Game machine
Patent Information
- Application Number
- JP2023148644
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-13
- Publication Date
- 2025-03-26
- Estimated Expiration
- 2043-09-13
AI Technical Summary
【0008】 本発明の一形態によれば、RAMのクリアに係る作業を簡素化することができる。
Smart Images

Figure 2025041385000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Among gaming machines, typified by pachinko machines, there are some that execute RAM clear in response to an operation of a predetermined operating means (RAM clear switch) (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-61975 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in conventional gaming machines, there is room for improvement in terms of simplifying the work involved in clearing the RAM.
[0005] Therefore, an object of the present invention is to simplify the work involved in clearing RAM. [Means for solving the problem]
[0006] In one representative embodiment of the present invention, there is provided a gaming machine capable of clearing at least a portion of the memory area in the RAM of a gaming control device, in which the memory area is cleared if a RAM clear switch is on when the power is turned on, and the memory area is cleared if the RAM clear switch is off when the power is turned on and the power outage time of the gaming control device is equal to or longer than a predetermined time.
[0007] In another form of the present invention, there is provided a gaming machine that executes a RAM clear process to clear at least a portion of the memory area in the RAM of a gaming control device, wherein the RAM clear process can be executed if a RAM clear switch is on when the power is turned on, and the RAM clear process can be executed if the RAM clear switch is off when the power is turned on and the power outage time of the gaming control device is equal to or longer than a predetermined time. Effect of the Invention
[0008] According to one aspect of the present invention, the work involved in clearing RAM can be simplified. [Brief description of the drawings]
[0009] [Figure 1] 1 is an oblique view of the gaming machine from the front side. [Diagram 2] FIG. [Diagram 3] 2 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] 2 is a block diagram showing an example of the configuration of a performance control system of a gaming machine. [Diagram 5] 5 is a flowchart showing details of a power outage recovery process according to the first embodiment. [Figure 6] FIG. 2 is a diagram for explaining a configuration (control logic) for realizing power interruption time determination according to the first embodiment. [Figure 7] 10 is a flowchart showing details of a power outage recovery process according to a second embodiment. [Figure 8] FIG. 13 is a diagram showing an example of a display form for a clear advance notification. [Figure 9] 13 is a table showing an example of each notification mode in the basic clear notification process and the pre-clear notification. [Figure 10] 11 is a diagram illustrating an example of a chronological relationship between a clear advance notification and a clear process at switch off. FIG. [Figure 11] FIG. 13 is a diagram for explaining a configuration (control logic) for realizing a power interruption time determination according to the third embodiment. [Figure 12] 13 is a flowchart showing details of a power outage recovery process according to the fourth embodiment. [Figure 13] 13 is a flowchart showing details of a power outage recovery process according to a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] [First embodiment] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. In the description of the gaming machine, the terms front (front), back (back), left, and right are based on the directions seen by a player during play.
[0011] [Overall view of the gaming machine] FIG. 1 is a diagram for explaining a gaming machine 10 as a pachinko machine. The gaming machine 10 of this embodiment is an enclosed gaming machine (smart pachinko machine), and gaming balls as gaming media circulate inside the gaming machine and are not provided as gaming value on a tray such as an upper tray. Gaming value is provided as numerical data instead of gaming media (gaming balls). Note that the configuration of the following embodiment can also be applied to gaming machines that are not enclosed.
[0012] The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment and can be rotated open and closed via hinges 16. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). The left end of the opening / closing frame is the shaft-mounted end attached to the hinge 16, and the right end is the open end that is opened by rotation. The frame 11 and the front frame 12 form an outer frame unit.
[0013] A game board 30 (see FIG. 2) is disposed on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached. The cover glass 14 functions as a game viewing area that allows a game area 32 (see FIG. 2) formed on the game board 30 to be viewed. Note that the cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent member holding frame that holds the transparent member.
[0014] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, the game area 32 of the game board 30 can be accessed. Also, by opening the front frame 12 with the glass frame 15 not opened, the game control device (main board) 100 (see FIG. 3) and the like arranged on the back side of the game board 30 can be accessed.
[0015] Various frame-constituting members are disposed around the edge of the glass frame 15 around the cover glass 14 .
[0016] Decorative devices 18a, 18b, and 18c capable of producing light effects according to the game status are disposed on the upper, right, and left sides of the glass frame 15. The decorative devices 18a, 18b, and 18c house lighting components such as LEDs 46 (see FIG. 4) inside, and are performance devices that produce light effects according to the game status. These decorative devices 18a, 18b, and 18c collectively constitute the frame decorative device 18.
[0017] Upper speakers 19a are disposed in the upper right and upper left corners of the glass frame 15. In addition to these upper speakers 19a, lower speakers 19b are provided in the lower part of the gaming machine 10. The lower speaker 19b is disposed in the lower part of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc.
[0018] The performance operation device is located on an operation panel extending left and right at the bottom of the glass frame 15, and is an operation device including a performance button 25 and a directional key switch 450.
[0019] The effect button 25 includes a built-in effect button switch 25a (see FIG. 4) that detects when it is pressed. A plurality of effect buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross key switch, or may be a general type consisting of a plurality of (e.g., four) switches arranged on the front, back, left, right, etc. The directional key switch 450, for example, adjusts the brightness of the effect LED 46 by increasing or decreasing (+-) with the two switches on the left and right, and adjusts the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) with the two switches on the front and back.
[0020] By operating the performance operation device (particularly the performance button 25), the player can perform a performance in which the player's operation is involved in the special symbol variable display game displayed on the display device 41. For example, a performance pattern (performance mode) can be selected, or a preview performance that predicts the result of the variable display game can be executed. Note that the variable display game includes a special symbol variable display game (special symbol variable display game), and when it is simply referred to as a variable display game, this specification refers to the special symbol variable display game unless otherwise specified.
[0021] In addition, the presentation content may be changed not only when the variable display game is being played, but also when the game is not being played by the player operating the presentation operation device.
[0022] The game state when the variable display game is executed consists of a plurality of game states. The normal game state (normal state) is a game state in which no special game state occurs, and is basically a low base state with a low ball payout rate (base value). The special game state is a non-normal game state, and includes a specific game state and a special game state. For example, the specific game state includes a time-saving state (normal power support state) and a state in which the probability of a special result (e.g., a jackpot) occurring in the variable display game is high (probability change state, probability change state). The special game state includes a jackpot state and a small jackpot game state (small jackpot state). The special game state is basically a high base state in which the ball payout rate (base value) is higher than the normal game state. The game control device 100 (game state selection means, setting means) can select (set) one game state from the plurality of game states to set it as the current game state.
[0023] An operating handle 24 for controlling the operation of a ball launcher (not shown) is provided below the glass frame 15 and at the bottom of the front frame 12.
[0024] The operating handle 24 is disposed, for example, at the lower right of the front frame 12 and to the right of the lower speaker 19b. When the player rotates the operating handle 24 as a launching operation, the ball launching device launches the supplied game ball into the game area 32 of the game board 30. The launching speed of the game ball launched from the ball launching device is set to be faster as the rotation operation amount of the operating handle 24 increases. That is, the ball launching device can change the launching force, which is the force (speed) with which the game ball is launched into the game area 32, in response to the operation of the operating handle 24 by the player, and can launch the game ball in various launching modes with different launching forces. The launching modes (hitting methods) corresponding to the launching operation (operation amount) of the operating handle 24 include a left hit (normal hit) in which the game ball flows down on the left side of the game area 32, and a right hit in which the game ball flows down on the right side of the game area 32.
[0025] In the enclosed gaming machine 10, gaming balls discharged from the gaming area 32 are resupplied to the ball launching device, and there is no exchange of gaming balls with the outside of the gaming machine 10 (island equipment) or discharge of gaming balls into the tray.
[0026] In addition, on the back side of the front frame 12, a game control device 100, a performance control device 300, a power supply device 400 that supplies power to various devices, etc. are arranged (see Figures 3 and 4).
[0027] The card unit 201 is a so-called inter-machine sandwich, and is installed between the gaming machine 10 and the adjacent gaming machine on the gaming island. The card unit 201 is installed on the left side of the gaming machine 10 and is connected to the gaming machine 10 so as to be able to communicate with the gaming machine 10. The card unit 201 has an insertion section 202 into which a card, which is a data storage medium such as an IC card, is inserted. The card can store the remaining amount of money deposited, and the number of balls on the card (the number of game values owned), which is the number of balls owned by the player. The card balls are valid only on the day they are generated, and the balls on the card after that day may be added to the balls saved managed by the gaming establishment (the balls saved are converted into saved balls). The card may store the personal information of the player or the remaining amount of payment (prepaid balance). The card unit 201 has a cash insertion section 203 into which cash can be inserted as paper money. The amount of money deposited into the cash insertion section 203 is added to the remaining amount stored in the card.
[0028] The card unit 201 includes an operation panel 210. The operation panel 210 includes a ball loan operation section 211, a payout operation section 212, a return operation section 213, a game ball number display section 214, and a balance display section 215. The game ball number display section 214 and the balance display section 215 are provided in a monitor such as a liquid crystal monitor. The ball loan operation section 211 is operated when increasing the number of balls held on the gaming machine side (the number of usable game balls, the number of usable game values), which is the number of game balls that can be used by a player, based on the balance stored in the card. The number of balls held on the gaming machine side is numerical data managed by the gaming machine 10. The payout operation section 212 is operated when increasing the number of balls held on the gaming machine side based on the number of balls held on the card. The return operation section 213 is operated when receiving the return of a card inserted in the card unit 201. The number of balls held on the card is displayed on the game ball number display section 214. The remaining balance display section 215 displays the remaining balance.
[0029] The card unit 201 includes a unit control device 220, which includes a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a executes a unit control program to perform a predetermined control. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during the operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the gaming machine 10 so as to be able to communicate bidirectionally. The gaming machine 10 may be connected to the input / output unit 220d of the card unit 201 so as to be able to communicate with it via the payout control device 200. The card unit 201 also includes an input / output unit that connects to a hall computer installed in a gaming facility (amusement arcade). The hall computer can communicate with a server installed in a data center outside the gaming facility via a network.
[0030] The CPU 220a can rewrite the memory contents of the card inserted into the insertion unit 202. The CPU 220a receives an input of an input amount signal output when cash is inserted into the cash insertion unit 203. The CPU 220a also increases the number of balls held by the gaming machine in response to an operation signal from the ball lending operation unit 211 or the payout operation unit 212, and performs control to return cards in response to an operation signal from the return operation unit 213. The CPU 220a also controls the display contents of the game ball number display unit 214 and the remaining amount display unit 215.
[0031] When the CPU 220a receives a counting signal from the gaming machine 10, it adds the number of gaming balls that can be identified from the counting signal to the number of balls held on the card. The counting signal is information that can identify the number of balls held on the gaming machine side that is to be transferred as the number of balls held on the card of the card unit 201, and is transmitted from the gaming machine 10 to the card unit 201.
[0032] The gaming machine 10 is provided with a ball number display unit 217 that displays the number of balls held by the gaming machine (the number of available gaming values), which is the number of available gaming balls that can be used by the player. As an example, the ball number display unit 217 is configured with multiple (for example, six) seven-segment LED lamps arranged in a row, and can display multiple (six-digit) numbers.
[0033] The gaming machine 10 includes a counting operation unit 218, which is operated when the player ends the game on the gaming machine 10. When the counting operation unit 218 is pressed, it outputs the above-mentioned counting signal. The gaming machine 10 includes a counting notification unit 218a, which notifies whether or not counting is possible. As an example, the ball number display unit 217, the counting operation unit 218, and the counting notification unit 218a are disposed on the front side of the glass frame 15.
[0034] The number of prize balls awarded to a player (number of awarded game balls, number of awarded game values, amount of awarded game value) is added to the number of balls held by the gaming machine (number of usable game values). The number of prize balls is awarded as game balls in non-enclosed gaming machines, but is awarded as numerical data in enclosed gaming machines. The number of balls fired into the gaming area 32 (or the number of balls discharged from the gaming area 32) becomes the number of used game balls (number of used game values) in enclosed gaming machines, and can be stored and managed as numerical data. The new number of balls held by the gaming machine is calculated by subtracting the number of used game balls from the current number of balls held by the gaming machine and adding the number of prize balls.
[0035] [Game board] Next, the game board 30 of the gaming machine 10 will be described with reference to Fig. 2. Fig. 2 is a front view of the game board 30 provided in the gaming machine 10.
[0036] As shown in FIG. 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by a guide rail 31 is provided on the front side of the game board body 30a. The game machine 10 is configured to play a game by shooting game balls from a ball launcher into the game area 32 surrounded by the guide rail 31. The shooting passage 29 guides the game balls from the ball launcher to the game area 32. In the game area 32, windmills, obstacle nails, and the like are arranged as members for changing the flow direction of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these members.
[0037] A window 40 that serves as a display area for the variable display game is provided in the approximate center of the game board main body 30a. A display device 41 is disposed behind the window 40 as a performance display device (variable display device) that variably displays (variably displays) multiple pieces of identification information. The display device 41 includes, for example, a liquid crystal display, and is disposed so that the display contents can be viewed from the front side of the game board 30 through the window 40. The display device 41 is not limited to one that includes a liquid crystal display, and may include a display such as an organic electroluminescence display.
[0038] A plurality of variable display areas are provided on the display screen (display section) of the display device 41, and identification information (special symbols) and images that produce a variable display game are displayed in each variable display area.
[0039] An upper performance unit 40a and a side performance unit 40b are provided on the upper and right sides of the game board 30. The upper performance unit 40a and the side performance unit 40b have performance LEDs 46 and perform light emission performances, and can also perform action performances (movement performances, rotation performances) as performance movable bodies 44 (movable role objects, see FIG. 4).
[0040] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 on the right side of the window 40. A gate switch (SW) 34a is provided inside the normal symbol start gate 34 for detecting a game ball that has passed through the normal symbol start gate 34 (see FIG. 3). When a game ball shot into the game area 32 passes through the normal symbol start gate 34, a normal symbol variation display game is executed.
[0041] A general winning port 35 (general winning area) is arranged in the game area 32 on the lower left of the window 40, and a general winning port 35 is also arranged in the game area 32 on the lower right of the window 40. The entry of game balls into these general winning ports 35 is detected by winning port switches (SW) 35a (1 to n) provided in the general winning ports 35.
[0042] In the game area 32 below the window 40, a start winning port 36 (first start winning port, start winning port 1, first start winning area) that provides the start condition of the special chart variable display game is provided. In the game area 32 on the right side of the window 40, a normal variable winning device 37 (normal electric device, normal electric) equipped with a second start winning port (second start winning port, start winning port 2, second start winning area) is provided below the normal chart start gate 34. The normal variable winning device 37 is equipped with a movable member 37b (movable piece) that rotates forward or the like to change the state to one in which the game ball can easily flow in. When the movable member 37b is in a closed state, the game ball cannot win the normal variable winning device 37. When the game ball wins the start winning port 36 or the normal variable winning device 37, the special chart variable display game is executed. In this embodiment, the game ball is more likely to enter the start winning hole 36 when hit from the left, and the game ball is more likely to enter the normal variable winning device 37 when hit from the right.
[0043] When the result of the normal variable display game becomes a predetermined stop display mode, the movable member 37b operates via the normal power solenoid 37c (see FIG. 3) to open, changing to an open state (an easy-to-win state advantageous to the player) in which game balls easily flow into the normal variable winning device 37. If the movable member 37b is not in the open state (easy-to-win state), it becomes a closed state (a non-easy-to-win state, a difficult-to-win state) in which game balls do not easily flow into the normal variable winning device 37. In this embodiment, the start winning port 36 does not have a movable member (opening / closing member) unlike the normal variable winning device 37, and is always in an open state (open state), but a configuration having a movable member (opening / closing member) is also possible.
[0044] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of occurrence of the easy-to-win state by shortening the variation time of the normal map variation display game or by making the winning probability of the normal map variation display game higher than normal, or by lengthening the occurrence time of the easy-to-win state compared to the easy-to-win state that occurs in the normal game state in which no special play is performed, thereby generating a time-saving state (normal power support state) as a specific game state. Note that the time-saving state (normal power support state) also occurs overlappingly in the probability variation state (excluding the latent probability variation state).
[0045] In the game area 32 below the normal variable winning device 37, a special variable winning device 39 is provided having an opening / closing door 39c that opens the large winning port (large winning area) by operating a large winning port solenoid 39b (see FIG. 3). The special variable winning device 39 converts the large winning port from a closed state (a closed state disadvantageous to the player) to an open state according to the result of the special chart variable display game, and by facilitating the inflow of game balls into the large winning port, it is designed to give the player a predetermined game value (for example, the number of time-saving / probability-changing times after the end of the prize ball or the end of the big win). In addition, a large winning port switch 39a (count switch) (see FIG. 3) is arranged in the large winning port as a detection means for detecting the game ball that has entered the large winning port. In addition, the special variable winning device 39 is designed to make it easier for game balls to enter when hitting from the right.
[0046] A specific area 86 (so-called V winning port) is provided inside the special variable winning device 39. For example, if a game ball enters the specific area 86 (V winning port, V winning area) after the opening and closing door 39c is opened by a small win, a big win is confirmed. The specific area 86 may be opened for a long time only during a small win so that the game ball can easily pass through. The game control device 100 can detect the passage of the game ball into the specific area 86 (V winning) via a sensor (specific area switch 72 described later) or the like, and when it detects a V winning, it determines that the game will transition to a big win state (V winning big win state) after the small win ends, and transmits information indicating that a V winning has occurred (specific area passing command, etc.) to the performance control device 300 described later. Then, the performance control device 300 can notify the V winning on the display device 41 or the like.
[0047] That is, in this embodiment, the gaming machine 10 is a so-called 1 type 2 type mixed machine (1+2 type machine). In this embodiment, the special variable winning device 39 is opened by a small win, and the gaming ball enters a specific area 86 (V winning hole) in the special variable winning device 39, resulting in a big win. The configuration of this embodiment can also be applied to gaming machines other than the 1 type 2 type mixed machine.
[0048] When a game ball enters the large winning port of the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning device 39, the payout control device 200 (see FIG. 3) gives the number of winning balls according to the type of winning port as numerical data and adds it to the number of balls held by the gaming machine (the number of usable game balls, the number of usable game values). In addition, the lower game area 32 is provided with an outlet 30b for collecting game balls that did not enter the winning ports. In addition, the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning device 39, or their vicinity, are provided with performance LEDs 46 that can emit light when a game ball enters a prize.
[0049] In addition, outside the game area 32, in the lower right corner of the game board main body 30a, a collective display device 50 that executes a special chart change display game (special chart 1 change display game, special chart 2 change display game) and a normal chart change display game is provided. The collective display device 50 is an information display device that is composed of LED lamps (light-emitting parts, light-emitting members) and displays information such as the current game state, and includes display units 51 to 60.
[0050] The collective display device 50 has a first special chart change display unit 51 (special chart 1 display, 8 LED lamps) and a second special chart change display unit 52 (special chart 2 display, 8 LED lamps) for the change display game, which are composed of a group of multiple LED lamps, a change display unit 53 (normal chart display, 3 LED lamps) for the normal chart change display game, and a memory display unit (special chart 1 hold display unit 54, special chart 2 hold display unit 55, normal chart hold display unit 56) for notifying the start memory number (hold number) of each change display game. The special chart 1 display unit 51 and the special chart 2 display unit 52 may be 7-segment type display units. The special chart 1 hold display unit 54 is composed of two LED lamps. The special chart 2 hold display unit 55 is composed of two LED lamps. The normal chart hold display unit 56 is composed of two LED lamps.
[0051] The collective display device 50 is also provided with a first game status display unit 57 (first game status indicator, one LED lamp) that indicates whether it is time to hit to the right (when you should hit to the right) or when it is time to hit to the left (when you are hitting normally), a second game status display unit 58 (second game status indicator, one LED lamp) that lights up when a time-saving state occurs to indicate the occurrence of the time-saving state, a third game status display unit 59 (third game status indicator, probability state display unit, one LED lamp) that indicates that the probability state of a jackpot is in a high probability state when the gaming machine 10 is turned on, and a round display unit 60 (four LED lamps) that displays the number of rounds at the time of a jackpot (the number of times the special variable winning device 39 is opened and closed, the upper limit of the number of rounds).
[0052] In the special chart 1 display 51 and the special chart 2 display 52, the variable display game (pattern variable game) is executed by a variable display (variable display) in which the identification information (for example, a part or all of the multiple LED lamps) is repeatedly turned on and off (blinking). Note that multiple types of identification information (patterns) may be displayed in a variable manner while being switched on and off. In addition, the variable display game may be performed by all LED lamps provided as displays for the variable display game being turned on and off (all LEDs flashing simultaneously), circulating (any one LED lamp is turned on and off in a predetermined order at predetermined times), or by turning on and off (blinking) or circulating lighting by a predetermined number of LEDs among the multiple LED lamps. In the normal chart display 53, the variable display game (pattern variable game) is also executed by a variable display (variable display, flashing) in which the three LED lamps are repeatedly turned on and off. In addition, the normal chart display 53 can also be appropriately configured in the same manner as the special chart 1 display 51 and the special chart 2 display 52. In this way, since the pattern (special pattern or ordinary pattern) displayed (display mode, display state) on the special pattern 1 display 51, the special pattern 2 display 52, or the ordinary pattern display 53 fluctuates (changes) over time in the variable display game, the variable display game is also called a pattern variable game.
[0053] Next, the flow of the game in the gaming machine 10, the details of the regular chart variation display game and the special chart variation display game will be described.
[0054] In the gaming machine 10, a game is played by shooting a gaming ball from a ball launcher (not shown) toward the gaming area 32. The shot gaming ball flows down the gaming area 32 while changing the rolling direction due to obstacle nails, windmills, etc. arranged in various places in the gaming area 32, and wins or enters the normal start gate 34, the normal winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 39, or flows into the out port 30b provided at the bottom of the gaming area 32 and is discharged from the gaming area 32. Then, when a gaming ball wins the normal winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 39, the number of winning balls according to the type of winning port is added to the number of balls held by the gaming machine (the number of available gaming balls). The ball number display unit 217 displays the number of balls held by the gaming machine after the addition.
[0055] The normal map start gate 34 is provided with a gate switch 34a that detects the game ball that has passed through the normal map start gate 34. When the game ball passes through the normal map start gate 34, it is detected by the gate switch 34a, and a normal map variation display game is executed based on the result of the judgment of the winning judgment random number value extracted at this time.
[0056] In a state where the normal map variation display game cannot be started, for example, when the normal map variation display game has already been played and the game has not ended, or when the result of the normal map variation display game is a win and the normal variation winning device 37 has been converted to an open state, when the game ball passes through the normal map start gate 34, if the normal map start memory number (normal map reserve number) is less than the upper limit number, the memory number is incremented (+1). The game control device 100 (RAM 111c) serves as a start memory means for storing a predetermined random number extracted based on the passage of the game ball through the normal map start gate 34 as a start memory that becomes the right to play the normal map variation display game, with a predetermined number as the upper limit.
[0057] The normal map start memory (normal map reserve) stores a random number value for determining whether the normal map fluctuation display game is a win or a loss, and when this random number value for determining whether the game is a win or a loss matches the judgment value, the normal map fluctuation display game is a win and a specific result pattern is derived.
[0058] The regular pattern variation display game (pattern variation game) is executed by the regular pattern display device 53 provided in the collective display device 50. The regular pattern display device 53 is composed of an LED that indicates a win when lit as regular identification information (regular pattern, regular pattern) and indicates a miss when unlit, and displays the variation of the regular identification information by flashing this LED, and displays the result by turning on or off the LED after a predetermined variation display time has elapsed.
[0059] If the normal random number value extracted when passing through the normal start gate 34 is a winning value, the normal pattern (normal pattern) displayed on the normal display 53 stops in a winning state, and the game is in a winning state. At this time, the normal power solenoid 37c is driven, and the movable member 37b is converted to an open state for a predetermined time (for example, 3 seconds x 2 times), allowing the game ball to enter the normal variable winning device 37. The opening time (for example, 3 seconds) of the movable member 37b of the normal variable winning device 37 may be called the normal power opening time.
[0060] The entry of the game ball into the start winning hole 36 and the entry into the normal variable winning device 37 are detected by the start winning hole 1 switch 36a (see FIG. 3) and the start winning hole 2 switch 37a (see FIG. 3). The game ball that enters the start winning hole 36 is detected as the start winning ball of the special chart 1 variable display game, and is stored up to a predetermined upper limit (here, 4). The game ball that enters the normal variable winning device 37 is detected as the start winning ball of the special chart 2 variable display game, and is stored up to a predetermined upper limit (here, 4). The game control device 100 (RAM 111c) serves as a start memory means that stores a predetermined number of extracted random numbers as start memories that become the right to execute the special chart variable display game, based on the entry of the game ball into the start winning hole 36 or the start winning area (start hole) of the normal variable winning device 37, up to a predetermined number.
[0061] When detecting the start winning ball of the special symbol variation display game, various random numbers such as a jackpot random number, a jackpot pattern random number, a variation pattern random number, etc. are extracted. These random numbers are stored as special symbol start memory a predetermined number of times (for example, a maximum of 8 times (4 times x 2)) in the special symbol reserve memory area (part of the memory area of RAM 111c) of the game control device 100. The number of special symbol start memories is displayed on the special symbol 1 reserve display 54 and the special symbol 2 reserve display 55 for notifying the number of start winnings of the collective display device 50, and is also displayed on the display screen of the display device 41.
[0062] The game control device 100 executes a special chart 1 variable display game on the special chart 1 display device 51 based on a winning entry to the start winning port 36 or the first start memory (special chart 1 start memory, special chart 1 reservation). Also, the game control device 100 executes a special chart 2 variable display game on the special chart 2 display device 52 based on a winning entry to the normal variable winning device 37 or the second start memory (special chart 2 start memory, special chart 2 reservation).
[0063] The special chart 1 change display game (first special chart change display game, first pattern change game) and the special chart 2 change display game (second special chart change display game, second pattern change game) are played by displaying a change in identification information (special pattern, special chart) on the special chart 1 display 51 and the special chart 2 display 52, and then stopping to display a predetermined result pattern.
[0064] In addition, the display device 41 executes a decorative special chart variable display game that variably displays multiple types of identification information corresponding to each special chart variable display game. The identification information in the display device 41 is composed of numbers, symbols, character patterns, pictures, etc., and for example, the numbers may be different for each of the multiple types of identification information.
[0065] The decorative special symbol variation display game (decorative symbol variation game, performance game) in the display device 41 is performed by starting the variation display (scroll display or rotation display) of the identification information (decorative special symbol, decorative special symbol) consisting of the above-mentioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then stopping the varying symbols sequentially after a predetermined time, thereby displaying the result of the special symbol variation display game. In the display device 41, multiple types of identification information are displayed in a variable manner while being replaced. In this way, the identification information (decorative special symbol) displayed on the display device 41 varies (including change and movement) over time in the decorative special symbol variation display game, so the decorative special symbol variation display game is also called a pattern variation game. In addition, in the display device 41, various performance displays such as the appearance of character images are performed to increase interest.
[0066] When the game ball enters the start winning hole 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is the jackpot value), a specific result state (special result state) is derived from the displayed symbols as the result of the special symbol variable display game, and the jackpot state (special game state) is entered. Correspondingly, the display state of the display device 41 becomes the special result state (for example, a state in which numbers such as "777" are lined up).
[0067] At this time, the special variable prize winning device 39 converts the large prize winning port from a closed state to an open state for a predetermined time (e.g., 30 seconds) by energizing the large prize winning port solenoid 39b (see FIG. 3). In other words, the large prize winning port provided in the special variable prize winning device 39 opens wide for a predetermined time or until a predetermined number of game balls win, and during this time the player is granted the privilege of winning many game balls as prize balls (game value).
[0068] When a game ball enters the first start winning hole 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is a small win value), a specific result state (small win result state) is derived by the displayed pattern as a result of the special chart variable display game, and a small win state is achieved. Correspondingly, the display state of the display device 41 becomes a small win result state. In this embodiment, the jackpot random number value is also used to determine a small win, but the small win value (small win determination value) is different from the jackpot value (jackpot determination value). Also, the small win random number value may be used to determine a small win.
[0069] At this time, the special variable winning device 39 converts the large prize opening from a closed state to an open state for a predetermined short time by energizing the large prize opening solenoid 39b (see FIG. 3). Note that the total opening time of the large prize opening is shorter in the small win state (small win game state) than in the big win state (special game state), so the game value (number of balls acquired) that the player can acquire is smaller in the small win state than in the big win state. Note that the large prize opening is in an open state in both the small win state and the big win state, but the big win state may be called the first special game state and the small win state may be called the second special game state.
[0070] Here, we will explain the difference between a big win and a small win.
[0071] A big win is a special result that accompanies the operation of a condition device, and a small win is a specific result that does not accompany the operation of a condition device. The condition device is activated when a big win occurs in a special pattern variable display game (a big win pattern stops being displayed), and the activation of the condition device means, for example, that a big win state occurs and a specific flag is set to continuously activate the special variable winning device 39 as a special electric device. The "condition device" may be a software means such as a flag that is turned on and off by software as described above, or a hardware means such as a switch that is turned on and off electrically.
[0072] Specifically, in the case of a big win, the big win flag is set to open the special variable winning device, whereas in the case of a small win, the small win flag is set to open the special variable winning device. However, if there is a V win during a small win state, the condition device will be activated.
[0073] In addition, the special chart 2 variable display game is executed in priority over the special chart 1 variable display game, and when there is a start memory of the special chart 1 variable display game and the special chart 2 variable display game, and it becomes possible to execute the special chart variable display game, the special chart 2 variable display game is executed (special chart 2 reserved priority consumption, special chart 2 priority change). Alternatively, the special chart 1 variable display game and the special chart 2 variable display game may be executed in the order in which the winning (i.e., the start memory) occurred (winning order consumption), and when the start memory of the special chart 1 variable display game and / or the special chart 2 variable display game occurs and it becomes possible to execute the special chart variable display game, the variable display game based on the oldest generated start memory may be executed.
[0074] In addition, when there is no distinction between the special chart 1 change display game and the special chart 2 change display game, they are simply referred to as the special chart change display game.
[0075] [Game Control Device] 3 is a block diagram of a game control system of the game machine 10. The game machine 10 is equipped with a game control device 100 (main board) that serves as a main control means. The game control device 100 is a main control device that controls games in an integrated manner, and is composed of a game microcomputer (hereinafter referred to as a game microcomputer) 111, an input section 120 having an input port, an output section 130 having an output port, a driver, and the like, and a data bus that connects the game microcomputer 111, the input section 120, and the output section 130. The game microcomputer 111 can receive various signals and data via the input section 120, and can transmit various signals and data via the output section 130.
[0076] The gaming microcomputer 111 may be connected to an oscillator circuit (crystal oscillator) that has an oscillator such as a crystal resonator and generates a clock that serves as a reference for the CPU's operating clock, timer interrupt, and random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are supplied with a DC voltage of a predetermined level, such as DC 32V, DC 12V, or DC 5V, generated by the power supply device 400, to enable them to operate.
[0077] The power supply unit 400 has a normal power supply unit 410 having an AC / DC converter that generates a DC voltage of DC 32V from a 24V AC power supply and a DC / DC converter that generates a lower level DC voltage such as DC 12V or DC 5V from a voltage of DC 32V, a backup power supply unit 420 that supplies power supply voltage to the RAM 111c inside the gaming microcomputer 111 during a power outage, a power interruption detection unit 430 that detects power interruption (when the voltage supplied by the normal power supply drops to a predetermined voltage), a power restoration detection unit 435 that detects power restoration (when the voltage supplied by the normal power supply returns when the power is turned on), and a power interruption time determination unit 440 that measures the time from the start of the power interruption to the restoration of power (power interruption time Δt).
[0078] The backup power supply unit 420 can be composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply unit 420 is supplied to the gaming microcomputer 111 (particularly the built-in RAM 111c) of the gaming control device 100, so that the data stored in the RAM 111c is retained even during a power outage or after the power is cut off.
[0079] The power interruption detection unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and detects the occurrence of a power outage when the voltage drops to, for example, 17V or less, and generates a power interruption signal (a reset signal set to a low level). The power interruption detection unit 430 then outputs the generated power interruption signal to the game control device 100 and the performance control device 300.
[0080] When the voltage generated by the normal power supply unit 410 rises above 17V, the power restoration detection unit 435 detects the power restoration state and generates a power restoration signal (a reset signal set to a high level). Then, the power restoration detection unit 435 outputs the generated power restoration signal to the game control device 100 and the performance control device 300.
[0081] The power interruption time determination unit 440 calculates (measures) the elapsed time from the detection of the power interruption signal to the detection of the power restoration signal as a power interruption time Δt. Furthermore, the power interruption time determination unit 440 calculates (measures) the elapsed time from the detection of the power interruption signal to the detection of the power restoration signal as a power interruption time Δt. th Depending on the result of the comparison, the power interruption time determination unit 440 generates a RAM clear flag F. Then, the power interruption time determination unit 440 outputs the generated RAM clear flag F to the game control device 100. The process in the power interruption time determination unit 440 will be described in detail later.
[0082] The game control device 100 is also provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a process (clear process at switch on) for clearing (initializing) the data stored in the RAM 111c in the game microcomputer 111 and the RAM in the payout control device 200 is performed.
[0083] The RAM clear switch 112 is provided on the game control device 100 inside the gaming machine 10, and is therefore located in a position that cannot be operated (inaccessible position) unless the front frame 12 (main body frame) is opened. In other words, general players cannot access and operate the RAM clear switch 112. The RAM clear switch 112 may be provided in a location other than the game control device 100.
[0084] The gaming microcomputer 111 includes a CPU 111a (Central Processing Unit: microprocessor), a read-only ROM 111b (Read Only Memory), and a random access memory (RAM) 111c (Random Access Memory) that can be read and written at any time.
[0085] The ROM 111b stores unchanging information for game control (programs, fixed data, judgment values of various random numbers, etc.) in a non-volatile manner. The RAM 111c is used as a working area for the CPU 111a during game control and as a storage area for various signals and random numbers, and stores information related to games (game information) and serves as a storage means capable of storing and retaining stored information even in the event of a power outage.
[0086] Also, the ROM 111b stores a variation pattern table for determining a variation pattern (variation mode and variation time) that specifies, for example, the execution time of the special chart variation display game, the performance contents, and the occurrence or non-occurrence of a reach state. The variation pattern table is a table for the CPU 111a to refer to one or more variation pattern random numbers stored as a start memory and determine a variation pattern. Also, the variation pattern table includes a miss variation pattern table that is selected when the result is a miss, a jackpot variation pattern table that is selected when the result is a jackpot, and the like. The pattern table may include a table (such as a latter half variation group table or a latter half variation pattern selection table) for determining a latter half variation pattern that is a variation pattern after the reach state is reached, and a table (such as a first half variation group table or a first half variation pattern selection table) for determining a former half variation pattern that is a variation pattern before the reach state is reached.
[0087] The CPU 111a executes the game control program in the ROM 111b, generates control signals (commands) for the payout control device 200 and the performance control device 300, generates and outputs drive signals for the solenoid and the display device, and controls the entire game machine 10. Although not shown, the game microcomputer 111 is equipped with a random number generating circuit for generating a jackpot random number for determining a jackpot in the special chart variable display game, a special chart pattern random number for determining a jackpot pattern (a jackpot stop pattern), a small win pattern (a small win stop pattern), and a time-saving pattern (a support win pattern, a support win stop pattern), and a change pattern random number for determining a change pattern in the special chart variable display game (including information on the change display of various reaches and no reaches, and information on the execution time of the special chart variable display game).
[0088] In addition, the CPU 111a acquires one of the plurality of variation pattern tables stored in the ROM 111b in the process related to the special chart variation display game. Specifically, the CPU 111a selects and acquires one of the plurality of variation pattern tables based on the game result (jackpot or miss) of the special chart variation display game, the probability state (normal probability state or high probability state) of the special chart variation display game as the current game state, the number of start memories, etc. Here, the CPU 111a serves as a variation distribution information acquisition means for acquiring one of the plurality of variation pattern tables stored in the ROM 111b when executing the special chart variation display game.
[0089] The payout control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and performs control to pay out prize balls (game value) as numerical data in accordance with payout instructions (commands or data) from the game control device 100.
[0090] The input section 120 of the gaming microcomputer 111 is connected to the gate switch 34a of the normal start gate 34, the winning port switch 35a of the normal winning port 35, the starting port 1 switch 36a in the first starting winning port 36, the starting port 2 switch 37a in the second starting winning port (normal variable winning device 37), and the large winning port switch 39a of the special variable winning device 39. The outputs from the gate switch 34a, the winning port switch 35a, the starting port 1 switch 36a, the starting port 2 switch 37a, and the large winning port switch 39a are also supplied from the gaming control device 100 to a test firing device (not shown) via a relay board 70. The detection signals of the starting port 1 switch 36a and the starting port 2 switch 37a may be input directly to the gaming microcomputer 111 in addition to the input section 120.
[0091] Furthermore, the specific area switch 72, the remaining ball outlet switch 73, and the out ball detection switch 74 are each connected to the input unit 120. The specific area switch 72 detects the passage (V entry) of a game ball to the specific area 86 (V entry). The remaining ball outlet switch 73 detects a game ball that has passed through the remaining ball outlet that discharges game balls from the special variable entry device 39. The out ball detection switch 74 detects all game balls that have been shot into the game area and finished playing (i.e., all game balls that have passed through the entry port or the out port 30b). In addition to the game balls that have entered the out port 30b, game balls that have entered the entry ports (first start entry port 36, second start entry port (normal variable entry device 37), large entry port, or general entry port 35) are guided to the out ball detection switch 74 via a passage or the like not shown in the figure and are detected.
[0092] In addition, various types of fraud / abnormality sensors 67 (error sensors) that detect errors such as fraud and abnormalities in the gaming machine 10 are connected to the input unit 120. For example, the fraud / abnormality sensors 67 include a radio wave sensor that detects the emission of radio waves to the gaming machine 10, a magnetic sensor switch for detecting fraud provided on the front frame 12 or the like of the gaming machine 10, a glass frame open detection switch for detecting glass frame open provided on the glass frame 15 or the like of the gaming machine 10, a front frame open detection switch (main frame open detection switch) for detecting front frame open provided on the front frame 12 (main frame) or the like, and a vibration sensor that detects vibrations of the gaming machine 10.
[0093] In addition, the input unit 120 takes in a signal from the RAM clear switch 112 and supplies it to the gaming microcomputer 111 via the data bus. In addition, data may be input from the payout control device 200 to the gaming control device 100 via the input unit 120.
[0094] Data is transmitted from the game control device 100 to the performance control device 300, for example, by serial communication, via the output unit 130. Note that communication between the game control device 100 and the performance control device 300 is one-way communication that does not allow signals to be input from the performance control device 300 to the game control device 100. Data may be transmitted from the game control device 100 to the payout control device 200 via the output unit 130.
[0095] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing test signal from the output unit 130 to a test firing test device of a certification agency (not shown) via a relay board 70. The buffer 133 is a component that is not mounted on a game control device (main board) of a game machine as an actual machine (mass-produced product) installed in an amusement store (game parlor).
[0096] The output unit 130 is provided with an output port that outputs open / close data for the normal solenoid 37c that opens the normal variable prize winning device 37, the special prize opening solenoid 39b that opens the special variable prize winning device 39, and the lever solenoid 86b that operates the lever to open the specific area 86. The output unit 130 is further provided with a driver that receives the open / close data signal, generates a solenoid drive signal, and outputs it.
[0097] Furthermore, the output unit 130 can output on / off data for the LEDs of the collective display device 50 as data to be displayed on the collective display device 50, using a corresponding output port and driver.
[0098] Furthermore, the output unit 130 can output external information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 using a corresponding output port and driver. The external information terminal 71 can be connected to an external device (such as an information collection terminal or an internal management device for the gaming facility (hall computer)) installed in, for example, an amusement facility, and can supply information related to the gaming machine 10 to the external device. Note that the number of external information terminals 71 may be set in consideration of the number of types of external information and the number of output destinations for the external information.
[0099] Furthermore, the output unit 130 can output, as data to be displayed on the performance display device 152, LED on / off data of the performance display device 152 using a corresponding output port and driver.
[0100] In this embodiment, the performance display device 152 is made up of a plurality (four) of 7-segment type (8-segment type including the dot Dp) displays (LED lamps), but is not limited to this.
[0101] The performance display device 152 is provided on the game control device 100 (main board), but may be provided elsewhere. For example, the performance display device 152 can display performance information such as ball payout rate (base value). The performance information is derived based on the number of winning balls (number of game values) obtained by winning, and is, for example, the ball payout rate (base value), the ratio of roles, the number of discharged balls, etc.
[0102] The ball output rate (base value) is the ratio (proportion) of the total number of winning balls to the number of balls discharged (or the number of balls fired into the game area 32), and is calculated as (number of acquired balls ÷ number of discharged balls) × 100 (%). In other words, the ball output rate is the number of acquired balls (total number of winning balls) per 100 discharged balls. The number of discharged balls can be obtained by counting the signal of the out ball detection switch 74, etc. In an enclosed game machine, the number of acquired balls (total number of winning balls) is the number of game values (amount of game value) that are granted as numerical data.
[0103] For example, the feature ratio is the percentage (= so-called continuous feature ratio) of the number of prize balls (number of balls won by feature) obtained by winning in a large winning slot during a jackpot state out of the total number of prize balls (total number of prize balls) obtained by winning in a winning slot during a specified period (for example, from when the gaming machine 10 is turned on to the present) (= the total number of prize balls).
[0104] [Safety device (complete function)] Furthermore, the game control device 100 also has a function of a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (game not possible state, game prohibited state) in which the special chart change display game, the normal chart change display game, and round play (play during a big win or a small win) cannot be executed as games by establishing an operating condition (predetermined condition) based on the number of safe balls and the number of discharged balls. In the game stop state, a new special chart change display game and a new normal chart change display game cannot be started. The safety device can take appropriate measures against fraud in cases where the number of safe balls is abnormally high due to fraud, and may also be able to suppress a player's addiction to the game. If addiction is suppressed, the player can play with peace of mind.
[0105] In this embodiment, the safety device is a function realized by software (program) in the game control device 100, and is also called a completion function (or an ending function, a stop function). Of course, the safety device may be provided as hardware such as an electric circuit or a circuit board.
[0106] In this embodiment, the operating condition of the safety device is (1) that the number of difference balls, which indicates the difference between the number of safe balls and the number of discharged balls, reaches a ball difference reference value (predetermined value), and (2) that the game is neither a big win nor a small win. The number of difference balls is the number of safe balls minus the number of discharged balls (number of difference balls = number of safe balls - number of discharged balls). In this way, the operating condition of the safety device consists of two stages of conditions (1) and (2). The number of difference balls related to condition (1) may be the number of difference balls in a predetermined period from the time of the minimum value of the number of difference balls to the present, that is, the number of difference balls based on the minimum value (the increase in the number of difference balls from the minimum value), and may further correspond to the maximum increase in the number of difference balls in one day's business (so-called MY). The operating condition may be other, and for example, the condition (1) may be configured to be that the number of safe balls reaches a predetermined value. The condition (2) may be configured to be that the special variable winning device is not in operation, or that the large winning port is not in an open state. In the following, the parameters (information) for specifying the operating conditions of the safety devices, such as the above-mentioned "difference in number of balls" and "MY", will be collectively referred to as "safety device-related information" as appropriate.
[0107] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of balls dispensed) that are determined to be awarded in a predetermined period. The number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32 in a predetermined period, and can be counted by counting the signal from the out ball detection switch 74.
[0108] Note that the number of launched balls, which is the number of launched balls launched and introduced into the play area 32, may be used instead of the number of ejected balls, and the difference in the number of balls may be the number of safe balls - the number of launched balls. The number of launched game balls and the number of ejected balls may be collectively referred to as the number of used balls (difference in the number of balls = number of safe balls - number of used balls). Foul balls that were launched by the ball launcher but did not reach the play area 32 are excluded from the number of launched balls, and the difference in the number of balls is deducted by -1 each time a game ball is launched by the ball launcher, and is added by +1 each time a foul ball is produced.
[0109] In particular, in this embodiment, the gaming control device 100 sequentially calculates the difference in the number of balls and stores it in the RAM 111c while the gaming machine 10 is in operation (power supply). Then, the gaming control device 100 determines the operating state of the safety device based on the result of comparing the difference in the number of balls stored in the RAM 111c with a predetermined difference reference value (for example, 95,000).
[0110] For example, the state of the safety device will be in a non-operated state (an activation notice state, an activation warning state, or a normal state where the safety device is not activated) in response to a difference in the number of balls of less than 90,000. The state of the safety device will be an activation notice state that notifies the activation of the safety device in response to a difference in the number of balls of 90,000 to 94,999. In response to reaching a difference in the number of balls of 95,000, the state will be an activation warning state that warns the activation of the safety device, or an activated state (activated state) where the safety device is activated.
[0111] In addition, when the difference in the number of balls reaches 95,000, the activation warning state will be activated if the machine is in a big win or small win, and will be activated if the machine is neither in a big win nor a small win. Therefore, if the safety device is activated before a big win or small win occurs, a game stop state (a state where play is not possible, a state where play is prohibited) will occur immediately after the safety device is activated, and the activation warning state will not occur. In addition, the safety device is likely to be activated before a big win or small win occurs in a time-saving state or a probability-changing state.
[0112] On the other hand, when the big win or small win ends and the big win or small win is no longer occurring, the safety device transitions from the activation warning state to the activation state (activating state).
[0113] In the activation notice state, the performance control device 300 displays an activation notice display (for example, the text "Play will end soon") on the display device 41. In the activation warning state of the safety device during a small win or a big win, the performance control device 300 displays an activation warning display (for example, the text "Play will end after the win") on the display device 41.
[0114] When the safety device is in operation (not during a small win or big win), i.e., when the game is stopped, the presentation control device 300 displays an operation indication 513 (the words "play stopped") on the display device 41. When the safety device is in operation, the game control device 100 sets a safety device operation flag to ON, which indicates that the safety device is in operation. The safety device operation flag is cleared to 0 (safety device operation flag = 0) by clearing the RAM (RAM initialization), and the operation of the safety device is deactivated.
[0115] In the game stop state, the special chart change display game, the normal chart change display game, and the round game (game during a big win or a small win) cannot be executed as games. In order to do this, for example, in the game stop state, the detection of the game ball at the winning port switch is disabled, the winning port (winning) is disabled, the solenoid stops so that the big winning port, the specific area 86, the normal winning device 37, etc. are closed, the launch of the game ball from the ball launching device is stopped (prohibited), and the launch is stopped, and the collective display device 50 is turned off. In the game stop state, not only can the special chart change display game and the normal chart change display game not be continued, but a new special chart change display game and a new normal chart change display game cannot be started.
[0116] Here, the safety device-related information such as the difference in the number of balls that specifies the operation conditions of the safety device is stored in the RAM 111c while the gaming machine 10 is in operation (while power is being supplied), as described above. Therefore, when the power of the gaming machine 10 is turned off, the safety device-related information stored in the RAM 111c is maintained by the power supply from the backup power supply unit 420. Therefore, when the business of the store in which the gaming machine 10 is installed ends for the day and the power of the gaming machine 10 is turned off, the safety device-related information stored in the RAM 111c is maintained as it is when the power is turned on later (the next business day).
[0117] On the other hand, the operating conditions of the safety device are regulated by whether the difference in the number of balls reaches the difference in the ball reference value. Therefore, if the safety device-related information (difference in the number of balls) from the previous business day is maintained over the next business day, the difference in the number of balls is likely to reach the difference in the ball reference value on that next business day. As a result, the timing of the safety device's operation may be accelerated, causing an unintended transition to a game stop state and reducing the interest of the player.
[0118] In order to prevent the safety device from activating too early, a possible measure would be for an employee such as a store clerk (game store attendant) to manually operate the RAM clear switch 112 at closing time to clear (initialize) the stored data in the RAM 111c, including the safety device-related information. However, this requires operations such as operating the RAM clear switch 112 which opens the front frame 12 of the gaming machine 10, which places a burden on the employee. In particular, when the above operations are performed for a large number of gaming machines, the burden on the employee becomes significant.
[0119] In consideration of such a situation, the gaming machine 10 of this embodiment is provided with a function that can clear a part of the memory area of the RAM 111c (especially the memory area in which the safety device related information is stored) even if the RAM clear switch 112 is not operated when the power is turned on. Details of this function will be described later.
[0120] [Transition state when power is turned on] When the power is turned on, a process (power failure recovery process) for transitioning to a normal state (a state in which game play is possible) is executed. In the power failure recovery process, when the game control device 100 detects that the RAM clear switch 112 is on when the power is turned on, it executes a switch-on time clear process. The switch-on time clear process is a process for clearing all memory areas including the memory area in the RAM 111c in which safety device-related information is stored. The switch-on time clear process may include transition to a clear preparation state triggered by the RAM clear switch 112 being on when the power is turned on, and RAM clear (execution of actual clear) triggered by turning on the RAM clear switch 112 again during the clear preparation. In addition, as the RAM clear in the switch-on time clear process, a clear in a mode in which information in all memory areas of the RAM 111c is erased and set to 0 (0 clear) is executed. On the other hand, a clear in a mode in which some values such as performance information (base value) are left without being cleared to 0 and the current value is maintained may be adopted.
[0121] In addition, the game control device 100 may output a security signal (for example, 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71 when executing the switch-on clear process.
[0122] On the other hand, in the power failure recovery process, when the game control device 100 detects that the RAM clear switch 112 is off when the power is turned on, if the power interruption time Δt immediately before the power is turned on is equal to or longer than a certain length, the game control device 100 executes the clear process when the switch is off. The clear process when the switch is off is a process for at least partially clearing the memory area in the RAM 111c in which the safety device related information is stored. That is, in the RAM clear performed in the clear process when the switch is off, the memory area in the RAM 111c in which the safety device related information is stored is erased, while various information other than the safety device related information (such as information on the game state and performance information) is not erased and is maintained. The clear process when the switch is off may also include a transition to a clear preparation state triggered by the RAM clear switch 112 being off when the power is turned on, and a RAM clear (actual execution of clear) executed in response to an operation to turn on the RAM clear switch 112 during the clear preparation.
[0123] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be described with reference to Fig. 4. Fig. 4 is a block diagram of the performance control system of the gaming machine 10. The performance control device 300 is a sub-control device (sub-board, sub-board, sub-control means) that can control the image of the display device 41, the sound of the speakers 19a and 19b, the light emission of the performance LED 46, and / or the operation of the performance movable body 44 in response to commands from the game control device 100. In other words, the performance control device 300 can control the performance related to the game.
[0124] The performance control device 300 includes a control microcomputer 311 (CPU), a VDP (Video Display Processor) 312 as a graphics processor that performs image processing for displaying images on the display device 41 in accordance with commands and data from the control microcomputer 311, and a sound control unit 314 that controls the sound output to play various melodies, sound effects, etc. from the speaker 19.
[0125] A ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a working area are connected to the control microcomputer 311. The control microcomputer 311 also has a RAM (e.g., a cache memory) therein that provides a working area.
[0126] The control microcomputer 311 analyzes commands from the game control device 100, determines the display content, and instructs the VDP 312 on the content of the output video, as well as performing processes such as instructing the sound control unit 314 on the sound to be played, turning on the performance LED 46, controlling the drive of the motor and solenoid of the performance movable body 44, and managing the performance time.
[0127] The VDP 312 is provided with a RAM that provides a working area, and a scaler for enlarging and reducing images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM) 326 that is used to develop and process image data such as characters read from the image ROM 325.
[0128] The sound control unit 314 includes a sound ROM in which sound data including voice is stored, and an amplifier circuit that amplifies the sound data.
[0129] The performance control device 300 is also provided with an interface chip (command I / F) that receives commands sent from the game control device 100. The performance control device 300 receives the special symbol reservation number command, decorative special symbol command, variation command, symbol stop command, and the like sent from the game control device 100 to the performance control device 300 via the command I / F as performance control instruction signals (performance commands).
[0130] The performance control device 300 also has a performance LED control circuit 332 that drives and controls the performance LEDs (light emitting diodes) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable bodies 44 (such as movable parts that work together with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30, the glass frame 15, etc.
[0131] These control circuits 332, 334, which drive and control the performance LED 46 and the motor and solenoid of the performance movable body 44, are connected to the control microcomputer 311 via an address / data bus.
[0132] Furthermore, the performance control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has a function of inputting a detection signal indicating the on / off state of the performance button switch 25a built into the performance button 25 provided in the glass frame 15 and a detection signal indicating the on / off state of the directional key switch 450 to the control microcomputer 311. The switch input circuit 336 also inputs a detection signal of a volume adjustment switch 335 that enables a person related to the game establishment (a staff member, a manager) to adjust the volume (maximum volume, etc.) of the speakers 19a, 19b to the control microcomputer 311.
[0133] Normal power supply section 410 of power supply device 400 supplies a desired level of DC voltage to performance control device 300 having the configuration described above and the electronic components controlled thereby.
[0134] [Basic Control] Next, a basic control in the gaming machine 10 will be described. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 extracts a random number value for determining whether the normal game is a hit based on the input of a detection signal of a game ball from the gate switch 34a provided in the normal game start gate 34, compares it with the determination value stored in the ROM 111b, and determines whether the normal game is a hit or a miss.
[0135] Then, the normal map display 53 displays a normal map variation display game in which the identification pattern is displayed in a variable manner for a predetermined period of time, and then the pattern is stopped. If the result of the normal map variation display game is a win, the normal map display 53 displays a special result state, and the normal power solenoid 37c is operated, and the movable member 37b of the normal variation winning device 37 is controlled to open as described above for a predetermined period of time (for example, 3 seconds x 2 times). If the result of the normal map variation display game is a loss, the normal map display 53 is controlled to display a loss result state.
[0136] In addition, a first start memory is stored based on the input of a game ball detection signal from the start port 1 switch 36a provided in the start winning port 36 (first start port), and based on the first start memory, a random number value for determining a jackpot in the special chart 1 variable display game is extracted and compared with the determination value stored in ROM 111b to determine whether the special chart 1 variable display game is a win or a loss.
[0137] In addition, a second start memory is stored based on the input of a game ball detection signal from the start port 2 switch 37a provided in the normal variable winning device 37 (second start port), and based on the second start memory, a random number value for determining a jackpot in the special chart 2 variable display game is extracted and compared with the determination value stored in ROM 111b to determine whether the special chart 2 variable display game is a win or a miss.
[0138] Then, the CPU 111a of the game control device 100 outputs a control signal (performance control command) including the judgment result of the special symbol 1 variable display game and the special symbol 2 variable display game to the performance control device 300. Then, the special symbol variable display game in which the identification symbol is displayed variably for a predetermined time and then stopped is displayed on the special symbol 1 display device 51 and the special symbol 2 display device 52. That is, the game control device 100 constitutes a game control means that controls the progress of the variable display game based on the winning of the game ball flowing down the game area 32 into the start winning area (the first start winning port 36, the normal variable winning device 37).
[0139] Also, the performance control device 300 displays a decorative special chart variable display game corresponding to the special chart variable display game on the special chart 1 display device 51 and the special chart 2 display device 52 on the display device 41 based on a command (control signal) from the game control device 100. Furthermore, the performance control device 300 performs processing such as setting the performance state, outputting sound from the speakers 19a and 19b, and controlling the emission of various performance LEDs 46 based on a command (control signal) from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variable display game, etc.).
[0140] When the result of the special chart variable display game is a small win or a big win, the CPU 111a of the game control device 100 displays the special result state on the special chart 1 display 51 or the special chart 2 display 52 and generates a special game state. In the process of generating the special game state, the CPU 111a performs control to open the opening and closing door 39c of the special variable winning device 39 by the big winning port solenoid 39b, for example, to allow the game balls to flow into the big winning port.
[0141] Then, one round (R) is defined as opening the large prize opening until one of the following conditions is met: a predetermined number of game balls (e.g., 10 balls) enter the large prize opening, or a predetermined time for opening (e.g., 27 seconds or 0.05 seconds) has elapsed since the opening of the large prize opening. This is controlled (repeated) for a predetermined number of rounds (e.g., 15 times, 11 times, or 2 times) (cycle play). Also, if the result of the special chart variation display game is a miss, control is performed to display the result state of the miss on the special chart 1 display 51 or the special chart 2 display 52.
[0142] Furthermore, the game control device 100 can generate a high probability state (specific game state) as a game state after the special game state ends, based on the result state of the special chart variation display game. The high probability state (probability change state) is a state in which the probability of a winning result in the special chart variation display game is higher than the normal probability state. Furthermore, regardless of whether the high probability state is reached based on the result state of either the special chart 1 variation display game or the special chart 2 variation display game, both the special chart 1 variation display game and the special chart 2 variation display game will be in the high probability state. In the high probability state (probability change state), the game control device 100 sets a special chart high probability flag indicating a high probability state.
[0143] In addition, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result state of the special chart variation display game and the number of times it is executed. In the time-saving state, the normal chart variation display game and the normal variation winning device 37 may be controlled to be in a time-saving operation state, and the normal power support state is established because the opening time of the normal variation winning device 37 per unit time is controlled to be substantially longer than in a normal game state in which no special game is performed. Note that even in a high probability state (normal probability state) other than the latent probability state, the time-saving state is overlapped and normal power support is executed.
[0144] In addition, in the time-saving state, the execution time of the special chart change display game (special chart change time) can be shortened more than usual, and time-saving changes in the special chart change display game can also be executed.
[0145] In addition, in the time-saving state, it is possible to set the number of times the normal variable winning device 37 opens (the number of normal power openings) for one winning result of the normal variable display game to a second number of times (for example, four times) that is greater than the first number of times (for example, two times). In addition, in the time-saving state, it is possible to set the probability of a winning result of the normal variable display game (normal probability, normal winning probability) to a high probability that is higher than the normal probability (low probability) in the normal operation state.
[0146] In the time-saving state, the time for converting the normal variation winning device 37 to the open state is extended more than usual by changing one or more of the normal chart variation time, normal chart stop time, normal power opening count, normal power opening time, and normal chart probability. As a result, in the time-saving state, it becomes easier to win the normal variation winning device 37 than in the normal game state in which no special game is played, and the number of times the special chart variation display game is executed per unit time can be increased more than in the normal game state, and the execution interval of the special chart variation display game can also be shortened. It is also possible to set multiple types of time-saving states in which different things are changed. It is also possible to set the movable member 37b not to be opened in the normal operation state (normal chart probability is 0). In addition, the high probability state and the time-saving state can occur independently of each other, and both can occur simultaneously, or only one can occur.
[0147] The game control device 100 basically sets a time-saving flag indicating the time-saving state in the time-saving state. However, even if the time-saving flag is set, the low base state (a state in which left-handed play is recommended) in which the opening time of the normal variable winning device 37 is extremely short and the ball payout rate (base value) is low may be treated as a normal game state in which there is substantially no normal power support and no special play is performed (slight time-saving).
[0148] The time-saving state includes a time-saving state that occurs immediately after a jackpot due to a jackpot (a time-saving), a time-saving state that occurs when the ceiling number of times is reached without a jackpot (ceiling time-saving, b time-saving, play time), and a time-saving state that occurs when the time-saving pattern stops displaying (support hit) without a jackpot (sudden time-saving, c time-saving). Note that if the number of times of the special pattern variable display game (excluding the number of times in the probability variable state) executed after turning on the power or after the jackpot state ends reaches the ceiling number of times, the time-saving state (play time) will be entered even if a jackpot or time-saving pattern is not won.
[0149] After the time-saving state ends, a remaining reservation consumption state can be generated in which the second start memory (special chart 2 start memory, special chart 2 reservation) remaining at the time of the time-saving state ending is consumed. In the remaining reservation consumption state (remaining reservation consumption mode), the second start memory generated by winning the normal variable winning device 37 (normal power) during the time-saving state is consumed as a remaining reservation, and the special chart 2 variable display game is executed. The remaining reservation consumption state is a state advantageous to the player because the special chart 2 variable display game is executed. In addition, the special chart 2 variable display game is generally more advantageous to the player than the special chart 1 variable display game in terms of the number of rounds at the time of a jackpot and the probability of a small jackpot (and thus the probability of a V-winning jackpot).
[0150] To explain in more detail below, the control processing by the gaming microcomputer 111 of the gaming control device 100 consists of a main processing (main program) that starts when the power is turned on, and a timer interrupt processing (interrupt processing program) that is performed at a predetermined time period (e.g., 4 msec).
[0151] For example, the game control device 100 checks for abnormalities in the RAM 111c in the main process, and if the RAM 111c is abnormal, access to the RAM 111c is prohibited so that the game cannot be played unless the RAM clear switch 112 is on. For example, an abnormality in the RAM 111c can be determined by checking whether the checksum stored in the RAM 111c when the power is cut off (power outage) matches the checksum when the power is turned on. If the RAM 111c is normal, it transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 when the power is turned on.
[0152] In the main process, a loop process is provided to repeatedly allow interrupts. While the interrupts are allowed, the timer interrupt process is executed. During the loop process, performance information such as the ball output rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (interrupts may be prohibited before updating in order to stabilize the ball output rate).
[0153] In the timer interrupt processing, it is possible to execute input processing for receiving input from various switches via the input unit 120, output processing for producing various outputs via the output unit 130, special pattern game processing for controlling the special pattern change display game and setting the display of special patterns on the collective display device 50, regular pattern game processing for controlling the regular pattern change display game and setting the display of regular patterns on the collective display device 50, and error monitoring processing for monitoring for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.
[0154] In addition, in the timer interrupt process, when a game ball enters the start winning hole 36 (first start hole) or the normal variable winning device 37 (second start hole) and a start memory is generated, a pre-determination (pre-reading determination) is performed that can determine the game result based on the winning in advance at a stage before the start of the special chart variable display game based on the start memory. The game control device 100 constitutes a pre-determination means (pre-reading determination means) that can determine the result of the variable display game in advance before the variable display game based on the start memory is executed.
[0155] Furthermore, in the timer interrupt processing, it is possible to execute a safety device related processing for performing processing related to the safety device (complete function), a difference ball number counting processing for updating a counter for counting the difference ball number, etc. In the safety device related processing, safety device related information such as the operating state of the safety device is transmitted as a command to the performance control device 300, and a safety device operating flag indicating that the safety device is operating is set.
[0156] In the main process (power failure recovery process) that starts when the power is turned on, the game control device 100 can transmit to the performance control device 300 power failure recovery commands indicating that the power has been restored or turned on, RAM initialization related commands related to the switch-on clear process, and safety device related information clear related commands related to the switch-off clear process. In particular, the RAM initialization related commands include a clear preparation command indicating that preparation for clearing is in progress, and a clear completion command indicating that clearing has been completed. In addition, the safety device related information clear related commands include a clear preparation command indicating that preparation for clearing the safety device related information is in progress, and a clear completion command indicating that clearing has been completed.
[0157] In addition, during timer interrupt processing, the game control device 100 can send commands to the performance control device 300 as follows.
[0158] The game control device 100 can transmit game status commands indicating game status such as normal game status, time-saving status (normal power support status), special chart high probability status (probability change status), error commands indicating errors such as fraud or abnormality, and safety device related commands related to safety devices. The safety device related commands include a difference ball information command indicating the difference ball number, an operation notice command corresponding to the operation notice status of the safety device, an operation warning command corresponding to the operation warning status of the safety device, and an operation command corresponding to the operation status of the safety device.
[0159] The game control device 100 can transmit customer waiting commands related to a customer waiting state where no game is being played, a variation command indicating a variation pattern of the special chart variation display game, a decorative stop pattern command (decorative special chart command) indicating a decorative stop pattern displayed on the display device 41 corresponding to a losing pattern, a big win pattern, a small win pattern, a time-saving pattern, etc., as a result of the special chart variation display game, a pattern stop command indicating the stop of the special chart variation display game, and a winning command corresponding to each stage of the big win state or the small win state. Here, the customer waiting commands include a customer waiting demo command that instructs a customer waiting demo such as a movie demo. In addition, the winning commands include an opening command (fanfare command) corresponding to the opening (fanfare) of a small win or a big win, a round command corresponding to a round of a small win or a big win, an interval command corresponding to an interval between rounds, and an ending command corresponding to an ending of a big win or a small win.
[0160] The game control device 100 can transmit a special figure 1 reservation number command and a special figure 2 reservation number command indicating the start memory number when the first start memory number (special figure 1 reservation number) which is the number of the first start memory (special figure 1 reservation) and the second start memory number (special figure 2 reservation number) which is the number of the second start memory (special figure 2 reservation) change. The game control device 100 can increase the first start memory number by 1 when the game ball enters (enters) the start winning hole 36 and the first start memory occurs, and can increase the second start memory number by 1 when the game ball enters (enters) the normal variable winning device 37 and the second start memory occurs. The game control device 100 can decrease the first start memory number by 1 at the start of the special figure 1 variable display game based on the first start memory, and can decrease the second start memory number by 1 at the start of the special figure 2 variable display game based on the second start memory.
[0161] In addition, the game control device 100 can transmit a look-ahead command when a game ball enters the start winning hole 36 (first start hole) or the normal variable winning device 37 (second start hole) and the first start memory or the second start memory occurs. The look-ahead command includes a look-ahead stop pattern command corresponding to the stop pattern information (jackpot stop pattern, small win stop pattern, time-saving stop pattern, miss stop pattern) based on the jackpot random number or special pattern random number saved as the first start memory or the second start memory, and a look-ahead fluctuation pattern command based on the saved fluctuation pattern random number.
[0162] In addition, the game control device 100 can transmit necessary commands to the presentation control device 300, such as a hitting instruction notification command (left hit instruction notification command, right hit instruction notification command) that instructs (suggests) the player on the recommended hitting method (launch mode) depending on the game state or changes in the game state, and a specific area passage command that indicates a V win.
[0163] The performance control device 300 performs processing according to the command received from the game control device 100, for example, as follows.
[0164] When the performance control device 300 receives a power failure recovery command, it displays text such as "Restoring" on the display device 41. Furthermore, when the performance control device 300 receives a RAM initialization-related command, it executes an alert (second alert) by displaying in a predetermined manner on the display device 41, turning on and off the performance LED 46 in a predetermined manner, and / or outputting a predetermined sound from the speakers 19a and 19b. Furthermore, when the performance control device 300 receives a safety device-related information clear-related command, it executes an alert (first alert) by displaying in a predetermined manner on the display device 41, turning on and off the performance LED 46 in a predetermined manner, and / or outputting a predetermined sound from the speakers 19a and 19b.
[0165] When the performance control device 300 receives an error command, it may display text such as "Error Occurring" on the display device 41, and may notify the error by illuminating the performance LED 46 and making a sound from the speakers 19a, 19b depending on the type of error command. Note that if the error command contains information indicating the content of the error, the content of the error may be displayed on the display device 41.
[0166] When the performance control device 300 receives the difference ball information command, it may display the difference ball number on the display device 41. When the performance control device 300 receives the operation notice command, the operation warning command, or the operation command, it displays text such as "Play will end soon", "Play will end after the win", or "Play is ending" on the display device 41 in response to each command.
[0167] When the performance control device 300 receives a customer waiting demo command in the customer waiting state, it displays a customer waiting demo such as a movie demo (video) on the display device 41. Note that the customer waiting state is entered when both the first start memory number and the second start memory number are zero and the special chart variation display game is not being executed. The customer waiting demo may start after a predetermined time has elapsed since the start of the customer waiting state.
[0168] When the performance control device 300 receives a variation command indicating a variation pattern and a stop pattern command indicating a decorative stop pattern on the display device 41, it executes a variation-in-progress performance setting process to set a performance related to the decorative special pattern variation display game on the display device 41 based on the content of the variation pattern, the special pattern type (special pattern 1 or special pattern 2), the type of stop pattern (miss pattern, big win pattern, small win pattern, time-saving pattern, etc.). In addition, when a game ball enters the start winning hole 36 or the normal variation winning device 37 in the customer waiting state, or when the first start memory or the second start memory remains after the special pattern variation display game ends, the game control device 100 starts the special pattern variation display game on the special pattern 1 display device 51 or the special pattern 2 display device 52 of the collective display device 50, and transmits the variation command, the stop pattern command, etc. to the performance control device 300.
[0169] In the during-variation performance setting process, it is possible to set a notice performance that appears during the special chart variation display game and can notice the result of the special chart variation display game, a variation performance such as a pseudo-successive performance or a reach performance on the display device 41, and a specific decorative stop pattern. The variation command may include information on the number of pseudo consecutive performances, which is the number of pseudo-successive performances, and information on the type (type) of reach performance corresponding to the reach state. The pseudo-successive performance is a performance in which a pseudo variation that changes and temporarily stops the decorative special pattern on the display device 41 is performed a predetermined number of times in one special chart variation display game. In addition, in the during-variation performance setting process, it is possible to set the light emission mode of the performance LED 46 and the sound mode of the speakers 19a, 19b according to the notice performance or the variation performance.
[0170] Here, the term "reach" (reach state) refers to a display state in which the display result already derived and displayed in the decorative special chart variable display game has not yet been derived and displayed on the display device 41 and satisfies the conditions for a special result state. When the display result becomes a special result state on the pay line (for example, on a line in the vertical or horizontal direction) of the display device 41, the game state becomes a special game state that is advantageous to the player. In addition, a state in which a variable display is performed by multiple variable display areas while maintaining a state in which all special result states are aligned (so-called full rotation reach) is also included in the reach state.
[0171] Therefore, for example, if the decorative special chart variable display game displayed on the display device 41 in response to the special chart variable display game displays multiple identification information for a predetermined period of time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, center, etc. to display the result state, a state in which the variable display stops in the left and right variable display areas when the conditions for a special result state are met (for example, the same identification information) becomes a reach state.
[0172] In the reach state, multiple reach effects can be executed, and reach effects with different expectations (reliabilities) for deriving a special result mode (jackpot mode) are set as systems (types) such as normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach. The expectations (reliabilities) for a jackpot increase in the following order: no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. A state in which a reach state has occurred is a state in which the possibility of a jackpot is higher than when a reach state has not occurred.
[0173] The expectation (reliability) of a performance (notice) indicates the probability of a jackpot if that performance is selected, and can be calculated based on the selection rate of that performance when there is a jackpot and the selection rate of that performance when there is no jackpot (when there is a miss). The higher the selection rate of that performance when there is a jackpot, the higher the expectation, and the higher the selection rate of that performance when there is a miss, the lower the expectation. The expectation can be set not only for jackpots, but also for the occurrence of advantageous states or events other than jackpots.
[0174] When the performance control device 300 receives a pattern stop command indicating the stop of the special symbol variable display game, it sets the stop of the decorative special symbol variable display game on the display device 41. It is also possible to configure the game control device 100 to send a variable time command indicating the value of the variable time to the performance control device 300, and the performance control device 300 to set the stop of the decorative special symbol variable display game after the variable time has elapsed from the start of the decorative special symbol variable display game.
[0175] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the start performance of a small or big win, when it receives a round command, it executes a round performance, which is the performance during a round, when it receives an interval command, it executes an interval performance in the interval between rounds, and when it receives an ending command, it executes an ending performance corresponding to the ending of a big or small win.
[0176] When the performance control device 300 receives the special chart 1 reserved number command or the special chart 2 reserved number command, it displays the reserved display corresponding to the start memory (reserved) on the display device 41 or the like in the same number as the special chart 1 reserved number or the special chart 2 reserved number. When the performance control device 300 receives a look-ahead change pattern command and a look-ahead stop pattern command as look-ahead commands, it draws and sets a look-ahead preview performance (look-ahead performance, look-ahead preview) with a drawing probability corresponding to the look-ahead command. Examples of look-ahead preview performance include continuous preview performance and reserve change preview. Examples of continuous preview performance include a chance eye look-ahead performance related to a decorative stop pattern.
[0177] When the performance control device 300 receives a left hit instruction notification command and a right hit instruction notification command as the hitting instruction notification command, it can execute a left hit instruction display and a right hit instruction display corresponding to each command on the display device 41. When the performance control device 300 receives a specific area passing command, it may execute a performance to congratulate the V winning on the display device 41.
[0178] In addition, the performance control device 300 is capable of receiving commands necessary for control other than those mentioned above from the game control device 100.
[0179] [Power outage restoration process] 5 is a flowchart showing details of the power failure recovery process according to the first embodiment. As shown in the figure, in the power failure recovery process, the game control device 100 determines whether the RAM clear switch 112 is on or not when the power is turned on (step S110).
[0180] If the RAM clear switch 112 is on, a switch-on clear process is executed (step S120). Specifically, in the switch-on clear process, the game control device 100 generates a RAM initialization related command (particularly a clear preparation command) and transmits it to the presentation control device 300. When the presentation control device 300 receives the clear preparation command, it causes the display device 41 to execute a display in a manner determined in accordance with the clear preparation command (for example, a text display such as "RAM clear preparation in progress"). Furthermore, when the game control device 100 detects that an on operation has been performed on the RAM clear switch 112 during clear preparation, it clears the entire storage area of the RAM 111c.
[0181] When the RAM 111c is cleared by the switch-on clear process, a basic clear notification process (step S130) is executed to notify the user that the entire memory area of the RAM 111c has been cleared (basic clear notification, second notification). In the basic clear notification process, the game control device 100 generates a RAM initialization related command (particularly a clear completion command) and transmits it to the performance control device 300. Furthermore, when the performance control device 300 receives the clear completion command, it executes a basic clear notification based on a notification mode determined in advance in response to the clear completion command. For example, the performance control device 300 causes the display device 41 to display text such as "RAM cleared."
[0182] In addition, the switch-on clear process and the basic clear notification process may be executed at least partially in parallel. For example, a configuration may be adopted in which the game control device 100 generates a clear execution command indicating that the clear is being executed while clearing the RAM 111c and transmits it to the performance control device 300, and the performance control device 300 executes a basic clear notification based on a notification mode determined in response to the clear execution command.
[0183] Then, the gaming control device 100 completes the power outage recovery process after executing the basic clear notification process, and transitions the state of the gaming machine 10 to the normal state.
[0184] On the other hand, if it is determined in step S110 that the RAM clear switch 112 is off, the power interruption time Δt is equal to or smaller than the threshold time Δt th It is determined whether the power interruption time Δt is equal to or greater than the threshold time Δt (step S140). th The determination of whether or not this is the case will be referred to as "power interruption time determination" as appropriate.
[0185] 6 is a diagram for explaining a control configuration for realizing the power interruption time determination in this embodiment. As shown in the figure, in this embodiment, the power interruption time determination is executed by the power supply device 400. More specifically, in the power interruption time determination, a power interruption time determination unit 440 receives the power interruption signal generated by the power interruption detection unit 430 and the power restoration signal generated by the power restoration detection unit 435 as inputs, and determines whether the power interruption time Δt is greater than or equal to the threshold time Δt th A RAM clear flag F is generated to determine whether or not the RAM is equal to or greater than the threshold (i.e., whether or not a clear process should be executed when the switch is turned off).
[0186] In particular, the power interruption time determination unit 440 has a power interruption time measurement circuit 441 and a flag setting unit 442.
[0187] The power interruption time measurement circuit 441 receives the power interruption signal and the power restoration signal as inputs and calculates the power interruption time Δt. More specifically, the power interruption time measurement circuit 441 stores the detection timing of the power interruption signal (power interruption time) and the detection timing of the power restoration signal (power restoration time), and calculates the difference between these times (time difference) as the power interruption time Δt.
[0188] The flag setting unit 442 sets the power interruption time Δt calculated by the power interruption time measurement circuit 441 and the threshold time Δt th The flag setting unit 442 determines the RAM clear flag F by inputting the above. More specifically, the flag setting unit 442 determines the RAM clear flag F by inputting the above. th If so, the RAM clear flag F is set to "1" (flag on). thIf it is less than the time, the RAM clear flag F is set to “0” (flag off). Then, the power interruption time determination unit 440 transmits the set RAM clear flag F to the gaming microcomputer 111.
[0189] Returning to Figure 5, the power interruption time Δt is the threshold time Δt th If so, the gaming microcomputer 111 executes the switch-off clear process (step S150). More specifically, if the received RAM clear flag F is "1", the gaming microcomputer 111 executes the switch-off clear process. In particular, in the switch-off clear process, the gaming microcomputer 111 partially erases the memory area in the RAM 111c in which the safety device related information (number of balls difference) is stored. In other words, the gaming microcomputer 111 maintains the memory area in which data other than the safety device related information (such as information on the game status and performance information) is stored without erasing it.
[0190] Furthermore, when the gaming microcomputer 111 completes the switch-off clear process (when it clears the safety device-related information in the RAM 111c), it ends the power outage recovery process and transitions the state of the gaming machine 10 to the normal state.
[0191] On the other hand, the power interruption time Δt is the threshold time Δt th If it is less than the threshold (if the determination result of step S140 is No), the processing of step S160 is executed. More specifically, if the received RAM clear flag F is "0", the gaming microcomputer 111 completes the power outage recovery processing while maintaining the data in all storage areas of the RAM 111c (step S170), and transitions the state of the gaming machine 10 to the normal state.
[0192] According to the power outage recovery process shown in FIG. 5 described above, even if the existing RAM clear (clear process at switch on) that is performed when the RAM clear switch 112 is on when the power is turned on is not executed (i.e., when the RAM clear switch 112 is off), the safety device-related information stored in the RAM 111c can be partially cleared when the power is turned on after a power-off state (power outage state) of a certain period of time or more.
[0193] Therefore, among the data stored in the RAM 111c during the previous operation of the gaming machine 10, safety device-related information that is not desired to be carried over when the power is next turned on after a power outage can be erased without operating the RAM clear switch 112 (manual operation) when the power is turned on.
[0194] In particular, according to the logic of the power failure recovery process shown in FIG. 5, when the RAM clear switch 112 is turned off and the power failure time Δt is equal to or shorter than the threshold time Δt th If the power interruption time Δt is equal to or greater than the threshold time Δt, the safety device-related information in the RAM 111c is cleared. th If the time t1 is less than 100 seconds, the safety device-related information is maintained without being cleared. Therefore, in a situation where it is not desired to clear the safety device-related information, such as when the power is turned on after a temporary power cut during business hours of a store, the safety device-related information can be maintained without being cleared.
[0195] In addition, the threshold time Δt th can be set to an appropriate value as an index for determining whether the power-off state has continued long enough to require the deletion of the safety device-related information, that is, a preferable value that can exclude temporary power outages (such as temporary power outages and power outages for inspections). For example, the threshold time Δt th can be set to the average time expected from when the power to the gaming machine 10 is turned off after the store in which the gaming machine 10 is installed closes to when the power is turned on by a worker (store clerk) the next business day.
[0196] [Functions and Effects of the First Embodiment] According to this embodiment, there is provided a gaming machine 10 capable of clearing at least a part of the memory area (particularly the memory area storing safety device related information) in the RAM 111c of the gaming control device 100. In this gaming machine 10, when the RAM clear switch 112 is on when the power is turned on, the memory area is cleared, and when the RAM clear switch 112 is off when the power is turned on and the power interruption time Δt of the gaming control device 100 is a predetermined time (threshold time Δtth ) or more, the memory area is cleared.
[0197] According to the gaming machine 10 according to this embodiment, when the power is turned on, the power interruption time Δt is equal to the threshold time Δt th In the above cases, even if the RAM clear switch 112 is off (even if the RAM clear switch 112 is not manually operated by an operator or the like), at least a part of the storage area of the RAM 111c can be cleared. Therefore, among the information stored in the RAM 111c during the previous operation (while the power is on) of the gaming machine 10, information that is not desired to be carried over when the power is next turned on after a power cut (for example, safety device related information) can be automatically cleared by simply turning on the power of the gaming machine 10. As a result, the burden on workers such as store clerks of the store where the gaming machine 10 is installed can be reduced.
[0198] Furthermore, according to this embodiment, there is provided a gaming machine 10 that executes a RAM clear process for clearing at least a portion of the memory area (particularly the memory area in which safety device-related information is stored) in the RAM 111c of the gaming control device 100. In this gaming machine 10, if the RAM clear switch 112 is on when the power is turned on, the RAM clear process can be executed. If the RAM clear switch 112 is off when the power is turned on and the power interruption time Δt of the gaming control device 100 is a predetermined time (threshold time Δt th ) the RAM clear process can be performed.
[0199] According to the gaming machine 10 according to this embodiment, when the power is turned on, the power interruption time Δt is equal to the threshold time Δt thIn the above cases, even if the RAM clear switch 112 is off (even if the RAM clear switch 112 is not manually operated by an operator or the like), at least a part of the storage area of the RAM 111c can be made clearable. Therefore, with regard to information (e.g., safety device related information) that is not desired to be carried over when the gaming machine 10 is next turned on after a power cut, among the information stored in the RAM 111c during the previous operation (while the power is on), the gaming machine 10 can be made clearable by simply turning on the gaming machine 10. As a result, at least the work related to operating the RAM clear switch 112 when the power is turned on can be omitted, reducing the burden on the operator.
[0200] [Second embodiment] In the following, the same reference numerals will be used to denote the items described in the previous embodiment, and the description thereof will be omitted as appropriate.
[0201] 7 is a flowchart showing details of the power failure recovery process according to the second embodiment. As shown in the figure, in the power failure recovery process of this embodiment, the RAM clear switch 112 is turned off and the power interruption time Δt is equal to or shorter than the threshold time Δt th If so (if step S110 is No and step S140 is Yes), a clear advance notification process (step S170) is executed, and then a switch-off clear process (step S150) is executed.
[0202] More specifically, in the clear advance notification process, the game control device 100 generates a safety device related information clear related command (particularly, a clear preparation command) and transmits it to the performance control device 300. Furthermore, when the performance control device 300 receives the clear preparation command, it executes a clear advance notification based on a notification mode that is predetermined in response to the clear preparation command.
[0203] Fig. 8 is a diagram showing an example of a clear advance notification. In the example shown in Fig. 8, the performance control device 300 displays the words "Safety device related information will be erased!" on the display device 41 of the gaming machine 10 as a clear advance notification (main LCD notification). In particular, the performance control device 300 keeps this main LCD display on for a predetermined notification time. This allows the operator to recognize that the safety device related information stored in the RAM 111c will be automatically erased without executing a clear (manual clear) involving an operation on the RAM clear switch 112.
[0204] The form of the clear advance notification is not limited to the main LCD display described above. In particular, any form can be adopted as the clear advance notification as long as it allows the operator to recognize that the clear will be executed without operating the RAM clear switch 112. More specifically, specific forms of the clear advance notification include notification by displaying characters, figures, patterns, or a combination of these on the display device 41 (main LCD notification), audio output by the upper speaker 19a, the lower speaker 19b, or a combination of these (audio notification), lighting, extinguishing, or blinking of the performance LED 46 (performance LED notification), driving the performance movable body 44 (movable role notification), and notification by a combination of two or more of these.
[0205] FIG. 9 is a table showing an example of each mode of the basic clear notification and the clear advance notification. In the example shown in FIG. 9, a combination of a main LCD notification, an LED performance notification, and a movable gadget notification is adopted as the mode of the basic clear notification. On the other hand, a combination of a main LCD notification, an LED performance notification, and an audio notification is adopted as the mode of the clear advance notification. Therefore, in the example shown in FIG. 9, some of the modes of the clear advance notification (main LCD notification and LED performance notification) are common to the modes of the basic clear notification. On the other hand, some of the modes of the clear advance notification (audio notification) are different from the modes of the basic clear notification (main LCD notification, LED performance notification, and / or movable gadget notification).
[0206] The clear advance notification may be achieved by turning on, off, or blinking the LED lamp and / or the 7-segment display in the collective display device 50. In this case, when executing the clear advance notification, the game control device 100 preferably refers to a predetermined light-emitting pattern of the LED lamp and / or the 7-segment display and causes the collective display device 50 to perform a light-emitting display according to the light-emitting pattern.
[0207] Returning to FIG. 7, after the start of the clear advance notification (step S150), the switch-off clear process (step S150) is executed.
[0208] FIG. 10 is a diagram for explaining an example of the chronological relationship between the clear advance notification and the switch-off clear process. As shown in the figure, in this embodiment, the clear advance notification is made before the switch-off clear process is started, and continues at least until the switch-off clear process is started. This allows the operator to be notified in accordance with the timing at which the RAM 111c is actually cleared. In addition, when the switch-off clear process includes clear preparation and the subsequent RAM clear, a configuration may be adopted in which the clear advance notification is continued until the start of the RAM clear. As a result, the clear advance notification is continued even during the clear preparation, so that the operator can be encouraged to perform the RAM clear operation promptly.
[0209] In addition, instead of the example shown in Figure 10, a configuration in which the clear pre-notification is terminated and then the clear processing at switch off is started (a configuration in which the clear pre-notification and the clear processing at switch off are not performed in parallel in chronological order) may be adopted.
[0210] [Effects of the second embodiment] In the gaming machine 10 of the present embodiment, when the power is turned on, the RAM clear switch 112 is turned off and the memory area is cleared, and accordingly, a first notification (clear advance notification) is executed.
[0211] This allows the operator to recognize that a RAM clear (clearing of the storage area storing the safety device related information) will be executed without operating the RAM clear switch 112 when the power is turned on. This prevents the operator from manually clearing the RAM 111c without knowing that the storage area of the RAM 111c to be cleared has already been cleared, and further reduces the workload of the operator when preparing to open a store in which the gaming machine 10 is installed.
[0212] In addition, in the gaming machine 10 of this embodiment, when the RAM clear switch 112 is turned on and the memory area is cleared at power-on, the second notification (basic clear notification) is executed. At least a part of the notification mode of the first notification (pre-clear notification) is common to the notification mode of the second notification (basic clear notification).
[0213] This allows the first notification (clear advance notification) when the storage area of the RAM 111c is cleared with the RAM clear switch 112 in an off state to have commonality with the second notification (basic clear notification) when the storage area of the RAM 111c is cleared with the RAM clear switch 112 in an on state. That is, the clear advance notification can be made closer to the basic clear notification, and the worker can be made to more intuitively recognize that the storage area of the RAM 111c (especially the safety device related information) will be cleared. Also, by making some of the notification modes in the clear advance notification common to the existing basic clear notification, it is possible to reduce the additional notification modes for the clear advance notification, and to simplify the control logic.
[0214] On the other hand, in the gaming machine 10 of the present embodiment, at least a part of the notification mode of the first notification (pre-clear notification) is different from the notification mode of the second notification (basic clear notification).
[0215] This makes it possible to notify the operator in a manner that clearly distinguishes between the execution of an existing RAM clear (clear process when switched on) that is executed when the RAM clear switch 112 is turned on when the power is turned on and the execution of a RAM clear (clear process when switched off) that is executed when the RAM clear switch 112 is turned on when the power is turned on.
[0216] In the gaming machine 10 of the present embodiment, the first notification is executed before the memory area is cleared.
[0217] This allows an operator to quickly recognize that part of the memory area of the RAM 111c (the memory area storing the safety device-related information) will be cleared when the gaming machine 10 is powered on with the RAM clear switch 112 in the off state. This makes it possible to more reliably prevent an operator from needlessly manually clearing the RAM even if the target safety device-related information has already been deleted.
[0218] Furthermore, in the gaming machine 10 of this embodiment, the first notification is started before the RAM clear switch 112 is turned off and clearing of the memory area is started, and continues until clearing of the memory area is started.
[0219] This makes it possible to give a notification that is consistent with the timing at which the RAM 111c is actually cleared, and allows the worker to more reliably recognize the timing at which the RAM 111c is actually cleared.
[0220] [Third embodiment] 11 is a diagram for explaining a configuration (control logic) for realizing the determination of the power interruption time Δt according to this embodiment. As shown in the figure, in this embodiment, the gaming microcomputer 111 generates a RAM clear flag F using RTC information acquired from an RTC (real-time clock) circuit 470 as input.
[0221] The RTC circuit 470 continuously measures the current time by the power supplied from the backup power supply unit 420, regardless of whether the power supply to the game control device 100 is on or off, and generates RTC information that can specify the date (year, month, day) and time (hour, minute, second) at that time.
[0222] When the game microcomputer 111 receives a power restoration signal from the power supply device 400 (power restoration detection unit 435), it acquires RTC information (power restoration time t2) from the RTC circuit 470. Further, the game microcomputer 111 (more specifically, the clear flag setting unit 1111) compares the power restoration time t2 with a predetermined setting clear time t3. The clear flag setting unit 1111 sets the RAM clear flag F to "1" when the power restoration time t2 is after the setting clear time t3 (when t2 ≥ t3). On the other hand, when the power restoration time t2 is before the setting clear time t3 (when t2 < t3), the RAM clear flag F is set to "0".
[0223] Then, as described in the first embodiment and the like, the game microcomputer 111 executes subsequent processes (such as the switch-off time clear process in step S160 or the RAM data maintenance in step S170) with reference to the RAM clear flag F.
[0224] [Operation and Effect of the Third Embodiment] According to the present embodiment, control logic in a different mode from FIG. 6 for setting the RAM clear flag F is realized based on the RTC information acquired from the existing RTC circuit 470. In particular, it is not necessary to implement a special software or hardware configuration for determining the RAM clear flag F on the power supply device 400 side, and each process related to the power failure recovery process described in FIG. 5 or FIG. 7 can be realized using the existing RTC circuit 470.
[0225] The configuration for determining the power interruption time Δt is not limited to the form described in the first embodiment (see FIG. 5) or the form described in the third embodiment (see FIG. 11). For example, it is not essential that a circuit for measuring the power interruption time Δt (power interruption time measuring circuit 441 or RTC circuit 470) is provided in the gaming machine 10, and a configuration for acquiring necessary time information or time information from the circuit provided outside the gaming machine 10 and executing each calculation may be adopted. For example, a configuration for calculating the power interruption time Δt and the power restoration time t2 with reference to time information acquired from a hall computer or an arbitrary time measuring device (such as a radio clock) in the store where the gaming machine 10 is installed may be adopted.
[0226] [Fourth embodiment] Fig. 12 is a flow chart showing details of the power failure recovery process according to the fourth embodiment. As shown in the figure, the power failure recovery process of this embodiment differs from the power failure recovery process shown in Fig. 5 in that if the RAM clear switch 112 is off when the power is turned on (No in step S110), it is determined whether the safety device was inactive when the gaming machine 10 was last operated (when power was supplied) (step S180).
[0227] More specifically, the gaming microcomputer 111 refers to the safety device activation flag. The safety device activation flag is set to "1" (on) when the difference in the number of balls in a predetermined period (for example, one business day) reaches the difference in the number of balls reference value, and is set to "0" (off) otherwise. In particular, the normal state value (default value) of the safety device activation flag is set to "0", and it is switched to "1" when the difference in the number of balls stored in the RAM 111c reaches the difference in the number of balls reference value. Furthermore, when the RAM clear process (switch-on clear process and switch-on clear process) is executed while the safety device activation flag is set to "1", the safety device activation flag is returned to the default value "0".
[0228] Then, the gaming microcomputer 111 executes the process from step S140 onwards when the safety device activation flag is "0", i.e., when it is presumed that the safety device was not activated the previous time the gaming machine 10 was operated. On the other hand, when the safety device activation flag is "1", i.e., when it is presumed that the safety device was activated the previous time the gaming machine 10 was operated, the gaming microcomputer 111 completes the power outage recovery process and transitions to normal play.
[0229] Generally, when the safety device is activated while the power is on, clearing of the RAM 111c becomes unavoidable (a state in which the game cannot be played unless the RAM 111c is cleared). For this reason, the power is generally cut off after the RAM is cleared by an operator. Therefore, in this case, there is little need to clear the safety device-related information in the RAM 111c again when the power is turned on thereafter.
[0230] In contrast, in the case of the gaming machine 10 of this embodiment in which the power outage recovery processing shown in FIG. 12 is adopted, the clear processing at switch off (step S150) can be executed in the case where the safety device was not activated the last time the gaming machine 10 was operated (in the case where there is a high need to clear the safety device-related information).
[0231] On the other hand, if the safety device was activated during the previous operation (if there is little need to clear the safety device-related information), the clear process at switch off can be prevented from being executed, thereby avoiding the execution of unnecessary (or duplicated) RAM clear processes.
[0232] [Effects of the fourth embodiment] The gaming machine 10 according to this embodiment has a means (safety device) for stopping the game when a predetermined condition regarding the difference in the number of game media (difference in the number of balls) in a predetermined period (one business day) is met (when the difference in the number of balls reaches the difference in the number of balls reference value). th ) or more, the memory area (especially the memory area in which safety device related information is stored) is cleared.
[0233] This makes it possible to clear the storage area (safety device related information) of the RAM 111c when the RAM clear switch 112 is off, targeting situations where there is a high need to clear the safety device related information.
[0234] [Modifications] Modifications not mentioned in the above description are summarized below.
[0235] 13 is a flowchart showing details of the power failure recovery process according to the modified example. As shown in the figure, in the power failure recovery process according to the modified example, after the switch-off clear process (step S150), a clear completion notification (step S190) is executed.
[0236] The clear completion notification is a process for notifying the operator that the safety device-related information stored in the RAM 111c has been erased. Specific modes of the clear completion notification include notification by displaying characters, figures, patterns, or a combination of these on the display device 41 (main liquid crystal notification), audio output by the upper speaker 19a, the lower speaker 19b, or a combination of these (audio notification), lighting, extinguishing, or blinking of the performance LED 46 (performance LED notification), driving the performance movable body 44 (movable role notification), and notifications by a combination of two or more of these. The clear completion notification may be executed in the same manner as the clear advance notification, or may be executed in a different manner.
[0237] By notifying the completion of clearing as described above, it is possible to make the operator more reliably recognize that the RAM clearing (clearing of safety device related information) that was performed when the RAM clear switch 112 was turned off upon power-on has been completed.
[0238] Next, the technical ideas that can be understood from the embodiments or modifications are described below. That is, the following technical ideas are included in the matters described in the original specification of the present application.
[0239] (A) A gaming machine 10 that executes a RAM clearing process to clear at least a portion of a memory area in the RAM 111c of the gaming control device 100, When the RAM clear switch 112 is on at power-on, RAM clear processing (clear processing at switch-on) can be executed. When the RAM clear switch 112 is off at power-on, The power interruption time Δt of the game control device 100 is a predetermined time (threshold time Δt th ) or more, the gaming machine 10 executes a clear advance notification (step S170) and executes a RAM clear process (clear process at switch off) that clears the memory area after the execution of the clear advance notification.
[0240] As a result, when the RAM clear switch 112 is on when the power is turned on, the existing switch-on clear process is executed, and when the RAM clear switch 112 is off and the power interruption time Δt is equal to or shorter than the threshold time Δt th In the above cases, a clearing advance notice (a notice to make an operator or the like aware that the safety device related information will be cleared) can be given while a clearing process can be executed when the switch is turned off. That is, a gaming machine 10 having a function for executing an appropriate RAM clearing according to the operation state of the RAM clear switch 112 when the power is turned on can be realized.
[0241] (b) A gaming machine 10 in which, when the RAM clear switch 112 is turned off and at least a portion of the memory area in the RAM 111c is cleared upon power-on, the performance information (base value) of the gaming machine 10 stored in the RAM 111c is maintained.
[0242] As a result, even when the RAM clear switch 112 is in the OFF state when the power is turned on and the memory area of the RAM 111c is cleared, the performance information required to check whether any fraud has been committed against the gaming machine 10 can be maintained.
[0243] (c) When the RAM clear switch 112 is off and the RAM 111c is cleared upon power-on, only information relating to the difference in game media stored in the RAM 111c (such as the difference in number of balls, the difference in number of sheets, or MY) is erased.
[0244] As a result, the power interruption time Δt is set to a predetermined time (threshold time Δt th ) or more, it is possible to pinpoint and erase from the data stored in RAM 111c information relating to the difference gaming media related to the safety device approximately every business day, while maintaining information that should be retained in RAM 111c (such as the gaming status).
[0245] It is to be noted that the present invention is not limited to the above-described embodiment, and various modifications and alterations are possible within the scope of the technical concept, and it is clear that these are also included in the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability-changing state. For example, the performance control device can execute a part of the processing executed by the game control device, and conversely, the game control device can execute a part of the processing executed by the performance control device. For example, it is possible to combine a plurality of embodiments and a plurality of modified examples in various ways. In addition, for example, the present invention can be applied not only to pachinko machines but also to other types of gaming machines (slot machines, etc.). The scope of the present invention is indicated by the claims, and it is intended to include all modifications within the scope of the claims and the meaning and content equivalent thereto.
[0246] For example, when the above-mentioned embodiment is applied to a slot machine, the game medium used in the game is replaced by medals (coins) instead of game balls, and the number of prize balls is replaced by the number of medals paid out (number of medals awarded). The control of launching game balls in a pachinko machine corresponds to the control of inserting medals (game media) in a slot machine. The number of game media used is the number of inserted medals, which is the number of inserted medals inserted into the slot machine. And, for example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of paid out medals to the number of medals inserted into the slot machine, and the ratio of the role is the ratio (%) of the number of medals paid out by various bonuses to the number of medals paid out in a specified period. Also, the difference in the number of balls as information on the difference in game media is the difference in the number of medals. Furthermore, MY is defined as the maximum increase in the difference in the number of medals during one business day. [Explanation of symbols]
[0247] 10 Gaming machines 25 Production button 30 Game Board 32 Gaming area 34 General starting gate 36 First start winning hole (first start hole, first start winning area) 37 Normal variable winning device (second start port, second start winning area) 39 Special variable prize device 41 Display device 50 Collective display device (LED) 86 Specific Area (V Winning Port) 100 Game control device (main board) 300 Performance control device (sub-board)
Claims
1. A gaming machine capable of clearing at least a portion of a memory area in a RAM of a gaming control device, If the RAM clear switch is on when the power is turned on, the memory area is cleared. When the RAM clear switch is off when the power is turned on, and the power interruption time of the game control device is equal to or longer than a predetermined time, the memory area is cleared. Amusement machine.
2. A gaming machine that executes a RAM clearing process for clearing at least a portion of a memory area in a RAM of a gaming control device, If the RAM clear switch is on when the power is turned on, the RAM clear process can be executed. When the RAM clear switch is off when the power is turned on, and the power interruption time of the game control device is equal to or longer than a predetermined time, the RAM clear process can be executed. Amusement machine.
3. When the power is turned on, the RAM clear switch is turned off and the memory area is cleared, and then a first notification is executed.
3. The gaming machine according to claim 1 or 2.
4. When the power is turned on, the RAM clear switch is turned on and the memory area is cleared, and then a second notification is executed. At least a part of the notification manner of the first notification is common to the notification manner of the second notification.
4. The gaming machine according to claim 3.
5. When the power is turned on, the RAM clear switch is turned on and the memory area is cleared, and then a second notification is executed. At least a part of the notification manner of the first notification is different from the notification manner of the second notification.
4. The gaming machine according to claim 3.
6. a means for stopping a game when a predetermined condition regarding the number of difference game media in a predetermined period is satisfied; clearing the memory area when the RAM clear switch is off when the power is turned on, the game is not stopped, and the power interruption time is equal to or longer than the predetermined time; 2. The gaming machine according to claim 1.
Citation Information
Patent Citations
Game machine
JP2023106990A
Game machine
JP2021061975A