Game machine

JP2024110860A5Pending Publication Date: 2026-05-21SOPHIA CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SOPHIA CO LTD
Filing Date
2023-02-03
Publication Date
2026-05-21

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player engagement and operation performance by continuously accepting player inputs without prompting, leading to a decline in interest.

Method used

Incorporating an operation means that accepts player inputs, an operation promotion means to encourage input, a first operation reception device for input in a non-prompted state, and a state setting mechanism to maintain input acceptance regardless of player action, allowing continuous operation without player intervention.

Benefits of technology

Enhances player engagement and operation performance by maintaining input acceptance, improving the gaming experience through continuous operation without requiring constant player interaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To provide a game machine facilitating switching of an input state.SOLUTION: An automatic input switching C shows a transition example from an automatic input mode to a manual input mode when a push button is depressed and the following transition example from the manual input mode to the automatic input mode in a state in which transition of an input mode is received effectively. Operation input (ON) of timing tC1 switches an automatic input (effective) state to an automatic input (ineffective) state regardless of continuation time in an automatic input (effective) state. When operation input (ON) continues up to timing tC4 from timing tC1 without becoming operation input (OFF), a game machine 10 is shifted to the automatic input (effective) after waiting for continuation of the operation input (ON) of a switching state monitoring period TCW (from timing tC2 to timing tC3) after providing a switching state ineffective period TUCW (from timing tC1 to timing tC2).SELECTED DRAWING: Figure 46
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] 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 aims to provide a gaming machine that enhances the entertainment value of the operation presentation. [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 an operation means capable of accepting an operation input by a player operation, an operation prompting means for prompting a player operation, an acceptance state setting means capable of setting a first operation acceptance state in which the operation input can be accepted while prompting a player operation by the operation prompting means, or a second operation acceptance state in which the operation input can be accepted without prompting a player operation by the operation prompting means, and an input state setting means capable of setting a first input state in which the operation input by a player operation can be accepted in the first operation acceptance state, or a second input state in which the operation input can be accepted without a player operation in the first operation acceptance state. The second input state is maintained even if operation input by a player operation is continuously accepted up to the second input state that is not in the first operation acceptance state. Effect of the Invention

[0006] According to one aspect, the entertainment value of the operation presentation in the gaming machine is improved. [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. [Diagram 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 expectation degree notification in 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 an 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.

[0009] The gaming machine 10 of the first embodiment includes a front frame 12. The front frame 12 is an outer frame (support frame). When viewed from the front, the left side is the shaft mounting side and the right side is the open side, and the spring 11 is assembled so as to be capable of being rotated open and closed. The game 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, the front frame (main body frame) 12 is provided with a cover glass (transparent) that covers the front of the game board 30. A glass frame (transparent member holding frame) 15 equipped with a transparent member 14 is attached.

[0010] In addition, lamps and LEDs (Light Emitting Diodes) are installed inside the left and right sides of the glass frame 15. It also has built-in decorations and effects, as well as an alarm when an abnormality occurs (for example, if a payout abnormality occurs, the The lamp or LED is turned on (blinks) in an abnormality notification color (for example, red). A frame decoration device 18 and a speaker 19 (upper left speaker 19) that emits sound (for example, sound effects) are also included. a1, and a speaker 19a2) are provided at the top right. In addition, a speaker is provided at the bottom of the front frame 12. Speakers 19 (lower left speaker 19b1, lower right speaker 19b2) are provided. When an abnormality occurs, the speaker 19 will notify you of the details of the abnormality by voice. A lamp for notifying of abnormal dispensing may be provided at a predetermined position on the frame 15.

[0011] In addition, at the bottom of the front frame 12, there is an upper tray (reservoir) for supplying game balls to a ball launching device (not shown). The game balls are dispensed from the payout unit provided on the back side of the gaming machine 10. The upper tray ball outlet 22 stores the game balls dispensed when the upper tray 21 is full. A lower tray (receiving tray) 23 and an operating part 24 of the ball launching device are provided. A ball removal lever 23a is provided on the lower tray 23 for removing game balls from the lower tray 23 to the outside of the game machine. .

[0012] Furthermore, on the upper edge of the upper tray 21, there is a performance button 25 used for intervention operations in the game performance. The effect button 25 is a effect operation button that accepts an intervention operation in the game effect. It functions as an operation receiving unit and also receives the required behavior (for example, light emission, vibration, protrusion, etc.). The upper tray 21 also functions as a presentation section that can present various effects (such as game mode). An option setting section 29 is provided for setting various options. The setting unit 29 includes a cross cursor switch capable of receiving input operations in four directions and a cross cursor The center switch is equipped with a central switch that can accept decision operations, etc., and a cross cursor switch. There are two additional switches on the periphery of the switch that are used for controlling the volume, etc. Furthermore, at the lower right side of the front frame 12, there is a lock button for opening and locking the front frame 12 and the glass frame 15. A keyhole 26 is provided for inserting a key.

[0013] In addition, the gaming machine 10 operates (for example, presses) the effect button 25 (push button). Based on the operation of the player received from the performance button switch 25a (see FIG. 4) that detects For example, the player's operation can be used to create a special effect. The performance in which the player intervenes is a variable display game on a display device (variable display device) 41 (see FIG. 2). The game machine 10 displays on the display device 41 In the game, the character to be displayed is operated, and the special display chart displayed on the display device 41 is changed. In addition, such player intervention may include the following: , as well as the performance button 25, the switches in the option setting section 29 (cross cursor switch, One or more of the following switches may be used: central switch, auxiliary switch, etc. In FIG. 4, which will be described later, the switches in the option setting section 29 are collectively referred to as setting switches 29. It is represented as n.

[0014] In addition, to the right of the effect button 25, when the player receives a ball from the adjacent ball lending machine, A ball loan button 27 is operated to eject a prepaid card from the card unit of the ball loan machine. a discharge button 28 for discharging the card, and a balance display unit (not shown) for displaying the remaining balance of the prepaid card. In the gaming machine 10 of the first embodiment, the player performs the above operations. By rotating the part 24, the ball launching device launches the game balls supplied from the upper tray 21. The ball is launched toward the play area 32 (see FIG. 2) on the front of the board 30. The setting switches 29n (cross cursor switch, center switch, By operating one or more of the switches ( You can set the volume emitted from the speaker 19 and the brightness of the game board 30. can.

[0015] Next, the game board 30 will be described with reference to FIG. 2. FIG. 2 shows the game board of the first embodiment. FIG. A substantially circular play area 32 surrounded by a guide rail 31 is formed on the surface of the play board 30. The play area 32 is enclosed by side cases 3 made of resin provided at the four corners of the play board 30. 3 and a guide rail 31. A center case (game presentation structure) 40 equipped with a device (variable display device) 41 is arranged. The display device 41 is disposed in a recess provided in the center case 40. In other words, the center case 40 is attached to the display device. The display area of ​​the display device 41 is surrounded by the display screen of the display device 41, and the display screen of the display device 41 is projected forward. The area 32 is formed so as to make it difficult for game balls to fly into it.

[0016] The display device 41 may be, for example, an LCD (liquid crystal display), a CRT (cathode ray tube, The display device 41 is a device having a display screen such as a LED. Other display devices, such as devices having a display screen capable of displaying dot matrix images using the The display may be configured by a combination of two or more display devices. In the display area, multiple identification information (special patterns) and special pattern change display games are produced. Display device 4 displays information related to the game, such as characters and background images that enhance the presentation effect. On the display screen of 1, multiple special symbols assigned as identification information are displayed in a variable manner (possibly A special display game corresponding to the special display game is played. In addition, the display screen may display images for effects based on the progress of the game (for example, a big win display, image, fanfare display image, ending display image, etc.) are displayed.

[0017] In addition, at the top of the center case 40, there is a board that operates to produce a game effect. The board is provided with a presentation device 44. The presentation device 44 is a display device 44 that is connected to the display device 4 in the state shown in FIG. It is possible to operate towards the center of 1.

[0018] At the lower right side of the center case 40 in the game area 32, a normal game display is displayed. A normal pattern start gate (normal pattern start gate) 34 that gives the conditions is provided. The winning ball (the ball passing through the starting gate 34) is turned on by the gate switch 34. 34a (see FIG. 3).

[0019] In addition, a general winning port 35 is arranged on the lower left side of the center case 40 in the game area 32. It is placed on the lower right side of the center case 40 and on the right side of the special variable winning device 95 described later. The general winning holes 35 are arranged in the upper left and lower right corners. The game balls that enter the general winning holes 35 are This is detected by the mouth switch 35a (see FIG. 3).

[0020] In addition, below the center case 40 in the game area 32, a first special chart variable display game The first start winning hole (start winning area) that gives the starting condition of the (Special Chart 1 Variable Display Game) A starting winning hole 36 (starting hole 1) is provided. The game ball that enters the starting winning hole 36 is This is detected by the first switch 36a (see FIG. 3).

[0021] In addition, below the start winning hole 36, there is an outlet for collecting game balls that did not win in the winning hole, etc. A port 30a is provided. In addition, below the center case 40, to the left of the starting gate 34, A normal variable winning device that provides the starting conditions for the second special chart variable display game (special chart 2 variable display game) 37 (second start winning port, start winning area) is provided. The outlet 2) is provided with a movable member 37b at a position that becomes the inlet portion. The balls are slid forward and backward by the solenoid 37c (see FIG. 3) to the inflow section. The blocking state prevents balls from entering the ball pool, and the allowing state allows balls to enter the inflow area by retreating backwards. The movable member 37b is normally in a closed state (not shown to the player) and is normally in a closed state (not shown to the player). The result of the normal game is a predetermined stop table. When the display state is changed to the open state (a state advantageous to the player), The game ball that has won the normal variable winning device 37 is released by pressing the start port 2 switch 37a (FIG. 3 In addition, the normal variable winning device 37 is designed to allow winning even when it is closed. In the closed state, it may be more difficult to win than in the open state. It is equivalent to an electric device (regular electric train).

[0022] In addition, on the right side of the center case 40 in the game area 32, a special chart change display game (special Depending on the results of the game (Figure 1 Variable Display Game and Special Figure 2 Variable Display Game), you may not accept the game ball. A special variable prize device (big prize opening 1) 38 that can be converted between a good state and an easy-to-accept state is provided. The special variable prize-winning device 38 has an opening and closing member (movable piece) 38c, and Depending on the result of the game, the opening and closing member 38c closes the big prize opening. The opening and closing member 38c is retracted from the closed state (a closed state disadvantageous to the player) and the opening and closing member 38c is moved downward in the play area 32. The ball is converted into an open state (a state advantageous to the player) in which the ball can be received. The special variable prize device 38 is driven by the large prize port 1 solenoid 38b (see FIG. 3). The large prize opening (large prize opening 1) is opened and closed by an opening and closing member 38c driven by a special drawing. 1. The result of the variable display game and the special chart 2. The jackpot game state (special game state) ) and during the jackpot game state (special game state) resulting from winning in a specific area 96 described later. By converting the big prize opening from a closed state to an open state, the flow of game balls into the big prize opening is The system makes it easy to enter the lottery and awards a certain amount of game value (prize balls) to the player. Inside the big prize opening (winning area), a detection means for detecting a game ball that has entered the big prize opening is provided. A large prize opening switch (count switch) 38a (see FIG. 3) is provided.

[0023] In addition, at the lower right side of the center case 40 in the game area 32, a special chart variable display game ( Depending on the results of the special chart 1 variable display game and the special chart 2 variable display game, the game balls are accepted. A special variable prize device (large prize opening 2) 95 that can be converted between an unacceptable state and an acceptable state is provided. The special variable prize-winning device 95 has an opening and closing member (opening and closing door) 95c, and Depending on the result of the special chart change display game, the opening and closing member 95c closes the big prize opening. The opening and closing member 95c is retracted from the closed state (a closed state disadvantageous to the player) to allow the game area 32 to flow. Convert the falling ball into an open state (a state advantageous to the player) that is acceptable. The special variable prize device 95 includes a large prize opening 2 solenoid 95b (see FIG. 3) as a drive device. The large prize opening (large prize opening 2) is opened and closed by an opening and closing member 95c driven by a During the small win game state as a result of the Figure 1 variable display game and the special Figure 2 variable display game, the big win By changing the mouth from a closed state to an open state, it is easy for the game balls to flow into the big prize mouth. The player is then given a certain amount of game value (award balls). Inside the winning area, a large prize is detected as a detection means for detecting a game ball that has entered the large prize opening. A prize port switch (count switch) 38a (see FIG. 3) is provided.

[0024] In addition, the special variable winning device 95 guides the game ball that has entered the winning hole to a specific area 96. The special variable winning device 95 is a special device for detecting a game ball that has flowed into a specific area 96. A fixed area switch 38e (see FIG. 3) is provided. The detection of the game ball (entry into the specific area 96) in the special variable winning device (large winning port 1) 38 One of the conditions for the occurrence of a jackpot game state (special game state) in which the closed state is converted to an open state It is one.

[0025] Also, the center case 40 does not have a warp flow path, but is designed to have a warp flow path. For example, a warp opening (warp entrance) may be provided on the left side of the center case 40, The game balls that flow into the warp flow path from the warp port are rolled on the stage in the center case 40. In that case, the warp exit is a starting point. The game ball guided to the warp exit is launched from the winning hole 36 directly above the winning hole 36. It may also be made easier to win 6.

[0026] In the gaming machine 10 of the first embodiment, the center of the gaming area 32 where the gaming balls flow down is The area to the left of the center case 40 is the left play area, and the area to the right of the center case 40 is the The right side of the game area is designated as the play area. The player adjusts the launch force to throw the game ball into the left side of the game area. By firing (so-called left shot), the starting winning hole 36 and the general winning hole 35 (located in the left game area) The player can aim to win by shooting the ball into the right playing area (so-called right hit). By doing so, the normal map starting gate 34, the normal variable winning device 37, the special variable winning device 38, 95, You can now aim to win at the general prize slot 35 (located in the right-hand gaming area) and other slots. There are.

[0027] In addition, outside the game area 32 (here, the lower right corner of the game board 30), a special chart change display game The first special chart change display game, the second special chart change display game, and the normal chart start gate 34 A collective display device 50 that displays the general game change display game triggered by winning and various information. is provided.

[0028] The collective display device 50 includes a round display section 51 composed of LEDs and the like, and a special drawing 1 reservation display section 52, a special pattern display unit 153, a special pattern display unit 254, a normal pattern display unit 55, and a normal The collective display device 50 is equipped with a picture reservation display unit 56 and a status display unit 57 (see FIG. 5). , as will be described later.

[0029] The gaming machine 10 has a right-hand hit guide display device on the right side near the special variable winning device (big winning port 1) 38. The right hand hit guidance display device 91c is lit when instructing the player to hit right. In addition, the right-hand hit guide display device 91c is included in the board decoration device 46. can be.

[0030] The gaming machine 10 has a special game variable display at the bottom right of the center case 40 in the gaming area 32. The status display device 98 is equipped with a special game change display status display device 98. The special game change display status display device 98 is equipped with a special game change display status display device 98. The display device is composed of two LEDs. The special game change display status display device 98 is The left LED indicates the status of the game. The right LED indicates the status of the game. Figure 2 shows the variable display status of the variable display game. For example, the variable display status of the special game The device 98 notifies the stop state of the pattern of the special pattern change display game by lighting up, and notifies the stop state of the pattern change display game by flashing. The display device 98 notifies the player of the changing state of the symbols in the dynamic display game. , is included in the board decoration device 46.

[0031] The gaming machine 10 has a normal map change display device 9 on the right side of the center case 40 in the gaming area 32. 3 and a general map hold display device 94. The general map change display device 93 is composed of two LEDs. The alternating flashing indicates the variable display status of the general game, and the combination of on and off indicates the The result of the variable display of the regular game is notified. The regular game reserve display device 94 also has two LEDs. The number of reserved maps (0 to 4) is announced by the combination of off, on, and flashing. The map change display device 93 and the map reservation display device 94 are included in the board decoration device 46. do.

[0032] Next, the control system of the gaming machine will be described with reference to FIG. 3. FIG. 3 shows the control system of the first embodiment. 1 is a block diagram showing an example of a control system for a gaming machine. The gaming machine 10 includes a gaming control device 100, which controls the overall game. A main control device (main board) that controls the game is a gaming microcomputer (hereinafter, A CPU (Central Processing Unit) 110 having a CPU 111 and an input port An input section 120 having an input port, an output section 130 having an output port, a driver, etc., and a CPU The data bus 140 connects between the unit 110, the input unit 120 and the output unit 130.

[0033] The CPU section 110 is called an amusement chip (IC (Integrated Circuit)). The game microcomputer 111 has an oscillator such as a crystal oscillator. An oscillator circuit that generates the clock that serves as the reference for the operating clock, timer interrupts, and random number generation circuit ( The game control device 100 and the game control device 100 The electronic components such as solenoids and motors are driven by the DC (Di) current generated by the power supply device 400. It operates when a DC voltage of a specified level such as 32V, DC12V, or DC5V is supplied. It will be possible to operate.

[0034] The power supply device 400 is an AC ( Alternating Current)-DC converter or DC32V voltage to DC12V, DC5V A normal power supply unit 4 having a DC-DC converter or the like for generating a lower level DC voltage such as 10 and the RAM (Random Access Memory) inside the gaming microcomputer 111 during a power outage A backup power supply unit 420 that supplies a power supply voltage to the game control device, and a power failure monitoring circuit. 100 generates control signals such as a power failure monitoring signal and a reset signal to inform the occurrence and recovery of a power failure. The control signal generator 430 outputs a control signal based on the received signal.

[0035] In the first embodiment, the power supply device 400 is configured separately from the game control device 100. However, the backup power supply unit 420 and the control signal generating unit 430 are on separate boards or It may be configured to be integrated with the control device 100, i.e., to be provided on the main board. Since the game control device 100 is subject to replacement when changing the model, In this way, the backup power supply unit 420 and the control unit 430 are mounted on a board separate from the power supply unit 400 or the main board. By providing the control signal generating unit 430, it is possible to reduce costs by eliminating the need for replacement. can.

[0036] The backup power supply unit 420 is composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply is the gaming microcomputer 111 ( In particular, the internal RAM is supplied with data, so that data stored in the RAM can be retained even during a power outage or after a power interruption. The control signal generating unit 430 is, for example, a signal generated by the normal power supply unit 410. It monitors the 32V voltage and detects a power outage if it drops below 17V. The power failure monitoring signal is changed and a reset signal is output after a specified time. When the power is turned on or when power is restored, a reset signal is output a predetermined time later.

[0037] In addition, the game control device 100 is provided with a RAM initialization switch 112. When the AM initialization switch 112 is operated, an initialization switch signal is generated. The RAM 111C in the gaming microcomputer 111 and the RAM in the payout control device 200 are stored in the RAM 111C. The process of forcibly initializing the information stored in the memory is performed. However, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is read by the gaming microcomputer 1. 11 is read repeatedly in the main loop of the main program that is executed. Reset The signal is a type of forced interrupt signal, which causes the entire control system to be reset.

[0038] In addition, the game control device 100 is provided with a setting value change switch 126 and a setting key switch 127. The set value change switch 126 is, for example, a push switch. The setting key switch 127 detects the ON and OFF states when the setting key is inserted. The game control device 100 can change settings related to game performance. The settings stored in RAM are retained even during a power outage or after a power interruption. For example, the game control device 100 is a special chart 1 variable display game and a special chart 2 variable display game. The hit probability of the ball can be changed in six stages.

[0039] The game control device 100 is configured such that the setting key switch 127 is in the ON state and the RAM initialization switch When the power is turned on while 112 is ON, the settings of the gaming machine 10 can be changed. For example, the game control device 100 in the setting change mode transitions the control state to the setting change mode. While the setting contents are displayed on the probability setting value display device 136, the setting value change switch 126 is pressed. By detecting the down operation, the setting can be changed cyclically from 1 to 6. Probability setting value table The display device 136 is a display device capable of displaying a set value, and is, for example, a one-digit seven-segment LED. D and is mounted on a substrate.

[0040] In addition, the game control device 100 is in a state where the setting key switch 127 is ON and the RAM initialization stage is ON. By turning on the power with the switch 112 in the OFF state, the settings of the gaming machine 10 can be checked. For example, the game control device 100 transitions the control state to a setting confirmation mode in which In this mode, the setting contents are displayed on the probability setting value display device 136. Of course, the probability setting value display device The device 136 can be confirmed by the manager of the gaming facility, but cannot be confirmed by the players. There are.

[0041] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111A. , a read-only ROM (Read Only Memory) 111B and a read / write RA Equipped with M111C.

[0042] ROM111B stores immutable information for game control (programs, fixed data, various random numbers, etc.) The RAM 111C stores the operation of the CPU 111A during game control. ROM111B or R is used as a storage area for various signals and random numbers. As AM111C, it is like an EEPROM (Electrically Erasable Programmable ROM). Alternatively, an electrically rewritable non-volatile memory may be used.

[0043] In addition, the ROM 111B stores, for example, the execution time, the contents of the performance, the lead, and the like of the special chart variable display game. A fluctuation pattern for determining the fluctuation pattern (fluctuation mode) that specifies the occurrence or non-occurrence of a check state. The change pattern table is stored as a start memory. Random number of fluctuation patterns 1, 2, and 3 are processed by CPU111A This is a table for determining the fluctuation pattern by referring to the fluctuation pattern table. The table shows the pattern of the losing variation that is selected when the result is a losing one, and the table shows the pattern of the winning one when the result is a winning one. The table includes a table of patterns of winning variations that are selected when the following conditions are met. The turntable determines the latter half of the fluctuation pattern, which is the fluctuation pattern after the reach state is reached. Tables for determining the second half fluctuation group table and the second half fluctuation pattern selection table, etc. A table for determining the first half fluctuation pattern, which is the fluctuation pattern before the reach state is reached. (Includes first half fluctuation group table, first half fluctuation pattern selection table, etc.)

[0044] Here, the reach (reach state) refers to a display device that has a display state that can be changed, and the display device The device derives and displays a plurality of display results at different times, and the plurality of display results are determined in advance. When the special result pattern is obtained, the game state becomes advantageous to the player (special game state). In the gaming machine 10 in the "game state", some of the display results have not yet been derived and displayed. In the stage, the display result already derived and displayed satisfies the conditions for becoming a special result mode. In other words, the reach state is when the variable display control of the display device is progressing. Even when the display result is derived and displayed at a stage before the display condition becomes a special result mode, For example, a state where special result conditions are met is called A state in which multiple variable display areas are displayed while maintaining the same state (so-called full rotation reach) ) is also included in the reach state. Also, the reach state is when the display control of the display device progresses and the display The display state at the stage before the result is derived and displayed. At least a part of the display results of the plurality of variable display areas determined before being displayed is a special result. This refers to the display state when the conditions for the effect are met.

[0045] Therefore, for example, a special chart change displayed on a display device in response to a special chart change display game The display game is a game in which a plurality of identifications are displayed for a predetermined period of time in each of the left, center, and right variable display areas of the display device. After the information is displayed, the display stops and the result is displayed in the order of left, right, and center. If there is a special result state, the left and right variable display areas will display the state where the conditions for the special result state are met (for example, The state where the display stops with the same identification information) is a reach state. When the change display of all the change display areas is stopped, any two of the left, center, and right changes are A state where a condition for a special result state is met in the dynamic display area (for example, the same identification information is The state where the player has reached the end of the reach state (except for special result states) is considered a reach state, and one of the remaining The variable display area may be displayed in a variable manner.

[0046] This reach state includes multiple reach effects, and special results may be derived. As reach performances with different possibilities (different expected values), there are normal reach (N reach), special reach (Speed ​​reach), Char 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 reach) and premium reach are set. The expected value is "Reach None" < "Normal Reach" < "Special 1 Reach" < "Special 2 Reach" < " The order of "Special 3 Reach" is higher than "Premier Reach". The reach state is when a special result state is derived at least in the special chart change display game (jackpot In other words, the special chart change table When it is determined that a special result pattern is not derived in the game (when it is a miss), Therefore, when a reach state occurs, This is a state in which there is a higher probability of winning the jackpot than when it does not occur.

[0047] The CPU 111A executes a game control program in the ROM 111B to control the payout. It generates control signals (commands) for the device 200 and the performance control device 300, and controls the solenoid The controller 14 controls the entire gaming machine 10 by generating and outputting drive signals for the game machines and display devices. However, the gaming microcomputer 111 is a jackpot random number for determining whether or not a special chart variable display game has been won. Random numbers for determining the numbers and patterns of the winning jackpot, variable patterns in games with special pattern variation (including the execution time of the variable display game in various reach and non-reach variable display) Random numbers for determining the variation pattern, random numbers for determining the winning of the game A random number generating circuit for generating a random number, etc., and an oscillation signal (original clock signal) from an oscillation circuit 113 Based on this, a timer is allocated to the CPU 111A at a predetermined period (for example, 4 ms). A clock generator that generates a clock that provides the update timing for the input signal and the random number generator. It is equipped with a

[0048] In addition, the CPU 111A, in the processing related to the special chart change display game, Select one of the plurality of fluctuation pattern tables stored in the Specifically, the CPU 111A acquires the game result (win) of the special chart variable display game. (Big hit or small hit) or miss), and the special chart change display game as the current game state The probability state (normal probability state or high probability state), the normal variable winning device as the current game state Based on the operation state (time-saving operation state) of the device 37, the number of start memories, etc., a plurality of variation pattern templates are The CP selects and obtains one of the fluctuation pattern tables. When executing a special chart change display game, U111A stores a plurality of A fluctuation pattern table is obtained by obtaining one of the fluctuation pattern tables. This constitutes a division information acquisition means.

[0049] The dispensing control device 200 includes a CPU, a ROM, a RAM, an input interface, and an output interface. The game controller 100 is equipped with a ball dispenser and a ball dispenser. Then, the payout motor of the payout unit provided in the gaming machine 10 is driven to pay out the prize balls. The payout control device 200 also controls the ball dispensing machine 10. Drive a payout motor of the payout unit based on a ball loan request signal from the card unit; It controls the dispensing of loaned balls.

[0050] The input unit 120 of the gaming microcomputer 111 includes a start port 1 switch 36 in the start winning port 36. a, the start gate 2 switch 37a in the normal variable winning device 37, the gate in the normal start gate 34 Switch 34a, winning port switch 35a, special variable winning device 38,95 large winning port switch The special variable prize winning device 95 is connected to a specific area switch 38a and a specific area switch 38e of the special variable prize winning device 95. A negative logic signal such as a high level of 11V and a low level of 7V supplied from the switch is input. The interface chip (proximity I / F) 121 converts the signal into a positive logic signal of 0V-5V. The proximity I / F 121 is provided with a The detection signal of the board radio wave sensor 62 is also input. By setting the voltage at -11V, the leads of sensors and proximity switches may be illegally shorted out. If a sensor or switch is removed from the connector or the lead wire is cut, causing it to float The present invention is configured to detect such an abnormal state and output an abnormality detection signal. There are.

[0051] Regarding the winning port switch 35a, in FIG. 3, the winning port switch 35a is 1 Although the number of blocks is shown, in reality, multiple (n) winning port switches 35a (in this embodiment) are used. In this embodiment, three units are provided on the game board 30, and each unit is connected to a different signal line. In addition, in FIG. 3, the big prize opening switch 38a is input to one block. However, in reality, there are multiple (x) big prize opening switches 38a (3 in this embodiment). The large prize opening switches 38a are provided on the game board 30. Each of them is connected by a different signal line, or, for example, a switch and a game control device 10 0 (main board) on the relay board (not shown) that exists between The board radio wave sensor 62 and the magnetic sensor described later are connected to the game control device 100 in this manner. 61 may also be connected by multiple different signal lines, or in a similar manner using a wired-OR method. It may be connected to the game control device 100.

[0052] The output of the proximity I / F 121 is supplied to the second input port 123 or the third input port 124. The data is read into the gaming microcomputer 111 via the data bus 140. Of the 121 outputs, the start port 1 switch 36a, the start port 2 switch 37a, and the gate switch 34a, a prize winning port switch 35a, a large prize winning port switch 38a, and a specific area switch 3 The detection signal of 8e is 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 (proximity I / F 12 Although the output from 1 is shown as one signal line in Figure 3, there are actually two.

[0053] In addition, among the outputs of the proximity I / F 121, the detection signal of the panel radio wave sensor 62 and the sensor and switch The abnormality detection signal outputted when an abnormality in the switch is detected is inputted to the third input port 124. In addition, the third input port 124 is connected to a fraud detection device provided on the front frame 12 of the gaming machine 10. The detection signal of the magnetic sensor 61 for output, the glass frame opening provided on the glass frame 15 of the gaming machine 10, etc. The detection signal of the release detection switch 63, the main body provided on the front frame (main body frame) 12 of the gaming machine 10, etc. The detection signal of the frame open detection switch 64, the detection signal of the set value change switch 126, the setting key A detection signal from the switch 127, a touch switch signal from the dispensing control device 200 (to the operation unit 24) A signal based on the input of a touch switch provided is input.

[0054] In addition, the output of the proximity I / F 121 to the second input port 123 is The signal is also supplied from the device 100 to a test firing device (not shown) via a relay board 70. Furthermore, among the outputs of the proximity I / F 121, the start port 1 switch 36a and the start port 2 switch The detection signal of the switch 37a is input to the second input port 123 as well as to the gaming microcomputer 111. It is configured to:

[0055] As described above, the proximity I / F 121 has a signal level conversion function. To enable the conversion function, the proximity I / F 121 is connected to a power supply unit 400 for normal IC operation. In addition to the voltage required for operation, such as 5V, a voltage of 12V is also provided. do.

[0056] The data held by the second input port 123 is input by the gaming microcomputer 111 through the second input port 123. The address assigned to the chip 123 is decoded to By asserting the enable signal CE (Chip Enable) (changing to a valid level), The same can be said for the third input port 124 and the first input port 122 described later. be.

[0057] In addition, the input unit 120 receives a detection signal of the RAM initialization switch 112, a dispensing control device 20 0 (the frame radio wave sensor installed on the front frame 12 detects radio waves) A dispensing busy signal (a signal output based on the dispensing control device 200 being able to receive a command) (Signal indicating whether the dispenser is in a normal state or not), and (Status signal indicating a dispenser abnormality) , Shoot ball out switch signal (signal indicating a lack of game balls before payout), Overflow Switch signal (a predetermined amount of game balls is stored in the lower tray 23 (full) When an out ball is detected, the out ball detection switch signal (when an out ball is detected, the The signal output when the signal is received is supplied to the gaming microcomputer 111 via the data bus 140. A first input port 122 is provided for supplying

[0058] The out ball detection switch signal is generated when an out sensor (not shown) detects an out ball of the gaming machine 10. This is a signal output from the out sensor each time a ball is detected. For example, The output switch signal is generated by a discharge port (not shown) that discharges game balls (out balls) from the gaming machine 10. A discharge flow path (not shown) is provided between the ball outlet 30a and the ball outlet 30b. is the gaming performance (for example, the number of bets per a given operation (for example, 60,000 out balls) The calculated gaming 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 this case, the out ball detection switch signal becomes a trigger to switch to the game performance or customer waiting screen display. For example, the performance display device 135 may be used to determine the operating state. A 4-digit, 7-segment LED that displays game performance in decimal or hexadecimal. It is possible.

[0059] In addition, the gaming machine 10 is provided with a vibration sensor switch for detecting vibrations. The detection signal of the switch is input to the first input port 122 or the third input port 124. It may also be.

[0060] In addition, the game control device 100 receives a power failure monitoring signal, a reset signal, etc. from the power supply device 400. A Schmitt buffer 125 is provided to input the signal to the gaming microcomputer 111, etc. The Schmitt buffer 125 has the function of removing noise from these input signals. A power failure monitoring signal from the power supply device 400 and an initialization switch from the RAM initialization switch 112 are The switch signal is first input to the first input port 122 and then transmitted to the game device via the data bus 140. In other words, the signals equivalent to the signals from the various switches mentioned above are input to the microcomputer 111. The terminal for receiving signals from the outside provided in the gaming microcomputer 111 is treated as This is because there are limitations on numbers.

[0061] On the other hand, the reset signal RESET, which has been noise-removed by the Schmitt buffer 125, is The signal is input directly to the reset terminal of the gaming microcomputer 111, and is also input to the output section The reset signal RESET is supplied to each port of the output section 130. By outputting the signal directly to the relay board 70 without changing the relay board 70, the signal can be output to the test firing device. The port (not shown) is configured to turn off the test firing signal held in the port. The reset signal RESET is configured to be output to the test firing device via the relay board 70. The reset signal RESET may be input to the first to third inputs of the input section 120. It is not supplied to ports 122, 123, and 124. Just before the reset signal RESET is input The data set in each port of the output unit 130 by the gaming microcomputer 111 is It is necessary to reset the device to prevent malfunction, but the reset signal RESET is input immediately before The data read by the gaming microcomputer 111 from each port of the input unit 120 is This is because it is discarded by resetting Conn. 111.

[0062] The output unit 130 includes a communication path from the gaming microcomputer 111 to the performance control device 300 and A Schmidt buffer disposed on the communication path from the gaming microcomputer 111 to the payout control device 200 The game control device 100 is provided with a performance control device 300 and a payout control device 132. Data is transmitted to the game device 200 via serial communication. Serial communication to the exit control device 300 and the dispensing control device 200 is performed by the performance control device 300. It is a one-way communication that prevents signals from being input to the game control device 100.

[0063] Furthermore, the output unit 130 is connected to a data bus 140 and receives a test firing signal from a certification agency (not shown). Data informing the test device of the special pattern information of the variable display game and a signal indicating the probability of winning The buffer 133 that outputs the above signals via the relay board 70 can be mounted. The 133 is a pachinko machine that is installed in an amusement facility (mass-produced product) This is a part that is not mounted on the control device (main board). The detection signal of the switch that does not require processing, such as the start switch, is not passed through the buffer 133. It is supplied to the test firing device via a relay board 70.

[0064] On the other hand, the magnetic sensor 61 and the radio wave sensor 62 cannot be directly supplied to the test firing device. Any detection signal that cannot be detected is temporarily taken into the gaming microcomputer 111 and added to other signals or information. The signal is then output as an error signal, for example, to indicate that the gaming machine is in an uncontrollable state. The data is supplied from the data bus 140 to the test firing device via the buffer 133 and relay board 70. The relay board 70 receives the signal output from the buffer 133 and performs a test firing. The signal line of the switch detection signal that does not go through a buffer is relayed. The relay board 70 is provided with a connector and the like. A chip enable signal CE (not shown) output from the chip enable circuit 1 is also supplied. The signal from the port selected by the blue signal CE is supplied to the test firing device. is.

[0065] In addition, the output unit 130 is connected to a data bus 140 and is connected to a special variable prize device 38 (big prize Opening and closing data of the large prize opening 1 solenoid 38b that opens and closes the opening and closing member 38c of the prize opening 1, A large prize opening 2 solenoid 9 for opening and closing the opening / closing member 95c of the variable prize winning device 95 (large prize opening 2) 5b opening and closing data, a normal solenoid that opens and closes the movable member 37b of the normal variable winning device 37 A first output for outputting the opening / closing data of 37c and the display data of the performance display device 135 A port 134a is provided.

[0066] The output unit 130 also includes a third device for outputting display data for the probability setting value display device 136. The output unit 130 is provided with two output ports 134b. Depending on the content to be displayed, the segment wire to which the LED anode terminal is connected is turned on or off. A third output port 134c for outputting data, the cathode of the LED of the collective display device 50 The fourth output port 1 for outputting the on / off data of the digit line to which the pin is connected 34d is provided.

[0067] In addition, the output unit 130 outputs information about the gaming machine 10, such as big win information, to the external information terminal board 71. The external information terminal board 71 is provided with a fifth output port 134e for outputting to the A photorelay is provided, and an external device (such as an information collection terminal or It can be connected to an internal management device (hall computer, etc.) and transmits information about the gaming machine 10. It is possible to supply the signal to an external device via a photorelay. A part of the information to be supplied to the device is output from the fourth output port 134d. From the port 134e, a release permission is sent to the dispensing control device 200 via the Schmitt buffer 132. A signal is also output.

[0068] Furthermore, the output unit 130 includes a large prize port solenoid output from the first output port 134a. The solenoid 38b, the specific area solenoid 38d, and the general power solenoid 37c receive opening and closing data signals. A first driver (drive circuit) 138a that generates and outputs a solenoid drive signal, a third output port The on / off drive of the segment line of the current supply side of the collective display device 50 outputted from the output 134c The second driver 138b outputs a driving signal, and the fourth output port 134d outputs a general table. A third driver that outputs an on / off drive signal for the digit line on the current sink side of the display device 50. 138c, the fifth output port 134e and the fourth output port 134d are connected to an external device such as a management device. a fourth driver 138d for outputting an external information signal to the external information terminal board 71; The display data signal of the performance display device 135 outputted from the input port 134a is received and the performance display is performed. A fifth driver 138e is provided for generating and outputting a drive signal for the device 135.

[0069] The first driver 138a is configured to drive a solenoid that operates at 32 V. Therefore, a power supply voltage of DC 32V is supplied from the power supply device 400. A second driver 138b that drives 50 segment lines is supplied with DC 12V. The third driver 138c drives the digit line by drawing a current through the digit line according to the display data. Since the purpose is to drain the power, the power supply voltage can be either 12V or 5V.

[0070] The second driver 138b outputs 12V to the anode of the LED via the segment line. A third driver 138c supplies a current to the terminal and outputs a ground potential. By drawing out the current through the segment line, the selected pixels are dynamically driven. The power supply voltage flows through the LED to light it up. The 4 driver 138d is supplied with DC12V to provide a 12V level to the external information signal. The buffer 133, the first output port 134a, the first driver 138a, etc. The output section 130 of the game control device 100, that is, the output section 130 is provided on the relay board 70 side, not on the main board. Also, the performance display device 135 or the fifth driver 138e and the performance The display device 135 is an external device, not an output unit 130 of the game control device 100, i.e., a main board. Alternatively, the sensor may be provided on the external circuit board (not shown).

[0071] Furthermore, the output unit 130 outputs the identification code and program of each gaming machine to an external inspection device 490. A photocoupler 139 is provided for transmitting information such as the number of times the photocoupler 139 is used. The gaming microcomputer 111 transmits and receives data to and from the inspection device 490 via serial communication. The data transmission and reception is performed by the following: The serial communication terminal of the gaming microcomputer 111 is the same as that of a general-purpose microprocessor. Since the above is performed using the first to third input ports 122, 123, and 124, No ports are provided.

[0072] Next, the configuration of the performance control device 300 will be described with reference to FIG. 4. FIG. 4 shows the first embodiment. FIG. 2 is a block diagram showing an example of the configuration of a performance control device of this embodiment. The performance control device 300 is an amusement chip (IC ) and the main control microcomputer (CPU) 311, which is a A graphic processor that performs image processing for displaying images on the display device 41 according to the code and data. The processor is the VDP (Video Display Processor) 312, and various melodies and effects are The device is equipped with a sound source LSI 314 that controls the output of sound to reproduce sounds from a speaker 19. There are.

[0073] The main control microcomputer 311 contains a P PROM321, consisting of ROM (programmable read-only memory), provides working space FeRAM ( Ferroelectric RAM) 323, which generates information indicating the current date and time (date, day of the week, time, etc.) An RTC (real-time clock) 338 that serves as a timekeeping means is connected. The microcomputer 311 also includes a RAM 311a that provides a working area. In addition, a WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311. The main control microcomputer 311 receives commands (performance commands) from the gaming microcomputer 111. It analyzes the input (commands), determines the content of the performance, and instructs the VDP312 on the content of the output video and audio. It instructs the source LSI 314 to play sounds, lights up decorative lamps, and controls the drive of motors and solenoids. It also performs processes such as managing performance time.

[0074] The VDP 312 includes a RAM 312a that provides a working area, and a The VDP 312 also includes a scaler 312b for converting character images and Image ROM 325 in which video data is stored, and characters read from the image ROM 325 Ultra-fast VRAM326 used to expand and process image data such as graphics. is connected.

[0075] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are connected by a power The parallel data transmission method is used to transmit and receive data. By sending and receiving data over a single line, commands and data can be sent in a shorter time than with serial communication. can be done.

[0076] The VDP 312 transmits the image of the display device 41 and the glass frame 15 and the like to the main control microcomputer 311. A vertical synchronization signal VSYN for synchronizing the lighting of the decorative lamps provided on the game board 30 C, the synchronous signal STS that gives the data transmission timing is input. The main control microcomputer 311 is notified of the processing status, such as the completion of drawing to the VRAM, by the Waiting to receive input signals INT0 to n and commands and data from the main control microcomputer 311 A wait signal WAIT or the like is also input to inform the user that the state is as above.

[0077] The performance control device 300 is equipped with an LVDS (Low Voltage Differential Signaling) A signal conversion circuit 313 is provided for generating a video signal to be transmitted to the display device 41 by a video signal transmission method. The VDP 312 outputs video data, a horizontal sync signal HSY, and a digital signal SYNC to the signal conversion circuit 313. NC and vertical sync signal VSYNC are input and generated by VDP312. The image thus converted is displayed on the display device 41 via the signal conversion circuit 313 .

[0078] The sound source LSI 314 is connected to an audio ROM 327 in which audio data is stored. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. The sound source LSI 314 also transmits an interrupt signal I NT is input to the performance control device 300. The upper speakers 19a (upper left speaker 19a1, upper right speaker 19a2) and the front frame 12 The lower speakers 19b (lower left speaker 19b1, lower right speaker 19b2) are driven. An amplifier circuit 337 including an audio power amplifier and the like is provided, and a sound source LSI The sound generated in 314 is output from the speaker 19 via an amplifier circuit 337 .

[0079] In addition, the performance control device 300 receives commands sent from the game control device 100. An interface chip (command I / F) 331 is provided for receiving commands. The decoration feature transmitted from the game control device 100 to the performance control device 300 via the I / F 331 The number of reserved figures, special figure decorations, fluctuations, stop information, etc. are controlled by the performance control. The game control device 100 receives the command signal (performance command) from the game microcomputer 111. The main control microcomputer 311 of the performance control device 300 operates on DC 5V, and the main control microcomputer 311 of the performance control device 300 operates on DC 3.3V. In order to operate the command I / F 331, a signal level conversion function is provided.

[0080] In addition, the performance control device 300 includes a game board 30 (including a center case 40) A board decoration LE that drives and controls a board decoration device 46 having LEDs (light emitting diodes) and the like. D control circuit 332, a frame having an LED (light emitting diode) provided on the glass frame 15 A frame decoration LED control circuit 333 for driving and controlling a decoration device (such as the frame decoration device 18, etc.), A board presentation device 44 (for example, a display device) provided on the board 30 (including the center case 40) A board game device that controls the driving of movable props (movable props, etc.) that cooperate with the performance display in the device 41 to enhance the performance effect. A control circuit 334 for controlling the output of a movable body is provided. These control circuits 332 to 334 are connected to the main control unit 330 via an address / data bus 340. The glass frame 15 is connected to a microcomputer 311 for displaying the image. A frame production device having a drive source such as a motor for operating the frame production device is provided, and the frame production device is driven and controlled by the drive control. It may also be equipped with a frame performance movable body control circuit that controls the frame performance movable body control circuit.

[0081] Furthermore, the performance control device 300 includes a performance button switch 25a of the performance button 25 and an option The setting switch 29n of the motion setting unit 29 and the initial position of the motor in the board performance device 44 are detected. The main control is performed by detecting the on / off state of the performance prop switch 47 (performance motor switch) The function of inputting the detection signal to the microcomputer 311 for the production control device 300 and the function of adjusting the volume of the sound produced by the production control device 300 are also included. The function of detecting the state of the node switch 335 and inputting a detection signal to the main control microcomputer 311 In FIG. 4, the option setting unit 29 is provided with a switch input circuit 336 having the following configuration. For convenience, the switches are collectively referred to as the setting switch 29n. The state of each switch (cross cursor switch, center switch, accessory switch) is switched on. The output circuits 336 are connected so that each switch state can be detected individually. Detection signals indicating the states are input to the main control microcomputer 311.

[0082] The normal power supply unit 410 of the power supply device 400 is a power supply for the performance control device 300 having the above-mentioned configuration. A motor is used to provide a desired level of DC voltage to the power supply or the electronic components it controls. A DC32V supply for driving the motor and solenoid, a display device 41 consisting of a liquid crystal panel, DC12V for driving the converter and LEDs, and DC5V for the power supply voltage of the command I / F331. In addition to V, it generates a voltage of DC15V to drive motors, LEDs, and speakers 19. Furthermore, the main control microcomputer 311 is configured to be 3.3V or 1.2V. When using an LSI that operates on a low voltage such as DC3. A DC-DC converter for generating 3V or DC 1.2V 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 The reset signal is sent to the main control microcontroller 311 to reset the device. The signal output from 311 is VDP312 (VDPRESET signal), and the sound source LSI314. and an amplifier circuit 337 (SNDRESET signal), a control circuit for driving and controlling lamps, motors, etc. The IORESET signal is supplied to the control circuits 332 to 334 to reset them. In addition, a cooling fan 45 for cooling each part of the gaming machine 10 is connected to the performance control device 300. When the power supply of the performance control device 300 is turned on, the cooling fan 45 is driven. In addition, the circuit board constituting the performance control device 300 is a sub-control board (also called a sub-board). This is equivalent to the above.

[0084] Next, the game control performed in these control circuits will be described. In the CPU 111A of the gaming microcomputer 111 of the gaming control device 100, Based on the input of a game ball detection signal from the gate switch 34a provided in 4, A random number value for hit judgment is extracted and compared with the judgment value stored in ROM111B, and the normal figure fluctuation is The display unit 50 performs a process to determine whether the displayed game is a winning or losing game. The pattern display unit 55 displays the identification pattern (identification information) for a predetermined period of time in a variable manner, and then displays the identification pattern in a stationary manner. The process of displaying the dynamic display game is performed. If the result of this dynamic display game is a win, The normal symbol display unit 55 displays special symbols corresponding to the first to third winning symbols. The result state is displayed, and the normal power solenoid 37c is operated, and the normal variable winning device 37 The movable member 37b is opened as described above for a predetermined time (for example, 0.5 seconds or 1.7 seconds). That is, the game control device 100 controls the conversion member (movable member 37b) The conversion control execution means performs conversion control. In this case, control is performed to display the result of the miss on the regular pattern display unit 55.

[0085] In addition, the detection signal of the game ball from the start hole 1 switch 36a provided in the start winning hole 36 Based on the input, the start winning (start memory) is memorized, and based on this start memory, the first special chart changes A random number for determining whether a displayed game is a big win is extracted and compared with the determination value stored in ROM 111B. In comparison, the first special chart variation display game is judged to be a hit or miss. Based on the input of a game ball detection signal from the start port 2 switch 37a provided on the winning device 37, Based on this, a start memory is stored, and based on this start memory, a jackpot judgment of the second special chart variable display game is made. A random number value is extracted and compared with a judgment value stored in ROM111B, and the second special chart variation display is performed. A process is performed to determine whether the game is a win or a loss.

[0086] Then, the CPU 111A of the game control device 100 executes the first special chart variable display game and the second special chart variable display game. 2. A control signal (performance control command, performance command) including the judgment result of the special chart change display game The special image 1 pattern display unit 53 of the collective display device 50 and the performance control device 300 are output. The special pattern 2 pattern display unit 54 displays the identification pattern (identification information) for a predetermined period of time in a variable manner, and then displays it in a stationary manner. That is, the game control device 100 performs a process of displaying a special chart variation display game. A starting winning area for the game ball flowing down the skill area 32 (starting winning port 36, normal variable winning device 37) The game control means controls the progress of the variable display game based on winnings.

[0087] In addition, the performance control device 300 controls the display based on the control signal from the game control device 100. The device 41 performs a process of displaying a decorative special chart change display game corresponding to the special chart change display game. Furthermore, the performance control device 300 performs the following based on the control signal from the game control device 100: Processing for setting the performance state, outputting sound from the speaker 19, controlling the illumination of various LEDs, etc. That is, the performance control device 300 performs the performance related to the game (variable display game, etc.). The above-mentioned production control means controls the above-mentioned.

[0088] Then, the CPU 111A of the game control device 100 determines whether the result of the special chart variable display game is a jackpot. In the case of a small win, the special result state or small win is displayed on the special chart 1 pattern display section 53 or the special chart 2 pattern display section 54. The process of displaying the winning result and generating a special game state or a small win game state (i.e. That is, the process of executing the special game and the small win game is performed. 2. Processing to generate a special game state when the result of the special chart change display game becomes a jackpot In the example, the CPU 111A controls the special variable entry by the large prize opening solenoid 38b. Control to open the opening / closing member 38c of the prize device 38 and allow game balls to flow into the big prize opening In this special game state, the CPU 111A places a predetermined number of balls (for example, For example, 9 balls are awarded or a certain amount of time has passed since the opening of the big prize hole. The process of opening the big prize gate until one of the above conditions is met is called one round. The game is controlled to continue (repeated) a specified number of rounds (cycle play). A game with a special chart change display (a special chart 1 change display game) or a game with a second special chart change display (a special chart 2 change display game) In the process of generating a small win game state due to the result of the dynamic display game being a small win, In this case, the CPU 111A controls the special variable prize device by using the large prize opening solenoid 38b. The opening and closing member 38c of the device 38 is opened to allow the game balls to flow into the big winning hole. Do this.

[0089] In addition, the opening and closing operation pattern of the large prize entrance performed in these small winning game states (opening and closing operation state For example, the opening and closing member is kept open for 200 ms at 1500 ms intervals. In this way, the game control device 100 performs the stop result mode four times. A special prize opening opening / closing control means for controlling the opening and closing of the special prize opening when a special result state is achieved. In addition, when the result of the special chart change display game is a miss, the CPU 111A performs a collective display. The result of the miss is displayed on the special pattern 1 display unit 53 and the special pattern 2 display unit 54 of the device 50. Take control.

[0090] In addition, the game control device 100 of the first embodiment is a probability variable in a special chart variable display game. However, probability fluctuation may be performed in the image-changing display game. For example, the game control device 100 may determine whether or not a special game is to be played based on the result of the special game. After the end of the state, a high probability state can occur as a gaming state. This high probability state is The probability of winning in a special chart variation display game is higher than the normal probability state. In addition, whether the first special chart change display game or the second special chart change display game is Even if the game results in a high probability state, the first special chart change display game and the second Both special chart change display games will be in a high probability state.

[0091] In addition, the game control device 100 determines the special game state based on the result of the special game. After the end of the state, a time-saving state (specific game state, normal high probability state) can be generated as a game state. In this time-saving state, the probability of winning the normal game (normal The probability is set to a high probability (normal high probability state) higher than 0, which is the normal probability (normal low probability state). This makes it possible to achieve a higher probability of winning than when the normal variable winning device 37 is in a normal low probability state. In addition, the opening time of the normal variable winning device 37 per unit time is controlled to be longer. Here, the normal variable winning device 37 in this embodiment is in the normal game state. In this case, the probability of releasing the movable member 37b is set to "0".

[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, the time required to stop the game is 500 ms. After 600 ms, the normal variation display game becomes a winning result, and the normal variation winning device 37 is opened. When released, the opening time (normal power opening time) and the number of openings (for example, 500msec x 1 time), the opening time of the second winning stop pattern (normal power opening time) and the number of openings (for example For example, 1700 ms x 2 times), the opening time of the third winning stop pattern (normal power opening time) and the number of openings ( For example, it can be set to 1700 ms x 3 times.

[0093] In addition, the control of the normal variable display game and the normal variable winning device 37 to the time-saving operation state is To achieve this, the game execution time, the normal map stop time, the number of normal power releases, and the normal power release The time may be set, for example, in the time-saving state, the above-mentioned general map variation display game is performed. The travel time (normal time) is controlled to be the second time that is shorter than the first time. It is possible to control the time (for example, 10000ms to 1000ms). In the game, the stop time for displaying the result of the game is set shorter than the first stop time. It is possible to control the second stop time so that it is short (for example, 1604 ms is 70 4m seconds). Also, in the time-saving state, the normal variation display game becomes a winning result. When the winning device 37 is opened, the opening time (normal power opening time) is set to the normal state (normal low probability state). It is possible to control the second opening time to be longer than the first opening time in the first state (for example, For example, 100 ms is 1352 ms. In addition, in the time-saving state, the normal map change display game For one winning result, the number of openings of the normal variable winning device 37 (normal power opening number) is set to the first opening. Set the second opening count to a number greater than the opening count (e.g., 2 times) (e.g., 4 times). It is possible. In addition, in the time-saving state, the probability of winning the game with the normal game variation display is The normal probability (normal probability) in the normal operating state (normal low probability state, for example, 1 / 251) (normal high probability state, for example, 250 / 251) It is possible.

[0094] In the time-saving state, the normal map fluctuation time, normal map stop time, normal power opening count, normal power opening time, normal By changing one or more of the probabilities, the normal variable winning device 37 is set to the open state. The time it takes to transform will be extended. Also, there will be multiple types of transformations with different types. It is also possible to set the time-saving state of the type. Also, when it hits, the first opening mode and the second In this case, the first opening mode and the second opening mode may be selected. The probability of selecting the mode may be different. In addition, the high probability state and the time-saving state may be independently set. Both can occur at the same time, or only one can occur. Also, the time-saving state is the normal power support state (normal power support or power support). It can also be called.

[0095] Next, the configuration of the collective display device will be described with reference to FIG. 5. FIG. 5 shows the configuration of the collective display device of the first embodiment. FIG. 1 is a diagram showing an example of a collective display device. The collective display device 50 includes a 7-segment LED_d1 and 7-segment LED_d2 and 16 LEs from LED_d3 to LED_d18 The collective display device 50 includes a 7-segment LED_d1 and a 7-segment LED_d 2, and LED_d3 to LED_d18, depending on the lighting state.

[0096] The collective display device 50 includes a 7-segment LED_d1 and a 7-segment LED_d2, By allocating various status display functions to LED_d3 to LED_d18, the round display A section 51, a special chart 1 reserved display section 52, a special chart 1 pattern display section 53, and a special chart 2 pattern display section 54. , a normal drawing pattern display section 55, a normal drawing reservation display section 56, a status display section 57, and a special drawing 2 reservation display section The round display unit 51 includes four LEDs, LED_d3 to LED_d6. The lighting state of the special game indicates the number of rounds in the special game. In the special game, the lighting state of the two LEDs, LED_d11 and LED_d12, The special pattern display unit 53 displays the number of reserved tickets that can be reserved. Depending on the lighting state of the ED (7 segment LEDs and 1 dot LED), the special chart 1 game The special pattern display unit 54 displays the pattern in the 7-segment LED_d2. The lighting state of the LEDs (7 segment LEDs and 1 dot LED) determines the special game 2. The general pattern display unit 55 displays the patterns in the game. The three LEDs, LED_d18 and LED_d20, are lit up to display the symbols in the normal game. The normal drawing hold display unit 56 is a two-LED LED_d15 and LED_d16. The status display unit 57 displays the number of reserved balls in the normal game by LED_d7, LE The lighting state of the three LEDs, D_d9 and LED_d17, determines the special game. Displays the game status. The special chart 2 reserve display unit 58 has two LEDs, LED_d13 and LED_d14. The number of reserved balls in the special chart 2 game is displayed depending on the lighting state of the LED.

[0097] The control of the gaming machine that performs such a game will be described below. The control executed by the gaming microcomputer 111 of the game machine 100 will be described. The control process by the control circuit 111 is mainly performed at a predetermined time interval (for example, 4 ms) including a main process. and timer interrupt processing.

[0098] [Main processing] First, the main processing of the game control device of the first embodiment will be described with reference to FIG. 6 to FIG. 10. FIG. 6 is a flowchart (part 1) of the main process of the first embodiment. 7 is a second flowchart of the main process according to the first embodiment. FIG. 8 is a flowchart (part 3) of the main process according to the first embodiment. FIG. 10 is a flowchart showing the main process of the first embodiment (part 4). FIG. 5 is a flowchart showing the main process according to 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 disabling interrupts (step S1) is performed. After this, the start address of the area where register values ​​etc. are saved when an interrupt occurs is A stack pointer setting process (step S2) is performed to set a certain stack pointer. Next, register bank 0 is specified (step S3), and a specific register (for example, D register) is The upper address of the RAM start address is set in the RAM11 address register (step S4). The address range of 1C is 0000h to 01FFh, with 00h or 01h being the upper addresses. In step S4, 00h, which is located at the beginning of the address range of RAM 111C, is set. to.

[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 sent when at least one of the game control device 100 and the payout control device 200 stops launching. When the stop signal is output, the device is set to the prohibited state and the release of the ball is prohibited. It is.

[0101] Then, the state of input port 1 (first input port 122) is stored in a first register (for example, B register). The register is read (step S6), and then the input port 3 (third input port 124) The state is read into a second register (eg, the C register) (step S7).

[0102] Here, a predetermined bit in the first register is masked and the other bits are cleared (step For example, the B register corresponding to the detection signal from the RAM initialization switch 112 Only the second bit of the first bit is retained, and the 0th, 1st, 3rd to 7th bits are cleared. Then, a specific bit in the second register is masked and the other bits are cleared. For example, the C register corresponding to the detection signal from the setting key switch 127 is Only the fourth bit of the row is retained, and bits 0 to 3 and bits 5 to 7 are retained. Clear.

[0103] The information in the first register is integrated into the second register, and the information held in the second register is written to RAM1. The information is stored as reference information that does not rely on the 11C (step S10). For example, The logical sum of the data and the C register is stored in the C register, and the C register is used as a status reference register. Hold.

[0104] For example, the value of the status reference register (C register) is "00000000B". The first bit, the third bit, the fifth bit through the seventh bit are cleared to "0". The second bit is "0" corresponding to the detection signal ON from the RAM initialization switch 112. , the 4th bit is "0" corresponding to the detection signal ON from the setting key switch 127 In other words, the value of the status reference register, "00000000B," indicates the RAM initialization state. The setting change key switch 112 is ON and the setting key switch 127 is ON. Indicates the change status.

[0105] In addition, the value of the status reference register, "00010000B", is the 0th and 1st bits, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "0" corresponding to the detection signal ON from the initialization switch 112, and the 4th bit is set This indicates that the detection signal from the key switch 127 is "1", which corresponds to OFF. The value of the status reference register is "00010000B" when the RAM initialization switch 112 is on. (ON) and setting key switch 127 is off (OFF), indicating the RAM initialization state. .

[0106] In addition, the value of the status reference register, "00000100B", is the 0th and 1st bits, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "1" corresponding to the detection signal OFF from the initialization switch 112, and the 4th bit is set This indicates that the detection signal from the key switch 127 is "0", which corresponds to ON. The value of the status reference register is "00000100B" when the RAM initialization switch 112 is off. 13 indicates a setting confirmation state in which the power is turned on (OFF) and the setting key switch 127 is turned on (ON).

[0107] In addition, the value of the status reference register, "00010100B", is the 0th and 1st bits, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "1" corresponding to the detection signal OFF from the initialization switch 112, and the 4th bit is set This indicates that the detection signal from the key switch 127 is "1", which corresponds to OFF. The value of the status reference register is "00010100B" when the RAM initialization switch 112 is off. (OFF) and setting key switch 127 is off (OFF) Shows.

[0108] This allows the detection signal from the RAM initialization switch 112 and the setting key switch 127 to The detection signal from the RAM initialization switch 112 is stored in the C register. The storage position (second bit) of the output signal in the B register and the detection signal from the setting key switch 127 The storage position (4th bit) of the output signal in the C register is different from that in the B register. The detection signal from the RAM initialization switch 112 and the setting key switch are also calculated by the logical sum of the two signals. The detection signal from switch 127 is not lost but is stored.

[0109] After that, a process for setting a power-on delay timer is performed (step S11). In the process, a predetermined initial value is set, and the game control device 100 which constitutes the main control means A slave control means (for example, a dispensing control device 200 or Standby for waiting for the program of the slave control device (such as the performance control device 300) to start normally The time (for example, 3 seconds) is set. This allows the game control device 10 to temporarily operate when the power is turned on. 0 starts up first and sends a command to the slave control means before the slave control means starts up. In this way, it is possible to prevent the slave control means from missing a command. When the device 100 is powered on, the start of the master control means is delayed and the slave control means is waited for to start. The waiting means sets a predetermined waiting time for the

[0110] In addition, the timing of the power-on delay timer is used to check the validity of the data stored in the RAM area ( Storage areas that are not subject to checksum calculation (RAM areas or RAM areas not subject to validity check) This is done by using registers, etc. This allows checking the checksum of the RAM area, etc. When calculating data, there is no need to exclude a portion of the RAM area, so the data is This can prevent the control from becoming complicated.

[0111] The second register (C register) stores the detection signal of the RAM initialization switch 112. However, it is saved before the start of the standby time, so the RAM initialization The operation of the switch 112 can be saved reliably. That is, the RAM is initialized after the waiting time has elapsed. If you read the state of switch 112, the RAM initialization will start after the waiting time has elapsed. The RAM initialization switch 112 is operated, or the RAM initialization switch 112 is operated until the standby time has elapsed after the power is turned on. However, you can read the state before the wait time starts. This allows you to operate the device immediately after turning it on without having to go through such troublesome operations. The initialization operation performed when the power is turned on is not accepted. This can prevent such situations from occurring.

[0112] In addition, the detection signal of the setting key switch 127 is stored in the second register (C register). However, the setting is saved before the start of the standby time, so the setting In other words, the operation of the setting key switch 127 can be detected reliably after the waiting time has elapsed. If you set it to read the state of 7, the setting key switch 127 will be read after the waiting time has elapsed. or the setting key switch 127 has been operated continuously from power-on until the standby time has elapsed. However, by reading the state before the wait time begins, this hassle can be avoided. Even if you do not perform any new operations, the device will be detected as soon as you perform an operation after turning on the power. This prevents any setting changes or setting confirmation operations performed when the power is turned on from being accepted. This can prevent such situations from occurring.

[0113] Next, a process of setting a power-on delay timer (for example, about 3 seconds) (step S11 ), the process of timing the standby time and monitoring the occurrence of power outages during the standby time ( Steps S12 to S14 are performed. The power-on delay timer is A time is set that is sufficient for the slave control devices, including the device 200, to start up.

[0114] If a power outage has occurred (step S12; Y), the game machine 10 waits for the power supply to be cut off. In this way, if the power outage monitoring signal is received continuously for a certain period of time, it is judged that a power outage has occurred. By making this judgment, it is possible to prevent false detection of a power outage due to noise, etc., and The occurrence of a power outage is reported by the power supply device 400. The power failure monitoring signal is read via the port and data bus and the set number of checks (for example It is detected when the power failure monitoring signal remains on for a certain period (for example, two times). The control device 100 serves as a power failure monitoring means for monitoring the occurrence of a power failure during a predetermined standby time. As a result, the start of the game control device 100, which constitutes the main control means, is delayed. This will enable the system to respond to power outages and properly deal with problems that occur when the power is turned on. Note that access to RAM111C is not permitted until the end of the waiting time. The memory contents from the previous power outage are still retained, so if a power outage occurs here, There is no need to perform backup processing during standby. There is no need to back up the RAM111C even if the do.

[0115] On the other hand, if a power outage has not occurred (step S12; N), that is, if a power outage has not occurred If so, the power-on delay timer is updated by "-1" (step S13), and the timer value is It is determined whether the timer value is "0" (step S14). Step S15; N), that is, if the standby time has not ended, the process of monitoring for a power outage If the timer value is "0" (step S14), the process returns to step S12. ;Y), that is, when the waiting time ends, the RAM111C, EEPROM, etc. are read Access permission is granted to the writable RWM (Read Write Memory) (step S15). Off data is output to the output port (setting the state to no output) (step S16).

[0116] Next, the serial port (a port that is pre-installed in the gaming microcomputer 111, (used for communication with the performance control device 300 and the dispensing control device 200) is set (step S17 ).

[0117] In step S18, a timer interrupt in the gaming microcomputer 111 (clock generator) is generated. The process starts the CTC circuit that generates the random number update trigger signal and the random number update trigger signal (CTC). Now.

[0118] In step S19, a RAM abnormality flag is set. The setting of the normal flag is temporary and will be used later to check for RAM anomalies. It can be updated in.

[0119] In step S20, the value of the power failure inspection area 1 in the RWM is a normal power failure inspection area check data. If the value of power failure inspection area 1 is normal, (Step S20; Y) The value of the power failure inspection area 2 in the RWM is normal. It is determined whether the data is 2 (for example, A5h) (step S21), and the power failure inspection area 2 If the value is normal (step S21; Y), calculate the checksum of a predetermined area in the RWM. Then, a checksum calculation process (step S22) is performed.

[0120] In addition, in the checksum calculation process, the data in the game control work area and the status display work area are The sum of the data in the area may be calculated as a checksum, or the game control work Calculate the checksum separately for the data in the status display work area and the data in the status display work area. Alternatively, the checksum may be calculated only from the data in the game control work area. The work area for game control is a working area in the memory area of ​​the RWM that is used for game control. The work area for status display is the storage area in the RWM that is used for status display. This is an industry field.

[0121] Next, check whether the checksum calculated in step S22 matches the checksum at the time of power off. If it is determined that the checksums match (are normal), the If the result is "Y" in step S23, the RAM abnormality flag provisionally set in step S19 is is cleared (step S24).

[0122] If the checksums are determined to be inconsistent (not normal) (step S23; N) skips step S24 and moves to step S25, and The RAM abnormality flag that was temporarily set becomes definitive. The check data in the power failure inspection area If it is determined that the data is not normal (step S20; N or step S21; N) However, by skipping step S24 and moving to step S25, the provisional decision is made in step S19. The RAM error flag that was set automatically becomes definitive.

[0123] In step S25, the second register (C register) is referred to and the setting key switch 12 7 is ON and the detection signal of the RAM initialization switch 112 is ON. When the detection signal of the setting key switch 127 is ON and the detection signal of the RAM initialization switch 112 is ON, If the output signal is ON, the flow advances to step S34, and the detection signal of the setting key switch 127 is If the signal is on and the detection signal of the RAM initialization switch 112 is not on, step S Go to 26.

[0124] In addition, the game control device 100 detects the detection signal of the setting key switch 127 and the RAM initialization switch The detection signal of the switch 112 is stored in the second register (C register). The detection signal of the switch 127 and the detection signal of the RAM initialization switch 112 are simultaneously judged. The game control device 100 also detects the detection signal of the setting key switch 127 and the RAM Since the detection signal of the initialization switch 112 is stored in the second register (register C), Setting key switch 127 detection signal and RAM initialization before RAM validity check The detection signal of the switch 112 can be used as the object of judgment.

[0125] In step S26, the control unit determines whether the RAM abnormality flag is on. , if the RAM error flag is on (i.e., the RAM error flag is set) If the RAM abnormality flag is not on (i.e., the RAM If the abnormality flag is cleared, the process proceeds to step S27.

[0126] In step S27, the control unit determines whether a setting change mode flag (probability setting change flag) is set. If the setting change mode flag is on, the control unit The process proceeds to S28, and if the setting change mode flag is not on, the process proceeds to step S49.

[0127] Steps S28 to S33 are performed when a RAM abnormality occurs or when the power is cut off during setting. This is the process that is executed when the RAM is not cleared and the system is restarted after the system is restarted. In step 8, the control unit transmits a main abnormality error notification command to the performance control device 300. As a result, the performance control device 300 controls the performance control device 300 to respond to the main abnormality error notification command. For example, the performance control device 300 receives a main abnormality error notification command. and display a message on the display device 41 informing the user of a restart that involves clearing the RAM. , and outputs a sound from the speaker 19. Also, the performance control device 300 outputs a main abnormality error - Upon receiving the notification command, the frame decoration device 18, the board decoration device 46, and the board performance device 44 Reports a main abnormal error.

[0128] In step S29, the control unit outputs the seven-segment display data at the time of game stop to the performance display device 135. At this time, the control unit displays a status corresponding to the main abnormality error on the performance display device 135. The control unit can display the 7-segment display data when the game is stopped. The control unit outputs the probability setting value to the probability setting value display device 136. It is possible to display numbers or characters that are not included in the probability setting value. The seven-segment display data including the ED display data may be output to the collective display device 50. At this time, the control unit may turn all the collective display devices 50 off or on.

[0129] In step S30, the control unit transmits the ON data of the security signal to the external information terminal board 71. At this time, the control unit controls the output of other signals from the external information terminal board 71. Turn off the force data.

[0130] In step S31, the control unit performs a process of monitoring the occurrence of a power outage. While waiting for the generation of electricity (step S31; N), steps S29 and S30 are repeated. That is, the gaming machine 10 executes the performance display while waiting for the power to be turned off. While displaying a status corresponding to the main abnormality error on the device 135 (step S29), A security signal is output from the external information terminal board 71 (step S30). The machine 10 does not receive any signal other than the security signal from the external information terminal board 71 until the power is cut off. In addition, the main abnormal error is displayed on the performance display unit 135 while waiting for the power to be cut off. The external information terminal board 71 outputs a security signal while displaying the status corresponding to the The process of inputting the time (steps S29 and S30) is performed in the timer process described later. It may be so arranged.

[0131] If a power outage is detected (step S31; Y), off data is output to all output ports. (Setting the state to no output) (step S32) Access to the RWM (Read Write Memory) that can be read and written is prohibited (step S33 ) Wait for the power to be cut off.

[0132] The control unit repeatedly executes steps S29 and S30 until the power supply is turned off. In this line, RAM access is not prohibited. When a n-Maskable Interrupt occurs, the return address can be stored in RAM, allowing program execution to be In this way, the control unit 100 continues to wait for the power supply to be cut off until step S29. The contents stored in the RAM during the repeated execution of step S30 are protected by prohibiting access to the RAM. However, the RAM contents are cleared when the game is restarted, as this is the condition for starting game control. In other words, the gaming machine 10 is designed to limit the risk that the contents of the RAM are not protected. While limiting the risks of being unprotected, the risk of program runaway can be reduced. The control unit repeats steps S29 and S30 until the power is turned off. In the row, by not prohibiting RAM access, steps S29 and S30 In this way, subroutines can be called, improving program efficiency. After the power outage is detected, the gaming machine 10 prohibits access to the RAM, and the contents of the RAM are Protect the container.

[0133] Steps S34 to S37 are processes related to preparation for changing settings. 27, the detection signal of the setting key switch 127 is ON and the RAM initialization switch 11 This is the process that is executed when the detection signal of No. 2 is ON.

[0134] In step S34, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on, the process proceeds to step S35. If not, the process proceeds to step S36.

[0135] In step S35, since the RAM abnormality flag is on, the control unit clears the set value. The setting value can also be cleared by setting an invalid value. Alternatively, from the viewpoint of preventing fraud, the most disadvantageous value to the player may be set. .

[0136] In step S36, the control unit performs a process of setting a setting change mode flag. The setting change mode flag is a flag indicating whether the gaming machine 10 is changing the setting or not. The setting change mode flag is set when the setting is being changed, and the setting change mode flag is set when the setting is not being changed. The constant change mode flag is cleared (reset).

[0137] In step S37, the control unit transmits a command for changing the setting to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the command during the setting change. For example, the performance control device 300 receives a command during the setting change and A message informing the user that the device is in use is displayed on the display device 41, and a sound is output from the speaker 19. In addition, the performance control device 300 receives a command during a setting change and outputs the setting. The frame decoration device 18, the board decoration device 46, and the board performance device 44 notify the user that the setting is being changed. .

[0138] Step S38 is performed after the setting change preparation (steps S34 to S37), or This process is executed after the setting confirmation preparation (steps S50 and S51). In step S38, the control unit sets the security signal control timer to 128 ms. Therefore, the gaming machine 10 continues to operate at least until the security signal control timer expires. The security signal control timer outputs a security signal for the minimum output period. Anything longer than the interference time (for example, 50 ms) is acceptable, and is not limited to 128 ms. It's fine.

[0139] Steps S39 to S41 are for waiting for the completion of the setting change or the completion of the setting confirmation. The gaming machine 10 sets the security signal to be output in step S37. This will prevent the execution of processes related to waiting for the setting change to finish or waiting for the setting confirmation to finish. This makes it possible to grasp the situation from the department.

[0140] After enabling the interrupt (step S39), the control unit refers to the second register (C register). In step S 40). If the detection signal of the setting key switch 127 is OFF, the control unit 6, and if the detection signal of the setting key switch 127 is not OFF, proceed to step S41. .

[0141] In step S41, the control unit determines whether or not a power outage has occurred. The occurrence of a power outage can be determined by detecting the power outage monitoring signal for a predetermined period of time. If a power outage occurs, proceed to step S42. If a power outage does not occur, proceed to step S43. In other words, the control unit 10 proceeds to step S40 when a power outage occurs while the interrupt is permitted in step S39. The device waits for the setting key to be turned off until

[0142] When the control unit determines that a power outage has occurred, it performs a process of prohibiting interrupts (step S4 2) A process of outputting OFF data to all output ports is performed (step S43). Then, the power failure inspection area check data 1 is saved in the power failure inspection area 1 (step S44 ), and save power outage inspection area check data 2 in power outage inspection area 2 (step S45). In addition, the checksum calculation process (step S46), and a process of saving the calculated checksum in the checksum area (step S47 ), then a process of prohibiting access to the RAM (step S48) is performed. Then, the power supply to the gaming machine is turned off. In this way, the check data is stored in the power failure inspection area. By saving the checksum before the power is cut off, When the power is turned on again, it is judged whether the information stored in the RWM has been correctly backed up. It can be determined.

[0143] In step S49, 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). The control unit checks whether the detection signal of the setting key switch 127 is on or not. If the detection signal of the setting key switch 127 is ON, the process proceeds to step S50. If the detection signal of the switch 127 is not on, the process proceeds to step S52.

[0144] Steps S50 and S51 are processes related to preparation for setting confirmation. In 0, the control unit performs processing to set the setting confirmation mode in progress flag. The in-progress flag is a flag indicating whether the gaming machine 10 is in the process of checking the settings. The setting check mode flag is set when the setting is not being checked. In step S51, the control unit 100 This command is sent to the performance control device 300. For example, the performance control device 300 performs a setting check When the command is received, a message is displayed on the display device 41 indicating that the setting is being confirmed. The performance control device 300 also displays a display and outputs sound from the speaker 19. The frame decoration device 18, the board decoration device 46, and the board performance device 44 receive the command during the confirmation of the setting. After that, the control unit proceeds to step S38.

[0145] On the other hand, in step S49, the control unit 124 determines that the detection signal of the setting key switch 127 is ON. If it is determined that there is no such a case, step S52 is executed. 2 register (C register) to check whether the detection signal of the RAM initialization switch 112 is on. The control unit determines whether the detection signal of the RAM initialization switch 112 is ON. If the detection signal of the RAM initialization switch 112 is not ON, the process proceeds to step S53. In other words, the gaming machine 10 proceeds to step S59. By detecting the startup with operation, the process proceeds to execute the RAM initialization (RAM clear), and R Processing related to power outage recovery by detecting startup without pressing the AM initialization switch 112 Proceed to execution.

[0146] Next, the process of initializing the RAM performed in step S53 and subsequent steps will be described. In the process of AM initialization, the control unit clears the RAM area other than the setting value to 0 (zero clear). (a) (step S53), the initial values ​​at the time of RAM initialization are saved in the area to be initialized ( Step S54). For example, the control unit may set the RAM clear address as the first address when the RAM is cleared. Set the rear start address 2 and the memory area (access The data of the clear target area (game control work area) among the prohibited areas Clear to zero.

[0147] The setting change mode flag and setting confirmation mode flag are cleared when the Since it is included in the data, it is cleared by clearing the data in the area to be cleared to zero. .

[0148] In step S55, the control unit sends a command for initializing the RAM to the performance control device 300. In step S55, multiple commands such as a machine type designation command and a probability setting value information command are sent. In this way, the performance control device 300 transmits the command for initializing the RAM. For example, the performance control device 300 performs the performance control corresponding to the RAM initialization. When the command is received, a message is displayed on the display device 41 to inform the user that the RAM has been initialized. The performance control device 300 also controls the display of the R When the AM initialization command is received, the frame decoration device 18 and the board decoration device 19 notify that the RAM has been initialized. The notification is made by device 46 and board presentation device 44.

[0149] The control unit also performs processing (steps) related to waiting for the setting change to be completed or waiting for the setting confirmation to be completed. After steps S39 to S41 are executed, the detection signal of the setting key switch 127 is OFF. If it is detected that the interrupt is occurring, step S56 is executed. After that, a notification end command is sent to the performance control device 300 (step S 57).

[0150] As a result, the performance control device 300 can execute the setting change command that was started by receiving the setting change command. A setting check that was started by receiving a command to notify that a change is being made or to check the settings The notification that the device is in the middle of the process is ended.

[0151] Next, the control unit refers to the setting change mode flag to determine whether or not the device is in the setting change mode. If the setting change mode is in progress, the control unit 100 determines whether the setting change mode is in progress (step S58). Proceed to step 3 and execute the process related to RAM initialization. Meanwhile, the control unit is in the setting change mode. If not, the process proceeds to step S59, and processing related to power recovery is executed.

[0152] In step S59, the control unit executes a power failure recovery process. Save the initial value when the power is restored in the area to be used, and refer to the special chart status to ensure high accuracy of the special chart game. If the special game is in a high probability state, the high probability notification flag is set in the high probability notification area. Process to save ON information and ON data of high probability notification LED in segment area Includes.

[0153] The areas to be initialized in the power outage recovery process are the power outage inspection area and the checksum area. , setting change mode flag, setting confirmation mode flag, and error monitoring area In the power failure recovery process, the dispensing control device 200 is checked whether it is in a state where it can receive commands. The busy signal status area that stores the status of the payout busy signal, which is a signal that indicates whether The state of the payout busy signal is set to an indefinite state, which indicates that the state of the payout busy signal has not been determined. The touch switch signal status monitoring area that stores the state of the touch switch signal is also cleared. This is an indefinite state which indicates that the state of the 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 production control board. (the performance control device 300) (step S60), and proceed to step S61. In step S60, the model specification command, the number of reserved special charts 1 command, the number of reserved special charts 2 command, Probability information command, probability setting value information command, screen specification command, etc. In addition to these commands, some models may also send information on the number of effects and high probability times. The screen specification command is to send the special chart 1 variation display game and the special chart 2 variation The control state of the displayed game is normal processing (fluctuation, jackpot (first special game state), If the player is in a small win state (not in the second special game state), the customer waiting demo will start. This is a command to display the screen, otherwise it commands the display of the recovery screen. This is a command.

[0155] In step S61, the control unit determines whether or not the safety device is in operation. This is a function that realizes the so-called complete function, and it is a function that realizes the specified operation amount (the difference ball exceeding a specified value) The control unit stops the game when the safety device is activated. If the safety device is not in operation, the process proceeds to step S63.

[0156] In step S62, the control unit transmits a command that the safety device is in operation to the performance control board (performance control In step S62, the device designation command is transmitted to the device 300, and the process proceeds to step S63. The AF transmits multiple commands such as a command to specify a screen, a command to specify a screen, etc.

[0157] In step S63, the control unit stores a stack pointer for game control in the RAM. In order to avoid the flag (zero flag) changing, the process moves to a process that is not related to the game. The flag register is previously saved to the game control stack area.

[0158] In addition, the control unit executes a process not related to the game (safety device information initialization process). The stack pointer is moved from the game control stack area (internal stack area) to the non-game control stack area. Switch to the stack area (outside stack area) (executed within a process not related to play), When returning to the relevant process, the stack pointer is moved to the non-game control stack area (outside the area stack). Switch from the stack area for game control (stack area within the area) to the stack area for game control ( In this way, the control unit can execute the process not related to the game in the process related to the game. Separate the accessible memory area for each process so that the memory area that is not accessible to other processes is not accessed. The details of the memory map in the game control device 100 will be described later. This will be explained with reference to FIG.

[0159] In step S64, the control unit executes a safety device information initialization process to initialize information related to the safety device. The details of the safety device information initialization process will be described later with reference to FIG. In step S65, the control unit 100 stores the flag registers evacuated to the game control stack area. The data is restored.

[0160] In step S66, the control unit performs a process of starting and setting up the random number generating circuit. The value of a specific register (soft random number registers 1 to n) in the random number generation circuit at power-on is extracted. The corresponding random numbers (special random number, special pattern random number, normal random number, variable pattern random number) RWM is used as the initial value (start value) of random number 1, random number of fluctuation patterns 2, and random number of fluctuation patterns 3. After saving the data in a predetermined area (step S66), interrupts are prohibited (step S67). .

[0161] In step S68, the control unit determines whether or not the game is stopped. If the game is not stopped, the process proceeds to step S72. If the game is not stopped, the process proceeds to step S69. When a strong error (incorrect error) such as a magnet, radio wave, vibration, or abnormal discharge occurs, If the safety device is activated, play is stopped.

[0162] In step S69, the control unit changes the flag register before proceeding to a process not related to the game. In step S70, the control unit 1 Executes a performance display editing process for editing the display contents (game performance) displayed on 35. Because the processing load of the performance display editing process is relatively high, interrupts are prohibited to speed up the process. As a result, the gaming machine 10 updates the gaming state by timer interruption. The performance display editing process is guaranteed to produce the results by the time the performance display editing process is completed. The last four periods are separated by 60,000 outs (for the last period, the number of outs is less than 60,000). This is a process to calculate the base values ​​of each of the steps (which may not be sufficient) for displaying performance. In S71, the control unit restores the flag register that was saved in the game control stack area.

[0163] In step S72, the control unit permits the interrupt. In step S73, the control unit The control unit determines whether a power outage has occurred. When a power outage occurs, the control unit executes step S The process proceeds to step S42, and if a power outage has not occurred, the process proceeds to step S67.

[0164] In other words, the control unit performs steps S67 to S73 unless a power outage occurs. In detail, when a power outage does not occur, the control unit repeats the process. The display editing process and the check of the power failure monitoring signal (loop process) are repeated. By allowing an interrupt (step S72), a timer interrupt occurs during power outage monitoring. Then, the interrupt process is executed with priority.

[0165] Similarly, before the performance display editing process (step S70), interrupts are inhibited (step S6 7) By doing so, the performance display editing process will be executed with priority over the timer interrupt. It is possible to avoid the performance display editing process from being overwhelmed. Stack area (inner stack area) and non-game control stack area (outer stack area) ) can be prevented from switching frequently.

[0166] From the above, the main control means (game control device 100) that controls the game in an integrated manner and the A slave control means (a dispenser control device 200) that performs various controls according to instructions from the control means. In a gaming machine equipped with a performance control device 300, the main control means and setting a predetermined waiting time for delaying the start of the master control means and waiting for the start of the slave control means. A standby means (game control device 100) for determining whether a power outage has occurred during the predetermined standby time. The game control device 100 is equipped with a power outage monitoring means for monitoring the power outage.

[0167] In addition, a power supply device 400 is provided to supply power to the various devices. The power failure monitoring means (game control means) is configured to output a power failure monitoring signal when the occurrence of the power failure is detected. The power failure monitor device 100 determines that a power failure has occurred when the power failure monitor signal is continuously received for a predetermined period of time. This means that the determination is made as follows.

[0168] In addition, the main control means (game control device 100) includes a RAM 111C capable of storing data, An initialization operation section (RAM initialization switch 112) that can be operated from the outside, and an initialization operation section An initialization means for initializing data stored in the RAM 111C based on the operation of the (Game control device 100), and the operation state of the initialization operation unit is set to the standby time before the start of the standby time. This means that the data is read in.

[0169] In addition, the game control device 100 performs the initialization process when data is abnormal (first initialization process) and the initial This function distinguishes between the initialization process (first initialization process) and the initialization process (second initialization process) during initialization. Since the first initialization step and the second initialization step are included, optimal and efficient initialization processing according to the situation can be performed. It can be realized.

[0170] In addition, the main control means (game control device 100) includes a RAM 111C capable of storing data, Setting operation section that can be operated from the outside (setting value change switch 126, setting key switch 12 7) The setting values ​​stored in RAM111C are changed based on the operation of the setting operation section. By providing a setting change means (game control device 100) for changing the settings, it is possible to change the settings. In addition, the setting display unit (probability setting value display device 136) allows you to check the setting (setting value). In addition, the main control means (game control device 100) stores the RAM This means that access to 111C is permitted.

[0171] In addition, the main control means (game control device 100) controls access to the RAM (RAM111C). (Step S48) to wait for the execution of all processes to stop. Loop after step S48) and permitting access to RAM (RAM111C) (step RAM abnormality standby process (step S15) that waits for all processes to stop The loop from step S29 to step S31 can be executed.

[0172] Here, we will explain the standby process when a power outage occurs and the standby process when a RAM abnormality occurs. The machine process is executed after access to the RAM is prohibited in step S48 of the main process. This is a loop process that waits for all processes to stop. Since this is executed after interrupts are prohibited in step S42 of the main process, the NMI interrupt Interrupts that are not NMI (timer interrupts) are disabled. Regarding interrupts, since it is not possible to disable interrupts, an NMI interrupt may occur. However, since the standby process at the time of power outage is a process that is executed when a power outage occurs, There is little risk of an NMI interrupt occurring during execution. In addition, the standby process in the event of a power outage is This is a standby process that does not involve a power outage. In addition, the gaming machine 10 can redirect access to the RAM during standby processing at the time of power failure. By prohibiting this access, the risk of RAM contents being altered due to unstable voltage is reduced. There are.

[0173] The RAM abnormality standby process is executed in step S15 of the main process. This is a loop process that is executed after access is permitted and waits for all other processes to stop executing. In addition, the RAM abnormality standby process is executed after interrupts are prohibited in step S1 of the main process. Since the timer is stopped, interrupts other than NMI interrupts (timer interrupts) are disabled. The power-on standby process cannot disable the NMI interrupt. An MI interrupt may occur. The RAM abnormality standby process is a process to wait for power to be cut off. , the risk of an NMI interrupt occurring during execution of this process is greater than that of standby processing at the time of a power outage. However, the RAM abnormality standby process does not allow access to the RAM even if an NMI interrupt occurs. Since this is enabled, the return address can be stored in RAM and an NMI interrupt occurs. In addition, the gaming machine 10 does not have a high risk of program runaway due to the above-mentioned problem. A command for notifying an abnormality in the RAM is sent to the performance control device 300. During the execution of the standby process, the performance control device 300 can notify an abnormality in parallel. This allows the gaming machine 10 to be expected to restart quickly.

[0174] Next, the memory map of the RAM 111C will be described with reference to FIG. FIG. 11 is a diagram showing an example of a memory map of the game control device according to the first embodiment. M is the memory map of the RAM 111C. The RAM 111C is arranged as follows, starting from the top of the memory: , game control work area (work area within the area), game control stack area (s Tack area), non-game control work area (outside area work area), non-game control stack Set the area (outside stack area).

[0175] The non-game control work area includes performance display related information and safety device related information. In addition, the non-game control work area stores information on test signals, error monitoring-related information, and other information. In the non-game control work area, a memory area is allocated for each type of information. The information may be arranged in separate areas, or the information may be arranged in an unclear manner. The non-game control stack area may be used for two or more processes that are not related to games (for example, The first non-gaming control process is shared by the first non-gaming control process and the second non-gaming control process. The work area may be separated and used exclusively for the first and second non-game control work areas. In addition, processing unrelated to games includes processing related to test signals and processing related to error monitoring. In that case, the non-game control stack area may be partially or completely used between each process. They may all be shared or dedicated.

[0176] Since the game control work area places the probability setting value area at the beginning, the RAM is cleared. The first address 1 is the entire game control work area (game control work area) and the game control The stack area for clearing is the target. Also, the RAM clear start address 2 is the probability setting value The game control work area and the game control stack area are to be cleared except for the area. ,RAM clear top address 3 is the probability setting value area, the fluctuation pattern random number area, and the initial value random number The game control work area and the game control stack area are to be cleared except for the area. , RAM clear start address 1, RAM clear start address 2, and RAM clear start Address 3 includes the area from power failure inspection area 1 to power failure inspection area 2 and the checksum The area is to be cleared.

[0177] In addition, the game control program that performs processing related to the game is A non-game control program that is stored in the non-game area and performs processing that is not related to games is The information is stored in the control program area. "Not related to the game" means that it has no effect on the game result. For example, the processing of special games affects the game results, so The processing related to the technique corresponds to the processing related to the external information output, and the processing related to the external information output affects the game result. Since it has no effect on the game, it corresponds to processing that is not related to the game.

[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. FIG. 12 is a flowchart showing the safety device information initialization process according to the first embodiment. The safety device information initialization process is a process for initializing information related to the safety device. This is the process executed by CPU 111A in step S64 of the print process.

[0179] The safety device has three states: a non-operated state, a warning state, and a warning state. The safety device non-operation state is a transition state between the safety device counter and the safety device operation state. The state when the value is between 0 and 189999. The safety device activation notice state is This is the state when the value of the data is between 190000 and 194999. The safety device activation warning state is The value of the safety device counter has reached 195,000 and is in the state before the game is stopped. In this state, the value of the safety device counter has reached 195,000 and the game is stopped. The counter value "195000" corresponds to the difference in balls "95000".

[0180] The control unit accesses a storage area prepared exclusively for the safety device in the safety device information initialization process. The memory area prepared exclusively for the safety device is readable and writable by the game-related processes. A work area in which processes not related to games can be read out and processes not related to games can be read out. The external work area is readable and writable by the internal process and readable by the process related to the game. For example, the work area within the area reserved exclusively for safety devices includes a safety device activation flag area and There is an area for the number of winning balls. The area for the safety device activation flag indicates whether the safety device is activated or not. This is an area for storing a safety device operation flag. The number of acquired game balls is cleared to zero in the initialization process (step S53). This is an area for storing the initialization process (step S53) is cleared to zero.

[0181] The outside work area reserved exclusively for safety devices includes the safety device counter area and the safety device operation area. The safety device counter area is 3 bytes in size. The safety device counter area can store values ​​from 0 to 195000. However, when sending the difference in balls by command, The safety device operation information area stores the current safety device operation information. The previous operation information area stores the operation information of the safety device from the previous time (in principle, one interrupt before). Deliver.

[0182] The control unit saves the stack pointer in the stack pointer storage area (step S81 ), and the value of the external stack area is set to the stack pointer (step S82). Therefore, the control unit starts the process when executing a process not related to the game (safety device information initialization process). The stack pointer is moved from the game control stack area (internal stack area) to the non-game control stack area. Switch to the off-stack area (outside stack area).

[0183] The control unit saves the register (step S83). The saved register is the register to be protected. It may be limited to registers (registers used in the process) or may be the registers described later with reference to FIG. It is also possible to save all general-purpose registers, as in the out-of-area consolidation process described below. In addition, when the control unit writes directly to the memory area without using a register, In this case, the stack pointer-related This also eliminates the need for the process of saving and restoring the flag register.

[0184] The control unit saves the initial value (100000) in the safety device counter area (step S8 4) The safety device non-operation information (0) is saved in the safety device operation information area (step S85). Then, the safety device non-operation information (0) is saved in the previous operation information area (step S86).

[0185] The control unit restores the register (step S87) and reads from the stack pointer storage area. The obtained value is set as a stack pointer (step S88), and the safety device information initialization process is performed. Finish.

[0186] [Timer interrupt processing] Next, the timer interrupt process of the game control device 100 will be described with reference to FIG. 3 is a flowchart showing a timer interrupt process according to the first embodiment. Interrupt processing is performed from when interrupts are permitted until they are prohibited in the main processing described above. During the period (from step S39 to step S42, from step S72 to step S67) The timer interrupt process is a process executed by the CPU 111A. be.

[0187] The timer interrupt process is a periodic timer generated by the CTC circuit in the clock generator. The game is started when an interrupt signal is input to the CPU 111A. When a timer interrupt occurs, the interrupt is automatically disabled and the timer interrupt processing is The process begins.

[0188] When the timer interrupt process is started, first, register bank 1 is specified (step S9 1). By switching to register bank 1, the specified register (for example, The register save process is performed to move the values ​​held in the RWM register (registers used in the RWM). Next, the RAM start address is written to a specific register (e.g., D register). In step S92, the upper address of the The same process as in step S4 in the previous section is performed, but the register bank is different.

[0189] Next, input from various sensors and switches, and acquisition of signals, that is, each input port In step S94, the control unit refers to the setting change mode flag and the setting confirmation mode flag, and checks whether the Determine whether the game is in probability setting change mode (probability setting being changed) or setting confirmation mode (probability setting being confirmed). If the control unit is in the setting change mode or the setting confirmation mode, the process proceeds to step S95. Then, the probability setting change / confirmation process is executed, and the timer interrupt process is terminated. If the mode is not the setting change mode or the setting confirmation mode, the flow proceeds to step S96.

[0190] In step S96, the control unit performs the process based on the output data set in the various processes. Driving actuators such as the solenoid (the main prize solenoid 38b, the general power solenoid 37c) Executes output processing for control, etc.

[0191] In addition, when a signal to stop firing is output in step S5 in the main process, this output process This causes a launch permission signal to be output, and the launch permission signal can be set to the permitted 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. The launch permission signal is transmitted to the game control device 1. 00, and the first signal indicating the release permission state as seen from the payout control device 200. A second signal (a firing permission signal) indicating the permission state is also generated within the dispensing control device 200. That is, two launch permission signals are output to the launch control device, When both are permitted to be launched, the game ball is configured to be ready to be launched. Next, the control unit transfers the commands set in the transmission buffer to the issuing control unit. Then, a dispensing command transmission process (step S97) is executed to output the command to the dispenser 200.

[0192] In step S98, the control unit changes the flag register before proceeding to a process not related to the game. In step S99, the control unit saves the game control data in the game control stack area. The first error monitoring process is executed to monitor for minor abnormalities (weak errors). This will be described later with reference to FIG. 14. In step S100, the control unit In step S101, the control unit restores the flag register that was saved in the stack area. The second error monitoring process is executed to monitor abnormalities (major errors) related to the technique. The visual processing will be described later with reference to FIG. 15. In step S102, the control unit The game stop flag setting process is executed. The game stop flag setting process will be described later in FIG. This will be explained using:

[0193] Next, the control unit 36a starts the first switch, 37a starts the second switch, and switch 34a, prize winning port switch 35a, large prize winning port switch 38a, specific area switch 38 Monitors whether there is a normal signal input from e, and monitors errors (front frame or glass frame is open). The winning port switch / status monitoring process (step S102) is performed to check whether the winning port switch / status is being used or not. Do this.

[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 executes steps to execute various game processes. Proceed to S104, and if the game is stopped, skip various game processes and proceed to step S108. .

[0195] Next, the control unit controls the special chart change display game (special chart 1 change display game, special chart 2 change display game Following the special game process (step S104) which performs processing related to the special game, the so-called two types A two-type game process (step S105) is executed to perform a process related to the game, and then Execute the general map game process (step S106) for processing the general map change display game. do.

[0196] Next, the control unit controls the display of the special chart change display game and the segment display that displays various information related to the game. The LED (for example, the LED of the special pattern display unit 53 of the collective display device 50) is turned on as desired. A segment LED editing process (step S107) is performed to drive the segment LED to display the contents. cormorant.

[0197] In step S108, the control unit executes a safety device related process. A performance control device 300 that notifies the user of a safety device's operation notice, operation warning, and operation (stopping a game) The process of editing commands for the safety device and setting the safety device in operation flag when the safety device is in operation In step S109, the control unit executes an external information editing process. The external information editing process will be described later with reference to FIGS.

[0198] In step S110, the control unit resets the flag register before proceeding to a process not related to the game. In step S111, the control unit saves the data in the stack area for game control. The outside region integration process will be described later with reference to FIG. The flag register saved in the game control stack area is restored (step S112). The current interrupt process is now completed.

[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 is a flowchart showing a first error monitoring process according to the first embodiment. The error monitoring process is executed by the CPU 111A in step S99 of the timer interrupt process. This is the process that is executed.

[0200] The control unit saves the stack pointer in the stack pointer storage area (step S12 1) The value of the external stack area is set to the stack pointer (step S122). As a result, the control unit sets the stack pointer for game control when executing the first error monitoring process. From the stack area (internal stack area) to the non-game control stack area (external stack area) The control unit saves the register (step S123).

[0201] The control unit monitors the special variable prize device (large prize port 1) 38 for fraud and performs a large prize port fraud monitoring. The visual processing (step S124) is executed to detect any fraudulent actions against the special variable prize winning device (big prize winning port 2) 95. Execute the fraud monitoring process (step S125) for the lower large winning port to be monitored, and The system executes a normal power fraud monitoring process (step S126) to monitor for fraudulent activity on the network.

[0202] The control unit updates the error monitoring counter (step S127) and stores the error monitoring counter in the error monitoring table 1. (step S128), and executes an error state check process (step S129). The control unit loops and updates the error monitoring counter in the range from "0" to "3" to One of the multiple errors specified in the view table 1 is checked by the error condition check process. For example, error monitoring table 1 is for switch abnormality errors (connector disconnection) etc.), chute ball out error, overflow error, and payout abnormality error are regulated. The error state check process (step S129) is performed when the error monitoring counter is "0". Switch abnormal errors (connector disconnection, etc.) are monitored, and the switch is turned off when the error monitoring counter is "1". The unit monitors the bulb failure error and detects an overflow error when the error monitor counter is at "2". When the error monitoring counter is at "3", a dispensing error is monitored. The control unit detects a switch abnormality error (connector disconnection, etc.) after executing the first error monitoring process four times. ), chute ball out error, overflow error, and payout abnormal error are monitored once each. The system monitors the system for errors at an appropriate frequency and with an appropriate processing load.

[0203] The control unit prepares the error monitoring table 2 (step S130) and checks the error state. The control unit executes the error monitoring process (step S131). By using the visual counter, one of a plurality of errors defined in the error monitoring table 2 is detected. For example, the error monitoring table 2 is a This defines the following: the frame release, the main frame release, and the frame radio wave error. Error status check process (step The step S131) ​​monitors the glass frame opening when the error monitoring counter is "0" and When the counter is "1", the unit monitors the opening of the frame, and when the error monitor counter is "2", the unit monitors the radio wave of the frame. In addition, the error monitoring table 2 contains the error monitoring counter "3". In this way, the control unit executes the first error monitoring process four times. The glass frame opening, the main frame opening, and the frame radio wave irregularity are monitored once each, and the appropriate frequency and processing burden are set. This is used to monitor errors.

[0204] The control unit performs V passing timing monitoring processing (step S132) and remaining ball monitoring processing ( In this manner, the control unit sequentially executes the first error monitoring process. Monitors V passing timing and remaining balls once per execution, and optimizes frequency and processing load. The error monitoring is performed by the specific area switch 38e. Abnormal timing of ball detection (entry into specific area 96) (V passing timing error) ) and the remaining ball monitoring detects the balls that have entered the winning hole of the special variable winning device 95. A special variable winning device 95 detects a discrepancy between the number of game balls detected in the specific area 96 and the number of game balls detected in the specific area 96. This is to detect abnormalities where there are remaining balls (remaining ball errors).

[0205] The control unit restores the register (step S134) and reads from the stack pointer storage area. The read value is set as the stack pointer (step S135), and the first error monitoring process is started. Finish.

[0206] In this way, the first error monitoring process detects switch abnormality errors (connector disconnection, etc.), shoe Ball out error, overflow error, abnormal dispensing error, V passing timing error, and non-fraudulent errors such as remaining ball errors do not affect the game or only to a limited extent. The error is monitored as a small weak error (weaker than a strong error). First error The monitoring process is a non-game control program that is executed in the non-game control work area (outside the work area). area) and a non-game control stack area (outside stack area).

[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 is a flowchart of a second error monitoring process according to the first embodiment. The error monitoring process is executed by the CPU 111A in step S101 of the timer interrupt process. This is a process that is executed by.

[0208] The control unit performs a magnet irregularity monitoring process (step S136) and a board radio wave irregularity monitoring process (step S 137), vibration irregularity monitoring process (step S138), and abnormal discharge monitoring process (step In this manner, the control unit executes one execution of the second error monitoring process. The line is monitored once each for magnet irregularities, panel radio wave irregularities, vibration irregularities, and abnormal discharge, and the appropriate frequency and Error monitoring is performed at the processing expense.

[0209] In this way, the second error monitoring process detects magnet errors, panel radio wave errors, vibration errors, abnormal discharge, etc. Error monitoring is performed for fraudulent errors that affect the game. The visual processing is a game control program, and the game control work area (work area within the area) A stack area for game control (stack area within an area) is used.

[0210] The division of error monitoring between the first error monitoring process and the second error monitoring process is just an example. The combination of errors may be determined according to the degree to which the errors relate to the game, or may be determined in any combination. The first error monitoring process may be in charge of all error monitoring. Alternatively, the second error monitoring process may be configured to monitor all errors. It can also be.

[0211] In addition, the error flag area corresponding to the error handled in the first error monitoring process is It is secured in the control work area (outside work area) and handled in the second error monitoring process. The error flag area corresponding to the error is in the game control work area (work area within the area). It will be secured.

[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. FIG. 16 is a flowchart showing the game stop flag setting process according to the first embodiment. The game stop flag setting process is performed in step S101 of the timer interrupt process described above. The game stop flag setting process is a process executed by the CPU 111A. If one or more of the following occurs, the game will be stopped: The game stop condition is a process of controlling a game stop flag. It is stored in the work area for technique control (work area within the area).

[0213] The control unit determines whether or not a magnet malfunction is occurring in step S141, and If a magnet is being generated correctly, proceed to step S147. If a magnet is not being generated correctly, proceed to step S142. The control unit determines whether or not a radio wave irregularity is occurring in step S142. If the board radio wave is not illegal, proceed to step S147. The control unit determines whether or not a vibration error is occurring in step S143. If the vibration fraud is occurring, the process proceeds to step S147. If the vibration fraud is not occurring, the process If an abnormal discharge error occurs in step S144, the control unit proceeds to step S144. If an abnormal discharge error is occurring, the process proceeds to step S147. If no discharge error is occurring, the control proceeds to step S145. Then, the safety device activation flag is referenced to determine whether the safety device is activated, and the safety device is activated. If the safety device is in operation, proceed to step S147. If the safety device is not in operation, proceed to step S146. Proceed to.

[0214] In step S146, the control unit detects whether the magnet is abnormal, the panel radio wave is abnormal, the vibration is abnormal, or the abnormal discharge error is abnormal. Clear the game stop flag area to indicate that neither an error nor a safety device is in progress. Then, the game stop flag setting process is terminated.

[0215] In step S147, the control unit detects whether the magnet is abnormal, the panel radio wave is abnormal, the vibration is abnormal, or the abnormal discharge error is abnormal. The game stop flag area indicates that either an error or a safety device is in operation. The game stop information is saved, and the game stop flag setting process is terminated.

[0216] In addition, the game stop flag setting process is performed for all errors monitored by the second error monitoring process. The game may be stopped when one or more of the above combinations (magnetic irregularities, wheel irregularities, etc.) occur. One or more of the combinations different from the following: radio wave abnormality, vibration abnormality, abnormal discharge error, and safety device activation The occurrence of the above may be set as a game stopping condition.

[0217] [External information editing processing] Next, the external information editing process of the game control device 100 will be described with reference to FIG. 17 and FIG. 18. FIG. 17 is a flowchart (part 1) of the external information editing process according to the first embodiment. FIG. 18 is a flowchart of the external information editing process according to the first embodiment (part 2). The external information editing process is carried out in step S109 of the timer interrupt process described above. The external information editing process is executed by the CPU 111A. This is a process for editing external information output from

[0218] The control unit loads the glass frame opening error flag (step S151), and then The opening error flag is loaded and combined with the glass frame opening error flag (step S152 For example, the combination of the glass frame open error flag and the main frame open error flag The glass frame opening error flag is set to 0 when the glass frame is opened. This flag is set when a release error occurs. This is a flag that is set when an error occurs. The open error flag is stored in a non-game control work area (outside area work area).

[0219] The control unit detects that the combination of the glass frame open error flag and the main body frame open error flag is "0". If the value is "0", the process advances to step S154. If not, proceed to step S156.

[0220] The control unit detects whether the glass frame open error flag and the main body frame open error flag are both set. If the door / frame open signal is not ON, the OFF data is saved in the external information output data area (step Step S154), then the off data of the gaming machine error state signal is input to the test signal output data area. (Step S155). The data area is the work area for game control because the external information editing process corresponds to the game control program. It is secured in an area (work area within the area).

[0221] On the other hand, the control unit detects at least one of the glass frame open error flag and the main body frame open error flag. When either of these is set, the door / frame open signal (external information) is turned on. The data is saved in the output data area (step S156), and then the game machine error state signal is turned on. The data is saved in the test signal output data area (step S157).

[0222] The control unit loads the switch abnormality 1 error flag (step S158), and then Load the switch error 2 error flag and combine it with the switch error 1 error flag (step For example, the switch error 1 flag and the switch error 2 flag The synthesis is performed by taking the logical sum of both flags. The error flag for switch abnormality 2 is generated by the winning port switch / status monitoring process (step S 102) is set when an abnormality such as a connector coming loose is detected.

[0223] The control unit determines whether the combination of the switch abnormality 1 error flag and the switch abnormality 2 error flag is "0 If it is not "0", the process proceeds to step S161. If it is "0", the process proceeds to step S162.

[0224] The control unit detects at least one of the switch abnormality 1 error flag and the switch abnormality 2 error flag. When either of these is set, the on data of the gaming machine error state signal is output to the test signal output device. The data is saved in the data area (step S161).

[0225] The control unit temporarily saves the security signal off data in the test signal output data area. If the security signal control timer is not "0" (step S162), it is decremented by "1". The security signal control timer is updated (step S163). It is determined whether or not the

[0226] The initial value of the security signal control timer can be changed by operating the RAM initialization switch 112, etc. When the data stored in the RAM is initialized by or when the setting change is completed, the data is For example, 256 msec is set. The security signal control timer is set in RAM. The timer starts from the time of initialization or the end of the setting change. The initial value of the security signal control timer is also The setting change mode is set by operating the setting key switch 127 or the setting value change switch 126. or when the setting confirmation mode is entered, the probability setting value change flag or probability setting value confirmation mode is set. The security signal may be continued while the loading flag is set. stomach.

[0227] If the security signal control timer is not "0", the control unit turns on the security signal. The data is saved in the external information output data area (step S165) and then in step S16 If the security signal control timer is "0", the process skips step S165 and proceeds to step S6. Proceed to step S166.

[0228] The control unit 100 controls the external information output unit 101 to output the external information 102 in steps S166 to S176. Edit two or more errors (including fraud monitoring) at once. For example, the target of external information output The errors are: magnet error, board radio wave error, frame radio wave error, big prize slot error, regular power error, vibration error There are positive, abnormal discharge errors, V-pass timing errors, and remaining ball errors.

[0229] The control unit sets the security signal editing table (step S166) and sets the initial composite value. The initial value is set to "0" (step S167), and the number of repetitions is obtained (step S 168) The number of repetitions may be determined based on, for example, the following: magnet fraud, board radio wave fraud, frame radio wave fraud, and missing prize winning slots. Positive, normal voltage error, vibration error, abnormal discharge error, V passing timing error, and remaining ball error When this is the target of external information output, the value is "9".

[0230] The control unit reads the address of the target error flag area from the security signal edit table. The error flag is acquired from the address of the target error flag area (step S169). The value and the composite value are combined (step S170), and the address of the security signal edit table is set to (step S171), and the number of repetitions is decremented by "1" (step S17 2) The error flag area corresponding to the errors monitored by the first error monitoring process is The second error monitoring process is performed by securing the second error in a non-game control work area (outside work area). The error flag area corresponding to the error to be monitored is the game control work area (within the area The memory area is allocated in the

[0231] The control unit continues from step S169 until the number of repetitions becomes "0" (step S173). By repeatedly executing the process of step S172 from step S171, a composite value of the target errors is obtained. If there are no errors in the edit target, the composite value will be "0". If there is one or more abnormalities, the composite value will be a value other than "0".

[0232] The control unit determines whether the composite value is "0" (step S174), and if it is "0", If the count is not "0", the process proceeds to step S175. The control unit detects that one or more errors are present in the edit target, and therefore the security signal The on data is saved in the external information output data area (step S175), and then the gaming machine The ON data of the error state signal is saved in the test signal output data area (step S176 ).

[0233] In this way, the control unit does not stop processing even if it detects an abnormality in one of the errors in the editing target. This allows the control unit to check all errors in the edited object without interrupting the process. This makes it possible to improve processing efficiency by eliminating the need for branch judgments (abortion judgments) during processing. In addition, the control unit can reduce the program size. In addition, the control unit can equalize the amount of processing during normal and abnormal conditions. This makes it possible to suppress fluctuations in processing time due to the presence or absence of abnormalities, and a stable processing time can be allocated. This simplifies verification work such as checking whether the loading cycle has timed out.

[0234] The control unit determines whether the safety device is in operation (step S177). If so, the flow advances to step S178 to transfer the security signal ON data to the external information output data. The data is saved in the area, and if the safety device is not in operation, the process proceeds to step S179. The external information output data area indicating whether the game is in operation or not is the game control work area (work area The memory area is allocated.

[0235] In addition, the specified conditions are met before the safety device is activated (for example, the difference in balls is 90,000 or more). When the test signal "Safety device (complete function) pre-operation signal" is turned on, If the game progresses without a certain condition (for example, if the difference in the number of balls is less than 90,000), "Safety device (complete function) pre-operation signal" The output data is stored in a non-game control work area (outside area work area).

[0236] The control unit edits a start port signal that notifies the player that the game ball has entered the start port. The control unit executes an editing process (step S179). Edit the main prize ball signal that is output every 10 balls when the total number of prize balls is 10 or more. The control unit executes a main prize ball signal editing process (step S180) for the special drawing 1 game. Or a signal for editing the number of times a pattern is determined that notifies the stop of fluctuations in the special game 2 An editing process (step S181) is executed.

[0237] The control unit detects when the total number of game balls passing through the out ball detection switch is 10 or more. An out signal editing process (step S182) is performed to edit the out signal to be output every 10 pieces. In addition, the editing of the OUT signal may be performed by the game control device 100. This function may be performed by the dispensing control device 200.

[0238] In addition, the external information includes the total number of game balls passing through the payout ball detection switch being 10 or more. In this case, a winning ball signal is output every 10 balls. The winning ball signal is edited by the game control device 10. This function may be performed by the dispenser control device 200 or by the dispenser control device 200.

[0239] The control unit edits the call signal to be output when the call button is pressed. The editing process (step S183) is executed, and the external information editing process ends. In addition, the external information includes a jackpot signal 1, a jackpot signal 2, and a jackpot signal 3, which are output in a predetermined game state. There are jackpot signal 1, jackpot signal 2, jackpot signal 3, and jackpot signal 4. The editing of the jackpot signal 4 is performed in the special game processing and the 2nd type game processing. The information may be edited in the process of editing the winning information. The memory area for editing the winning signal 3 and the big winning signal 4 is the game control work area (area The memory area is allocated in the internal work area.

[0240] In addition, the external information edited in the external information editing process is output by the timer interrupt process. At this time, the control unit 202 prioritizes the security signal. Therefore, the door / frame open signal is output first to avoid simultaneous output of the security signal and the door / frame open signal. This makes it easy to confirm the frame opening signal. The output port used to output the security signal and the output port used to output the door / frame open signal are As a different item (for example, a different IC), the security signal and the door -Eliminate the risk of the frame open signal not being output at the same time.

[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 processes including external information editing processes. Even if an error is detected in one of the errors, the process will not be terminated, and the error A check-all procedure avoids simultaneous output starts and makes it easier to check the output signals It also contributes to the processing of outputting security signals and door / frame opening signals.

[0242] [Outside area integration processing] Next, the outside area integration process of the game control device 100 will be described with reference to FIG. FIG. 1 is a flowchart of outside region integration processing according to the first embodiment. is executed by the CPU 111A in step S111 of the timer interrupt process described above. The outside area integration process is a process for integrally executing processes that are not related to games. .

[0243] The control unit saves the stack pointer in the stack pointer storage area (step S19 1) The value of the external stack area is set to the stack pointer (step S192). As a result, the control unit does not use the stack when executing a process not related to the game (outside area integration process). A pointer is moved from the game control stack area (internal stack area) to the non-game control stack area. The control unit saves the registers (step S1 93).

[0244] The control unit executes a test signal output process to output a test signal (step S194). The control unit determines whether or not the game is stopped by referring to the safety device operation flag (step S19 5). If the game is not stopped, the control unit proceeds from step S196 to step S197, which are not related to the game. To execute the process of S198, the process proceeds to step S106. The process skips steps S196 to S198 and proceeds to step S199.

[0245] The control unit is a performance display device control unit that controls the performance display device 135 unless the game is stopped. Processing (step S196), checking the difference in balls from the number of out balls and the number of winning balls, and A ball difference confirmation process (step S197) that updates the ball difference and a safety device that monitors the operation status of the safety device An apparatus operation monitoring process (step S198) is then executed.

[0246] The control unit restores the register (step S199) and reads from the stack pointer storage area. The extracted value is set as the stack pointer (step S200), and the outside area integration process is completed. can.

[0247] [Main processing] Next, the main processing of the performance control device 300 will be described with reference to FIG. A figure showing a flowchart of main processing in the performance control device of the embodiment.

[0248] The main process is performed by controlling the performance control device 300 when the power supply to the pachinko machine 1 is started. This is processing executed by the CPU 311. [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. The display circuit (not shown) in the DP312 accesses the VRAM (not shown) in the VDP312. This allows the device to perform a search and generate display data.

[0251] [Step D16] The control unit sets a random number seed. This is done, for example, by using the srand function. This is a process of setting a pseudorandom number generation sequence using the srand function. The argument to the number may be a fixed value such as 0 (zero), or may be different for each gaming machine. It is also possible to use a value created based on the ID value of the CPU, etc.

[0252] [Step D17] The control unit 300 RWM (for example, RAM 322) In the area to be initialized (for example, a flag area for performance (control of the performance control device 300) The initial values ​​at power-on are set in the memory area (used as various flags in the control process, which will be described later). To play.

[0253] [Step D18] The control unit clears the WDT (watchdog timer). [Step D19] The control unit executes a performance button input process. When the effect button 25 (effect button switch 25a) is operated while it is enabled, editing is performed. In addition, since the performance button is not turned on and off at high speed, the control unit The process of detecting the input of the button may be performed within the production button input process, or may be performed in a short This may be done within a periodic timer interrupt.

[0254] [Step D20] The control unit executes a hall / player setting mode process. The technician setting mode process includes setting the range of brightness and volume of the LED and display device 41 that can be changed, This is a process for accepting operations by the player such as changing the brightness of the LED or display device 41, changing the volume, etc. .

[0255] [Step D21] The control unit executes a random number update process. The and function is used to update the pseudorandom number at least once per control cycle of the main process. The rand function recalculates the number of bits based on the specified sequence each time it is recalculated. Since random numbers are generated by the RAND function, the control unit can obtain random numbers simply by executing the RAND function. In addition, the main board (game control device 100) has a counter that increments by "1". The data may be used as a random number.

[0256] [Step D22] The control section executes a received command check process. The check process is a process for analyzing the command received from the game control device 100 in units of a predetermined number. be.

[0257] [Step D23] The control unit executes a performance display editing process. Various commands and their parameters to instruct the DP312 on what to display on the display device 41 For example, the control unit may set the command is set in a table format.

[0258] [Step D24] The control unit executes drawing command preparation end setting. The preparation for the end setting is to prepare all commands to the VDP312 set in the production display editing process. This is the process of setting that the process has ended.

[0259] [Step D25] The control unit determines whether it is frame change timing or not, and If it is frame switching timing, the process proceeds to step D26. If it is not frame switching timing, the process proceeds to step D27. Wait for frame switching timing. Here, the frame switching timing is V blank interrupt ( The processing cycle (also called the V-sync interrupt) is based on the cycle (for example, 1 / 60 seconds). For example, the timing of arrival is at a time interval equivalent to 1 / 30 seconds ≒ 33.333 ms. The V blank interrupt is a single scan of the entire screen for drawing by the VDP312. This V blank interrupt occurs every time a scan is completed. As mentioned above, the occurrence period of this V blank interrupt is For example, 1 / 60 seconds. In this embodiment, the same drawing is repeated twice, and the V blank interrupt occurs. When this occurs twice, a frame change occurs. The frame change timing cycle is V black. The period of the link interrupt (for example, 1 / 60 seconds) is doubled (for example, 1 / 30 seconds ≒ 33.33 ms). However, the present invention is not limited to this embodiment, and the frame switching timing can be changed arbitrarily. For example, frame switching (image updating) may be performed at intervals of 1 / 30 seconds or more. Alternatively, frame switching may be performed at a cycle of less than 1 / 30 seconds.

[0260] The frame switching timing determination process determines whether the subsequent processes (steps D26 to Step D30, and the subsequent steps D18 to D24, This is executed at the switching timing for each of the above processing cycles. Time management is performed in units of frames (that is, in units of the above-mentioned processing cycles). If the period is 1 / 30 seconds, for example, 3 frames will be 100 ms. This is similar to how the game board (game control device) manages time values ​​in 4 ms units of timer interrupt cycles. do.

[0261] [Step D26] The control unit controls the VDP3 according to the command set in step D23. For example, the control unit sequentially executes commands set in a table. This is sent to instruct the VDP312 to draw on the screen.

[0262] [Step D27] The control unit executes a sound control process. This is a process for controlling the volume of the sound from the speaker 19. [Step D28] The control unit executes a decoration control process. This is processing for controlling various LEDs of the display device 46 and the frame decoration device 18, etc.

[0263] [Step D29] The control unit executes a movable body control process. Processing to control movable bodies (for example, the panel performance device 44) including motors and SOLs (solenoids) It is.

[0264] [Step D30] The control unit executes a firing information control process. Based on the shooting status flag, the shooting related information is set and the special chart rotation status (predetermined amount The mode correction of the performance is performed according to the number of times the special chart changes per minute (i.e. the number of balls loaned) of play. This is the current process.

[0265] [Step D31] The control unit executes an information disclosure process. This is a process of disclosing performance information regarding gaming performance. After executing step D31, the control unit returns to step D18, and thereafter, The processes of steps D8 to D31 are repeatedly executed. That is, steps D18 to D 31 is a loop process ( Sometimes called the main loop processing.

[0266] In addition, the control unit performs steps D27 to D30 in the main loop process to match the screen presentation. The processing of step D29 is being performed, but the signals and settings generated or set by these control processes The process of actually outputting data (especially signals that drive and control various LEDs and motors) to the port This is done within a short-period timer interrupt (not shown). However, depending on the restrictions of various devices, If you are using an IC specialized for controlling timer interrupts, you can simply issue a command via serial communication, etc. In some cases, the device may not output any signals.

[0267] Next, the gaming performance of the gaming machine 10 will be described with reference to FIG. 21. FIG. 21 shows the first embodiment. A figure showing an example of a list of game performance types. The gaming machine 10 has a gameplay called 1 type + 2 type. The gaming machine 10 is a variable display game. As the so-called type 1 game, there are two types: special chart 1 game (first special chart change display game) and special chart 2 game. (2nd special chart change display game) can be executed, and in addition, two types of games can be executed. The gaming machine 10 holds four execution rights (waiting reservations) for each of the special chart 1 game and the special chart 2 game. The gaming machine 10 can store up to one game. When you have the right to play, you will take priority in playing the special game 2.

[0268] The gaming machine 10 has a jackpot probability (low jackpot probability) of 1 / 2 for both the special chart 1 game and the special chart 2 game. 319. In addition, the gaming machine 10 performs probability fluctuation in the special chart 1 game and the special chart 2 game. Since it is not possible to play the game, there is no setting for a high probability of winning. The probability of a small win is 1 / 319, and the probability of a small win in the special game 2 is 240 / 319. In this way, the gaming machine 10 has the same probability of winning in both the special chart 1 game and the special chart 2 game. However, the probability of a small hit is easier to derive in the special chart 2 game than in the special chart 1 game. is.

[0269] The gaming machine 10 must distinguish between low-value time reduction and high-value time reduction as states other than the jackpot. There are a no time-saving state and a time-saving state. The gaming machine 10 is in a time-saving state when in a no time-saving state. A lottery is conducted for the transition to the time-saving state, and no transition lottery is conducted in the time-saving state, and the time-saving count is reached. This will transition to a no time saving state.

[0270] In addition, the low-value time reduction is one of the normal power support states, and the normal variable winning device 37 (starting port 2) There is a chance of winning, but the amount is not large enough (there is virtually no chance of winning, or The time savings are considered to be of low value due to the fact that the probability of winning is small and the expected probability of winning is low. The value of time saving is allocated to one of the following time saving times: "100 times", "200 times", or "300 times" The high-value time reduction is one of the normal power support states, and the normal variable winning device 37 (starting port 2) Those that have sufficient chances of winning (there is a large chance of winning, and the expectation of winning the right to play High-value time-saving measures are those that have no limit on the number of times they can be used. This will continue until the next jackpot.

[0271] Next, the game state transition in the gameplay of the gaming machine 10 will be described with reference to FIG. 22 is a diagram showing an example of a game state transition in the first embodiment. When the power is turned on with the rear, game control is performed with state A as the initial state. When the gaming machine 10 is powered on without clearing the RWM, that is, when the gaming machine 10 is powered on without clearing the RWM, When a power-on occurs that can restore the game state, game control is resumed from the game state at the time of power cut. Now.

[0272] The gaming states of the gaming machine 10 are classified into state A, state B, and state C in terms of the probability state and the time-saving state. There are three states: state A, state B, and state C. State A is a state where the probability state is low probability and the time-saving state is no time-saving. In state B, the probability state is low probability and the time saving state is low value time saving. In state C, The rate state is a low probability, and the time-saving state is a high-value time-saving state.

[0273] In addition, in state A, which is a state without time reduction, a time reduction lottery for c is held at the same time as the big win lottery. In A, if you miss the big win, you will definitely win the c time reduction because there is no loss, and the low value time reduction In addition, the lottery for the c time-saving lottery that is held at the same time as the big win lottery will be allocated to the high-value time-saving lottery. Although it has been stated that there are no gaps, gaps may be provided.

[0274] State A has transition conditions T10 to T14. Transition condition T10 is the occurrence of a jackpot without time reduction. After the end of the jackpot, the state changes to state A. Transition condition T11 is a high-value time-saving jackpot. The transition condition T12 is the occurrence of a high-value time reduction ( c time reduction) occurs, and after the end of the jackpot, the state becomes C. Transition condition T13 is low value This is the occurrence of a time-saving jackpot, and after the jackpot ends, the state changes to state B. Transition condition T14 is: This is the occurrence of low-value time reduction (c time reduction), and state B will be reached after the end of the jackpot.

[0275] State B has transition conditions T20 to T23. Transition condition T20 is a low-value time-saving jackpot. The transition condition T21 is the occurrence of a jackpot without time reduction, and after the end of the jackpot, the state changes to state B. The transition condition T22 is the occurrence of a low-value time-saving The specified number of times is consumed, and the end of the low-value time reduction will result in state A. Transition condition T23 is This is the occurrence of a jackpot with time-saving effect, and after the jackpot ends, the state becomes C.

[0276] State B has transition conditions T30 and T31. Transition condition T30 is a high-value time-saving jackpot. The transition condition T31 is a jackpot without time reduction. This occurs, and after the jackpot ends, state A is reached.

[0277] In this type of game state transition, when the gaming machine 10 reaches state C, a jackpot without time reduction is generated. The gameplay is realized by staying in state C until a problem occurs. For example, by setting it to 90%, the game can be played in a way that allows players to enjoy successive jackpots without any burden on the player. In addition, even if state C transitions to state A by consuming the specified number of high-value time-savings, good.

[0278] In addition, when the game center opens and the power is turned on with RWM clear, The control state can be set to state A, which is the initial state. Provide players who start playing from the beginning with the opportunity to be assigned to state B or state C, and assign them to state C. It is expected that there will be an increase in activity due to players hoping for allocation.

[0279] Next, the game display screen will be described with reference to FIG. 23. FIG. 23 shows the game display screen of the first embodiment. 23(1) is a diagram showing an example of a game display screen. This is the display screen during the special game (variable display game) after the variable display ends. The display screen 50 displays a pattern representing the result of the game for a predetermined period of time. 0 is an example of a display screen in state A (no low probability time reduction: normal game state). 500 includes a large pattern group 501 which is a decorative pattern, a small pattern group 502 which is also a decorative pattern, Special drawing 1 reserved number display 503, special drawing 2 reserved number display 504, reserved waiting display 505, and reserved cancellation The image display 506 is displayed.

[0280] In addition, this special chart in the special chart 1 game or special chart 2 game is the special chart 1 of the collective display device 50 The pattern displayed on the pattern display unit 53 or the special pattern display unit 54 (LED lighting state) The large pattern group 501 and the small pattern group 502 are decorative patterns corresponding to the main pattern. However, the gaming machine 10 uses a variable table as a symbol in the special chart 1 game or the special chart 2 game. The display shows the change state and the stop state without showing the difference in the result of the game, for example, the LED The fourth symbol is displayed by flashing and lighting. The fourth symbol is displayed on the display device 41. In such cases, the changing and stopped states are indicated by pictograms such as "○" and "-" or by switching between different colors. The indication may be by a stop display.

[0281] The large symbol group 501 is responsible for the game presentation for the purpose of increasing interest. 01 is displayed large in a variable display area set in the approximate center of the display device 41. 501 includes a left design, a center design, and a right design.

[0282] On the display screen 500, the left symbol indicates that the symbol is stopped at "3", and the middle symbol indicates that the symbol is stopped at "3". The right image indicates that the symbol has stopped at "5", and the left image indicates that the symbol has stopped at "7". That is, on the display screen 500, the large symbol group 501 is displayed when the special symbol variable display game is stopped. (This indicates that the design is stopped.)

[0283] In addition, the large symbol group 501 and the small symbol group 502 are generated at the same timing (predetermined at the start of the fluctuation). The timing is based on the timing when the fluctuation is stopped or when a command to end the fluctuation is received. The stop indication is displayed with the

[0284] The small symbol group 502 is a variable display state report for the purpose of improving the ease of understanding of the game state of the player. Therefore, the small pattern group 502 does not interfere with the display performance of the large pattern group 501. To ensure visibility, the small symbols are displayed on the periphery of the display device 41. The left pattern, the middle pattern, and the right pattern are included. On the display screen 500, the left pattern constituting the small pattern group 502 The pattern, middle pattern, and right pattern all indicate that the corresponding special pattern change display game is in a stopped state. vinegar.

[0285] In addition, the small symbol group 502 changes at a predetermined speed (constant speed) from the start of the change (constant speed change display ) and displays the stop without a temporary stop at the end of the variation. A predetermined acceleration change period may be provided from the time when the speed is increased to the time when the speed is increased to the predetermined speed, or may not be provided. The small symbol group 502 may be displayed in a predetermined manner from the constant speed variable display to the stop display. The deceleration fluctuation period may be set or may not be displayed.

[0286] In general, the large symbol group 501 is displayed larger than the small symbol group 502, and the display position is automatically changed. The small symbol group 502 has a high degree of freedom and its display mode can be changed greatly. Compared to the group of patterns 501, the patterns are displayed smaller and the degree of freedom of the display position is low (for example, the position is fixed). ).

[0287] The special number display 503 displays the number of reserved memories for the special number game. The special chart 1 reserved number display 503 indicates that the reserved memory number for the special chart 1 game is "0". The special number display 504 displays the number of reserved memories for the special number 2 game. The special chart 2 reserved number display 504 indicates that the reserved memory number for the special chart 2 game is "0".

[0288] The hold display (waiting hold display) 505 displays the number of reserved games for special chart 1 and special chart 2 according to the game status. One of the reserved numbers of games is displayed by a reserved waiting icon 507. The display screen 500 indicates the number of reserved games in the special game by displaying a reserved icon. The reserved consumption display (consumption pending display) 506 indicates that the special game changes depending on the display of the reserved consumption icon. The display screen 500 shows a game status (game status A) indicating that the game is in progress. The number of reserved memories for the special game 1 or the number of reserved memories for the special game 2 is displayed by the waiting display 505. The display screen 500 also indicates that the pending transaction has ended by displaying the pending transaction status 506. If there is no pending icon on the pending pedestal, it means that the game is a special game 1 or a special game 2. This indicates that the system is not fluctuating.

[0289] The display screen 510 shown in FIG. 23(2) is the display screen after the variable display game has started. Display screen 510 is the screen after display screen 500, and during the changing display (three patterns changing) The display screen 510 is an example of the display screen in state A. On the surface 510, the left, middle, and right patterns of the large pattern group 501 are changing, and the special pattern change table The display screen 510 shows that the game is being changed. The left, middle and right patterns are changing, and the special pattern change display game is showing a change. Shows.

[0290] On the display screen 510, the special number of reserved games 1 display 503 shows that the reserved number of games 1 is "1". The number of reserved memories for the special game 2 is "0", and the number of reserved memories for the special game 2 is "0". The reserved waiting display 505 indicates the number of reserved games in the special game. This indicates that the reserved memory number for the special chart change display game (special chart 1 game) is "1". Also, On the display screen 510, the reserved consumption display 506 displays the reserved memory display being consumed, and the special chart change Indicates that the displayed game is being dynamically displayed.

[0291] The display screen 500 and the display screen 510 may display backgrounds, characters, text, etc. (not shown). The display elements may include animations such as text display. It may be possible to produce a display with movement by using the above and other methods.

[0292] In addition, the pending waiting display 505 is a pending waiting icon 507 corresponding to the number of pending special games. The reserved consumption display 506 shows the reserved consumption corresponding to the reserved consumption of the special game. The display of the pending call waiting icon 507 and the pending call digestion icon 508 is shown. The icon 508 is, for example, spherical, and includes a pending waiting icon 507 and a pending clearing icon 508. 8 also displays with animation (e.g. deformation, color change, up and down movement, etc.) The on-hold waiting icon 507 and the on-hold clearing icon 508 are displayed in the following manner. This will clearly show the number of reserved memories for the special chart change display game, as well as the game results for each reserved memory. The expected result can be notified. 8 can be of different sizes, colors, designs, and actions (start, wait, shift, disappear). , expectation value notification) may be different. Note that the reserved number or reserved memory number is a special This means the number of starting memories for which the variable display game has not yet been executed.

[0293] The reserved consumption display 506 indicates whether the special chart change display game is in a change display state, depending on the display mode. The display screen 500 can display whether the player can win the game or not, and can also display the degree of expectation for the game result. The reserved display 506 is blanked out and the special chart change display game is stopped. After this, the gaming machine 10 displays the reserved memory number of the special game 1 or the reserved memory number of the special game 2. The changing display will begin when the number of pending memories reaches 1 or more.

[0294] The display screen 512 shown in FIG. 23(3) shows that the reserved memory number is "1" or more in the special game. After the display becomes the same, the display starts to change based on the reserved memory. Screen 518 transitions to state B (low probability low value time reduction) or state C (low probability high value time reduction). This is an example of a display screen after the game. At this time, the gaming machine 10 has a reserved memory in the special game. Since the number of the right hand is generated (for example, "4"), it can be assumed that the player is playing with the right hand. This can be done.

[0295] The display screen 512 is a display screen during the change display of the special chart 2 game. The display screen 512 is A performance display 513, a play guide display 514, a large symbol group 501a, a small symbol group 502, The display contents include the special drawing 1 reservation number display 503 and the special drawing 2 reservation number display 504. On the screen 512, the reserved waiting display 505 and the reserved consumption display 506 are not displayed, and the performance display 51 is displayed. 5 aims to improve the presentation effect, but the hold waiting display 505 and the hold consumption display 506 are always displayed. Alternatively, it may be possible to display either one of them, or when a predetermined condition is satisfied. When a predetermined condition is met, for example, a pre-reading preview performance may be performed. These times include when a bonus is being awarded or when a selection operation by the player is being accepted.

[0296] The effect display 513 is, for example, an effect screen that produces a time-saving mode, and is used to give the player a time-saving mode. This is the screen that informs you that you are in the short mode. In the time-saving mode, It may be possible to perform an independent performance for each display, or a movie performance across multiple changes. The present invention may also be applied to perform the above-mentioned operations.

[0297] The playing method guide display 514 guides the player on how to play. For example, For example, it guides "right hit" which guides the launch of the game ball to the right game area. The display 514 may be, for example, a "left hit" instruction to guide the launch of a game ball into 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 a performance display. 513 is displayed in a smaller display area than the large pattern group 501 to create a dramatic effect. In addition, the large pattern group 501 and the large pattern group 501a are both forms of decorative patterns, The large pattern group 501 may be called the large decorative pattern, and the large pattern group 501a may be called the small decorative pattern. In addition, the large symbol group 501 is a decorative symbol displayed during non-movie performance, and the large symbol group 501a is a It is sometimes used to distinguish it from other decorative designs during performances.

[0299] Next, the external information terminal board 71 will be described with reference to FIG. 24. FIG. 24 shows the first embodiment. 1 is a diagram showing an example of an external information terminal board in a state in which the external information terminal board 71 is The external information terminal board 71 is provided on the back side of the machine. In order to facilitate opening and closing of the front frame 12, the upper part of the front frame 12 is provided with a pivot. The external information terminal board 71 is provided on the back side of the game board 30. Good too.

[0300] The external information terminal board 71 includes an external information terminal board 710, a connector 711, and an information output terminal. 712, a photocoupler 713, and a resistor 714. The external information terminal board 710 includes one The connector 711, 12 sets of information output terminals 712 corresponding to the number of information outputs, and a photocoupler 7 13 and resistor 714 are mounted on the component mounting surface. The external information terminal board 71 is connected to the game control device 100 via a connecting harness. The game control device 100, the payout control device 200, and the performance control device 200 are connected to each other via a relay terminal board (not shown). The control device 300 may be connected to other control devices without using a relay terminal board. It may also be connected to other control devices.

[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 The signal is output by connecting the terminals together, i.e. by contact output. The opening is closed by the lid body biased by a biasing portion (e.g., a spring) not shown. One of the two terminals is biased by the biasing part when the short operating lever is pressed down. The lid is moved against the wall, and the opening is switched from a closed state to an open state. When the bar is no longer pressed, the short operating lever is returned to its initial position by the biasing force of the biasing portion. At the same time, the lid is moved and the opening is switched from an open state to a closed state. The other of the two terminals is inserted into the long operating lever 755 by pushing the cover against the biasing force of the biasing portion of the long operating lever 755. The opening is switched from a closed state to an open state, and the pressing of the long operating lever 755 When the downward operation is stopped, the long operating lever returns to the initial position due to the biasing force of the biasing part. In both cases, the lid is moved to switch 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 twelve information output terminals 712 from CN1 to CN12 are provided in the gaming machine 10. The external information terminal board 710 is connected to the external information terminal board 710 so that the external information terminal boards 710 are arranged horizontally at regular intervals. Also, the information output terminal 712 of CN12 is arranged to output 11 pieces of information from CN1 to CN11. The information output terminal 712 is shifted vertically in the installation environment of the gaming machine 10. As a result, the gaming machine 10 is connected to the information output terminal 712 of the CN12. It is clearly indicated that it is located at one end.

[0303] The twelve information output terminals 712 (CN1 to CN12) are colored to indicate The twelve information output terminals 712 (CN1 to CN12) are different The information output terminals 7 may be colored (for example, 12 colors) to facilitate identification. 12 may be allowed to use the same color (for example, two sets of six colors) to make them easier to distinguish. In addition, adjacent information output terminals 712 do not necessarily need to be provided adjacent to each other. The information output terminal 712 may be disposed adjacent to the information output terminal 712 with a certain gap therebetween.

[0304] The external information terminal board 71 has 12 photocouplers 713 (PC1 to PC12) arranged in a row. The twelve photocouplers 713, PC1 to PC12, are each provided with an information output terminal. The external information terminal board 710 is arranged at a position corresponding to the terminal 712. The couplers 713 are arranged in a group at positions that do not correspond to the twelve information output terminals 712. The devices may be arranged in a single integrated circuit or may be arranged together as one or more integrated circuits. Alternatively, it may be disposed on a relay board or the like that is provided separately.

[0305] The external information terminal board 71 includes 12 resistors 714 (R1 to R12) arranged in a row. The twelve resistors 714, R1 to R12, are located at positions corresponding to the information output terminals 712. The resistors 714 are arranged on the external information terminal board 710. The terminals 712 may be arranged together at positions not corresponding to each other, or may be arranged in a single The above may be arranged together as an integrated circuit, or may be provided as a relay substrate. It may be arranged on a plate or the like.

[0306] The external information terminal board 710 includes 12 photocouplers 713 and 12 resistors 714. However, other passive elements constituting the isolation means are arranged. This is also fine.

[0307] Next, the overview of the external information terminal board will be described with reference to FIG. 25. FIG. FIG. 2 is a diagram showing an example of an overview of an external information terminal board according to the embodiment. The external information terminal board 710 shown in FIG. 25 includes a connector 711, an information output terminal 712, The figure shows a state where components such as a coupler 713 and a resistor 714 are not mounted. 10, a part shape display 715 and a part symbol display 716 are displayed by silk screen on the part mounting surface. The external information terminal board 710 includes a silk screen display 717. For example, a conductor pattern display, etc., a part shape display 715, a part symbol display 716, and an operation section display The display 717 may be displayed.

[0308] The component shape display 715 is a display showing the mounting position of the component by the approximate shape of the component. For example, the part shape display 715 includes a connector 711, an information output terminal 712, a photocoupler 7 13, the mounting positions of components such as resistors 714 are indicated by rectangles.

[0309] The part symbol display 716 is a symbol that can uniquely identify a part. For example, One of the code symbols 716, "CN1", indicates that the mounted part is an information output terminal 712. The part symbol 716, "PC1", indicates that the mounted part is a photocoupler 713. The part designation "CN13" indicates that the mounted part is a connector 7 11, and "R1", one of the part designations 716, indicates that the mounted component is resistor 7 Indicates that the number is 14.

[0310] The operation section display 717 indicates the operation section (short operation lever, long operation lever) of the information output terminal 712. The operation unit display 717 includes a short rectangular display and a long rectangular display. The rectangular markings for the short length indicate the outline shape and operation position of the operating lever, and the rectangular markings for the long length indicate the outline shape and operation position of the operating lever. The outline of the operating lever and its operating position are shown.

[0311] This allows the gaming machine 10 to provide operation guidance through the operation unit display 717. In the gaming machine 10, the operation unit (short operation lever, Provides a suitable operating environment for the long operating lever.

[0312] In addition, the gaming machine 10 includes an operation unit (short operation lever, long operation lever) and an operation unit display 717 This makes it possible to compare the two, and makes it easier to detect an abnormality if the operating unit is broken or otherwise damaged. The external information terminal board is marked with silkscreen on the component mounting surface or with other markings. It is also possible to provide an auxiliary identification mark in the form of (for example, a conductor pattern mark, etc.) The identification auxiliary markings are attached to the 12 information output terminals 712 (CN1 to CN12), respectively. The different colors are indicated by text information. For example, the text information "white", "green", "Yellow", "Black", "Pink", "Blue", "Red", "Dark", "Water" The part shape display 715 is displayed in a manner that makes it difficult to see due to the part mounting, but the part symbol The display 716, the operation unit display 717, and the identification auxiliary display are easily visible even when the parts are mounted. will be done.

[0313] Next, the allocation of output signals to the information output terminals 712 (CN1 to CN12) is shown in FIG. FIG. 26 shows the allocation of output signals to the information output terminals in the first embodiment. FIG.

[0314] The information output terminal CN1 connects the two terminals (1, 2) and outputs the winning ball signal by contact output. The prize ball signal is a pulse output that is turned on for 128 ms for every 10 prize balls paid out. When outputting pulses continuously, there is an off period of 64 ms between each pulse. Time is set aside.

[0315] The information output terminal CN2 is a contact output that connects the two terminals (1, 2) to open the door / frame. The door / frame open signal is output for a certain period of time. The door / frame open signal is output when a glass frame open error or a main frame open error occurs. It turns on only while this is occurring.

[0316] The information output terminal CN3 determines the pattern by connecting the two terminals (1, 2) and outputting the contact. The number of times signal is output as a pulse. The number of times signal is output as a pulse. It outputs one pulse that is on for 256 ms after the motor stops.

[0317] The information output terminal CN4 is a contact output that connects two terminals (1, 2) to output a start signal. The start port signal is output as a pulse. The start port signal is the start port (start port 36 (start port 1), normal variable input A single pulse that is turned on for 128 ms is output from the time of winning the prize at the prize device 37 (starting port 2). When outputting consecutive pulses, there is an off time of 64 ms between two pulses. .

[0318] The information output terminal CN5 connects the two terminals (1, 2) to output a contact to indicate a jackpot. The signal is output for a period of time. The big win 1 signal is output during the small win, including the start and end of the small win performance. Only turns on for a certain period.

[0319] The information output terminal CN6 connects the two terminals (1, 2) to output a contact to indicate a jackpot. The signal is output for a certain period. The big win 2 signal is output during the small win, including the start and end of the small win performance. It is only on during the jackpot and time-saving period.

[0320] The information output terminal CN7 connects the two terminals (1, 2) to output a contact to indicate a jackpot. The signal is output for a certain period. The big win 3 signal is output during the small win, including the start and end of the small win performance. It only turns on during the jackpot.

[0321] The information output terminal CN8 connects the two terminals (1, 2) to output a contact to indicate a jackpot. The signal is output for a certain period of time. The Jackpot 4 signal is on only during the jackpot period. The information output terminal CN9 connects the two terminals (1, 2) to output the main award by contact output. The ball signal is output as a pulse. The main winning ball signal is on for 128 ms every time 10 winning balls are generated. When outputting pulses continuously, there is a 6 second gap between the two pulses. There is an off time of 4 ms.

[0322] The information output terminal CN10 provides security by connecting two terminals (1, 2) to output a contact. The security signal is output for a set period when the power is turned on or when a power outage is restored. A certain error occurs during a period corresponding to the state of the switch 127 and the RAM initialization switch 112. It turns on only while the error occurs.

[0323] The information output terminal CN11 is connected between the two terminals (1, 2) to output the main The OUT signal is output as a pulse for 128 ms every time 10 OUT balls are generated. When outputting pulses continuously, there is a gap between the two pulses. , an off time of 64 ms is provided.

[0324] The information output terminal CN12 is connected between two terminals (1, 2) to output the main A call signal is output as a pulse. The call signal is output once every time the input of the call switch is detected. It outputs one pulse that is on for 28 ms. When outputting pulses continuously, two pulses are There is a 64 ms off time between pulses.

[0325] In this way, the gaming machine 10 receives signals common to the machine type (a prize ball signal, a door / frame opening signal, a symbol determination count signal, signal, starting signal, main prize ball signal, security signal, out signal, call signal) For example, the gaming machine 10 is arranged so that the front frame 12 is opened. The winning ball signal, door / frame opening signal, pattern confirmation count signal, and start gate signal are located at the release end, and the front A main prize ball signal, a security signal, an out signal, and a call signal are arranged on the end of the axis of the frame 12. The common signal is a signal output common to multiple machines, and does not depend on the gaming performance of each machine. This is a signal not to do so.

[0326] In addition, the gaming machine 10 receives a model-dependent signal (jackpot 1 signal, jackpot 2 signal, jackpot 3 signal, The external information terminal board 71 is arranged in the center of the external information terminal board 71. For example, the gaming machine 10 is ,Place model-dependent signals between model-common signals. Model-dependent signals are model-specific or always Furthermore, this signal is not common to multiple machines, and depends on the gaming performance of each machine.

[0327] In addition, the model-common signal is a signal output common to multiple models, so it is not connected to the hall computer. After connection, signal interpretation may be performed by default, making connection and confirmation relatively easy. The output period and output conditions of device-dependent signals vary according to the game characteristics of each device. Therefore, after connecting to the hall computer, you may be required to set the signal interpretation for each model. Therefore, the connection and verification tasks are often not easy.

[0328] The gaming machine 10 does not combine the common signals into one, but instead transmits them to the front frame at the external information terminal board 71. The shaft-mounted model common signal located at the shaft-mounted end of 12 and the external information terminal board 71 on the front frame The open end side common signal is located at the end of the open end of the slot 12. By placing a model-dependent signal between the destination model-common signal and the open end model-common signal, multiple Wiring for signals common to all models can be done from both ends of the external information terminal board 71. For example, the external information output may not have the jackpot 4 signal depending on the model. In this case, the information output terminal CN8 becomes an unused terminal. The terminal can be moved to the center of the external information terminal board 71, and the wiring to the information output terminal common to the model can be Wiring work can be done from both ends to the external information terminal board 71. 0 makes it easier to position the wiring connections for common signals across models, reducing wiring errors. .

[0329] In addition, the gaming machine 10 has a door / frame open signal and a security signal, which are important as a countermeasure against fraud, among the common signals for each machine type. The security signal is divided into a model-common signal on the open end side and a model-common signal on the shaft mounting side. This prevents mistakes in confusing the door / frame opening signal with the security signal, which both output signals for the same period. To suppress.

[0330] In addition, when comparing security signals and door / frame opening signals, the door / frame opening signal is 2 or glass frame 15 is opened to output a signal, By making such door / frame open signals common to all models on the open end, The same applies when connecting the wiring from the output terminal CN1 to the information output terminal CN12. This reduces the risk of mistaking door / frame opening signals, which output periodic signals, for security signals.

[0331] In addition, the external information that outputs a periodic signal among the open end side model common signals is the door / frame open signal. By using only one signal, wiring connection errors are prevented. By making the external information that outputs a signal between the two devices a single security signal, wiring connection errors can be prevented. To suppress.

[0332] In addition, among the model-common signals on the open end side, the signals adjacent to the model-dependent signals are made into pulse output signals. This makes it easy to distinguish between the model-dependent signal, which is a period output signal, and the open end side model common signal. For example, the gaming machine 10 has an information output terminal The slave CN4 is the starting signal for the pulse output, and the information output terminal CN5 is the period output jackpot 1 signal. This prevents wiring connection errors from occurring due to the signal output state. Since the output trigger depends on the game progress, it is not easy to check the output. The pulse output can be easily confirmed by making the game ball enter the starting hole.

[0333] In addition, the door / frame open signal (information output terminal C N2) and the jackpot 1 signal (information output terminal CN5), which is the period output in the model-dependent signal. Between them are the pulse output of the pattern determination signal (information output terminal CN3) and the start port signal (information output Terminal CN4) is located on the rear of the board, which further reduces wiring connection errors.

[0334] In addition, the door / frame open signal (information output terminal C N2) is a pulse output of the winning ball signal (information output terminal CN1) and the pattern confirmation signal (information output Since it is placed between the terminal CN3, it further prevents wiring connection errors.

[0335] In addition, among the shaft mounting side model-common signals, the signals adjacent to the model-dependent signals are made into pulse output signals. This makes it easy to distinguish between the model-dependent signals, which are periodic output signals, and the model-common signals on the shaft mounting side and the model For example, the gaming machine 10 has an information output terminal C N9 is the main winning ball signal of the pulse output, and the information output terminal CN8 is the jackpot 4 signal of the period output This prevents wiring connection errors from occurring due to the signal output state. Since the output trigger depends on the game progress, it is not easy to check the output. The pulse output of the signal can be easily confirmed by having a game ball enter the winning hole.

[0336] In addition, the security signal (information output terminal C) which is a period output of the shaft mounting side model common signal N10) and the jackpot 4 signal (information output terminal CN8), which is a period output in the model-dependent signal. The main prize ball signal (information output terminal CN9), which is a pulse output, will be placed between Further reduces connection errors.

[0337] In addition, the security signal (information output terminal C N10) is the main winning ball signal (information output terminal CN9) which is a pulse output and the out signal (information Since it is placed between the signal output terminal CN11 and the signal output terminal CN2, wiring connection errors are further reduced.

[0338] Next, regarding modified examples of the allocation of output signals to the information output terminal 712, FIG. 27 to FIG. 31 are shown. FIG. 27 shows a modification of the allocation of output signals to the information output terminals in the first embodiment. FIG. 28 is a diagram showing an example (part 1) of an output signal to an information output terminal in the first embodiment. FIG. 29 is a diagram showing a modified example (part 2) of the allocation to the information output terminal of the first embodiment. FIG. 30 is a diagram showing a modified example (part 3) of the allocation of output signals. FIG. 31 is a diagram showing a modification (part 4) of the allocation of output signals to input terminals in the first embodiment. FIG. 13 is a diagram showing a fifth modified example of the allocation of output signals to information output terminals in the state.

[0339] The external information terminal board shown as a modified example (first example) in FIG. The information output terminals are arranged in a horizontal row on the main body frame 11 and the Two sets of information output terminals that perform model-common output are placed on the open end side, and model-dependent output is placed between them. A group of information output terminals that outputs a signal is arranged.

[0340] The common outputs for the shaft side are, in order from the shaft side, the information output terminal group CN1G, the information output terminal CN1 S, information output terminal group CN2G is placed. Information output terminal CN1S is for outputting for one period of fraud prevention measures. The information output terminal CN1S is assigned a signal corresponding to the door / frame open signal and the security It is an information output terminal that outputs a fraud prevention signal corresponding to either one of the security signals, The information output terminal group CN1G is an information output terminal that outputs between the information output terminal CN1 A group of information output terminals arranged adjacent to the shaft side of S, which output pulses. The information output terminals included in the information output terminal group CN1G are used for the countermeasure signal Common signals for all models (for example, winning ball signal, pattern confirmation count signal, starting port signal, main winning ball This outputs signals that do not overlap with other signals (signal, out signal, ring signal). Information output terminal group CN2G is a group of information output terminals arranged adjacent to the open end side of the information output terminal CN1S. It includes one or more information output terminals that output pulses. The information output terminal outputs signals common to all models, excluding the anti-tampering signal, that do not overlap with other signals. do.

[0341] The information output terminal group CN3G is used for the model-dependent output. The information output terminal group CN2G is arranged adjacent to the open end side of the information output terminal group CN2G. The information output terminals included in the information output terminal group CN3G include one or more information output terminals that perform the following: The child is a machine-dependent signal (for example, jackpot 1 signal, jackpot 2 signal, jackpot 3 signal, jackpot 4 signal, etc.) The 1st and 2nd inputs of the ...

[0342] The common outputs for the open end side are, in order from the shaft attachment side, the information output terminal group CN4G, the information output terminal CN The information output terminal CN2S is used for the countermeasure 2 period output. The information output terminal CN2S is assigned a signal corresponding to the door / frame open signal and the security signal. The information output terminal that outputs a security signal that does not overlap with the information output terminal CN1S. The information output terminal group CN4G is an information output terminal that outputs information. A group of information output terminals arranged adjacent to the shaft side of the input terminal CN2S, which generate pulse output. The information output terminals included in the information output terminal group CN4G are: Outputs signals common to all models, excluding the anti-tamper signal, that do not overlap with other signals. Information output terminal group CN5G is a group of information output terminals arranged adjacent to the open end side of the information output terminal CN2S. It includes one or more information output terminals that output pulses. The information output terminal outputs signals common to all models, excluding the anti-tampering signal, that do not overlap with other signals. do.

[0343] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the information output terminal is not adjacent to the terminal, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the model-common signals are located on both sides of the information output terminal row, so The risk of incorrect connection is reduced compared to wired connections in the factory. Depending on the computer, it may not be connected, in which case the free terminal is located in the center. Therefore, there is less risk of incorrect connection than when the vacant terminals are located at the ends.

[0344] The external information terminal board shown as a modified example (part 2) in FIG. 28 is The information output terminals are arranged in a horizontal row on the main body frame 11 and the Two sets of information output terminals that perform model-common output are placed on the open end side, and model-dependent output is placed between them. A group of information output terminals that outputs a signal is arranged.

[0345] The common outputs for the shaft-mounted models are, in order from the shaft-mounted side, information output terminal CN1S, information output terminal group CN2 G is placed. For model-dependent output, the information output terminal group CN3G is placed. Common to all models on the open end side The outputs are, in order from the shaft mounting side, the information output terminal group CN4G, the information output terminal CN2S, the information output terminal Place group CN5G.

[0346] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the information output terminal is not adjacent to the terminal, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the model-common signals are located on both sides of the information output terminal row, so The risk of incorrect connection is reduced compared to wired connections in the factory. Depending on the computer, it may not be connected, in which case the free terminal is located in the center. Therefore, there is less risk of misconnection than if the vacant terminals were located at the ends. The terminal CN1S is located at one end of the information output terminal row, so it is easy to position it. , the information output terminal CN1S is located at one end of the information output terminal row. It is easy to distinguish this from the information output terminal CN2S, which is not located at the end of the circuit.

[0347] The external information terminal board shown as a modified example (third example) in FIG. 29 is The information output terminals are arranged in a horizontal row on the main body frame 11 and the Two sets of information output terminals that perform model-common output are placed on the open end side, and model-dependent output is placed between them. A group of information output terminals that outputs a signal is arranged.

[0348] The common outputs for the shaft side are, in order from the shaft side, the information output terminal group CN1G, the information output terminal CN1 For model-dependent output, the information output terminal group CN3G is arranged. The open end common outputs are, in order from the shaft attachment side, the information output terminal group CN4G, the information output terminal Place child CN2S.

[0349] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the information output terminal is not adjacent to the terminal, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the model-common signals are located on both sides of the information output terminal row, so The risk of incorrect connection is reduced compared to wired connections in the factory. Depending on the computer, it may not be connected, in which case the free terminal is located in the center. Therefore, there is less risk of misconnection than if the vacant terminals were located at the ends. The terminal CN2S is located at one end of the information output terminal row, so it is easy to position it. , the information output terminal CN2S is located at one end of the information output terminal row. It is easy to distinguish this from the information output terminal CN1S, which is not located at the end of the circuit.

[0350] The external information terminal board shown as a modified example (No. 4) in FIG. 30 is The information output terminals are arranged in a horizontal row on the main body frame 11 and the Two sets of information output terminals that perform model-common output are placed on the open end side, and model-dependent output is placed between them. A group of information output terminals that outputs a signal is arranged.

[0351] The common outputs for the shaft-mounted models are, in order from the shaft-mounted side, information output terminal CN1S, information output terminal group CN2 G is placed. For model-dependent output, the information output terminal group CN3G is placed. Common to all models on the open end side For output, an information output terminal group CN4G and an information output terminal CN2S are arranged in that order from the shaft mounting side.

[0352] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the information output terminal is not adjacent to the terminal, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the model-common signals are located on both sides of the information output terminal row, so The risk of incorrect connection is reduced compared to wired connections in the factory. Depending on the computer, it may not be connected, in which case the free terminal is located in the center. Therefore, there is less risk of misconnection than if the vacant terminals were located at the ends. The terminal CN1S and the information output terminal CN2S are located at one end of the information output terminal row. The decision is easy.

[0353] The external information terminal board shown as a modified example (No. 5) in FIG. 31 is an external information terminal board that is installed in the environment where the gaming machine 10 is installed. The information output terminals are arranged vertically in a row on the upper and lower sides of the main body frame 11. Two sets of information output terminals that perform model-common output are placed on the side, and model-dependent output is provided between them. A group of information output terminals is provided to accomplish this.

[0354] The upper model common outputs are, from the top, the information output terminal group CN1G, the information output terminal CN1S, The information output terminal group CN2G is placed. For model-dependent output, the information output terminal group CN3G is placed. The lower model common outputs are, from the top, the information output terminal group CN4G, the information output terminal CN2S , and an information output terminal group CN5G are provided.

[0355] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the information output terminal is not adjacent to the terminal, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the model-common signals are located on both sides of the information output terminal row, so The risk of incorrect connection is reduced compared to wired connections in the factory. Depending on the computer, it may not be connected, in which case the free terminal is located in the center. Therefore, there is less risk of incorrect connection than when the vacant terminals are located at the ends.

[0356] In addition, the external information terminal board shown in FIG. 27 as the modified example (No. 1) is In the same manner as applying the modified example described using 0, the modified example (No. 5) in FIG. The modified examples described with reference to Figs. 28 to 30 can also be applied to the external information terminal board shown in Fig. Cut.

[0357] Next, an external information terminal board in which information output terminals are arranged in two rows will be described. The external information terminal board arranged in two rows facilitates connection to external devices such as hall computers. At the same time, the front frame 12 is provided at the upper part of the pivot side so that the front frame 12 can be opened and closed without any problems. In addition, an external information terminal board with two rows of information output terminals is provided on the back side of the game board 30. It may also be something.

[0358] The external information terminal board, which has two rows of information output terminals, has 12 information output terminals 712 (CN1 The six information output terminals 712 and C The six information output terminals 712 from N7 to CN12 are The external information terminal board is arranged in a vertical line. The row of six information output terminals 712 of N6 is located on the open end side of the front frame 12, and The row of six information output terminals 722 of CN12 is located on the axle side of the front frame 12. In addition, six information output terminals 712 from CN1 to CN6 and six information output terminals 713 from CN7 to CN12 The information output terminals 712 are arranged in a row in the horizontal direction in the installation environment of the gaming machine 10. The external information terminal board may be arranged in such a manner that the external information terminal board is provided with the external information terminal board.

[0359] The twelve information output terminals 712 (CN1 to CN12) are colored to indicate The twelve information output terminals 712 (CN1 to CN12) are different The information output terminals 7 may be colored (for example, 12 colors) to facilitate identification. 12 may be allowed to use the same color (for example, two sets of six colors) to make them easier to distinguish. stomach.

[0360] Next, the output signal to the information output terminals (CN1 to CN12) arranged in two rows The allocation of the number of rows will be described with reference to FIG. 32. FIG. 32 shows the information of the two-row arrangement of the first embodiment. 13 is a diagram showing an example of allocation of output signals to information output terminals. FIG.

[0361] The information output terminal CN1 connects the two terminals (1, 2) and outputs the winning ball signal by contact output. The prize ball signal is a pulse output that is turned on for 128 ms for every 10 prize balls paid out. When outputting pulses continuously, there is an off period of 64 ms between each pulse. Time is set aside.

[0362] The information output terminal CN2 is a contact output that connects the two terminals (1, 2) to open the door / frame. The door / frame open signal is output for a certain period of time. The door / frame open signal is output when a glass frame open error or a main frame open error occurs. It turns on only while this is occurring.

[0363] The information output terminal CN3 determines the pattern by connecting the two terminals (1, 2) and outputting the contact. The number of times signal is output as a pulse. The number of times signal is output as a pulse. It outputs one pulse that is on for 256 ms after the motor stops.

[0364] The information output terminal CN4 is a contact output that connects two terminals (1, 2) to output a start signal. The start port signal is output as a pulse. The start port signal is the start port (start port 36 (start port 1), normal variable input A single pulse that is turned on for 128 ms is output from the time of winning the prize at the prize device 37 (starting port 2). When outputting consecutive pulses, there is an off time of 64 ms between two pulses. .

[0365] The information output terminal CN5 connects the two terminals (1, 2) to output a contact to indicate a jackpot. The signal is output for a period of time. The big win 1 signal is output during the small win, including the start and end of the small win performance. Only turns on for a certain period.

[0366] The information output terminal CN6 connects the two terminals (1, 2) to output a contact to indicate a jackpot. The signal is output for a certain period. The big win 2 signal is output during the small win, including the start and end of the small win performance. It is only on during the jackpot and time-saving period.

[0367] The information output terminal CN7 connects the two terminals (1, 2) to output a contact to indicate a jackpot. The signal is output for a certain period. The big win 3 signal is output during the small win, including the start and end of the small win performance. It only turns on during the jackpot.

[0368] The information output terminal CN8 connects the two terminals (1, 2) to output a contact to indicate a jackpot. The signal is output for a certain period of time. The Jackpot 4 signal is on only during the jackpot period. The information output terminal CN9 outputs an out signal by connecting two terminals (1, 2) to each other. The OUT signal is turned on for 128 ms every time 10 OUT balls are generated. When outputting pulses continuously, there is a 64ms delay between two pulses. An off time of s is provided.

[0369] The information output terminal CN10 is connected between the two terminals (1, 2) to output the main The winning ball signal is output as a pulse. The main winning ball signal is switched on for 128 ms every time 10 winning balls are generated. When outputting pulses continuously, there is a gap between the two pulses. There is an off time of 64ms.

[0370] The information output terminal CN11 provides security by connecting two terminals (1, 2) to output a contact. The security signal is output for a set period when the power is turned on or when a power outage is restored. A certain error occurs during a period corresponding to the state of the switch 127 and the RAM initialization switch 112. It turns on only while the error occurs.

[0371] The information output terminal CN12 is a contact output that connects two terminals (1, 2) to each other. The call signal is output as a pulse of 128m every time the input of the call switch is detected. When outputting pulses continuously, the time between the two pulses is has an off time of 64 ms.

[0372] In this way, the gaming machine 10 outputs a model-common signal (a prize ball signal , door / frame opening signal, pattern confirmation count signal, starting gate signal, main prize ball signal, security signal , out signal, ring signal) to one of two pairs of diagonal ends of the external information terminal board 72. For example, the gaming machine 10 has a prize ball signal and a door at the upper end of the open end of the front frame 12. - The frame opening signal, the pattern determination number signal, and the starting gate signal are arranged, and the front frame 12 is attached to the lower end of the axis attachment side. Out signals, main prize ball signals, security signals, and call signals are provided.

[0373] In addition, the gaming machine 10 does not use model-specific or model-dependent signals that are not necessarily common to multiple models. (jackpot 1 signal, jackpot 2 signal, jackpot 3 signal, jackpot 4 signal) to external information terminal board 72 For example, the gaming machine 10 is arranged close to the end of the other pair of diagonal corners. The jackpot 1 signal and the jackpot 2 signal are arranged at the lower end of the open end side of the face frame 12, and the axis attachment side of the front frame 12 The jackpot 3 signal and the jackpot 4 signal are located at the upper end.

[0374] The gaming machine 10 does not combine the signals common to all types of machines into one, but instead transmits them to the front frame at the external information terminal board 72. 12, the open end side common signal located at the upper end of the open end side of the external information terminal board 72 The signal is divided into a signal for the axis-mounted side common to all models and a signal for the axis-mounted side common to all models located at the lower end of the axis-mounted side of the front frame 12. By arranging a model-dependent signal between the open end side model-common signal and the shaft mounting side model-common signal, Wiring work related to signals common to multiple models can be performed from the diagonal end of the external information terminal board 72. For example, the external information output may not have the jackpot 4 signal depending on the model. In this case, the information output terminal CN8 becomes an unused terminal. The unused terminals can be moved to the other pair of diagonal ends of the external information terminal board 72, The wiring to the information output terminals can be done from one pair of diagonal ends to the external information terminal board 72. This allows the gaming machine 10 to easily position and arrange the wiring connections for the common signals. Line errors can be suppressed.

[0375] In addition, the gaming machine 10 has a door / frame open signal and a security signal, which are important as a countermeasure against fraud, among the common signals for each machine type. The security signal is divided into a model-common signal on the open end side and a model-common signal on the shaft mounting side. This prevents mistakes in confusing the door / frame opening signal with the security signal, which both output signals for the same period. To suppress.

[0376] In addition, when comparing security signals and door / frame opening signals, the door / frame opening signal is 2 or glass frame 15 is opened to output a signal, By making such door / frame open signals common to all models on the open end, The same applies when connecting the wiring from the output terminal CN1 to the information output terminal CN12. This reduces the risk of mistaking door / frame opening signals, which output periodic signals, for security signals.

[0377] In addition, the external information that outputs a periodic signal among the open end side model common signals is the door / frame open signal. By using only one signal, wiring connection errors are prevented. By making the external information that outputs a signal between the two devices a single security signal, wiring connection errors can be prevented. To suppress.

[0378] In addition, among the model-common signals on the open end side, the signals adjacent to the model-dependent signals are made into pulse output signals. This makes it easy to distinguish between the model-dependent signal, which is a period output signal, and the open end side model common signal. For example, the gaming machine 10 has an information output terminal The slave CN4 is the starting signal for the pulse output, and the information output terminal CN5 is the period output jackpot 1 signal. This prevents wiring connection errors from occurring due to the signal output state. Since the output trigger depends on the game progress, it is not easy to check the output. The pulse output can be easily confirmed by making the game ball enter the starting hole.

[0379] In addition, the door / frame open signal (information output terminal C N2) and the jackpot 1 signal (information output terminal CN5), which is the period output in the model-dependent signal. Between them are the pattern determination count signal (information output terminal CN3), which is a pulse output, and the start port signal (information The output terminal CN4) is located in the center of the input / output terminal CN1, which further reduces wiring connection errors.

[0380] In addition, the door / frame open signal (information output terminal C N2) is a pulse output of the winning ball signal (information output terminal CN1) and the pattern determination count signal (information Since it is placed between the output terminal CN3, wiring connection errors are further prevented.

[0381] In addition, among the shaft mounting side model-common signals, the signals adjacent to the model-dependent signals are made into pulse output signals. This makes it easy to distinguish between the model-dependent signals, which are periodic output signals, and the model-common signals on the shaft mounting side and the model For example, the gaming machine 10 has an information output terminal C N9 is the pulse output out signal, and the information output terminal CN8 is the period output big win 4 signal. This prevents wiring connection errors from occurring due to the signal output state. Since the output trigger depends on the game progress, it is not easy to check the output. The output can be easily checked by ejecting the game ball from the outlet.

[0382] In addition, the security signal (information output terminal C) which is a period output of the shaft mounting side model common signal N11) and the jackpot 4 signal (information output terminal CN8), which is a period output in the machine-dependent signal. Between them are the pulse output OUT signal (information output terminal CN9) and the main prize ball signal (information The output terminal CN10) is located on the rear panel, which further reduces wiring connection errors.

[0383] In addition, the security signal (information output terminal C N11) is a pulse output of the main prize ball signal (information output terminal CN10) and the call signal ( Since it is placed between the information output terminal CN12, wiring connection errors are further prevented.

[0384] Next, regarding modified examples of the allocation of output signals to the information output terminal 722, FIG. 33 to FIG. 37 are shown. FIG. 33 shows the 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 1) of allocation. FIG. 35 is a diagram showing a modified example (part 2) of the allocation of output signals to input terminals in the first embodiment. FIG. 13 is a diagram showing a modified example (part 3) of the allocation of output signals to information output terminals arranged in two rows in the state shown in FIG. 36 is a modification of the allocation of output signals to the information output terminals arranged in two rows in the first embodiment (No. 4) FIG. 37 is a diagram showing the configuration of the output signal to the information output terminals arranged in two rows in the first embodiment. FIG. 13 is a diagram showing a fifth modified example of allocation.

[0385] The external information terminal board shown as a modified example (first example) in FIG. The information output terminals are arranged in two rows vertically. Two information output terminal groups that perform common output for all models are arranged at the top end and the top end of the open end. Two information output terminal groups that perform model-dependent output are located at the upper end of the shaft attachment side and the lower end of the open end side. .

[0386] The lower end common output (lower end of shaft mounting side) is, from the lower end, the information output terminal group CN1G, information The output terminal CN1S and the information output terminal group CN2G are placed. The upper end side model-dependent output (upper shaft mounting side The lower end (open end) is where the information output terminal group CN3G is located. The lower end model-dependent output (open end) is where the The information output terminal group CN6G is arranged. The upper end common output (upper end of the open end) is The information output terminal group CN4G, the information output terminal CN2S, and the information output terminal group CN5G are arranged in this order. The information output terminals included in the information output terminal group CN6G are used for model-dependent signals (for example, A signal that does not overlap with any of the following: Hit 1 signal, Big Hit 2 signal, Big Hit 3 signal, Big Hit 4 signal Output.

[0387] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the information output terminal is not adjacent to the terminal, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the model-common signals are output from two diagonal sets of two rows of information output terminals. Because they are located at the diagonal ends of a pair, the risk of incorrect connection is reduced compared to wiring connections in the center. In addition, model-dependent signals may not be connected depending on the hall computer. In this case, the vacant terminal will be located at the end of the other diagonal pair of the two pairs. There is less risk of connection.

[0388] The external information terminal board shown as a modified example (part 2) in FIG. 34 is The information output terminals are arranged in two rows vertically. Two information output terminal groups that perform common output for all models are arranged at the top end and the top end of the open end. Two information output terminal groups that perform model-dependent output are located at the upper end of the shaft attachment side and the lower end of the open end side. .

[0389] The common output for the lower end (lower end of the shaft mounting side) is information output terminal CN1S, information output The upper end model-dependent output (upper end of shaft mounting side) is the information output terminal group C The lower end model-dependent output (lower open end) is the information output terminal group CN6G. The upper end common output (upper end of the open end) is arranged in the information output terminal group CN 4G, information output terminal CN2S, and information output terminal group CN5G are arranged.

[0390] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the information output terminal is not adjacent to the terminal, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the model-common signals are output from two diagonal sets of two rows of information output terminals. Because they are located at the diagonal ends of a pair, the risk of incorrect connection is reduced compared to wiring connections in the center. In addition, model-dependent signals may not be connected depending on the hall computer. In this case, the vacant terminal will be located at the end of the other diagonal pair of the two pairs. There is little risk of connection. In addition, the information output terminal CN1S is located at the corner of the information output terminal row. This makes positioning easy. In addition, the information output terminal CN1S is located at the corner of the information output terminal row. Therefore, it is easy to distinguish it from the information output terminal CN2S that is not located at the corner of the information output terminal row. be.

[0391] The external information terminal board shown as a modified example (third example) in FIG. 35 is The information output terminals are arranged in two rows vertically. Two information output terminal groups that perform common output for all models are arranged at the top end and the top end of the open end. Two information output terminal groups that perform model-dependent output are located at the upper end of the shaft attachment side and the lower end of the open end side. .

[0392] The lower end common output (lower end of shaft mounting side) is, from the lower end, the information output terminal group CN1G, information The output terminal CN1S and the information output terminal group CN2G are placed. The upper end side model-dependent output (upper shaft mounting side The lower end (open end) is where the information output terminal group CN3G is located. The lower end model-dependent output (open end) is where the The information output terminal group CN6G is arranged. The upper end common output (upper end of the open end) is The information output terminal group CN4G and the information output terminal CN2S are arranged in this order.

[0393] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the information output terminal is not adjacent to the terminal, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the model-common signals are output from two diagonal sets of two rows of information output terminals. Because they are located at the diagonal ends of a pair, the risk of incorrect connection is reduced compared to wiring connections in the center. In addition, model-dependent signals may not be connected depending on the hall computer. In this case, the vacant terminal will be located at the end of the other diagonal pair of the two pairs. There is little risk of connection. In addition, the information output terminal CN2S is located at the corner of the information output terminal row. This makes positioning easy. In addition, the information output terminal CN2S is located at the corner of the information output terminal row. Therefore, it is easy to distinguish it from the information output terminal CN1S that is not located at the corner of the information output terminal row. be.

[0394] The external information terminal board shown as a modified example (No. 4) in FIG. 36 is The information output terminals are arranged in two rows vertically. Two information output terminal groups that perform common output for all models are arranged at the top end and the top end of the open end. Two information output terminal groups that perform model-dependent output are located at the upper end of the shaft attachment side and the lower end of the open end side. .

[0395] The common output for the lower end (lower end of the shaft mounting side) is information output terminal CN1S, information output The upper end model-dependent output (upper end of shaft mounting side) is the information output terminal group C The lower end model-dependent output (lower open end) is the information output terminal group CN6G. The upper end common output (upper end of the open end) is arranged in the information output terminal group CN Place 4G and information output terminal CN2S.

[0396] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the information output terminal is not adjacent to the terminal, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the model-common signals are output from two diagonal sets of two rows of information output terminals. Because they are located at the diagonal ends of a pair, the risk of incorrect connection is reduced compared to wiring connections in the center. In addition, model-dependent signals may not be connected depending on the hall computer. In this case, the vacant terminal will be located at the end of the other diagonal pair of the two pairs. There is little risk of connection. In addition, the information output terminal CN2S is located at the corner of the information output terminal row. This makes positioning easy.

[0397] The external information terminal board shown as a modified example (No. 5) in FIG. 37 is The information output terminals are arranged in two rows in the horizontal direction. Two information output terminal groups that perform common output for all models are located at the bottom end and the top end of the shaft mounting side. Two information output terminal groups that perform model-dependent output are located at the lower end of the shaft attachment side and the upper end of the open end side. .

[0398] The lower end common output (lower end of the open end) is the information output terminal group CN1G, Information output terminal CN1S and information output terminal group CN2G are arranged. The information output terminal group CN3G is located on the lower end side. The upper end side model-dependent output (upper end on the open end side) The information output terminal group CN6G is arranged on the upper end side of the model common output (upper end of the shaft mounting side) From the side, the information output terminal group CN4G, the information output terminal CN2S, and the information output terminal group CN5G are Place.

[0399] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the information output terminal is not adjacent to the terminal, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the model-common signals are output from two diagonal sets of two rows of information output terminals. Because they are located at the diagonal ends of a pair, the risk of incorrect connection is reduced compared to wiring connections in the center. In addition, model-dependent signals may not be connected depending on the hall computer. In this case, the vacant terminal will be located at the end of the other diagonal pair of the two pairs. There is less risk of connection.

[0400] In addition, the external information terminal board shown in FIG. 33 as a modified example (No. 1) is In the same manner as applying the modified example described using 6, the modified example (5) in FIG. The modified examples described with reference to Figs. 34 to 36 can also be applied to the external information terminal board shown in Fig. Cut.

[0401] In addition, the gaming machine 10 of the first embodiment described above (including the modified examples) has the following features in one aspect. The conventional gaming machines have the following features: The gaming machine 10 of the first embodiment is provided with an external information terminal board. This makes it easy to check wiring connections.

[0402] (1) A gaming machine (e.g., gaming machine 10) outputs a period signal during a period in which a predetermined condition is satisfied. When a predetermined condition is satisfied, a pulse signal is output from the corresponding information output terminal. Edit the external information terminal board that can be input and the signal (external information) output from the external information terminal board. The periodic signal includes a communication signal for all machines that does not depend on the gaming performance (machine). There are two types of signals: a signal that depends on the game performance (machine) and a signal that depends on the machine. The machine-common signal includes the first The first fraud countermeasure signal (e.g., door / frame open signal) used for the correct countermeasure and the first fraud countermeasure A second fraud prevention signal (e.g., a security signal) used for a second fraud prevention measure different from the first fraud prevention measure. The external information terminal board has a first information output terminal corresponding to a first anti-tampering signal and a second A second information output terminal corresponding to the fraud prevention signal and a machine-dependent signal (for example, a big hit 1 signal, and a third information output terminal corresponding to the jackpot 2 signal, the jackpot 3 signal, and the jackpot 4 signal, The first and third information output terminals are arranged so as not to be adjacent to each other, and a pulse signal is applied between the first and third information output terminals. A fourth information output terminal is provided for outputting (for example, a symbol determination count signal, a start port signal), and A pulse signal (for example, a main winning ball signal) is input between the 2nd information output terminal and the 3rd information output terminal. a fifth information output terminal different from the fourth information output terminal which outputs a fourth information, 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. a first storage area for storing a process for editing the first fraud countermeasure signal; A second storage area used for output judgment of the countermeasure signal and a process for editing the second countermeasure signal are stored. The third memory area is used to determine whether the second fraud prevention signal is to be output, and the fourth memory area is used to determine whether the second fraud prevention signal is to be output. The data is placed in the memory area (see, for example, FIG. 11, FIG. 16, and FIG. 27).

[0403] (2) A gaming machine (e.g., gaming machine 10) outputs a period signal during a period in which a predetermined condition is satisfied. When a predetermined condition is satisfied, a pulse signal is output from the corresponding information output terminal. Edit the external information terminal board that can be input and the signal (external information) output from the external information terminal board. The periodic signal includes a communication signal for all machines that does not depend on the gaming performance (machine). There are two types of signals: a signal that depends on the game performance (machine) and a signal that depends on the machine. The machine-common signal includes the first The first fraud countermeasure signal (e.g., door / frame open signal) used for the correct countermeasure and the first fraud countermeasure A second fraud prevention signal (e.g., a security signal) used for a second fraud prevention measure different from the first fraud prevention measure. The external information terminal board has a first information output terminal corresponding to a first anti-tampering signal and a second A second information output terminal corresponding to the fraud prevention signal and a machine-dependent signal (for example, a big hit 1 signal, and a third information output terminal corresponding to the jackpot 2 signal, the jackpot 3 signal, and the jackpot 4 signal, The first and third information output terminals are arranged so as not to be adjacent to each other, and a pulse signal is applied between the first and third information output terminals. A fourth information output terminal is provided for outputting the signal, and a power supply is provided between the second information output terminal and the third information output terminal. a fifth information output terminal different from the fourth information output terminal for outputting a pulse signal, and the control means When the first anti-tamper signal and the second anti-tamper signal are output, One of the countermeasure signals is output first and then the other is output with a delay (for example, Fig. 3, Fig. 13, See Figure 27).

[0404] (3) The gaming machine (e.g., gaming machine 10) outputs a period signal during a period in which a predetermined condition is satisfied. When a predetermined condition is satisfied, a pulse signal is output from the corresponding information output terminal. Edit the external information terminal board that can be input and the signal (external information) output from the external information terminal board. The periodic signal includes a communication signal for all machines that does not depend on the gaming performance (machine). There are two types of signals: a signal that depends on the game performance (machine) and a signal that depends on the machine. The machine-common signal includes the first The first fraud countermeasure signal (e.g., door / frame open signal) used for the correct countermeasure and the first fraud countermeasure A second fraud prevention signal (e.g., a security signal) used for a second fraud prevention measure different from the first fraud prevention measure. The external information terminal board has a first information output terminal corresponding to a first anti-tampering signal and a second A second information output terminal corresponding to the fraud prevention signal and a machine-dependent signal (for example, a big hit 1 signal, and a third information output terminal corresponding to the jackpot 2 signal, the jackpot 3 signal, and the jackpot 4 signal, The second and third information output terminals are arranged so as not to be adjacent to each other, and a pulse signal is applied between the second and third information output terminals. a fifth information output terminal different from the fourth information output terminal which outputs the first condition, The first fraud prevention signal is edited (output, etc.) when the first condition is satisfied or when the second condition different from the first condition is satisfied. When the first condition is satisfied, the first condition is satisfied regardless of whether the first condition is satisfied or not. After the condition is monitored, the satisfaction of the second condition is monitored (for example, step S151, step (See step S152) If the third condition is met or if the fourth condition, which is different from the third condition, is met, the second non-compliance is not met. When editing a corrective action signal (including output or output), Regardless of whether the third condition is met, the fourth condition is monitored after the third condition is monitored (for example, , see steps S166 to S174) (see, for example, FIG. 16, FIG. 17, FIG. 27) see).

[0405] (4) The gaming machine (e.g., gaming machine 10) outputs a period signal during a period in which a predetermined condition is satisfied. When a predetermined condition is satisfied, a pulse signal is output from the corresponding information output terminal. Edit the external information terminal board that can be input and the signal (external information) output from the external information terminal board. The periodic signal includes a communication signal for all machines that does not depend on the gaming performance (machine). There are two types of signals: a signal that depends on the game performance (machine) and a signal that depends on the machine. The machine-common signal includes the first The first fraud countermeasure signal (e.g., door / frame open signal) used for the correct countermeasure and the first fraud countermeasure A second fraud prevention signal (e.g., a security signal) used for a second fraud prevention measure different from the first fraud prevention measure. The external information terminal board has a first information output terminal corresponding to a first anti-tampering signal and a second A second information output terminal corresponding to the fraud prevention signal and a machine-dependent signal (for example, a big hit 1 signal, and a third information output terminal corresponding to the jackpot 2 signal, the jackpot 3 signal, and the jackpot 4 signal, The first and third information output terminals are arranged so as not to be adjacent to each other, and a pulse signal is applied between the first and third information output terminals. A fourth information output terminal is provided for outputting the signal, and a power supply is provided between the second information output terminal and the third information output terminal. a fifth information output terminal different from the fourth information output terminal for outputting a pulse signal, and the control means Edit the first fraud prevention signal when the first condition is met or when a second condition different from the first condition is met ( When the first condition is met, the third condition is met. Monitoring for the satisfaction of the second condition is not terminated, and monitoring for the satisfaction of the first condition is started when the second condition is satisfied. Without terminating the process, the satisfaction of the first and second conditions is monitored (for example, step S15 1, step S152), if the third condition is satisfied or if a fourth condition different from the third condition is satisfied. The second fraud prevention signal is edited (output or may include output) by When the third condition is met, the monitoring of the fourth condition is not terminated. The third and fourth conditions will be monitored without terminating the monitoring of the third condition due to the establishment of the (For example, see steps S166 to S174) (For example, see FIG. 16, FIG. 17, see Figure 27).

[0406] (5) The gaming machine (e.g., gaming machine 10) outputs a period signal during a period in which a predetermined condition is satisfied. When a predetermined condition is satisfied, a pulse signal is output from the corresponding information output terminal. Edit the external information terminal board that can be input and the signal (external information) output from the external information terminal board. The periodic signal includes a communication signal for all machines that does not depend on the gaming performance (machine). There are two types of signals: a signal that depends on the game performance (machine) and a signal that depends on the machine. The machine-common signal includes the first The first fraud countermeasure signal (e.g., door / frame open signal) used for the correct countermeasure and the first fraud countermeasure A second fraud prevention signal (e.g., a security signal) used for a second fraud prevention measure different from the first fraud prevention measure. The external information terminal board has a first information output terminal corresponding to a first anti-tampering signal and a second A second information output terminal corresponding to the fraud prevention signal and a machine-dependent signal (for example, a big hit 1 signal, and a third information output terminal corresponding to the jackpot 2 signal, the jackpot 3 signal, and the jackpot 4 signal, The second and third information output terminals are arranged so as not to be adjacent to each other, and a pulse signal is applied between the second and third information output terminals. A fifth information output terminal different from the fourth information output terminal which outputs see).

[0407] (6) The gaming machine (e.g., gaming machine 10) outputs a period signal during a period in which a predetermined condition is satisfied. When a predetermined condition is satisfied, a pulse signal is output from the corresponding information output terminal. Edit the external information terminal board that can be input and the signal (external information) output from the external information terminal board. A variable display game can be executed and controlled by an external information editing means. Low-value games with low chance of winning the right to play (for example, low-value time-saving games, low-value general power support, etc.) ) and high-value games with a high probability of winning the right to play the variable display game (for example, high-value games and a game execution control means capable of controlling the following: There are two types of signals: a machine-wide signal that does not depend on the game performance (machine) and a machine-wide signal that depends on the game performance (machine). The model-common signals include a first fraud countermeasure signal used for the first fraud countermeasure and and a second fraud countermeasure signal used for a second fraud countermeasure different from the first fraud countermeasure. The dependent signal includes a game discrimination signal capable of discriminating between a low value game and a high value game, and The daughter board has a first information output terminal corresponding to the first anti-tamper signal and a second information output terminal corresponding to the second anti-tamper signal. and a second information output terminal corresponding to a model-dependent signal and a game discrimination signal. and a third information output terminal group are arranged so as not to be adjacent to each other, and the first information output terminal and the third information output terminal group are arranged so as not to be adjacent to each other. A fourth information output terminal for outputting a pulse signal is disposed between the information output terminal group, and the second information output A fifth information output terminal different from a fourth information output terminal that outputs a pulse signal between the terminal and the third information output terminal group. Arrange information output terminals (see, for example, Figures 21, 22, and 27).

[0408] [Second embodiment] Next, a gaming machine 10 according to a second embodiment will be described. The operation input in the operation presentation is manual operation by the player and automatic operation by the player setting. It is possible to switch between the input state (manual operation and automatic operation) in the operation performance. In addition, the same reference numerals are used for the same configurations as those in the first embodiment, and the description thereof is omitted. do.

[0409] First, the input control in the operation presentation will be described with reference to FIG. 38. FIG. 38 shows the second FIG. 1 is a diagram showing an example of input control in the operation performance of the embodiment. The output is a presentation that accepts a player's operation and allows the presentation mode to be changed. The operation can be performed by pressing the push button 25 or other operation means. Not limited to the push button 25, but also levers and handles that can receive operational inputs by physical displacement. Alternatively, a touch panel or photo panel that can receive operation input without physical displacement may be used. In the following, the push button 25 will be used as a representative of the operation means. This section explains the operation method that uses an alternative operation means to the push button 25. Alternatively, two or more operating means may be used.

[0410] The operation presentation control state in the gaming machine 10 is an operation presentation enabled state and an operation presentation disabled state. The operation presentation valid state allows the reception of player operations related to game presentation. The operation effect valid state is a state in which the game effect is not accepted. The game state is limited to a game state in which game effects can be executed, but the operation effect disabled state is a game state in which game effects can be executed. The operation presentation valid state is not limited to the above state. Regarding the operation means, the player's operation that is not related to the game performance is not accepted. In the valid state, the player's operation related to the game presentation is not accepted, but the player's operation not related to the game presentation is accepted. For example, player operations that are not related to game performance, such as adjusting the volume or brightness, Adjustments, customization settings for effects, viewing game history, operations related to checking game methods, etc. (various operations There is a work called "Sakurai Keita" (work by the same author).

[0411] The operation presentation in the gaming machine 10 is divided into a front operation presentation and a back operation presentation. This is an operation presentation that clearly indicates that a player's operation related to the technique presentation is acceptable. The behind-the-scenes effects are effects that provide a wide range of interest to players who play the gaming machine 10. This is a performance that provides a new interest to experienced players. Although the game can provide enough interest just by playing the game, the hidden operation will provide an opportunity to discover new interests. By providing this information to engineers, we aim to improve long-term operation.

[0412] The hidden operation presentation is performed without clearly indicating that player operations related to the game presentation are acceptable. In addition, without clearly indicating that player operations related to the game presentation are acceptable, The term "konau" may be non-explicit or not explicit compared to the table operation presentation. That is, the front operation presentation may be used to easily inform the player that the player operation is available. The back operation performance is a performance that the player can recognize that the player operation is acceptable. It is not easily recognizable compared to the outgoing.

[0413] In addition, the operation presentation control state is a state in which the player's manual operation is performed in response to the reception of the player's operation related to the game presentation. There is a manual input mode that requires manual operation by the player, and an automatic input mode that does not require manual operation by the player. The manual input mode accepts player operations based on the player's manual operations. On the other hand, the automatic input mode is a mode in which the player's operation is triggered by a predetermined opportunity without any input based on the player's manual operation. In manual input mode, operation input is performed for the front operation presentation and the back operation presentation. Acceptable. In automatic input mode, operation input can be accepted for table operation presentation. However, it does not accept any operation inputs that target the hidden operation effects. Therefore, the front operation effects are manual. The game can be played in input mode and automatic input mode, but the hidden operation performance is performed in manual input mode. The game can be performed in the automatic input mode, but not 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 is The system will transition to automatic input mode if the operation continues for a certain period during the validity period of the For example, when the manual input mode is active and the hidden operation is not in progress, push button 2 If the pressing of 5 continues for 7 seconds, the manual input mode transitions to the automatic input mode. In addition, when the push button 25 is pressed in the automatic input mode, the automatic input The 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. FIG. 39 is a diagram showing an example (part 1) of a screen display in the second embodiment. FIG. 41 is a diagram showing an example (part 2) of a screen display according to the embodiment. FIG. 42 is a diagram showing an example (part 3) of a display. FIG. 42 is a diagram showing an example (part 3) of a screen display of 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 according to the second embodiment. FIG. 13 is a diagram showing an example (part 7) of a screen display according to the second embodiment.

[0416] First, here are some examples of screens that guide you through the manual and automatic input modes: The following will be described with reference to FIG. 39. A display screen 520 shown in FIG. 39(1) is displayed in the manual input mode. The display screen 522 shown in FIG. 39(2) shows a screen during which the three symbols are being changed. This shows the screen when the change is being displayed (three patterns are changing) in the dynamic 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 the display screen 520 displays the message “Automatic” in a light color. Informs you that automatic input mode is not enabled, i.e., manual input mode is enabled. The input mode guide display 521 on the screen 522 displays the message "Automatic" in a dark color. The display notifies the user that the dynamic input mode is active, i.e., that the user is in the automatic input mode.

[0418] The input mode guide display 521 is always displayed in a given game state. Alternatively, the display may be performed in a predetermined state, or may be performed from a predetermined trigger to a predetermined The predetermined game state may be, for example, a variable display state or a customer status. The input mode guide display 521 also indicates when a certain error has occurred or when a jackpot has been reached. During the fanfare, during the ending, etc., when there is no obvious operation being performed The predetermined presentation state may be, for example, a front operation presentation or a back operation presentation. During the period of operation performance, or the period prior to the front operation performance or back operation performance, There are periods after the performance, periods consisting of a combination of these periods, etc. For example, pressing the push button 25, completing the initialization process, completing the power recovery process, waiting for customers, Examples of such an event include the end of a state, the passage of a predetermined time, etc.

[0419] The input mode guide display 521 may be displayed at a predetermined display position. Alternatively, the display position may be changed. For example, The display position of the inner display 521 may be changed depending on whether the player is in a reach state or not. The mode guide display 521 may be displayed in a predetermined size, or the size may be changed. For example, the input mode guide display 521 may be displayed as follows: The display size may be changed depending on whether the ball is in reach or not, or whether the ball is waiting for a customer, etc.

[0420] In addition, the input mode guide display 521 is displayed in a large size when it overlaps with the large pattern group 501, which is a decorative pattern. The input mode guide display 521 is displayed in priority to the symbol group 501. A small pattern group 502, which is a pattern, a special pattern 1 reserved number display 503, a special pattern 2 reserved number display 504, and a reserved The display is displayed in a position that does not overlap with the pending call display 505 and the pending call digestion display 506. The gaming machine 10 is capable of inputting the input mode without giving the player a disadvantage in guiding the game progress. We can provide guidance on the following:

[0421] Although the gaming machine 10 provides input mode guidance using the input mode guidance display 521, , instead of or in addition to the input mode guide display 521, The game machine 10 may guide the player by using a sound effect (including sound effects) or light emission. , the illumination state of the push button 25 (off in manual input mode, yellow light in automatic input mode, etc.) ) to guide the input mode. In addition, the gaming machine 10 may display the following in response to the input mode: The operation sound of the push button 25 may be changed.

[0422] Next, examples of screens that prompt the player to perform operations in the manual input mode and the automatic input mode are shown in FIG. The display screen 524 shown in FIG. 40(1) is used when playing in the manual input mode. The display screen 526 shown in FIG. 40(2) is a screen that prompts the technician to perform an operation. A screen prompting the player to perform an action is shown.

[0423] Both display screens 524 and 526 have an input mode guide display 521 and an operation promotion guide display 522. The input mode guide display 521 on the display screen 524 indicates the manual input mode. The input mode guide display 521 on the display screen 526 indicates that the input mode is selected. Informs you that you are in auto-fill mode.

[0424] The operation promotion guide display 525 is a display that prompts the player to perform a player operation in the front operation presentation. In addition, the hidden operation effect is not an effect that encourages the player to perform a player operation, so the operation promotion guide display 52 5 is not displayed. The operation promotion guide display 525 displays an image of the outline of the push button 25. The user is informed that the operation target is the push button 25. 5 displays the message "Push!" and indicates that the operation is to press the push button 25. The operation promotion guide display 525 also displays a time gauge to indicate the operation acceptance period. The size of the gap and the amount of time that has elapsed since the operation acceptance started (or the remaining time that the operation can be accepted) are displayed. do.

[0425] In addition, when the gaming machine 10 prompts the player to perform a player operation, the gaming machine 10 displays an outline of the push button 25. Decorate the image display with colors that indicate the level of expectation (for example, colors according to the development rules described below). In this way, the degree of expectation may be suggested before the operation input is accepted. 0 is a color that indicates the degree of expectation (for example, the development rule described later) of the light-emitting part of the push button 25 The color of the light emitted may be changed to indicate the degree of expectation before the operation input is accepted. .

[0426] Note that the illumination of the operation section (for example, the illumination of the push button 25) is turned on during the operation promotion guide display period. When the period when the automatic input mode is notified overlaps with the period when the automatic input mode is notified, the operation promotion notification is supported. The illumination of the selected color takes precedence over the illumination indicating that the device is in the automatic input mode. For example, The operation section lights up in white, red, or rainbow colors to indicate the operation prompts. When the automatic input mode is activated, the light will not change to yellow but will instead turn white, red, or The rainbow light continues to be emitted. In addition, the operation panel light is displayed in the color corresponding to the automatic input mode. When the light is yellow, the indicator will immediately turn yellow to indicate the operation prompt. Switch from light to white, red, rainbow, or other corresponding color. Also, the operation panel illumination can be , the operation promotion guidance display period overlaps with the period informing that the automatic input mode is in effect. When the operation promotion display period ends, the display color corresponding to the automatic input mode is The color immediately changes to yellow. This allows the gaming machine 10 to provide an operation promotion guide and an automatic input mode. This makes it possible to easily inform the player that the game is a bonus.

[0427] Next, the display of the screen after the player's operation in the manual input mode of the front operation performance or the back operation performance An example will be described with reference to Fig. 41. The display screen 528 shown in Fig. 41(1) is in the manual input mode. In FIG. 41(2), a screen is shown which accepts the player's operation and notifies the player of a predetermined expectation level. The display screen 530 displays a message indicating that a player's operation has been accepted in the manual input mode but has not exceeded a predetermined expectation level. A screen without notification is shown.

[0428] Both display screens 528 and 530 have an input mode guide display 521 and an expectation degree notification display 52 The expectation level notification display 529 includes the display content of 9. The expectation level notification display 529 on the display screen 528 indicates the degree of expectation. The system informs the player of the expected level of expectation (including hints and guidance) based on the information and displays the information together with the character. The color of the balloon (or the background color or text color of the balloon) is used to indicate a predetermined expectation level. The expected value to be notified is the outcome of the game (the occurrence of a win, the value of the win, etc.). It may be the degree of expectation of development of game presentation, the degree of expectation of set values ​​related to game performance, etc. stomach.

[0429] The expectation level notification display 529 on the display screen 528 accepts the player's operation and displays a positive The screen showing the degree of expectation is shown in FIG. The character indicates a relatively high expectation level, and the aura behind the character indicates that The expectation level corresponding to a color (for example, blue) is notified.

[0430] The expectation degree notification display 529 on the display screen 530 indicates that the player's operation has been accepted but is not significant. The expectation level notification display 529 on the display screen 530 does not indicate the expected level. The emotionless characters do not convey any meaningful expectations, and the speech bubbles in the background of the characters are Its color (eg, white) does not signal any significant expectation.

[0431] In this way, the gaming machine 10 may notify a significant expectation level depending on the acceptance of the player's operation. For example, the gaming machine 10 may not notify the player of the expected rate. By probabilistically announcing the expected degree of significance even if the player accepts the game, multiple games can be played with one operation. This can encourage user operation.

[0432] In addition, the screen after manual operation input in the automatic input mode of the table operation presentation will also be displayed as a manual operation screen. The automatic input mode is changed to the manual input mode by the operation input, and the display screens 528 and 530 In addition, the screen after automatic input in the automatic input mode of the table operation performance is the same as the input The display screens are the same as the display screens 528 and 530 except that the power mode guide display 521 is displayed in a dark color. In addition, in the automatic input mode of the hidden operation performance, the hidden operation performance is the subject of automatic input. Since this does not occur, the display screens 528 and 530 are not reached.

[0433] Next, we will show examples of the operation reception screen for the hidden operation in manual input mode and automatic input mode. The following will be described with reference to FIG. 42. A display screen 532 shown in FIG. 42(1) is displayed in the manual input mode. The display screen 53 shown in FIG. 42(2) is a screen that allows input operations for the hidden operation performance to be accepted. 4 shows a screen that allows input operations for hidden operation effects to be accepted in the automatic input mode.

[0434] The display screens 532 and 534 are used for displaying the hidden operation during a predetermined performance in the variable display of the special game. This is a display screen when the input operation of is made acceptable. The hidden operation performance is a guide display equivalent to the operation promotion guide display 525. Although it is not performed, a performance identification display 533 is displayed to enable the user to understand that it is a specified performance. .

[0435] The display screens 532 and 534 display an input mode guide display 521 and a performance identification display 533. The input mode guide display 521 on the display screen 532 indicates that the input mode is manual. The input mode guide display 521 on the display screen 534 guides the user to the automatic input mode. This will inform you that this is a

[0436] The effect identification display 533 informs the user that a specific effect is being performed. 533 is a method of suggesting a hidden operation effect to a player who is aware that a certain effect is a hidden operation effect. On the other hand, the effect identification display 533 indicates that a given effect is a hidden operation effect. No guidance is given to players who are not already aware of this.

[0437] The performance identification display 533 may be guided by the appearance of a predetermined character. Alternatively, the information may be given by a predetermined presentation mode that does not depend on a character. The predetermined presentation mode may be, for example, a predetermined display on the display device 41, a light emission mode of the light emitting device, a predetermined Sound output, the movable state of the movable member, the vibration state of the vibration device, and other specific effects in the effect device There are various aspects, such as: ...

Claims

[Claim 1] An operating means capable of receiving operation input from the player, A promotional effect means capable of performing a promotional effect to encourage operation of the aforementioned operating means, A reception state setting means that can set a first operation reception state in which operation input can be received while the aforementioned promotional performance is being executed, or a second operation reception state in which operation input can be received without the aforementioned promotional performance being executed, The system includes an input state setting means that can set a first input state in which operation input by a player can be received in the first operation reception state, or a second input state in which operation input can be received without player operation in the first operation reception state, Based on the operation input received in the first operation reception state, a first expectation level performance can be executed. Based on the operation input received in the second operation reception state, a second expectation level effect can be executed. When the second input state is set by the input state setting means, In the first operation reception state, it is possible to execute the first expectation level presentation without any player operation, In the second operation reception state, the execution of the second expectation level presentation without player input is restricted. It is possible to guide the user on which of the first input state or the second input state is set. Gaming machine.