two diagonal sets of the two rows of information output terminals, so the risk of incorrect connection is reduced compared to wiring connections in the center. Also, model-dependent signals may not be connected depending on the hall computer, in which case the vacant terminal will be located at the end of the other of the two diagonal sets, so there is less risk of incorrect connection.
[0388] 34 as a modified example (2), information output terminals are arranged in two vertical rows in the installation environment of the gaming machine 10. The information output terminals are arranged in two groups of information output terminals that perform model-common output at the lower end of the axis-mounted side and the upper end of the open end of the main body frame 11, and two groups of information output terminals that perform model-dependent output at the upper end of the axis-mounted side and the lower end of the open end of the main body frame 11.
[0389] The model-common output on the lower end (lower end of the shaft mounting side) is arranged, starting from the bottom, with information output terminal CN1S and information output terminal group CN2G. The model-dependent output on the upper end (upper end of the shaft mounting side) is arranged with information output terminal group CN3G. The model-dependent output on the lower end (lower end of the open end side) is arranged with information output terminal group CN6G. The model-common output on the upper end (upper end of the open end) is arranged, starting from the bottom, with information output terminal group CN4G, information output terminal CN2S and information output terminal group CN5G.
[0390] This avoids the information output terminal CN1S and the information output terminal CN2S from being adjacent to the information output terminal that outputs the period, making it easy to check the connection. Also, the information output terminal CN1S and the information output terminal CN2S are sufficiently far from each other, reducing the risk of confusing the two. Also, the model-common signal is located at the end of one of the two diagonal sets of the two rows of information output terminals, so the risk of misconnection is reduced compared to wiring connection in the center. Also, the model-dependent signal may not be connected depending on the hall computer, in which case the vacant terminal is located at the end of the other diagonal set of the two diagonal sets, so there is less risk of misconnection. Also, the information output terminal CN1S is located at a corner of the information output terminal row, making it easy to position it. Also, the information output terminal CN1S is located at a corner of the information output terminal row, so it is easy to distinguish it from the information output terminal CN2S that is not located at a corner of the information output terminal row.
[0391] 35 as a third modified example, information output terminals are arranged in two vertical rows in the installation environment of the gaming machine 10. The information output terminals are arranged in two groups of information output terminals that perform model-common output at the lower end of the axis-mounted side and the upper end of the open end of the main body frame 11, and two groups of information output terminals that perform model-dependent output at the upper end of the axis-mounted side and the lower end of the open end of the main body frame 11.
[0392] The model-common output on the lower end (lower end of the shaft mounting side) is arranged, from the bottom side, with information output terminal group CN1G, information output terminal CN1S, and information output terminal group CN2G. The model-dependent output on the upper end (upper end of the shaft mounting side) is arranged with information output terminal group CN3G. The model-dependent output on the lower end (lower end of the open end side) is arranged with information output terminal group CN6G. The model-common output on the upper end (upper end of the open end side) is arranged, from the bottom side, with information output terminal group CN4G and information output terminal CN2S.
[0393] This avoids the information output terminal CN1S and the information output terminal CN2S from being adjacent to the information output terminal that outputs the period, making it easy to check the connection. Also, the information output terminal CN1S and the information output terminal CN2S are sufficiently far from each other, reducing the risk of confusing the two. Also, the model-common signal is located at the end of one of the two diagonal sets of the two rows of information output terminals, so the risk of misconnection is reduced compared to wiring connection in the center. Also, the model-dependent signal may not be connected depending on the hall computer, in which case the vacant terminal is located at the end of the other diagonal set of the two diagonal sets, so there is less risk of misconnection. Also, the information output terminal CN2S is located at a corner of the information output terminal row, making it easy to position it. Also, the information output terminal CN2S is located at a corner of the information output terminal row, so it is easy to distinguish it from the information output terminal CN1S that is not located at a corner of the information output terminal row.
[0394] 36 as a fourth modified example, the external information terminal board has information output terminals arranged in two vertical rows in the installation environment of the gaming machine 10. The information output terminals are arranged in two groups of information output terminals that perform model-common output at the lower end of the axis-mounted side and the upper end of the open end of the main body frame 11, and two groups of information output terminals that perform model-dependent output at the upper end of the axis-mounted side and the lower end of the open end of the main body frame 11.
[0395] The model-common output on the lower end (lower end of the shaft mounting side) has, from the bottom side, an information output terminal CN1S and an information output terminal group CN2G arranged. The model-dependent output on the upper end (upper end of the shaft mounting side) has an information output terminal group CN3G arranged. The model-dependent output on the lower end (lower end of the open end side) has an information output terminal group CN6G arranged. The model-common output on the upper end (upper end of the open end) has, from the bottom side, an information output terminal group CN4G and an information output terminal CN2S arranged.
[0396] This avoids the information output terminal CN1S and the information output terminal CN2S being adjacent to the information output terminal that outputs the period, making it easy to check the connection. Also, the information output terminal CN1S and the information output terminal CN2S are far enough apart from each other to reduce the risk of confusing them. Also, the model-common signal is located at the end of one of the two diagonal sets of the two rows of information output terminals, so the risk of incorrect connection is reduced compared to wiring connection in the center. Also, the model-dependent signal may not be connected depending on the hall computer, in which case the vacant terminal is located at the end of the other diagonal set of the two diagonal sets, so there is less risk of incorrect connection. Also, the information output terminal CN2S is located at a corner of the information output terminal row, making it easy to position it.
[0397] 37 as a modified example (No. 5), information output terminals are arranged in two rows horizontally in the installation environment of the gaming machine 10. The information output terminals are arranged such that two groups of information output terminals for performing model-common output are arranged at the lower end of the open end side and the upper end of the axis attachment side of the main body frame 11, and two groups of information output terminals for performing model-dependent output are arranged at the lower end of the axis attachment side and the upper end of the open end side of the main body frame 11.
[0398] The model-common output on the lower end (lower end of the open end) is arranged, from the open end, with information output terminal group CN1G, information output terminal CN1S, and information output terminal group CN2G. The model-dependent output on the lower end (lower end of the shaft mounting side) is arranged with information output terminal group CN3G. The model-dependent output on the upper end (upper end of the open end) is arranged with information output terminal group CN6G. The model-common output on the upper end (upper end of the shaft mounting side) is arranged, from the open end, with information output terminal group CN4G, information output terminal CN2S, and information output terminal group CN5G.
[0399] This makes it easy to check the connection because the information output terminals CN1S and CN2S are not adjacent to the information output terminals that perform periodic output. Also, because the information output terminals CN1S and CN2S are far enough apart from each other, the risk of confusing them is reduced. Also, the model-common signal is located at the end of one of the two diagonal sets of the two rows of information output terminals, so the risk of incorrect connection is reduced compared to wiring connections in the center. Also, model-dependent signals may not be connected depending on the hall computer, in which case the vacant terminal will be located at the end of the other of the two diagonal sets, so there is less risk of incorrect connection.
[0400] In addition, just as the modified example described using Figures 34 to 36 is applied to the external information terminal board shown as modified example (part 1) in Figure 33, the modified example described using Figures 34 to 36 can also be applied to the external information terminal board shown as modified example (part 5) in Figure 37.
[0401] Moreover, the gaming machine 10 (including the modified example) of the first embodiment described above has the following characteristic in one aspect. In addition, in conventional gaming machines, it is not easy to find wiring connection errors in the external connection terminal (external information terminal board). The gaming machine 10 of the first embodiment makes it easy to check the wiring connections in the external information terminal board.
[0402] (1) A gaming machine (e.g., gaming machine 10) includes an external information terminal board capable of outputting from corresponding information output terminals a period signal that is output during a period when a specified condition is satisfied and a pulse signal that is output as a pulse when the specified condition is satisfied, and a control means capable of editing the signal (external information) output from the external information terminal board. The period signals include model-common signals that are not dependent on game performance (model), and model-dependent signals that are dependent on game performance (model). The model-common signals include a first anti-fraud signal (e.g., a door / frame opening signal) used for a first anti-fraud measure, and a second anti-fraud signal (e.g., a security signal) used for a second anti-fraud measure different from the first anti-fraud measure. The external information terminal board is arranged such that a first information output terminal corresponding to the first anti-fraud signal, a second information output terminal corresponding to the second anti-fraud signal, and a third information output terminal corresponding to model-dependent signals (e.g., a jackpot 1 signal, a jackpot 2 signal, a jackpot 3 signal, a jackpot 4 signal) are not adjacent to each other, and a pulse signal ( For example, a fourth information output terminal is arranged for outputting a pattern determination count signal, a starting port signal), and a fifth information output terminal different from the fourth information output terminal for outputting a pulse signal (for example, a main winning ball signal) is arranged between the second information output terminal and the third information output terminal, and the control means has a game control memory area used for control related to the game and a non-game control memory area used for control unrelated to the game, and a first memory area storing a process for editing the first anti-fraudulent signal, a second memory area used for output determination of the first anti-fraudulent signal, a third memory area storing a process for editing the second anti-fraudulent signal, and a fourth memory area used for output determination of the second anti-fraudulent signal are arranged in the game control memory area (for example, see Figures 11, 16 and 27).
[0403] (2) A gaming machine (e.g., gaming machine 10) includes an external information terminal board capable of outputting from corresponding information output terminals a period signal that is output during a period when a predetermined condition is satisfied and a pulse signal that is output when the predetermined condition is satisfied, and a control means capable of editing the signal (external information) output from the external information terminal board. The period signal includes a model-common signal that is not dependent on gaming performance (model) and a model-dependent signal that is dependent on gaming performance (model). The model-common signal includes a first anti-fraud signal (e.g., a door / frame opening signal) used for a first anti-fraud measure and a second anti-fraud signal (e.g., a security signal) used for a second anti-fraud measure different from the first anti-fraud measure. The external information terminal board includes a first information output terminal corresponding to the first anti-fraud signal, a second information output terminal corresponding to the second anti-fraud signal, and a model-dependent signal (e.g., a jackpot 1 signal, a jackpot 2 signal, a jackpot 3 signal, a jackpot 4 signal, a jackpot 5 signal, a jackpot 6 signal, a jackpot 7 signal, a jackpot 8 signal, a jackpot 9 signal, a jackpot 10 signal, a jackpot 11 signal, a jackpot 12 signal, a jackpot 13 signal, a jackpot 14 signal, a jackpot 15 signal, a jackpot 16 signal, a jackpot 17 signal, a jackpot 18 signal, a jackpot 19 signal, a jackpot 20 signal, a jackpot 21 signal, a jackpot 22 signal, a jackpot 23 signal, a jackpot 24 signal, a jackpot 25 signal, a jackpot 26 signal, a jackpot 27 signal, a jackpot 28 signal, a jackpot 29 signal, a jackpot 30 signal, a jackpot 31 signal a third information output terminal corresponding to a first signal (a winning combination signal, a big win signal, and a jackpot 3 signal) are arranged so that they are not adjacent to each other, a fourth information output terminal which outputs a pulse signal is arranged between the first information output terminal and the third information output terminal, and a fifth information output terminal different from the fourth information output terminal which outputs a pulse signal is arranged between the second information output terminal and the third information output terminal, and when outputting the first anti-tampering signal and the second anti-tampering signal, the control means outputs one of the first anti-tampering signal and the second anti-tampering signal first and then outputs the other with a delay (for example, see Figures 3, 13 and 27).
[0404] (3) The gaming machine (e.g., gaming machine 10) is equipped with an external information terminal board capable of outputting from corresponding information output terminals a period signal that is output during a period when a specified condition is met and a pulse signal that is output when the specified condition is met, and a control means capable of editing the signal (external information) output from the external information terminal board. The period signal includes a machine-common signal that does not depend on the gaming performance (machine type) and a machine-dependent signal that depends on the gaming performance (machine type). The machine-common signal includes a first anti-tampering signal (e.g., a door / frame opening signal) used for a first anti-tampering measure, and a second anti-tampering signal (e.g., a security signal) used for a second anti-tampering measure different from the first anti-tampering measure. The external information terminal board is arranged such that a first information output terminal corresponding to the first anti-tampering signal, a second information output terminal corresponding to the second anti-tampering signal, and a third information output terminal corresponding to the machine-dependent signals (e.g., a jackpot 1 signal, a jackpot 2 signal, a jackpot 3 signal, and a jackpot 4 signal) are not adjacent to each other, and a fourth information output terminal that outputs a pulse signal between the second information output terminal and the third information output terminal is arranged. a fifth information output terminal different from the information output terminal; and when the control means edits (outputs or may include up to output) the first anti-tamper signal due to the fulfillment of the first condition or the fulfillment of a second condition different from the first condition, the control means monitors whether the first condition is met and then monitors whether the second condition is met regardless of whether the first condition is met (for example, see steps S151 and S152), and when the control means edits (outputs or may include up to output) the second anti-tamper signal due to the fulfillment of the third condition or the fulfillment of a fourth condition different from the third condition, the control means monitors whether the fourth condition is met and then monitors whether the third condition is met regardless of whether the third condition is met (for example, see steps S166 to S174) (for example, see Figures 16, 17, and 27).
[0405] (4) The gaming machine (e.g., gaming machine 10) is equipped with an external information terminal board capable of outputting from corresponding information output terminals a period signal that is output during a period in which a specified condition is satisfied and a pulse signal that is output as a pulse when the specified condition is satisfied, and a control means capable of editing the signal (external information) output from the external information terminal board. The period signals include model-common signals that are not dependent on gaming performance (model), and model-dependent signals that are dependent on gaming performance (model). The model-common signals include a first anti-fraud signal (e.g., a door / frame opening signal) used for a first anti-fraud measure, and a second anti-fraud signal (e.g., a security signal) used for a second anti-fraud measure different from the first anti-fraud measure. The external information terminal board is arranged such that a first information output terminal corresponding to the first anti-fraud signal, a second information output terminal corresponding to the second anti-fraud signal, and a third information output terminal corresponding to model-dependent signals (e.g., a jackpot 1 signal, a jackpot 2 signal, a jackpot 3 signal, and a jackpot 4 signal) are not adjacent to each other, a fourth information output terminal that outputs a pulse signal is arranged between the first information output terminal and the third information output terminal, and a fifth information output terminal different from the fourth information output terminal that outputs a pulse signal is arranged between the second information output terminal and the third information output terminal. When the control means edits the first anti-tamper signal (which may be output or may include up to output) due to the satisfaction of the first condition or the satisfaction of a second condition different from the first condition, the control means monitors the satisfaction of the first and second conditions (for example, see steps S151 and S152) without terminating monitoring of the satisfaction of the second condition due to the satisfaction of the first condition, and without terminating monitoring of the satisfaction of the first condition due to the satisfaction of the second condition; and when the control means edits the second anti-tamper signal (which may be output or may include up to output) due to the satisfaction of the third condition or the satisfaction of a fourth condition different from the third condition, the control means monitors the satisfaction of the third and fourth conditions (for example, see steps S166 to S174) (for example, see Figures 16, 17, and 27).
[0406] (5) The gaming machine (e.g., gaming machine 10) includes an external information terminal board capable of outputting from corresponding information output terminals a period signal that is output during a period when a specified condition is met and a pulse signal that is output when the specified condition is met, and a control means capable of editing the signal (external information) output from the external information terminal board. The period signals include model-common signals that are not dependent on gaming performance (model), and model-dependent signals that are dependent on gaming performance (model). The model-common signals include a first anti-fraud signal (e.g., a door / frame opening signal) used for a first anti-fraud measure, and a second anti-fraud signal (e.g., a security signal) used for a second anti-fraud measure different from the first anti-fraud measure. The external information terminal board is arranged so that a first information output terminal corresponding to the first anti-fraud signal, a second information output terminal corresponding to the second anti-fraud signal, and a third information output terminal corresponding to model-dependent signals (e.g., a jackpot 1 signal, a jackpot 2 signal, a jackpot 3 signal, a jackpot 4 signal) are not adjacent to each other, and a fifth information output terminal different from the fourth information output terminal that outputs a pulse signal is arranged between the second information output terminal and the third information output terminal (for example, see FIG. 27).
[0407] (6) A gaming machine (e.g., gaming machine 10) includes an external information terminal board capable of outputting from corresponding information output terminals a period signal that is output during a period in which a predetermined condition is met and a pulse signal that is output as a pulse when the predetermined condition is met, an external information editing means that is capable of editing the signal (external information) output from the external information terminal board, and a game execution control means that is capable of controlling the execution of a variable display game and is capable of controlling low-value games (e.g., low-value time reduction, low-value regular power support, etc.) in which the expectation of acquiring the right to execute the variable display game is low, and high-value games (e.g., high-value time reduction, high-value regular power support, etc.) in which the expectation of acquiring the right to execute the variable display game is high. The period signal includes a model-common signal that does not depend on the gaming performance (model) and a model-dependent signal that depends on the gaming performance (model), the model-common signal includes a first anti-fraud signal used for a first anti-fraud measure and a second anti-fraud signal used for a second anti-fraud measure different from the first anti-fraud measure, the model-dependent signal includes a game distinction signal that can distinguish low value games and high value games, the external information terminal board is arranged so that a first information output terminal corresponding to the first anti-fraud signal, a second information output terminal corresponding to the second anti-fraud signal, and a third information output terminal group that corresponds to the model-dependent signal and includes an information terminal corresponding to the game distinction signal are not adjacent to each other, a fourth information output terminal that outputs a pulse signal is arranged between the first information output terminal and the third information output terminal group, and a fifth information output terminal that outputs a pulse signal and is different from the fourth information output terminal is arranged between the second information output terminal and the third information output terminal group (for example, see FIG. 21, FIG. 22, and FIG. 27).
[0408] [Second embodiment] Next, a gaming machine 10 of a second embodiment will be described. The gaming machine 10 of the second embodiment can switch between manual operation by the player and automatic operation by the player setting for the operation input in the operation presentation, and can suitably switch between the input state (manual operation and automatic operation) in the operation presentation. Note that the same reference numerals are used for the same configuration as the first embodiment, and the description is omitted.
[0409] First, the input control in the operation presentation will be described with reference to FIG. 38. FIG. 38 is a diagram showing an example of the input control in the operation presentation of the second embodiment. The operation presentation in the gaming machine 10 is a presentation that accepts a player operation and makes it possible to change the presentation mode. The player operation includes a pressing operation that can be accepted by an operation means such as a push button 25. The operation means is not limited to the push button 25, and may be a lever or a handle that can accept an operation input by physical displacement, or may be a touch panel, a photo sensor, an imaging device, etc. that can accept an operation input without physical displacement. Below, the operation presentation using the push button 25 as a representative operation means will be described, but an operation means other than the push button 25 may be used, or two or more operation means may be used.
[0410] The operation presentation control state in the gaming machine 10 includes an operation presentation enabled state and an operation presentation disabled state. The operation presentation enabled state allows the acceptance of player operations related to game presentations. The operation presentation disabled state is a state in which player operations are not accepted. The operation presentation enabled state is limited to game states in which game presentations can be executed, while the operation presentation disabled state is not limited to game states in which game presentations can be executed. The operation presentation enabled state does not accept player operations unrelated to game presentations for operation means that allow the acceptance of player operations related to game presentations. On the other hand, the operation presentation disabled state does not accept player operations related to game presentations, but allows the acceptance of player operations unrelated to game presentations. For example, player operations unrelated to game presentations include operations (various operations) related to volume adjustment, brightness adjustment, presentation customization settings, viewing of game history, and confirmation of game methods.
[0411] The operation presentation in the gaming machine 10 includes front operation presentation and back operation presentation. The front operation presentation is an operation presentation that clearly indicates that player operations related to the game presentation are acceptable. The front operation presentation is a presentation that provides a wide range of interest to players who play the gaming machine 10. The back operation presentation is a presentation that provides new interest to experienced players. The gaming machine 10 can provide sufficient interest with just the front operation presentation, but the back operation presentation provides players with an opportunity to discover new interests, thereby improving long-term operation.
[0412] A hidden operation presentation is an operation presentation that is performed without clearly indicating that a player operation related to the game presentation is acceptable. Note that performing a game presentation without clearly indicating that a player operation related to the game presentation is acceptable may mean that it is not clear, or may be less clear than the front operation presentation. In other words, a front operation presentation allows a player to easily recognize that a player operation is acceptable, while a hidden operation presentation does not allow a player to easily recognize that a player operation is acceptable compared to the front operation presentation.
[0413] The operation presentation control state includes a manual input mode that requires manual operation by the player to accept player operations related to game presentations, and an automatic input mode that does not require manual operation by the player. The manual input mode accepts player operations with input based on the player's manual operation. On the other hand, the automatic input mode accepts player operations at a predetermined trigger without input based on the player's manual operation. The manual input mode can accept operation inputs for the front operation presentation and the back operation presentation. The automatic input mode can accept operation inputs for the front operation presentation, but does not accept operation inputs for the back operation presentation. Therefore, the front operation presentation can be presented in the manual input mode and the automatic input mode, but the back operation presentation can be presented in the manual input mode, but cannot be presented in the automatic input mode.
[0414] The manual input mode and the automatic input mode can be switched to each other. The manual input mode transitions to the automatic input mode on the condition that an operation continues for a predetermined period in a predetermined valid period. For example, when the manual input mode is in the manual input mode and the hidden operation performance period is not in progress, if the push button 25 is pressed for 7 seconds, the manual input mode transitions to the automatic input mode. Also, when the push button 25 is pressed in the automatic input mode, the automatic input mode transitions to the manual input mode.
[0415] Next, examples of screen displays in the operation presentation will be described with reference to Figs. 39 to 45. Fig. 39 is a diagram showing an example (part 1) of a screen display in the second embodiment. Fig. 40 is a diagram showing an example (part 2) of a screen display in the second embodiment. Fig. 41 is a diagram showing an example (part 3) of a screen display in the second embodiment. Fig. 42 is a diagram showing an example (part 4) of a screen display in the second embodiment. Fig. 43 is a diagram showing an example (part 5) of a screen display in the second embodiment. Fig. 44 is a diagram showing an example (part 6) of a screen display in the second embodiment. Fig. 45 is a diagram showing an example (part 7) of a screen display in the second embodiment.
[0416] First, a display example of a screen that guides the input mode in the manual input mode and the automatic input mode will be described with reference to Fig. 39. A display screen 520 shown in Fig. 39(1) shows a screen during a variable display (three symbols are variable) in the manual input mode. A display screen 522 shown in Fig. 39(2) shows a screen during a variable display (three symbols are variable) in the automatic input mode.
[0417] Both display screens 520 and 522 include an input mode guide display 521 in the display contents. The input mode guide display 521 on display screen 520 displays the message "AUTO" in a light color to inform users that the automatic input mode is not enabled, i.e., that the user is in the manual input mode. The input mode guide display 521 on display screen 522 displays the message "AUTO" in a dark color to inform users that the automatic input mode is enabled, i.e., that the user is in the automatic input mode.
[0418] The input mode guide display 521 may be displayed constantly in a predetermined game state, or may be displayed in a predetermined presentation state, or may be displayed for a predetermined time from a predetermined trigger. The predetermined game state may be, for example, a variable display state or a customer waiting game state. The input mode guide display 521 may be hidden when no operation presentation is obviously performed, such as during a predetermined error, during a big win fanfare, or during an ending. The predetermined presentation state may be, for example, during a front operation presentation or a back operation presentation, a period preceding a front operation presentation or a back operation presentation, a period following a front operation presentation or a back operation presentation, or a period consisting of a combination of these periods. The predetermined trigger may be, for example, pressing the push button 25, the end of initialization processing, the end of power recovery processing, the end of a customer waiting state, the passage of a predetermined time, etc.
[0419] The input mode guide display 521 may be displayed at a predetermined display position, or may be displayed with its display position being changeable. For example, the display position of the input mode guide display 521 may be changed between a reach state and a non-reach state. The input mode guide display 521 may be displayed at a predetermined size, or may be displayed with its size being changeable. For example, the display size of the input mode guide display 521 may be changed between a reach state and a non-reach state, a customer waiting state, or the like.
[0420] When the input mode guide display 521 overlaps with the large symbol group 501, which is a decorative symbol, the display takes priority over the large symbol group 501. The input mode guide display 521 is also displayed at a position that does not overlap with the small symbol group 502, which is also a decorative symbol, the special symbol 1 reserved number display 503, the special symbol 2 reserved number display 504, the reserved waiting display 505, and the reserved consumption display 506. This allows the gaming machine 10 to guide the player to the input mode without causing any disadvantage in guiding the game progress.
[0421] Although the gaming machine 10 has been described as providing information on the input mode using the input mode guide display 521, the gaming machine 10 may provide information using voice (including sound effects) or light emission instead of or in addition to the input mode guide display 521. For example, the gaming machine 10 may provide information on the input mode using the light emission state of the push button 25 (off in manual input mode, yellow light in automatic input mode, etc.). The gaming machine 10 may also provide different operation sounds for the push button 25 depending on the input mode.
[0422] Next, examples of screen displays that prompt the player to perform operations in the manual input mode and automatic input mode will be described with reference to Fig. 40. A display screen 524 shown in Fig. 40(1) shows a screen that prompts the player to perform operations in the manual input mode. A display screen 526 shown in Fig. 40(2) shows a screen that prompts the player to perform operations in the automatic input mode.
[0423] The display contents of both display screens 524 and 526 include an input mode guide display 521 and an operation prompt guide display 525. The input mode guide display 521 on display screen 524 notifies the user that the input mode is manual. The input mode guide display 521 on display screen 526 notifies the user that the input mode is automatic.
[0424] The operation promotion guide display 525 is a display that prompts the player to perform a player operation in the front operation presentation. Note that the back operation presentation is not a presentation that prompts the player to perform a player operation, and therefore the operation promotion guide display 525 is not displayed. The operation promotion guide display 525 displays an image of the push button 25 to inform the player that the operation target is the push button 25. The operation promotion guide display 525 also displays the message "Press!" to inform the player that the operation is to press the push button 25. The operation promotion guide display 525 also displays a time gauge to inform the player of the size of the operation acceptance period and the time that has elapsed since the start of operation acceptance (or the remaining time during which operations can be accepted).
[0425] When encouraging the player to perform a player operation, the gaming machine 10 may suggest the degree of expectation before accepting an operation input by decorating the general image display of the push button 25 with a color indicating the degree of expectation (for example, a color according to the development rules described later). Also, the gaming machine 10 may suggest the degree of expectation before accepting an operation input by making the light-emitting part of the push button 25 emit light with a color indicating the degree of expectation (for example, a color according to the development rules described later).
[0426] In addition, when the operation prompting display period and the period for notifying the automatic input mode overlap, the operation part light emission (for example, the light emission of the push button 25) in the display color corresponding to the operation prompting guide takes precedence over the light emission for notifying the automatic input mode. For example, when the operation part light emission is white, red, or rainbow as the display color corresponding to the operation prompting guide, it continues to emit white, red, or rainbow light even when the automatic input mode is entered without switching to yellow light emission. In addition, when the operation part light emission is yellow as the display color corresponding to the automatic input mode, it immediately switches from yellow light emission to the corresponding color such as white, red, or rainbow light when the display color for the operation prompting guide is changed to the display color corresponding to the automatic input mode. In addition, when the operation prompting display period and the period for notifying the automatic input mode overlap, the operation part light emission is immediately switched to yellow, which is the display color corresponding to the automatic input mode. In this way, the gaming machine 10 can easily provide the operation prompting guide and the notification that the automatic input mode is entered to the player.
[0427] Next, a display example of a screen after a player's operation in the manual input mode of the front operation presentation or the back operation presentation will be described with reference to Fig. 41. A display screen 528 shown in Fig. 41(1) shows a screen that accepts a player's operation in the manual input mode and notifies a predetermined expectation level. A display screen 530 shown in Fig. 41(2) shows a screen that accepts a player's operation in the manual input mode but does not notify a predetermined expectation level.
[0428] Both display screens 528 and 530 include an input mode guide display 521 and an expectation level notification display 529 in the display contents. The expectation level notification display 529 notifies the expectation level by the display mode and color of a predetermined display element. The expectation level notification display 529 on the display screen 528 notifies (including hints and guidance) a predetermined expectation level by the facial expression of the character, and notifies the predetermined expectation level by the color of the aura displayed together with the character (which may be the background color of the speech bubble or the color of the characters, etc.). The expectation level to be notified may be the game result (occurrence of a win, the value of a win, etc.), the expectation level of development of the game presentation, the expectation level of a set value related to the game performance, etc.
[0429] The expectation level notification display 529 on the display screen 528 shows a screen that notifies a positive expectation level in response to a player operation. The expectation level notification display 529 on the display screen 528 notifies a relatively high expectation level by a smiling character, and the aura in the background of the character notifies the expectation level corresponding to the color (for example, blue).
[0430] The expectation level notification display 529 on the display screen 530 shows a screen that accepts a player operation but does not notify a significant expectation level. The expectation level notification display 529 on the display screen 530 does not notify a significant expectation level by using a character with no facial expression, and the speech bubble in the background of the character does not notify a significant expectation level by its color (for example, white).
[0431] In this way, the gaming machine 10 may notify the significant expectation degree depending on the acceptance of the player's operation in some cases, and may not notify the significant expectation degree in other cases. For example, the gaming machine 10 may stochastically notify the significant expectation degree even if the player's operation is accepted, thereby encouraging the player to perform multiple operations in one operation presentation.
[0432] Note that the screen after a manual operation input in the automatic input mode of the front operation presentation also transitions from the automatic input mode to the manual input mode due to the manual operation input, and is therefore similar to display screens 528 and 530. Also, the screen after an automatic operation input in the automatic input mode of the front operation presentation is similar to display screens 528 and 530, except that input mode guide display 521 is displayed in a dark color. Also, in the automatic input mode of the back operation presentation, the back operation presentation is not subject to automatic operation input, and so does not reach display screens 528 and 530.
[0433] Next, examples of display of the operation acceptance screen for the hidden operation effect in the manual input mode and the automatic input mode will be described with reference to Fig. 42. Display screen 532 shown in Fig. 42(1) shows a screen that allows the input operation of the hidden operation effect to be accepted in the manual input mode. Display screen 534 shown in Fig. 42(2) shows a screen that allows the input operation of the hidden operation effect to be accepted in the automatic input mode.
[0434] The display screens 532 and 534 are display screens when input operations for the hidden operation effects can be accepted during a predetermined effect in the variable display of the special game. The predetermined effect can be, for example, during a reach effect or a win effect. The hidden operation effect does not display a guide corresponding to the operation promotion guide display 525, but displays a performance identification display 533 that allows the user to understand that it is a predetermined effect.
[0435] The display contents of the display screens 532 and 534 include an input mode guide display 521 and a performance identification display 533. The input mode guide display 521 on the display screen 532 notifies the user that the mode is the manual input mode. The input mode guide display 521 on the display screen 534 notifies the user that the mode is the automatic input mode.
[0436] The effect identification display 533 notifies the player that it is a specified effect. Therefore, the effect identification display 533 has a function of informing a player who knows that the specified effect is a hidden operation effect of the hidden operation effect. On the other hand, the effect identification display 533 does not inform a player who does not know that the specified effect is a hidden operation effect.
[0437] The performance identification display 533 may be guided by the appearance of a predetermined character, or may be guided by a predetermined performance mode that does not depend on a character. The predetermined performance mode is, for example, a predetermined display on the display device 41, a light emission mode of a light emitting device, a predetermined sound output, a movable mode of a movable member, a vibration mode of a vibration device, a predetermined performance mode of other performance devices, etc.
[0438] In addition, the hidden operation effect allows a player playing in the automatic input mode to accept operation input by performing a manual operation, providing an opportunity to gain interest regardless of whether the player is in the manual input mode or the automatic input mode. The effect identification display 533 is displayed not only in the manual input mode but also in the automatic input mode, which contributes to facilitating opportunities to gain interest without distinguishing between the manual input mode and the automatic input mode.
[0439] Next, examples of the display of the screen at the end of the hidden operation effect in the manual input mode and the automatic input mode will be described with reference to Fig. 43. A display screen 536 shown in Fig. 43(...
Claims
[Claim 1] A variable display game execution means capable of executing a variable display game; an operation means capable of accepting a player's operation; an operation prompting means for prompting the player to perform an operation; a reach effect means for executing a reach effect in the process of the variable display game deriving a predetermined result; and an expectation presentation means capable of performing an expectation presentation for developing the expectation that the variable display game will derive a predetermined result in a predetermined manner, The expectation level presentation means a first expectation level producing means for producing the expectation level by a first player operation that accepts the player operation without prompting the player to perform the operation; and second expectation level producing means for producing the expectation level by a second player operation that accepts the player operation while encouraging the player operation, the first expectation presentation means is capable of executing a first development presentation for developing the expectation without allowing a drop in the expectation in accordance with a first development rule, based on the first player operation accepted during a continuous first period; The second expectation degree producing means a second development effect can be executed in which the degree of expectation is produced based on the second player operation received in a second period, the degree of expectation is produced based on the second player operation received in a third period not subsequent to the second period, and the degree of expectation is developed by allowing a downgrade of the degree of expectation between the degree of expectation based on the second player operation received in the second period and the degree of expectation based on the second player operation received in the third period; The first period can be set during an execution period of the reach effect. Gaming machine.