Gaming machine
The gaming machine addresses fairness and engagement issues by incorporating a dynamic ball distribution system with multiple paths and a rotation unit, enhancing player interest through varied winning opportunities.
Patent Information
- Application Number
- JP2024113517
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-16
- Publication Date
- 2026-01-28
AI Technical Summary
Conventional gaming machines controlled by drive mechanisms raise doubts about fairness and can lead to decreased interest due to prolonged periods without winning opportunities.
A gaming machine equipped with a gaming control system that includes a first and second path for gaming balls, a path sorting unit, and a rotation unit that switches ball distribution based on rotation and flow-down movements, enhancing fairness and interest through variable winning opportunities.
The system achieves fairness and increases player engagement by providing dynamic winning paths and distributions, ensuring varied outcomes and maintaining player interest.
Smart Images

Figure 2026013222000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] There is a gaming machine that can alternately repeat an action in which a blocking part protruding into a winning ball passage retracts from the winning ball passage and a blocking part protrudes into the winning ball passage at the same time, and an action in which the retracted blocking part protrudes into the winning ball passage and the blocking part retracts from the winning ball passage at the same time, by a drive mechanism swinging a drive part. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2000-51449 Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional gaming machines are controlled by a drive mechanism, which raises doubts about the fairness of the control. Also, if a gaming ball is not guided to the winning ball passage for a long period of time, the game may become boring and the interest may decrease. In one aspect, the present invention aims to provide a gaming machine that can achieve fairness and increase the interest. [Means for solving the problem]
[0005] To achieve the above object, a gaming machine is provided that can play a game based on gaming balls flowing down a gaming area and winning into a predetermined winning slot, as shown below. The gaming machine is equipped with a gaming control means that can comprehensively control the game, and a setting means that can select and set one gaming performance from two or more gaming performances in the game. Furthermore, the gaming machine is equipped with, in the gaming area, a first path that allows winning into the predetermined winning slot, a second path that makes it easier to win into the predetermined winning slot, and a path sorting unit that is located above the first path and the second path and sorts gaming balls received from a receiving port into either the first path or the second path. The path distribution unit includes an upper ball passage through which game balls received from the receiving port flow down, a distribution unit that distributes game balls that have flowed down the upper ball passage to either the first path or the second path, and a rotation unit that rotates by a predetermined unit each time a game ball flows down the upper ball passage, and each time the rotation unit reaches a predetermined amount of rotation, the distribution unit switches from distribution to the first path to distribution to the second path based on the rotational movement of the rotation unit, and switches from distribution to the second path to distribution to the first path based on the flow-down movement of one game ball down the second path. [Effects of the Invention]
[0006] According to one aspect, fairness and increased interest can be achieved in a gaming machine. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment. [Figure 2] FIG. 2 is a front view showing an example of a game board according to the first embodiment. [Figure 3] 1 is a block diagram showing an example of a control system for a gaming machine according to a first embodiment. [Figure 4] 1 is a block diagram showing an example of the configuration of a performance control device according to a first embodiment. [Figure 5] FIG. 1 is a diagram illustrating an example of a collective display device according to a first embodiment. [Figure 6] FIG. 1 is a flowchart (part 1) of a main process according to the first embodiment. [Figure 7]FIG. 10 is a second flowchart of the main process according to the first embodiment; [Figure 8] FIG. 10 is a flowchart (part 3) of the main process according to the first embodiment. [Figure 9] FIG. 10 is a flowchart (part 4) of the main process according to the first embodiment. [Figure 10] FIG. 5 is a flowchart (part 5) of the main processing according to the first embodiment. [Figure 11] 2 is a diagram showing an example of a memory map of the game control device of the first embodiment. FIG. [Figure 12] FIG. 4 is a flowchart illustrating a safety device information initialization process according to the first embodiment. [Figure 13] FIG. 4 is a flowchart illustrating a timer interrupt process according to the first embodiment. [Figure 14] FIG. 2 is a diagram showing a flowchart of main processing in the performance control device of the first embodiment. [Figure 15] FIG. 2 is a diagram showing an example of a gaming performance list according to the first embodiment. [Figure 16] FIG. 2 is a diagram showing an example of a game state transition in the first embodiment. [Figure 17] FIG. 2 is a diagram illustrating an example of a game display screen according to the first embodiment. [Figure 18] A diagram showing an example of a ball flow path in the left-side playing area of the first embodiment. [Figure 19] FIG. 2 is a diagram showing an example of distribution of the number of starts in the gaming machine of the first embodiment and a conventional gaming machine. [Figure 20] A figure showing an example of the overview of the winning stabilization device of the first embodiment. [Figure 21] 1 is a front oblique view showing an example of the internal structure of the winning stabilization device of the first embodiment. FIG. [Figure 22] A front plan view showing an example of the internal structure of the winning stabilization device of the first embodiment. [Figure 23] 1 is a rear oblique view showing an example of the internal structure of the winning stabilization device of the first embodiment. FIG. [Figure 24]A rear plan view showing an example of the internal structure of the winning stabilization device of the first embodiment. [Figure 25] 1A and 1B are diagrams showing a drive pin link gear of a first embodiment, in which (1) is a perspective view and (2) is a plan view. [Figure 26] 10A and 10B are diagrams illustrating the operation of pushing up the drive pin to the tooth row rotation region of the sprocket in the coordinated operation of the distribution link mechanism and distribution parts of the first embodiment. [Figure 27] 10A and 10B are diagrams showing the drive pin entering the tooth row rotation area of the sprocket in the coordinated operation of the distribution link mechanism and distribution parts of the first embodiment. [Figure 28] 10A and 10B are diagrams illustrating the pushing-up operation of the drive pin in the rotation direction of the sprocket in the coordinated operation of the distribution link mechanism and distribution parts in the first embodiment. [Figure 29] A figure showing an example of a comparison of verification results for the number of starts depending on whether or not the winning stabilization device of the first embodiment is present. [Figure 30] A figure showing an example of the frequency distribution of the number of starts depending on whether or not the winning stabilization device of the first embodiment is present. [Figure 31] A figure showing an example of a comparison of verification results of the number of starts according to start adjustment in a gaming machine having the winning stabilization device of the first embodiment. [Figure 32] FIG. 10 is a diagram showing an example of a frequency distribution of the number of starts according to start adjustment in a gaming machine having the winning stabilization device of the first embodiment. [Figure 33] FIG. 10 is a diagram showing a modified example (part 1) of the front side appearance of the winning stabilization device of the first embodiment. [Figure 34] FIG. 10 is a diagram showing a modified example (part 2) of the front side appearance of the winning stabilization device of the first embodiment. [Figure 35] FIG. 10 is a diagram showing a modified example (part 3) of the front side appearance of the winning stabilization device of the first embodiment. [Figure 36] A figure showing a modified ball passage of the winning stabilization device of the first embodiment. [Figure 37] A figure showing an example of the installation location of the winning stabilization device of the first embodiment. [Figure 38] A figure showing a modified example of the allocation target of the winning stabilization device of the first embodiment. [Figure 39] A figure showing an example of the use of signal output from the winning stabilization device of the first embodiment for presentation purposes. [Figure 40] FIG. 10 is a diagram (part 1) showing an example of setting contents according to the second embodiment. [Figure 41] FIG. 10 is a diagram (part 2) showing an example of setting contents according to the second embodiment. [Figure 42] FIG. 10 is a diagram (part 3) illustrating an example of setting contents according to the second embodiment. [Figure 43] FIG. 10 is a diagram showing an example of a table showing the state of a performance-related device according to the state of a safety device of the second embodiment. [Figure 44] FIG. 10 is a diagram showing an example of a table showing aspects of devices related to performance according to setting change modes in the second embodiment. [Figure 45] FIG. 10 is a diagram showing an example (part 1) of a guide display of the winning stabilization device of the second embodiment. [Figure 46] FIG. 10 is a diagram showing an example (part 2) of a guide display of the winning stabilization device of the second embodiment. [Figure 47] FIG. 10 is a diagram showing an example (part 3) of a guide display of the winning stabilization device of the second embodiment. [Figure 48] FIG. 10 is a diagram showing an example (part 1) of the effect display of the stabilizer position guidance display according to the second embodiment. [Figure 49] FIG. 10 is a diagram showing an example (part 2) of the effect display of the stabilizer position guidance display according to the second embodiment. [Figure 50] FIG. 10 is a diagram showing an example (part 3) of the effect display of the stabilizer position guidance display according to the second embodiment. [Figure 51] FIG. 10 is a diagram showing an example of a table showing the presentation mode of the winning stabilization device according to the gaming machine state of the second embodiment. [Figure 52] A figure showing an example of the relationship between the allocation period and random number period of the winning stabilization device of the second embodiment. [Figure 53]A figure showing an example of a drive pin link rib of the winning stabilization device of the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, the embodiments will be described in detail with reference to the drawings. [First embodiment] First, the first embodiment will be described with reference to the drawings. Fig. 1 is a perspective view showing an example of a gaming machine according to the first embodiment.
[0009] The gaming machine 10 of the first embodiment has a front frame 12, which is attached to an outer frame (support frame) 11 so as to be pivotable open and closed, with the left side as the mounting side and the right side as the open side when viewed from the front. A gaming board 30 (see FIG. 2) is stored in a storage section (not shown) formed on the front side of the front frame 12. A glass frame (transparent member holding frame) 15 equipped with a cover glass (transparent member) 14 that covers the front surface of the gaming board 30 is attached to the front frame (main body frame) 12.
[0010] In addition, on the left and right sides of the glass frame 15, there are provided frame decoration devices 18 that incorporate lamps and LEDs (Light Emitting Diodes) for decoration and presentation, and to alert users when an abnormality occurs (for example, if a dispensing abnormality occurs, the lamps or LEDs will light up (blink) in an abnormality alert color (e.g., red)), as well as speakers 19 (upper left speaker 19a1, upper right speaker 19a2) that emit sounds (e.g., sound effects). Furthermore, speakers 19 (lower left speaker 19b1, lower right speaker 19b2) are also provided at the bottom of the front frame 12. Furthermore, when an abnormality occurs, the speakers 19 will sound an annunciation of the abnormality. Incidentally, a lamp for alerting users to a dispensing abnormality may be provided at a predetermined location on the glass frame 15.
[0011] In addition, the lower part of the front frame 12 is provided with an upper tray (storage tray) 21 that supplies game balls to a ball launching device (not shown), an upper tray ball outlet 22 through which game balls paid out from a payout unit provided on the back side of the gaming machine 10 flow out, a lower tray (receiving tray) 23 that stores game balls paid out when the upper tray 21 is full, and an operating part 24 for the ball launching device. In addition, the lower tray 23 is provided with a ball removal lever 23a for removing game balls from the lower tray 23 to the outside of the gaming machine.
[0012] Furthermore, an effect button 25 used for intervening in game effects is provided on the upper edge of the upper tray 21. The effect button 25 functions as an effect operation reception unit that receives operations for intervening in game effects, and also functions as an effect unit that can perform desired effects (e.g., lighting, vibration, protrusion, etc.). The left edge of the upper tray 21 is provided with an option setting unit 29 where the player can set various options. The option setting unit 29 is provided with a cross cursor switch that can receive input operations in four directions, a central switch in the center of the cross cursor switch that can receive operations such as a confirm operation, and two auxiliary switches located on the periphery of the cross cursor switch that are used for volume control, etc. Furthermore, a keyhole 26 is provided on the lower right side of the front frame 12 for inserting a key to unlock or lock the front frame 12 and glass frame 15.
[0013] The gaming machine 10 can perform effects involving player intervention based on player operation received from the effect button switch 25a (see FIG. 4), which detects operation (e.g., pressing) of the effect button 25 (push button). For example, effects involving player intervention include effects in a variable display game (decorative special symbol variable display game) on the display device (variable display device) 41 (see FIG. 2). The gaming machine 10 can move a character displayed on the display device 41 or stop identification information displayed on the display device 41 in the variable display game. Such player intervention may involve not only the effect button 25 but also one or more of the switches (cross cursor switch, center switch, auxiliary switch) of the option setting unit 29. In FIG. 4, which will be described later, the switches of the option setting unit 29 are collectively referred to as setting switches 29n.
[0014] Also, to the right of the effect button 25 are provided a ball lending button 27 that the player operates when borrowing balls from an adjacent ball lending machine, an ejection button 28 that is operated to eject a prepaid card from the card unit of the ball lending machine, and a balance display unit (not shown) that displays the balance of the prepaid card. In the gaming machine 10 of this first embodiment, when the player rotates the operation unit 24, the ball launching device launches game balls supplied from the upper tray 21 toward the game area 32 (see FIG. 2) on the front of the game board 30. Also, by operating one or more of the setting switches 29n (cross cursor switch, center switch, accessory switch) of the option setting unit 29 described above, the player can set, for example, the volume emitted from the speaker 19 or the brightness of the game board 30.
[0015] Next, the game board 30 will be described with reference to Figure 2. Figure 2 is a front view showing an example of the game board of the first embodiment. A substantially circular game area 32 surrounded by guide rails 31 is formed on the surface of the game board 30. The game area 32 is surrounded by resin side cases 33 and the guide rails 31, which are provided at the four corners of the game board 30. A center case (game presentation structure) 40 equipped with a display device (variable display device) 41 is located approximately in the center of the game area 32. The display device 41 is attached to a recessed portion of the center case 40, at a position recessed from the front surface of the center case 40. In other words, the center case 40 surrounds the periphery of the display area of the display device 41 and protrudes forward beyond the display surface of the display device 41, and is formed so as to make it difficult for game balls to fly into it from the surrounding game area 32.
[0016] The display device 41 is configured with a device having a display screen such as an LCD (liquid crystal display) or a CRT (cathode ray tube). The display device 41 may be configured with other display devices, such as a device having a display screen capable of displaying a dot matrix using LEDs, or a combination of two or more display devices. The area (display area) on the display screen capable of displaying images displays information related to the game, such as multiple identification information (special symbols), characters that create the special symbol variable display game, and background images that enhance the presentation effects. On the display screen of the display device 41, multiple special symbols assigned as identification information are displayed in a variable manner, thereby playing a decorative special symbol variable display game corresponding to the special symbol variable display game. The display screen also displays images for presentations based on the progress of the game (for example, a jackpot display image, a fanfare display image, an ending display image, etc.).
[0017] The upper part of the center case 40 is provided with a board presentation device 44 (movable gadget) that performs game presentations by moving. This board presentation device 44 is movable from the state shown in FIG. 2 toward the center of the display device 41. For example, the sword-shaped board presentation device 44 (upper movable gadget) at the upper part of the center case 40 uses the handle as a fulcrum and moves the tip of the blade downward, allowing the blade to be illuminated and decorated. Also, the flag-shaped board presentation device 44 (right movable gadget) at the right part of the center case 40 uses the base of the rod as a fulcrum and moves the tip of the rod leftward, allowing the flag to be illuminated and decorated.
[0018] A normal symbol start gate (normal symbol start gate) 34, which sets the conditions for starting the normal symbol variable display game, is provided on the lower right side of the center case 40 in the game area 32. A game ball that enters the normal symbol start gate 34 (a game ball that passes through the normal symbol start gate 34) is detected by a gate switch 34a (see FIG. 3).
[0019] In addition, a general winning opening 35 is located below the center case 40 on the left side in the gaming area 32, and another general winning opening 35 is located below the center case 40 on the right side, to the right of the starting winning opening 36. Gaming balls that enter these general winning openings 35 are detected by winning opening switches 35a (see FIG. 3).
[0020] In addition, a start winning hole 36 (start winning hole 1) that constitutes a first start winning hole (start winning area) that provides the start condition for the first special symbol variable display game (special symbol 1 variable display game) is provided below the center case 40 in the game area 32. A game ball that enters the start winning hole 36 is detected by a start winning hole 1 switch 36a (see FIG. 3).
[0021] In addition, below the starting winning hole 36, an outlet 30a is provided for collecting game balls that do not enter the winning holes or the like. Additionally, below the center case 40, to the left of the normal game start gate 34, is a normal game winning device 37 (second start winning port, start winning area) that provides the conditions for starting the second special game (special game 2). The normal game winning device 37 (starting port 2) is provided with a movable member 37b at the inlet portion. The movable member 37b is slid back and forth by a normal solenoid 37c (see FIG. 3) to switch between a blocking state that blocks game balls from entering the inlet portion and a permitting state that retracts backward to allow game balls to enter the inlet portion. The movable member 37b is normally kept in a closed state (a state disadvantageous to the player). When the result of the normal game is a predetermined stop display pattern, the movable member 37b is switched to an open state (a state advantageous to the player). A game ball that has won in the normal variable winning device 37 is detected by the start port 2 switch 37a (see Figure 3). It is also possible to make it possible to win even when the normal variable winning device 37 is closed, and to make it more difficult to win when it is closed than when it is open. The normal variable winning device 37 corresponds to a normal electric device (normal electric).
[0022] Further, on the right side of the center case 40 in the gaming area 32, a special variable prize winning device (big prize opening) 38 is disposed, which can be converted between a state in which it does not accept gaming balls and a state in which it is easy to accept gaming balls depending on the results of the special symbol variable display games (special symbol 1 variable display game and special symbol 2 variable display game). The special variable prize winning device 38 has an opening / closing member (movable piece) 38c, and depending on the results of the special symbol variable display game as an auxiliary game, the opening / closing member 38c closes the big prize opening and converts it from a closed state (a blocked state that is disadvantageous to the player) to an open state (a state that is advantageous to the player) in which it can accept gaming balls flowing down the gaming area 32 by retracting the opening / closing member 38c. That is, during a jackpot game state (special game state) resulting from the results of the special chart 1 variable display game and the special chart 2 variable display game, and during a jackpot game state (special game state) resulting from winning in a specific prize opening 95 (specific area) described below, the special variable prize winning device 38 converts the large prize opening from a closed state to an open state, thereby facilitating the flow of game balls into the large prize opening and awarding the player a predetermined game value (prize balls).In addition, a large prize opening switch (count switch) 38a (see Figure 3) is disposed inside the large prize opening (winning area) as a detection means for detecting game balls that have entered the large prize opening.
[0023] A specific winning port 95 is disposed within the special variable winning device (large winning port) 38. The specific winning port 95 has an opening / closing member (opening / closing door) 95c. Depending on the results of the special variable display game as an auxiliary game, the opening / closing member 95c changes from a closed state that does not allow game balls to be received (a blocked state that is disadvantageous to the player) to an open state that allows game balls to be received (a state that is advantageous to the player). That is, the specific winning port 95 is driven by a specific area solenoid 95b (see Figure 3) as a drive device. During a small win game state based on the results of the special variable display game 1 and the special variable display game 2, the opening / closing member 95c changes from a closed state to an open state, facilitating the flow of game balls into the specific winning port and awarding the player a predetermined game value (prize balls). Inside the specific winning opening (winning area), a specific winning opening switch (count switch) 38a (see FIG. 3) is disposed as a detection means for detecting a gaming ball that has entered the specific winning opening.
[0024] The specific winning opening 95 also has a V-channel that guides a gaming ball that has entered the winning opening to a specific area. The specific winning opening 95 is provided with a specific area switch 38e (see FIG. 3) that detects a gaming ball that has flowed into the specific area. The detection of a gaming ball by the specific area switch 38e (entry into the specific area) is one of the conditions for generating a jackpot gaming state (special gaming state) that converts the special variable winning device (large winning opening) 38 from a closed state to an open state.
[0025] The center case 40 also includes a warp flow path 695. A warp port (warp entrance) is provided on the left side of the center case 40, and all game balls that flow from the warp port into the warp flow path 695 are guided to a warp exit 696. The warp exit 696 is positioned directly above the start winning hole 36, making it easier for game balls guided to the warp exit 696 to enter the start winning hole 36. The center case 40 may roll game balls that flow from the warp port into the warp flow path 695 on a stage within the center case 40, and guide some or all of them to the warp exit 696.
[0026] In the gaming machine 10 of the first embodiment, within the gaming area 32 into which the gaming balls flow, the area to the left of the center case 40 is designated as the left gaming area, and the area to the right of the center case 40 is designated as the right gaming area. The player can aim to win a prize in the start winning hole 36 or the general winning hole 35 (located in the left gaming area) by adjusting the firing force and firing the gaming ball into the left gaming area (so-called left shot), and can aim to win a prize in the normal starting gate 34, the normal variable winning device 37, the special variable winning device 38, the general winning hole 35 (located in the right gaming area), etc. by firing the gaming ball into the right gaming area (so-called right shot).
[0027] A winning stabilization device 600 is provided above the left-side playing area, on the left side of the center case 40. The winning stabilization device 600 can receive almost all game balls shot into the left-side playing area, and guides one ball out of every 80 balls to the warp channel 695. In other words, the winning stabilization device 600 can guide one ball out of every 80 game balls to the starting winning hole 36, realizing a winning frequency into the starting winning hole 36 of at least once out of every 80 game balls.
[0028] In addition, outside the game area 32 (here, the lower right corner of the game board 30), there is provided a collective display device 50 that displays the first special chart change display game and the second special chart change display game, which constitute the special chart change display game, and the normal chart change display game, which is triggered by winning the normal chart start gate 34, as well as various information.
[0029] The gaming machine 10 may be provided with a play guide display device capable of providing guidance on how to play at any position on the gaming board 30. The play guide display device may clearly indicate to the player whether it is a left-handed play or a right-handed play, or may be a device that lights up when instructing the player to play right-handed and goes out in other states. The play guide display device may be included in the board decoration device 46 or the display device 41.
[0030] The gaming machine 10 is provided with a special symbol game variation display status display device 98 at the bottom left of the center case 40 in the gaming area 32. The special symbol game variation display status display device 98 is a so-called fourth symbol display device and is composed of two LEDs. The special symbol game variation display status display device 98 displays the variation display status of the special symbol 1 variation display game with the left LED and the variation display status of the special symbol 2 variation display game with the right LED. For example, the special symbol game variation display status display device 98 notifies the symbol stop state of the special symbol variation display game by lighting up, and notifies the symbol variation state of the special symbol variation display game by flashing. The special symbol game variation display status display device 98 is included in the board decoration device 46.
[0031] The gaming machine 10 is equipped with a normal map variation display device 93 and a normal map reserve display device 94 on the right side of the center case 40 in the gaming area 32. The normal map variation display device 93 is composed of two LEDs, and indicates the variation display status of the normal map game by alternating flashing, and indicates the result of the variation display of the normal map game by a combination of lighting and extinguishing. In addition, the normal map reserve display device 94 is composed of two LEDs, and indicates the number of normal maps reserved, from 0 to 4, by a combination of lighting, extinguishing, and flashing. The normal map variation display device 93 and the normal map reserve display device 94 are included in the board decoration device 46.
[0032] Next, the control system of the gaming machine will be described with reference to Fig. 3. Fig. 3 is a block diagram showing an example of the control system of the gaming machine of the first embodiment. The gaming machine 10 is equipped with a gaming control device 100, which is a main control device (main board) that controls the overall game, and is composed of a CPU (Central Processing Unit) section 110 having a gaming microcomputer (hereinafter referred to as the gaming microcomputer) 111, an input section 120 having an input port, an output section 130 having an output port, a driver, etc., and a data bus 140 that connects the CPU section 110, the input section 120, and the output section 130.
[0033] The CPU section 110 includes a gaming microcomputer 111 called an amusement chip (IC (Integrated Circuit)), and an oscillation circuit (crystal oscillator) 113 that has an oscillator such as a quartz crystal resonator and generates an operating clock for the gaming microcomputer 111, timer interrupts, and a clock that serves as a reference for the 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 made operable by being supplied with a direct current (DC) voltage of a predetermined level, such as DC 32V, DC 12V, or DC 5V, generated by the power supply device 400.
[0034] The power supply unit 400 includes a normal power supply unit 410 having an AC (Alternating Current)-DC converter that generates the above-mentioned DC 32V DC voltage from a 24V AC power supply and a DC-DC converter that generates lower level DC voltages such as DC 12V or DC 5V from DC 32V, a backup power supply unit 420 that supplies power supply voltage to the RAM (Random Access Memory) inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal that notify the gaming control device 100 of the occurrence and recovery of a power outage.
[0035] In the first embodiment, the power supply device 400 is configured separately from the game control device 100, but the backup power supply unit 420 and the control signal generating unit 430 may be configured to be provided on a separate board or integral with the game control device 100, i.e., on the main board. The game board 30 and the game control device 100 are subject to replacement when changing models, so by providing the backup power supply unit 420 and the control signal generating unit 430 on a board separate from the power supply device 400 or the main board as in the first embodiment, they are not subject to replacement, thereby reducing costs.
[0036] The backup power supply unit 420 can be configured with a single large-capacity capacitor such as an electrolytic capacitor. The backup power is supplied to the gaming microcomputer 111 (especially the built-in RAM) of the gaming control device 100, so that data stored in the RAM is retained even during a power outage or after power is cut off. The control signal generation unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and if it drops below 17V, for example, detects a power outage and changes the power outage monitoring signal, while outputting a reset signal after a predetermined time has passed. It also outputs a reset signal after a predetermined time has passed since power was turned on or power recovery was restored.
[0037] The gaming control device 100 is also provided with a RAM initialization switch 112. When this RAM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111C in the gaming microcomputer 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal, and resets the entire control system.
[0038] The game control device 100 is also provided with a setting value change switch 126 and a setting key switch 127. The setting value change switch 126 is, for example, a push switch that detects a push operation. The setting key switch 127 can be switched between an ON state and an OFF state by inserting a setting key. The game control device 100 is capable of changing settings related to game performance, and the settings stored in RAM are retained even during a power outage or after a power cut. For example, the game control device 100 allows the winning probability of the special chart 1 variable display game and the special chart 2 variable display game to be changed according to six settings.
[0039] When the game control device 100 is turned on with the setting key switch 127 in the ON state and the RAM initialization switch 112 in the ON state, the control state transitions to a setting change mode in which the settings of the game machine 10 can be changed. For example, in the setting change mode, the game control device 100 displays the setting contents on the probability setting value display device 136, and enables cyclic change between settings 1 to 6 by detecting a press operation of the setting value change switch 126. The probability setting value display device 136 is a display device capable of displaying setting values, and is, for example, a single-digit 7-segment LED mounted on a circuit board.
[0040] Furthermore, when the game control device 100 is powered on with the setting key switch 127 in the ON state and the RAM initialization switch 112 in the OFF state, the control state transitions to a setting confirmation mode in which the settings of the gaming machine 10 can be confirmed. For example, in the setting confirmation mode, the game control device 100 displays the setting contents on the probability setting value display device 136. Naturally, the probability setting value display device 136 can be confirmed by the gaming facility manager, but cannot be confirmed by players.
[0041] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111A, a read-only ROM (Read Only Memory) 111B, and a RAM 111C that can be read and written at any time.
[0042] The ROM 111B stores unchanging information for game control (programs, fixed data, various random number judgment values, etc.) in a nonvolatile manner, and the RAM 111C is used as a work area for the CPU 111A during game control or as a storage area for various signals and random numbers. An electrically rewritable nonvolatile memory such as an EEPROM (Electrically Erasable Programmable ROM) may be used as the ROM 111B or RAM 111C.
[0043] The ROM 111B also stores a variation pattern table for determining a variation pattern (variation mode) that specifies, for example, the execution time of the special chart variation display game, the content of the presentation, and whether or not a reach state occurs. The variation pattern table is a table that the CPU 111A determines a variation pattern by referring to variation pattern random number 1, variation pattern random number 2, and variation pattern random number 3 stored as start memory. The variation pattern table also includes a miss variation pattern table that is selected when the result is a miss, a jackpot variation pattern table that is selected when the result is a jackpot, and the like. Furthermore, these pattern tables include tables (such as a second-half variation group table and a second-half variation pattern selection table) for determining a second-half variation pattern, which is a variation pattern after a reach state has been reached, and tables (such as a first-half variation group table and a first-half variation pattern selection table) for determining a first-half variation pattern, which is a variation pattern before a reach state has been reached.
[0044] Here, the term "reach" (reach state) refers to a display state in a gaming machine 10 that has a display device with a variable display state, which derives and displays multiple display results at different times, and in which the gaming state becomes a gaming state advantageous to the player (special gaming state) when the multiple display results become a predetermined special result pattern. In other words, the "reach state" refers to a display state in which the display results already derived and displayed satisfy the conditions for becoming a special result pattern, even when some of the multiple display results have not yet been derived and displayed. The "reach state" also includes, for example, a state in which multiple variable display areas are displayed while maintaining a set of special result patterns (a so-called "full rotation reach"). In addition, the reach state refers to the display state at the time when the display control of the display device has progressed to a stage just before the display result is derived and displayed, and refers to the display state when at least some of the display results of the multiple variable display areas determined before the display result is derived and displayed satisfy the conditions for becoming a special result mode.
[0045] Therefore, for example, if the decorative special symbol variable display game displayed on the display device in response to the special symbol variable display game displays a plurality of identification information for a predetermined time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, and center to display the result state, the state in which the variable display stops in the left and right variable display areas when the conditions for a special result state are met (for example, the same identification information) becomes a reach state.In addition to this, when the variable display of all variable display areas is temporarily stopped, the state in which the conditions for a special result state are met in any two of the left, center, and right variable display areas (for example, the same identification information, excluding the special result state) may be set to a reach state, and the remaining one variable display area may be variably displayed from this reach state.
[0046] This reach state includes multiple reach effects, and the reach effects with different possibilities (different expected values) for deriving a special result mode are set as normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach. The expected values increase in the following order: "No reach" < "Normal reach" < "Special 1 reach" < "Special 2 reach" < "Special 3 reach" < "Premium reach." This reach state is included in the variable display mode at least when a special result mode is derived in the special chart variable display game (when a jackpot occurs). In other words, it may also be included in the variable display mode when it is determined that a special result mode is not derived in the special chart variable display game (when a miss occurs). Therefore, a state in which a reach state occurs is a state with a higher possibility of deriving a jackpot compared to when a reach state does not occur.
[0047] The CPU 111A executes the game control program in the ROM 111B to generate control signals (commands) for the payout control device 200 and the presentation control device 300, and generates and outputs drive signals for the solenoids and display devices to control the entire gaming machine 10. In addition, although not shown, the gaming microcomputer 111 is equipped with a random number generation circuit for generating a jackpot random number for determining a win in the special symbol variable display game, a jackpot pattern random number for determining a jackpot pattern, a variable pattern random number for determining a variable display pattern in the special symbol variable display game (including the execution time of the variable display game in various reach and no reach variable displays), a win random number for determining a win in the normal symbol variable display game, etc., and a clock generator that generates a timer interrupt signal of a predetermined period (for example, 4 ms) for the CPU 111A and a clock that provides an update timing for the random number generation circuit based on an oscillation signal (original clock signal) from the oscillation circuit 113.
[0048] Furthermore, in the processing related to the special chart variation display game, the CPU 111A acquires one of the plurality of variation pattern tables stored in the ROM 111B. Specifically, the CPU 111A selects and acquires one of the plurality of variation pattern tables based on the game result of the special chart variation display game (win (big win or small win) or loss), the probability state of the special chart variation display game as the current game state (normal probability state or high probability state), the operation state (time-saving operation state) of the normal variation winning device 37 as the current game state, the number of start memories, etc. Here, when the CPU 111A executes the special chart variation display game, it serves as a variation allocation information acquisition means for acquiring one of the plurality of variation pattern tables stored in the ROM 111B.
[0049] The payout control device 200 includes a CPU, ROM, RAM, an input interface, an output interface, etc., and controls the driving of a payout motor of a payout unit provided in the gaming machine 10 to pay out prize balls in accordance with a prize ball payout command (command or data) from the gaming control device 100. The payout control device 200 also controls the driving of a payout motor of a payout unit based on a ball loan request signal from a card unit of a ball loan machine attached to the gaming machine 10 to pay out loan balls.
[0050] The input section 120 of the gaming microcomputer 111 is connected to the start gate 1 switch 36a in the start gate 36, the start gate 2 switch 37a in the normal variable winning device 37, the gate switch 34a in the normal start gate 34, the winning gate switch 35a, the large winning gate switch 38a in the special variable winning device 38, and the specific area switch 38e of the special variable winning device 95, and is provided with an interface chip (proximity I / F) 121 that receives negative logic signals such as a high level of 11V and a low level of 7V supplied from these switches and converts them into positive logic signals of 0V-5V. The proximity I / F 121 also receives a detection signal from the board radio wave sensor 62 that detects the emission of radio waves to the gaming machine 10. In addition, the proximity I / F 121 has an input range of 7V-11V, so it can detect abnormal conditions such as when the lead wires of a sensor or proximity switch are improperly shorted, when a sensor or switch is removed from a connector, or when the lead wires are cut and left floating, and is configured to output an abnormality detection signal.
[0051] Regarding the prize opening switch 35a, while the prize opening switch 35a is shown as a single block in FIG. 3, multiple (n) prize opening switches 35a (three in this embodiment) are actually provided on the game board 30, and their respective signals are input to the proximity I / F 121 via different signal lines. Also, while the special prize opening switch 38a is shown as a single block in FIG. 3, multiple (x) special prize opening switches 38a (three in this embodiment) are actually provided on the game board 30. These multiple special prize opening switches 38a are connected to each other via different signal lines, or are connected to the game control device 100 via a wired OR configuration on a relay board (not shown) located between the switches and the game control device 100 (main board). The board radio wave sensor 62 and the magnetic sensor 61 (described later) may also be connected via different signal lines or may be similarly connected to the game control device 100 via a wired OR configuration.
[0052] The output of the proximity I / F 121 is supplied to the second input port 123 or the third input port 124 and is read into the gaming microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a, the start port 2 switch 37a, the gate switch 34a, the prize port switch 35a, the large prize port switch 38a, and the specific area switch 38e are input to the second input port 123. The signal output (output from the proximity I / F 121) of the start port switches in FIG. 1, the start port 1 switch 36a and the start port 2 switch 37a, is shown as one signal line in FIG. 3, but in reality there are two.
[0053] Furthermore, among the outputs of the proximity I / F 121, the detection signal of the board radio wave sensor 62 and the abnormality detection signal output when an abnormality in the sensor or switch is detected are input to a third input port 124. Also, the third input port 124 is configured to input the detection signal of a magnetic sensor 61 for detecting fraud provided on the front frame 12 or the like of the gaming machine 10, the detection signal of a glass frame open detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10, the detection signal of a main frame open detection switch 64 provided on the front frame (main frame) 12 or the like of the gaming machine 10, the detection signal of a setting value change switch 126, the detection signal of a setting key switch 127, and a touch switch signal from the payout control device 200 (a signal based on the input of a touch switch provided on the operation unit 24).
[0054] Among the outputs of the proximity I / F 121, the output to the second input port 123 is also supplied from the game control device 100 to a test firing device (not shown) via the relay board 70. Furthermore, among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a are configured to be input to the game microcomputer 111 in addition to the second input port 123.
[0055] As described above, the proximity I / F 121 has a signal level conversion function. To enable this level conversion function, the proximity I / F 121 is supplied with a voltage of 12 V from the power supply device 400 in addition to a voltage such as 5 V required for normal IC operation.
[0056] The data held in the second input port 123 can be read by the gaming microcomputer 111 asserting (changing to an active level) a chip enable signal CE (Chip Enable) (not shown) by decoding the address assigned to the second input port 123. The same applies to the third input port 124 and the first input port 122 (described later).
[0057] The input section 120 also has a first input port 122 which takes in the detection signal of the RAM initialization switch 112, the frame radio wave invalid signal from the payout control device 200 (a signal output based on the detection of radio waves by the frame radio wave sensor provided on the front frame 12), the payout busy signal (a signal indicating whether the payout control device 200 is in a state where it can accept commands), the payout abnormality status signal (a status signal indicating a payout abnormality), the shoot ball out switch signal (a signal indicating a shortage of game balls before payout), the overflow switch signal (a signal output when it is detected that more than a predetermined amount of game balls have been stored in the lower tray 23 (that it is full)), and the out ball detection switch signal (a signal output when an out ball is detected) and supplies them to the gaming microcomputer 111 via the data bus 140.
[0058] The out ball detection switch signal is a signal output from an out sensor (not shown) each time the out sensor detects an out ball from the gaming machine 10. For example, the out ball detection switch signal is provided in a discharge flow path (not shown) between an outlet (not shown) that discharges game balls (out balls) from the gaming machine 10 and the outlet 30a. The out ball detection switch signal is used to calculate game performance (e.g., base) per predetermined operation (e.g., 60,000 out balls), and the calculated game performance is displayed on the performance display device 135. The out ball detection switch signal may be input to the performance control device 300. In this case, the out ball detection switch signal may be used to determine the operating status that triggers switching to game performance or a customer waiting screen display. For example, the performance display device 135 may be a four-digit, seven-segment LED that can display game performance in decimal or hexadecimal.
[0059] Furthermore, the gaming machine 10 may be provided with a vibration sensor switch that detects vibrations, and a detection signal from this vibration sensor switch may be input to the first input port 122 or the third input port 124.
[0060] The gaming control device 100 is also provided with a Schmitt buffer 125 for inputting signals such as a power outage monitoring signal and a reset signal from the power supply device 400 to the gaming microcomputer 111, and the Schmitt buffer 125 has the function of removing noise from these input signals. The power outage monitoring signal from the power supply device 400 and the initialization switch signal from the RAM initialization switch 112 are first input to the first input port 122 and then taken into the gaming microcomputer 111 via the data bus 140. In other words, they are treated as signals equivalent to the signals from the various switches mentioned above. This is because there is a limit to the number of terminals provided on the gaming microcomputer 111 that can receive signals from outside.
[0061] Meanwhile, the reset signal RESET, from which noise has been removed by the Schmitt buffer 125, is input directly to a reset terminal provided on the gaming microcomputer 111 and supplied to each port of the output unit 130. The reset signal RESET is configured to be output directly to the relay board 70 without passing through the output unit 130, thereby turning off the test firing signal held in a port (not shown) of the relay board 70 for output to the test firing device. The reset signal RESET may also be configured to be output to the test firing device via the relay board 70. The reset signal RESET is not supplied to the first to third input ports 122, 123, and 124 of the input unit 120. The data set by the gaming microcomputer 111 to each port of the output unit 130 immediately before the reset signal RESET is input must be reset to prevent system malfunction, but the data read by the gaming microcomputer 111 from each port of the input unit 120 immediately before the reset signal RESET is input is discarded by the reset of the gaming microcomputer 111.
[0062] The output unit 130 is provided with a Schmitt buffer 132 arranged on the communication path from the gaming microcomputer 111 to the presentation control device 300 and on the communication path from the gaming microcomputer 111 to the payout control device 200. Data is transmitted from the gaming control device 100 to the presentation control device 300 and the payout control device 200 via serial communication. Note that the serial communication from the gaming control device 100 to the presentation control device 300 and the payout control device 200 is one-way communication that prevents signals from being input from the presentation control device 300 to the gaming control device 100.
[0063] Furthermore, the output unit 130 is configured to be able to mount a buffer 133 that is connected to the data bus 140 and outputs data informing the test firing device of a certification organization (not shown) of special symbol information for the variable display game and signals indicating the probability of winning via a relay board 70. This buffer 133 is a component that is not mounted on the game control device (main board) of a pachinko gaming machine as an actual machine (mass-produced product) installed in a gaming parlor. Note that the detection signal of a switch that does not require processing, such as a start switch, output from the proximity I / F 121 is supplied to the test firing device via the relay board 70 without passing through the buffer 133.
[0064] Meanwhile, detection signals that cannot be directly supplied to the test firing device, such as those from the magnetic sensor 61 and the radio wave sensor 62, are first taken into the gaming microcomputer 111 and processed into other signals or information, and then supplied to the test firing device from the data bus 140 via the buffer 133 and the relay board 70 as an error signal indicating, for example, that the gaming machine is in a state where game control is not possible. The relay board 70 is provided with a port that takes in the signal output from the buffer 133 and supplies it to the test firing device, as well as a connector that relays and transmits the signal line of the switch detection signal without passing through the buffer. The port on the relay board 70 is also supplied with a chip enable signal CE (not shown) output from the gaming microcomputer 111, and the signal of the port selected and controlled by this chip enable signal CE is supplied to the test firing device.
[0065] In addition, the output unit 130 is provided with a first output port 134a that is connected to the data bus 140 and outputs opening / closing data of the large prize opening solenoid 38b that opens and closes the opening / closing member 38c of the special variable prize winning device 38 (large prize opening), opening / closing data of the specific area solenoid 95b that opens and closes the opening / closing member 95c of the special variable prize winning device 95 (specific prize opening), opening / closing data of the normal solenoid 37c that opens and closes the movable member 37b of the normal variable prize winning device 37, and display data of the performance display device 135.
[0066] The output unit 130 is also provided with a second output port 134b for outputting display data for the probability setting value display device 136. The output unit 130 is also provided with a third output port 134c for outputting on / off data for the segment line to which the anode terminal of the LED is connected according to the content to be displayed on the collective display device 50, and a fourth output port 134d for outputting on / off data for the digit line to which the cathode terminal of the LED of the collective display device 50 is connected.
[0067] The output unit 130 is also provided with a fifth output port 134e for outputting information about the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is equipped with a photorelay and can be connected to an external device (such as an information collection terminal or an internal management device (hall computer)) installed in the gaming facility, so that information about the gaming machine 10 can be supplied to the external device via the photorelay. Some of the information supplied to the external device is output from the fourth output port 134d. A launch permission signal is also output from the fifth output port 134e to the payout control device 200 via the Schmitt buffer 132.
[0068] Furthermore, the output section 130 is provided with a first driver (drive circuit) 138a that receives opening / closing data signals of the large prize opening solenoid 38b, the specific area solenoid 95b, and the normal power solenoid 37c output from the first output port 134a and generates and outputs a solenoid drive signal, a second driver 138b that outputs an on / off drive signal of the segment line on the current supply side of the collective display device 50 output from the third output port 134c, a third driver 138c that outputs an on / off drive signal of the digit line on the current draw side of the collective display device 50 output from the fourth output port 134d, a fourth driver 138d that outputs an external information signal to the external information terminal board 71 from the fifth output port 134e and the fourth output port 134d to be supplied to an external device such as a management device, and a fifth driver 138e that receives a display data signal of the performance display device 135 output from the first output port 134a and generates and outputs a drive signal for the performance display device 135.
[0069] The first driver 138a is supplied with DC 32V as a power supply voltage from the power supply device 400 so that it can drive a solenoid that operates at 32V. DC 12V is supplied to the second driver 138b that drives the segment lines of the collective display device 50. The third driver 138c that drives the digit lines is used to draw current through the digit lines according to the display data, so the power supply voltage may be either 12V or 5V.
[0070] The second driver 138b, which outputs 12V, injects current into the anode terminal of the LED via a segment line, and the third driver 138c, which outputs ground potential, extracts current from the cathode terminal via a segment line, thereby allowing power supply voltage to flow through the LEDs selected sequentially using the dynamic drive method, lighting them up. The fourth driver 138d, which outputs an external information signal to the external information terminal board 71, is supplied with DC 12V to apply a 12V level to the external information signal. The buffer 133, first output port 134a, first driver 138a, etc. may be provided on the relay board 70 side rather than the output section 130 of the game control device 100, i.e., the main board. The performance display device 135, or the fifth driver 138e and the performance display device 135, may be provided on an external board (not shown) rather than the output section 130 of the game control device 100, i.e., the main board.
[0071] Furthermore, the output unit 130 is provided with a photocoupler 139 for transmitting information such as the identification code and programs of each gaming machine to an external inspection device 490. The photocoupler 139 is configured to enable two-way communication so that the gaming microcomputer 111 can send and receive data via serial communication with the inspection device 490. Note that, since such data transmission and reception is performed using a serial communication terminal that the gaming microcomputer 111 has, like an ordinary general-purpose microprocessor, no ports such as the first to third input ports 122, 123, and 124 are provided.
[0072] Next, the configuration of performance control device 300 will be described with reference to Fig. 4. Fig. 4 is a block diagram showing an example of the configuration of the performance control device of the first embodiment. The performance control device 300 is equipped with a main control microcomputer (CPU) 311, which is an amusement chip (IC) similar to the gaming microcomputer 111, a VDP (Video Display Processor) 312 as a graphics processor that performs image processing for displaying images on the display device 41 in accordance with commands and data from the main control microcomputer 311, and a sound source LSI 314 that controls sound output to play various melodies, sound effects, etc. from the speaker 19.
[0073] The main control microcomputer 311 is connected to a PROM 321 (programmable read-only memory) that stores programs executed by the CPU and various data; a RAM 322 that provides a working area; a Ferroelectric RAM (FeRAM) 323 that can retain its contents even when power is cut off during a power outage; and a real-time clock (RTC) 338 that serves as a timekeeping means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.). The main control microcomputer 311 also has a RAM 311a that provides a working area. A watchdog timer (WDT) circuit 324 is also connected to the main control microcomputer 311. The main control microcomputer 311 analyzes commands (performance commands) from the gaming microcomputer 111, determines the performance content, and instructs the VDP 312 on the content of the video to be output, instructs the sound source LSI 314 on the sound to be played, turns on decorative lamps, controls the operation of motors and solenoids, and manages the performance time.
[0074] The VDP 312 is provided with a RAM 312a that provides a working area, and a scaler 312b that enlarges and reduces images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM 326 that is used to expand and process image data of characters and the like read from the image ROM 325.
[0075] Although not limited to this, data is transmitted and received in parallel between the main control microcomputer 311 and the VDP 312. By transmitting and receiving data in parallel, commands and data can be transmitted in a shorter time than in serial mode.
[0076] A vertical synchronization signal VSYNC for synchronizing the image on the display device 41 with the lighting of the decorative lamps provided on the glass frame 15 and the game board 30, and a synchronization signal STS for providing the timing for transmitting data are input from the VDP 312 to the main control microcomputer 311. In addition, the VDP 312 also inputs to the main control microcomputer 311 interrupt signals INT0 to INTn for notifying the processing status such as the completion of drawing to the VRAM, and a wait signal WAIT for notifying that it is waiting to receive commands or data from the main control microcomputer 311.
[0077] The performance control device 300 is provided with a signal conversion circuit 313 that generates a video signal to be transmitted to the display device 41 using the LVDS (Low Voltage Differential Signaling) method. Video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.
[0078] An audio ROM 327 storing audio data is connected to the sound source LSI 314. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcomputer 311. The performance control device 300 is provided with an amplifier circuit 337 consisting of an audio power amplifier and the like that drives the upper speakers 19a (upper left speaker 19a1, upper right speaker 19a2) provided in the glass frame 15 and the lower speakers 19b (lower left speaker 19b1, lower right speaker 19b2) provided in the front frame 12, and the audio generated by the sound source LSI 314 is output from the speakers 19 via the amplifier circuit 337.
[0079] The presentation control device 300 is also provided with an interface chip (command I / F) 331 that receives commands sent from the game control device 100. Through this command I / F 331, decorative special symbol reserve number commands, decorative special symbol commands, variation commands, stop information commands, etc. sent from the game control device 100 to the presentation control device 300 are received as presentation control command signals (presentation commands). Since the gaming microcomputer 111 of the game control device 100 operates on DC 5V and the main control microcomputer 311 of the presentation control device 300 operates on DC 3.3V, the command I / F 331 is provided with a signal level conversion function.
[0080] The effect control device 300 also includes a board decoration LED control circuit 332 that controls a board decoration device 46 equipped with LEDs (light-emitting diodes) on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 that controls a frame decoration device (e.g., frame decoration device 18) equipped with LEDs (light-emitting diodes) on the glass frame 15, and a board effect movable body control circuit 334 that controls a board effect device 44 equipped on the game board 30 (including the center case 40) (e.g., a movable gadget that enhances the effect in cooperation with the effect display on the display device 41). These control circuits 332-334, which drive and control lamps, motors, solenoids, etc., are connected to the main control microcomputer 311 via an address / data bus 340. A frame effect device equipped with a drive source such as a motor (e.g., a motor that operates an effect device) on the glass frame 15 may also be provided, and a frame effect movable body control circuit that drives and controls the frame effect device.
[0081] Furthermore, the performance control device 300 is provided with a switch input circuit 336 having the function of detecting the on / off states of the performance button switch 25a of the performance button 25, the setting switch 29n of the option setting unit 29, and the performance prop switch 47 (performance motor switch) that detects the initial position of the motor in the board performance device 44, and inputting the detection signal to the main control microcomputer 311, and the function of detecting the state of the volume adjustment switch 335 provided in the performance control device 300 and inputting the detection signal to the main control microcomputer 311. Note that in Figure 4, the switches in the option setting unit 29 are collectively referred to as setting switch 29n for convenience, but in detail, they are connected so that the state of each of the switches (cross cursor switch, center switch, accessory switch) mentioned above can be detected individually by the switch input circuit 336, and detection signals indicating the state of each switch are input to the main control microcomputer 311.
[0082] To supply the desired level of DC voltage to performance control device 300 configured as described above and the electronic components controlled by it, normal power supply unit 410 of power supply device 400 is configured to generate DC 32V for driving motors and solenoids, DC 12V for driving display device 41 consisting of an LCD panel, motors, and LEDs, DC 5V as the power supply voltage for command I / F 331, and DC 15V for driving motors, LEDs, and speaker 19. Furthermore, if an LSI that operates at a low voltage such as 3.3V or 1.2V is used as main control microcomputer 311, performance control device 300 is provided with a DC-DC converter for generating DC 3.3V or DC 1.2V based on DC 5V. The DC-DC converter may also be provided in normal power supply unit 410.
[0083] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is supplied to the main control microcomputer 311, resetting the devices. The reset signal is also output from the main control microcomputer 311 to the VDP 312 (VDPRESET signal), the sound source LSI 314 and amplifier circuit 337 (SNDRESET signal), and the control circuits 332-334 (IORESET signal) that drive and control lamps, motors, etc., resetting them. A cooling fan 45 that cools various parts of the gaming machine 10 is connected to the performance control device 300, and the cooling fan 45 is driven when the performance control device 300 is powered on. The circuit board that constitutes the performance control device 300 corresponds to a sub-control board (also called a sub-board).
[0084] Next, the game control performed by these control circuits will be explained. The CPU 111A of the gaming microcomputer 111 of the gaming control device 100 extracts a random number value for determining whether a normal symbol is a winning symbol based on the input of a game ball detection signal from the gate switch 34a provided on the normal symbol start gate 34, compares it with the determination value stored in ROM 111B, and performs processing to determine whether the normal symbol variable display game is a winning or losing symbol. Then, the CPU 111A performs processing to display a normal symbol variable display game in which an identification symbol (identification information) is displayed variably for a predetermined time on the normal symbol pattern display unit 55 of the collective display device 50, and then displays a stationary display. If the result of this normal symbol variable display game is a winning symbol, the CPU 111A displays a special result mode corresponding to each of the first to third winning symbols on the normal symbol pattern display unit 55, and activates the normal power solenoid 37c, thereby controlling the movable member 37b of the normal symbol winning device 37 to open as described above for a predetermined time (e.g., 0.5 seconds or 1.7 seconds). That is, the game control device 100 serves as a conversion control execution means for controlling the conversion of the conversion member (movable member 37b). If the result of the normal symbol variable display game is a loss, the game control device 100 controls the normal symbol display unit 55 to display the loss result state.
[0085] Also, a start winning (start memory) is stored based on the input of a game ball detection signal from a start port 1 switch 36a provided in the start winning port 36, and based on this start memory, a random number value for jackpot determination of the first special symbol variable display game is extracted and compared with the determination value stored in ROM111B, and a process for determining whether the first special symbol variable display game is a win or a loss is performed. Also, a start memory is stored based on the input of a game ball detection signal from a start port 2 switch 37a provided in the normal variable winning device 37, and based on this start memory, a random number value for jackpot determination of the second special symbol variable display game is extracted and compared with the determination value stored in ROM111B, and a process for determining whether the second special symbol variable display game is a win or a loss is performed.
[0086] Then, the CPU 111A of the game control device 100 outputs a control signal (presentation control command, presentation command) including the determination result of the first special symbol variable display game and the second special symbol variable display game to the presentation control device 300. Then, the CPU 111A performs processing to display the special symbol variable display game in which the identification symbol (identification information) is displayed variably for a predetermined time on the special symbol 1 symbol display unit 53 and the special symbol 2 symbol display unit 54 of the collective display device 50, and then the special symbol variable display game is displayed stationary. In other words, the game control device 100 serves as 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 (start winning port 36, normal variable winning device 37).
[0087] Furthermore, the performance control device 300 performs processing to display a decorative special symbol variable display game corresponding to the special symbol variable display game on the display device 41 based on a control signal from the game control device 100. Furthermore, the performance control device 300 performs processing to set the performance state, output sound from the speaker 19, control the light emission of various LEDs, etc. based on a control signal from the game control device 100. In other words, the performance control device 300 serves as a performance control means that controls the performance related to the game (variable display game, etc.).
[0088] When the result of the special symbol variation display game is a big win or a small win, the CPU 111A of the game control device 100 displays the special result mode or the small win result mode on the special symbol 1 symbol display unit 53 or the special symbol 2 symbol display unit 54, and performs processing to generate a special game state or a small win game state (i.e., processing to execute a special game or a small win game). In processing to generate a special game state when the result of the first special symbol variation display game or the second special symbol variation display game is a big win, the CPU 111A, for example, controls the big prize opening solenoid 38b to open the opening / closing member 38c of the special variable prize winning device 38, allowing game balls to flow into the big prize opening. In this special game state, the CPU 111A controls (repeatedly controls) the opening of the large prize opening a predetermined number of times (cycle game) until one of the following conditions is met: a predetermined number of game balls (for example, 9 balls) enter the large prize opening, or a predetermined time has passed since the opening of the large prize opening. In addition, in the process of generating a small win game state due to a small win resulting from the first special symbol variable display game (special symbol 1 variable display game) or the second special symbol variable display game (special symbol 2 variable display game), the CPU 111A controls, for example, the large prize opening solenoid 38b to open the opening / closing member 38c of the special variable prize winning device 38, thereby allowing game balls to flow into the large prize opening.
[0089] The opening / closing operation pattern (opening / closing operation mode) of the large prize opening during these small win game states is, for example, to maintain the opening / closing member in an open state for 200 ms, four times at 1500 ms intervals. Thus, the game control device 100 functions as a large prize opening opening / closing control means that controls the opening and closing of the large prize opening when the stop result mode is a special result mode. Furthermore, if the result of the special symbol variable display game is a loss, the CPU 111A controls the display of the loss result mode on the special symbol 1 display unit 53 or the special symbol 2 display unit 54 of the collective display device 50.
[0090] Furthermore, although the game control device 100 of the first embodiment does not perform probability fluctuation in the special symbol variable display game, it may perform probability fluctuation in the symbol variable display game. For example, the game control device 100 is capable of generating a high probability state as a game state after the special game state ends based on the result state of the special symbol variable display game. This high probability state is a state in which the probability of a winning result in the special symbol variable display game is higher than in the normal probability state. Furthermore, whether the high probability state is entered based on the result state of the first special symbol variable display game or the second special symbol variable display game, both the first special symbol variable display game and the second special symbol variable display game will be in the high probability state.
[0091] Furthermore, the game control device 100 can generate a time-saving state (specific game state, normal game high probability state) as a game state after the special game state ends, based on the result of the special game variable display game. In this time-saving state, the probability of a winning result in the normal game variable display game (normal game probability) can be set to a high probability (normal game high probability state) higher than the normal probability (normal game low probability state) of 0. This controls the normal game variable winning device 37 to open for a longer time per unit time than when the normal game variable winning device 37 is in the normal game low probability state. Here, in the normal game state, the normal game variable winning device 37 in this embodiment has a normal game probability set to "0" so that the movable member 37b is not opened.
[0092] Also, in the time-saving state, the execution time of the normal map variation display game (normal map variation time) is, for example, 500 ms, and the normal map stop time that displays the result of the normal map variation display game is, for example, 600 ms. When the normal map variation display game results in a winning result and the normal variation winning device 37 is opened, it is possible to set the opening time (normal power opening time) and number of times it opens of the first winning stopping pattern (for example, 500 ms x 1 time), the opening time (normal power opening time) and number of times it opens of the second winning stopping pattern (for example, 1700 ms x 2 times), and the opening time (normal power opening time) and number of times it opens of the third winning stopping pattern (for example, 1700 ms x 3 times).
[0093] In addition, the execution time, normal map stop time, normal power release count, and normal power release time of the normal map change display game may be set appropriately to control the normal map change display game and normal variable winning device 37 to a time-saving operation state. For example, in the time-saving state, the execution time of the normal map change display game (normal map change time) can be controlled to a second change display time that is shorter than the first change display time (e.g., 10,000 ms to 1,000 ms). Also, in the time-saving state, the normal map stop time that displays the result of the normal map change display game can be controlled to a second stop time that is shorter than the first stop time (e.g., 1,604 ms to 704 ms). Also, in the time-saving state, when the normal map change display game results in a win and the normal variable winning device 37 is opened, the release time (normal power release time) can be controlled to a second release time that is longer than the first release time in the normal state (low normal map probability state) (e.g., 100 ms to 1,352 ms). Also, in the time-shortened state, for one winning result of the normal map variable display game, it is possible to set the number of times the normal variable winning device 37 opens (normal power opening number) to a second opening number (for example, 4 times) that is greater than the first opening number (for example, 2 times). Also, in the time-shortened state, it is possible to set the probability of a winning result of the normal map variable display game (normal map probability) to a high probability (normal map high probability state, for example, 250 / 251) that is higher than the normal probability in the normal operating state (normal map low probability state, for example, 1 / 251).
[0094] In the time-saving state, the time required for the normal variable winning device 37 to change to the open state is extended by changing one or more of the normal variable time, normal stop time, normal power release count, normal power release time, and normal power probability. It is also possible to set multiple types of time-saving states that change differently. Furthermore, when a win occurs, either the first or second release mode may be selected. In this case, the selection probability for the first and second release modes may be different. The high-probability state and the time-saving state can occur independently, and both can occur simultaneously, or only one can occur. The time-saving state can also be called a normal power support state (normal power support in progress, or power support in progress).
[0095] Next, the configuration of the collective display device will be described with reference to Fig. 5. Fig. 5 is a diagram showing an example of a collective display device according to the first embodiment. The collective display device 50 includes 16 LEDs, namely, 7-segment LED_d1, 7-segment LED_d2, and LED_d3 to LED_d18. The collective display device 50 displays various statuses according to the lighting modes of the 7-segment LED_d1, 7-segment LED_d2, and LED_d3 to LED_d18.
[0096] The collective display device 50 allocates various status display functions to the 7-segment LED_d1, 7-segment LED_d2, and LED_d3 to LED_d18, and is equipped with a round display section 51, a special symbol 1 reserved display section 52, a special symbol 1 pattern display section 53, a special symbol 2 pattern display section 54, a normal symbol pattern display section 55, a normal symbol reserved display section 56, a status display section 57, and a special symbol 2 reserved display section 58. The round display section 51 displays the number of rounds in the special symbol game by the lighting status of four LEDs, LED_d3 to LED_d6. The special symbol 1 reserved display section 52 displays the number of reserved positions in the special symbol 1 game by the lighting status of two LEDs, LED_d11 and LED_d12. The special symbol 1 pattern display section 53 displays the symbols in the special symbol 1 game by the lighting status of the eight LEDs (seven segment LEDs and one dot LED) of the 7-segment LED_d1. The special 2 symbol display unit 54 displays the symbols in the special 2 game by the lighting patterns of the eight LEDs (seven segment LEDs and one dot LED) of the 7-segment LED_d2. The normal symbol display unit 55 displays the symbols in the normal game by the lighting patterns of three LEDs, LED_d8, LED_d10, and LED_d18. The normal symbol hold display unit 56 displays the number of holds in the normal game by the lighting patterns of two LEDs, LED_d15 and LED_d16. The status display unit 57 displays the game status in the special symbol game by the lighting patterns of three LEDs, LED_d7, LED_d9, and LED_d17. The lighting patterns of the game status can indicate, for example, probability fluctuation status, time-saving status, right-hit status, and other game statuses. The special chart 2 reserve display unit 58 displays the number of reserves in the special chart 2 game by the lighting state of two LEDs, LED_d13 and LED_d14.
[0097] The control of a gaming machine that performs such a game will be described below. First, the control executed by the gaming microcomputer 111 of the game control device 100 will be described. The control process by the gaming microcomputer 111 mainly consists of a main process and a timer interrupt process that is performed at a predetermined time interval (for example, every 4 ms).
[0098] [Main processing] First, the main processing of the game control device of the first embodiment will be explained using Fig. 6 to Fig. 10. Fig. 6 is a diagram (part 1) showing a flowchart of the main processing of the first embodiment. Fig. 7 is a diagram (part 2) showing a flowchart of the main processing of the first embodiment. Fig. 8 is a diagram (part 3) showing a flowchart of the main processing of the first embodiment. Fig. 9 is a diagram (part 4) showing a flowchart of the main processing of the first embodiment. Fig. 10 is a diagram (part 5) showing a flowchart of the main processing of the first embodiment.
[0099] The main process is started by the control unit (gaming microcomputer 111) when the power is turned on. In this main process, first, an interrupt prohibition process (step S1) is performed, followed by a stack pointer setting process (step S2) that sets a stack pointer, which is the top address of the area where values of registers, etc. are saved when an interrupt occurs. Next, register bank 0 is specified (step S3), and the upper address of the RAM top address is set in a predetermined register (for example, D register) (step S4). The address range of RAM 111C is 0000h to 01FFh, with the upper digits being 00h or 01h. In step S4, 00h, which is the top digit of the address range of RAM 111C, is set.
[0100] Next, a launch stop signal is outputted and the launch permission signal is set to a prohibited state (step S5). The launch permission signal is set to a prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a launch stop signal, and the launch of game balls is prohibited.
[0101] Thereafter, the state of input port 1 (first input port 122) is read into a first register (for example, register B) (step S6), and then the state of input port 3 (third input port 124) is read into a second register (for example, register C) (step S7).
[0102] Here, a predetermined bit in the first register is masked, and the other bits are cleared (step S8). For example, only the second bit of the B register corresponding to the detection signal from the RAM initialization switch 112 is retained, and the 0th, 1st, and 3rd to 7th bits are cleared. Then, a predetermined bit in the second register is masked, and the other bits are cleared (step S9). For example, only the 4th bit of the C register corresponding to the detection signal from the setting key switch 127 is retained, and the 0th to 3rd and 5th to 7th bits are cleared.
[0103] The information in the first register is integrated into the second register, and the information held in the second register is held as reference information that does not rely on RAM 111C (step S10). For example, the logical sum of the B register and the C register is stored in the C register, and the C register is held as a state reference register.
[0104] For example, the value "00000000B" of the status reference register (C register) indicates that bits 0 and 1, bits 3 and bits 5 to 7 are cleared to "0", bit 2 is "0" corresponding to the detection signal ON from RAM initialization switch 112, and bit 4 is "0" corresponding to the detection signal ON from setting key switch 127. In other words, the value "00000000B" of the status reference register indicates a setting change state in which RAM initialization switch 112 is ON and setting key switch 127 is ON.
[0105] Furthermore, the value "00010000B" of the state reference register indicates that bits 0, 1, 3, and 5 to 7 are cleared to "0", the second bit is "0" corresponding to the detection signal from RAM initialization switch 112 being on, and the fourth bit is "1" corresponding to the detection signal from setting key switch 127 being off. In other words, the value "00010000B" of the state reference register indicates a RAM initialization state in which RAM initialization switch 112 is on (ON) and setting key switch 127 is off (OFF).
[0106] Furthermore, the value "00000100B" of the status reference register indicates that bits 0, 1, 3, and 5 to 7 are cleared to "0," bit 2 is "1" corresponding to the detection signal from RAM initialization switch 112 being off, and bit 4 is "0" corresponding to the detection signal from setting key switch 127 being on. In other words, the value "00000100B" of the status reference register indicates a setting confirmation state in which RAM initialization switch 112 is off (OFF) and setting key switch 127 is on (ON).
[0107] Furthermore, the value "00010100B" of the status reference register indicates that bits 0 and 1, bits 3 and bits 5 to 7 are cleared to "0", bit 2 is "1" corresponding to the detection signal from RAM initialization switch 112 being off, and bit 4 is "1" corresponding to the detection signal from setting key switch 127 being off. In other words, the value "00010100B" of the status reference register indicates a power restoration (power outage recovery) state in which RAM initialization switch 112 is off (OFF) and setting key switch 127 is off (OFF).
[0108] As a result, the detection signal from RAM initialization switch 112 and the detection signal from setting key switch 127 are held in register C. Note that since the storage position (second bit) in register B of the detection signal from RAM initialization switch 112 is different from the storage position (fourth bit) in register C of the detection signal from setting key switch 127, the detection signal from RAM initialization switch 112 and the detection signal from setting key switch 127 are preserved without being lost even when register B and register C are ORed.
[0109] Then, a process for setting a power-on delay timer is performed (step S11). In this process, a predetermined initial value is set, and a waiting time (e.g., 3 seconds) is set to wait for the programs of the slave control means (e.g., slave control devices such as the payout control device 200 and the presentation control device 300) that perform various controls in accordance with instructions from the game control device 100, which constitutes the master control means, to start up normally. This prevents the slave control means from missing a command if the game control device 100 starts up first when the power is turned on and sends a command to the slave control means before the slave control means starts up. In other words, the game control device 100 serves as a waiting means that delays the start of the master control means when the power is turned on, and sets a predetermined waiting time to wait for the start of the slave control means.
[0110] Furthermore, the power-on delay timer is timed using a storage area (such as a RAM area or register not subject to validity check) that is not subject to validity check (checksum calculation) of data held in the RAM area. This eliminates the need to exclude part of the RAM area when calculating check data such as the checksum of the RAM area, thereby preventing the control at power-on from becoming complicated.
[0111] The second register (C register) is configured to store the detection signal of the RAM initialization switch 112, and by storing the signal before the start of the standby time, the operation of the RAM initialization switch 112 can be reliably stored. In other words, if the state of the RAM initialization switch 112 were to be read after the standby time had elapsed, it would be necessary to wait for the standby time to elapse before operating the RAM initialization switch 112, or to continue operating the RAM initialization switch 112 from power-on until the standby time had elapsed. However, by reading the state before the start of the standby time, the switch can be detected by operating it immediately after power-on without having to perform such a cumbersome operation, and it is possible to prevent a situation in which the initialization operation performed when powering on is not accepted.
[0112] Furthermore, the second register (C register) is designed to store the detection signal of the setting key switch 127, and by storing this signal before the start of the standby time, it is possible to reliably detect the operation of the setting key switch 127. In other words, if the state of the setting key switch 127 were to be read after the standby time had elapsed, it would be necessary to wait for the standby time to elapse before operating the setting key switch 127, or to continue operating the setting key switch 127 from power-on until the standby time had elapsed. However, by reading the state before the standby time begins, it becomes possible to avoid such troublesome operations by simply operating the setting key switch 127 immediately after power-on, thereby preventing a situation in which a setting change operation or setting confirmation operation performed when powering on is not accepted.
[0113] Next, a process (step S11) is performed to set a power-on delay timer (for example, about 3 seconds), and then processes (steps S12 to S14) are performed to measure the standby time and monitor the occurrence of a power outage during the standby time. The power-on delay timer is set to a time sufficient for the slave control devices, including the dispensing control device 200, to start up.
[0114] If a power outage has occurred (step S12; Y), the system waits for the power supply to the gaming machine 10 to be shut off. In this way, by determining that a power outage has occurred when the power outage monitoring signal is continuously received for a predetermined period of time, erroneous detection of a power outage due to noise or the like can be prevented, and malfunctions at power-on can be appropriately addressed. A power outage is detected when the power outage monitoring signal input from the power supply device 400 is read via a port and a data bus and the ON state of the power outage monitoring signal continues for a set number of checks (e.g., two times). In other words, the gaming control device 100 serves as a power outage monitoring means that monitors for power outages during a predetermined standby time. This allows for a power outage that occurs during the period when the startup of the gaming control device 100, which serves as the main control means, is delayed, allowing for appropriate handling of malfunctions at power-on. Note that access to the RAM 111C is not permitted until the standby time ends, and the contents stored at the time of the previous power outage remain retained. Therefore, there is no need to perform backup processing when a power outage occurs at this time. Therefore, even if a power outage occurs during the standby time, there is no need to back up the RAM 111C, thereby reducing the burden on control.
[0115] On the other hand, if a power outage has not occurred (step S12; N), that is, if a power outage has not occurred, the power-on delay timer is updated by "-1" (step S13), and it is determined whether the timer value is "0" or not (step S14). If the timer value is not 0 (step S14; N), that is, if the standby time has not ended, the process returns to the process of monitoring for the occurrence of a power outage (step S12). Also, if the timer value is "0" (step S14; Y), that is, if the standby time has ended, access to readable and writable RWM (Read Write Memory) such as RAM 111C and EEPROM is permitted (step S15), and off data is output to all output ports (setting them to a state where there is no output) (step S16).
[0116] Next, a serial port (a port pre-installed in the gaming microcomputer 111, used for communication with the performance control device 300 and the payout control device 200) is set (step S17).
[0117] In step S18, a process is performed to start up the CTC circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the gaming microcomputer 111 (clock generator).
[0118] In step S19, a RAM abnormality flag is set. Note that the RAM abnormality flag is set provisionally and may be updated in a process of checking for RAM abnormalities that is executed later.
[0119] In step S20, it is determined whether the value of the power outage inspection area 1 in the RWM is normal power outage inspection area check data 1 (for example, 5Ah). If the value of the power outage inspection area 1 is normal (step S20; Y), it is determined whether the value of the power outage inspection area 2 in the RWM is normal power outage inspection area check data 2 (for example, A5h) (step S21). If the value of the power outage inspection area 2 is normal (step S21; Y), a checksum calculation process (step S22) is performed to calculate the checksum of a predetermined area in the RWM.
[0120] In the checksum calculation process, the checksum may be calculated by adding together the data in the game control work area and the data in the status display work area, or the checksum may be calculated separately from the data in the game control work area and the data in the status display work area, or the checksum may be calculated only from the data in the game control work area. The game control work area is a working area in the memory area within the RWM that is used for game control. The status display work area is a working area in the memory area within the RWM that is used for status display.
[0121] Next, it is determined whether the checksum calculated in step S22 matches the checksum at the time of power off (step S23), and if it is determined that the checksums match (are normal) (step S23; Y), the RAM abnormality flag that was temporarily set in step S19 is cleared (step S24).
[0122] If it is determined that the checksums do not match (are not normal) (step S23; N), the process skips step S24 and proceeds to step S25, thereby making the RAM abnormality flag that was provisionally set in step S19 definitive. Also, if it is determined that the check data in the power outage inspection area is not normal (step S20; N or step S21; N), the process skips step S24 and proceeds to step S25, thereby making the RAM abnormality flag that was provisionally set in step S19 definitive.
[0123] In step S25, the second register (C register) is referenced to determine whether the detection signal of setting key switch 127 is on and the detection signal of RAM initialization switch 112 is on. If the detection signal of setting key switch 127 is on and the detection signal of RAM initialization switch 112 is on, the process proceeds to step S34, and if the detection signal of setting key switch 127 is not on and the detection signal of RAM initialization switch 112 is not on, the process proceeds to step S26.
[0124] Since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it can simultaneously judge the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112. Furthermore, since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it can judge the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 before judging the validity of the RAM.
[0125] In step S26, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on (i.e., the RAM abnormality flag is set), the control unit proceeds to step S28, and if the RAM abnormality flag is not on (i.e., the RAM abnormality flag is cleared), the control unit proceeds to step S27.
[0126] In step S27, the control unit determines whether the setting change mode flag (probability setting change flag) is on. If the setting change mode flag is on, the control unit proceeds to step S28, and if the setting change mode flag is not on, the control unit proceeds to step S49.
[0127] Steps S28 to S33 are executed when a RAM abnormality occurs or when the system is restarted without clearing the RAM due to a power outage during setup. In step S28, the control unit sends a main abnormality error notification command to the performance control device 300. This causes the performance control device 300 to perform performance control corresponding to the main abnormality error notification command. For example, upon receiving the main abnormality error notification command, the performance control device 300 displays a message on the display device 41 informing the system of a restart that will involve clearing the RAM, or outputs a sound from the speaker 19. Furthermore, upon receiving the main abnormality error notification command, the performance control device 300 notifies the frame decoration device 18, the board decoration device 46, and the board performance device 44 of the main abnormality error.
[0128] In step S29, the control unit outputs the 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit can display a status corresponding to the main abnormality error on the performance display device 135. The control unit also outputs the 7-segment display data at the time of game stop to the probability setting value display device 136. At this time, the control unit can display numbers or characters that are not in the probability setting value on the probability setting value display device 136. The control unit may also be configured to output the 7-segment display data including the LED display data at the time of game stop to the collective display device 50. At this time, the control unit may turn all the collective display devices 50 off or on.
[0129] In step S30, the control unit outputs ON data for the security signal from the external information terminal board 71. At this time, the control unit turns the output data of other signals output from the external information terminal board 71 OFF.
[0130] In step S31, the control unit performs a process of monitoring the occurrence of a power outage. While waiting for the occurrence of a power outage (step S31; N), the control unit repeatedly executes steps S29 and S30 to wait for a power cut-off. That is, while waiting for a power cut-off, the gaming machine 10 displays a status corresponding to a main abnormality error on the performance display device 135 (step S29) and outputs a security signal from the external information terminal board 71 (step S30). Furthermore, while waiting for a power cut-off, the gaming machine 10 does not output any signals other than the security signal from the external information terminal board 71. Note that the process of outputting a security signal from the external information terminal board 71 while displaying a status corresponding to a main abnormality error on the performance display device 135 while waiting for a power cut-off (steps S29 and S30) may be performed in a timer process described later.
[0131] If a power outage is detected (step S31; Y), off data is output to all output ports (setting them to a state where there is no output) (step S32), access to readable and writable RWMs such as RAM111C and EEPROM is prohibited (step S33), and the system waits for the power to be cut off.
[0132] The control unit does not prohibit RAM access during the repeated execution of steps S29 and S30 until the power is turned off. This allows the gaming machine 10 to store a return address in RAM when a non-maskable interrupt (NMI) occurs, thereby reducing the risk of program runaway. While the control unit does not protect the RAM contents by prohibiting RAM access during the repeated execution of steps S29 and S30 until the power is turned off, clearing RAM upon restart is a condition for starting game control, limiting the risk of the RAM contents being unprotected. In other words, the gaming machine 10 reduces the risk of program runaway while limiting the risk of the RAM contents being unprotected. Furthermore, by not prohibiting RAM access during the repeated execution of steps S29 and S30 until the power is turned off, the control unit allows subroutines to be called in steps S29 and S30, thereby improving program efficiency. The gaming machine 10 protects the RAM contents by prohibiting RAM access after detecting a power outage.
[0133] Steps S34 to S37 are processes related to preparation for changing settings, and are executed when the detection signal of setting key switch 127 is on and the detection signal of RAM initialization switch 112 is on in step S27.
[0134] In step S34, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on, the control unit proceeds to step S35, and if the RAM abnormality flag is not on, the control unit proceeds to step S36.
[0135] In step S35, the control unit clears the set value because the RAM abnormality flag is on. The clearing of the set value may be done by setting an invalid value as the set value, or by setting a value that is most disadvantageous to the player from the viewpoint of preventing cheating.
[0136] In step S36, the control unit performs processing to set a setting change mode flag. The setting change mode flag is a flag that indicates whether the gaming machine 10 is currently changing settings, and is set when settings are currently being changed, and is cleared (reset) when settings are not currently being changed.
[0137] In step S37, the control unit transmits a command indicating that the settings are being changed to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the command indicating that the settings are being changed. For example, the performance control device 300 receives the command indicating that the settings are being changed and causes the display device 41 to display a message informing the user that the settings are being changed, or causes the speaker 19 to output a sound. Furthermore, the performance control device 300 receives the command indicating that the settings are being changed and causes the frame decoration device 18, the board decoration device 46, and the board performance device 44 to notify the user that the settings are being changed.
[0138] Step S38 is a process that is executed after the setting change preparation (steps S34 to S37) or after the setting confirmation preparation (steps S50, S51). In step S38, the control unit sets the security signal control timer to 128 ms. This causes the gaming machine 10 to output a security signal at least until the security signal control timer times out. Note that the security signal control timer may be any timer that exceeds the minimum output guarantee time (for example, 50 ms) and is not limited to 128 ms.
[0139] Steps S39 to S41 are processes related to waiting for the completion of the setting change or the completion of the setting confirmation. The gaming machine 10 sets the security signal to be output in step S37, so that the execution of the process related to waiting for the completion of the setting change or the completion of the setting confirmation can be grasped from the outside.
[0140] After permitting the interrupt (step S39), the control unit refers to the second register (C register) and determines whether the detection signal of the setting key switch 127 is off (step S40). If the detection signal of the setting key switch 127 is off, the control unit proceeds to step S56, and if the detection signal of the setting key switch 127 is not off, the control unit proceeds to step S41.
[0141] In step S41, the control unit determines whether a power outage has occurred. The control unit can determine whether a power outage has occurred by continuously detecting the power outage monitoring signal for a predetermined period of time. If a power outage has occurred, the control unit proceeds to step S42, and if a power outage has not occurred, the control unit proceeds to step S40. That is, the control unit waits for the setting key to be turned off until a power outage occurs, with interrupts permitted in step S39.
[0142] When the control unit determines that a power outage has occurred, it performs a process of prohibiting interrupts (step S42) and a process of outputting off data to all output ports (step S43). Then, power outage inspection area check data 1 is saved in power outage inspection area 1 (step S44), and power outage inspection area check data 2 is saved in power outage inspection area 2 (step S45). Furthermore, after performing a checksum calculation process (step S46) to calculate a checksum at the time of power outage of the RWM and a process to save the calculated checksum in the checksum area (step S47), a process to prohibit access to RAM is performed (step S48), and then the gaming machine waits for power to be cut off. In this way, by saving the check data in the power outage inspection area and calculating the checksum at the time of power outage, it is possible to determine whether the information stored in the RWM before the power was cut off has been correctly backed up when the power is turned on again.
[0143] Step S49 is executed when it is determined in step S27 that the setting change mode flag is on. In step S49, the control unit refers to the second register (C register) to determine whether the detection signal of setting key switch 127 is on. If the detection signal of setting key switch 127 is on, the control unit proceeds to step S50, and if the detection signal of setting key switch 127 is not on, the control unit proceeds to step S52.
[0144] Steps S50 and S51 are processes related to setting confirmation preparation. In step S50, the control unit sets a setting confirmation mode flag. The setting confirmation mode flag indicates whether the gaming machine 10 is currently confirming settings. The setting confirmation mode flag is set when the gaming machine 10 is currently confirming settings, and is cleared (reset) when the gaming machine 10 is not currently confirming settings. In step S51, the control unit transmits a setting confirmation command to the performance control device 300. This causes the performance control device 300 to perform performance control corresponding to the setting confirmation command. For example, upon receiving the setting confirmation command, the performance control device 300 may display a message on the display device 41 indicating that setting confirmation is in progress or output a sound from the speaker 19. Furthermore, upon receiving the setting confirmation command, the performance control device 300 may notify the frame decoration device 18, the board decoration device 46, and the board presentation device 44 that setting confirmation is in progress. After this, the control unit proceeds to step S38.
[0145] On the other hand, if the control unit determines in step S49 that the detection signal of the setting key switch 127 is not on, it executes step S52. In step S52, the control unit refers to the second register (C register) and determines whether or not the detection signal of the RAM initialization switch 112 is on. The control unit proceeds to step S53 if the detection signal of the RAM initialization switch 112 is on, and proceeds to step S59 if the detection signal of the RAM initialization switch 112 is not on. That is, the gaming machine 10 proceeds to execute processing related to RAM initialization (RAM clear) when startup detection is accompanied by a pressing operation of the RAM initialization switch 112, and proceeds to execute processing related to power outage recovery when startup detection is not accompanied by a pressing operation of the RAM initialization switch 112.
[0146] Next, the process related to RAM initialization performed in step S53 and thereafter will be described. In the process related to RAM initialization, the control unit clears the RAM area other than the set value to 0 (zero clear) (step S53), and saves the initial value at the time of RAM initialization in the area to be initialized (step S54). For example, the control unit sets RAM clear start address 2 as the start address when clearing RAM, and clears data in the area to be cleared (game control work area) of the memory area (area not including the access prohibited area) of RWM (for example, RAM 111C) to zero.
[0147] The setting change mode flag and the setting check mode flag are included in the data in the clearing target area, and are therefore cleared by clearing the data in the clearing target area to zero.
[0148] In step S55, the control unit transmits a RAM initialization command to the performance control device 300. In step S55, multiple commands are transmitted, such as a machine type designation command and a probability setting value information command. As a result, the performance control device 300 performs performance control corresponding to the RAM initialization command. For example, upon receiving the RAM initialization command, the performance control device 300 displays a message on the display device 41 informing that the RAM has been initialized, or outputs sound from the speaker 19. Furthermore, upon receiving the RAM initialization command, the performance control device 300 notifies the frame decoration device 18, the board decoration device 46, and the board performance device 44 that the RAM has been initialized.
[0149] Furthermore, after executing the process related to waiting for the completion of the setting change or waiting for the completion of the setting confirmation (steps S39 to S41), if the control unit detects that the detection signal of the setting key switch 127 is off, the control unit executes step S56. After prohibiting interrupts (step S56), the control unit transmits a command to end the notification to the performance control device 300 (step S57).
[0150] As a result, the performance control device 300 ends the notification that a setting change is in progress, which began upon receiving a command to change the setting, or the notification that a setting confirmation is in progress, which began upon receiving a command to confirm the setting.
[0151] Next, the control unit refers to the setting change mode flag to determine whether or not the device is in the setting change mode (step S58). If the device is in the setting change mode, the control unit proceeds to step S53 and executes processing related to RAM initialization. On the other hand, if the device is not in the setting change mode, the control unit proceeds to step S59 and executes processing related to power outage recovery.
[0152] In step S59, the control unit executes a power outage recovery process. The power outage recovery process includes saving the initial value at the time of power outage recovery in the area to be initialized, determining whether the special game is in a high probability state by referring to the special game status, saving ON information in the high probability notification flag area if the special game is in a high probability state, and saving ON data of the high probability notification LED in the segment area.
[0153] The areas to be initialized in the power outage recovery process are the power outage inspection area, checksum area, setting change mode flag, setting confirmation mode flag, and error / fraud monitoring area. In the power outage recovery process, the busy signal status area that stores the state of the dispensing busy signal, which is a signal indicating whether the dispensing control device 200 is in a state where it can accept commands, is also cleared, and the state is set to an indeterminate state indicating that the state of the dispensing busy signal has not been determined. Similarly, the touch switch signal status monitoring area that stores the state of the touch switch signal is also cleared, and the state is set to an indeterminate state indicating that the state of the touch switch signal has not been determined.
[0154] Next, the control unit transmits a power outage recovery command corresponding to the special game processing number to the performance control board (performance control device 300) (step S60), and proceeds to step S61. In step S60, multiple commands are transmitted, such as a model designation command, a special game 1 reserved number command, a special game 2 reserved number command, a probability information command, a probability setting value information command, and a screen designation command. Depending on the model, in addition to these commands, information on the number of performances and high probability number of times may also be transmitted. In addition, the screen designation command is a command to display a customer waiting demo screen when the control state of the special game 1 variable display game and the special game 2 variable display game is in normal processing (a state that is not in normal processing, not in a jackpot (first special game state), not in a small jackpot (second special game state)), and is a command to display a recovery screen otherwise.
[0155] In step S61, the control unit determines whether the safety device is activated. The safety device realizes a so-called complete function, and stops play when a predetermined operation amount (the occurrence of a difference ball exceeding a predetermined value) is detected. In other words, the complete function functions as a game stop means that, when a predetermined condition is met, can cause a change from a playable state in which play can be performed to an unplayable state in which play cannot be performed (unplayable state). If the safety device is activated, the control unit proceeds to step S62, and if the safety device is not activated, the control unit proceeds to step S63.
[0156] In step S62, the control unit transmits a command indicating that the safety device is in operation to the performance control board (performance control device 300), and proceeds to step S63. In step S62, a plurality of commands, such as a model specification command and a screen specification command, are transmitted.
[0157] In step S63, the control unit saves the flag register to the game control stack area before moving on to processing unrelated to the game in order to avoid the flag (zero flag) changing when saving the stack pointer for game control in RAM.
[0158] The control unit switches the stack pointer from the game control stack area (internal stack area) to the non-game control stack area (external stack area) when executing a process unrelated to gaming (safety device information initialization process) (executed within a process unrelated to gaming), and switches the stack pointer from the non-game control stack area (external stack area) to the game control stack area (internal stack area) when returning to a process unrelated to gaming (executed within a process unrelated to gaming). This allows the control unit to separate accessible memory areas for each process so that processes unrelated to gaming do not access memory areas related to gaming. Details of the memory map in the gaming control device 100 will be explained later using Figure 11.
[0159] In step S64, the control unit executes a safety device information initialization process to initialize information related to the safety device. Details of the safety device information initialization process will be explained later with reference to Figure 12. In step S65, the control unit restores the flag register saved in the game control stack area.
[0160] In step S66, the control unit performs a process to start and set up the random number generation circuit. After that, the value of a predetermined register (software random number registers 1 to n) in the random number generation circuit at the time of power-on is extracted, and the corresponding random numbers (special random number per special figure, special random number pattern, normal random number per normal figure, variable pattern random number 1, variable pattern random number 2, variable pattern random number 3) are saved in a predetermined area of the RWM as the initial value (start value) (step S66), and then interrupts are prohibited (step S67).
[0161] In step S68, the control unit determines whether or not the game is stopped, and if the game is stopped, the process proceeds to step S72, and if the game is not stopped, the process proceeds to step S69. The control unit stops the game when a strong error (illegal error) such as a magnet, radio wave, vibration, or abnormal discharge occurs, or when a safety device is activated.
[0162] In step S69, the control unit saves the flag register to the game control stack area before proceeding to processing unrelated to the game. In step S70, the control unit executes a performance display editing process to edit the display content (game performance) displayed on the performance display device 135. Because the processing load of the performance display editing process is relatively high, the control unit prohibits interrupts to ensure faster derivation of the processing results. This ensures that the gaming machine 10 can derive the processing results of the performance display editing process before the game status is updated by a timer interrupt. The performance display editing process is a process that calculates base values for each of the four most recent periods separated by 60,000 out balls (the most recent period may have fewer than 60,000 out balls) for performance display. In step S71, the control unit restores the flag register saved in the game control stack area.
[0163] In step S72, the control unit permits the interrupt. In step S73, the control unit determines whether a power outage has occurred. The control unit can determine the occurrence of a power outage by continuously detecting the power outage monitoring signal for a predetermined period of time. If a power outage has occurred, the control unit proceeds to step S42, and if a power outage has not occurred, the control unit proceeds to step S67.
[0164] That is, the control unit repeatedly executes the processes from step S67 to step S73 unless a power outage occurs. Specifically, if a power outage does not occur, the control unit repeatedly executes the performance display editing process and the check of the power outage monitoring signal (loop process). Then, by previously permitting an interrupt (step S72), if a timer interrupt occurs during power outage monitoring, the interrupt process is executed with priority.
[0165] Similarly, by prohibiting interrupts (step S67) before the performance display editing process (step S70), the performance display editing process is executed with priority over timer interrupts, and it is possible to avoid overloading the performance display editing process. Also, the control unit can suppress frequent switching between the game control stack area (in-area stack area) and the non-game control stack area (out-area stack area).
[0166] From the above, in a gaming machine equipped with a main control means (gaming control device 100) that controls the game in an integrated manner, and secondary control means (payout control device 200, presentation control device 300, etc.) that perform various controls in accordance with instructions from the main control means, the main control means is equipped with a standby means (gaming control device 100) that delays the start-up of the main control means when the power is turned on and sets a predetermined standby time for waiting for the start-up of the secondary control means, and a power outage monitoring means (gaming control device 100) that monitors the occurrence of a power outage during the predetermined standby time.
[0167] In addition, a power supply unit 400 is provided to supply power to various devices, and the power supply unit 400 is configured to output a power outage monitoring signal when a power outage is detected, and the power outage monitoring means (game control device 100) is configured to determine that a power outage has occurred when it continues to receive the power outage monitoring signal for a predetermined period of time.
[0168] In addition, the main control means (game control device 100) is equipped with RAM 111C capable of storing data, an initialization operation unit (RAM initialization switch 112) that can be operated externally, and initialization means (game control device 100) that initializes the data stored in RAM 111C based on the operation of the initialization operation unit, and is configured to read the operation status of the initialization operation unit before the start of the standby time.
[0169] In addition, the game control device 100 has a function (first initialization means, second initialization means) that distinguishes between initialization processing when a data abnormality occurs (first initialization processing) and initialization processing when an initialization operation is performed (second initialization processing), thereby enabling optimal and efficient initialization processing according to the situation.
[0170] Furthermore, the main control means (game control device 100) is equipped with RAM 111C capable of storing data, a setting operation unit (setting value change switch 126, setting key switch 127) that can be operated from the outside, and setting change means (game control device 100) that changes the setting value stored in RAM 111C based on the operation of the setting operation unit, thereby enabling setting changes, and is equipped with a setting display unit (probability setting value display device 136) that makes it possible to check the setting (setting value). Furthermore, the main control means (game control device 100) is configured to permit access to RAM 111C after a waiting time has elapsed.
[0171] In addition, the main control means (game control device 100) is capable of executing standby processing in the event of a power outage (loop after step S48), which prohibits access to RAM (RAM111C) (step S48) and waits for the execution of all processes to stop, and standby processing in the event of a RAM abnormality (loop from step S29 to step S31), which allows access to RAM (RAM111C) (step S15) and waits for the execution of all processes to stop.
[0172] Here, the standby process in the event of a power outage and the standby process in the event of a RAM abnormality will be described. The standby process in the event of a power outage is executed after access to the RAM is prohibited in step S48 of the main process, and is a loop process that waits for the execution of all processes to stop. Furthermore, since the standby process in the event of a power outage is executed after interrupts are prohibited in step S42 of the main process, interrupts other than NMI interrupts (timer interrupts) are prohibited. Note that NMI interrupts may occur during the standby process in the event of a power outage because NMI interrupts cannot be prohibited. However, since the standby process in the event of a power outage is executed when a power outage occurs, there is little risk of an NMI interrupt occurring during the execution of this process. Furthermore, the standby process in the event of a power outage is a standby process that does not involve an abnormality notification. This allows the gaming machine 10 to allocate power used up until the power is shut off to the power outage process. Note that by prohibiting access to the RAM during the standby process in the event of a power outage, the gaming machine 10 reduces the risk of RAM storage contents being altered due to unstable voltage.
[0173] The RAM abnormality standby process is executed after access to RAM (RWM) is permitted in step S15 of the main process, and is a loop process that waits for the execution of all processes to stop. Furthermore, since the RAM abnormality standby process is executed after interrupts are prohibited in step S1 of the main process, interrupts other than NMI interrupts (timer interrupts) are prohibited. Note that the power outage standby process cannot prohibit NMI interrupts, so an NMI interrupt may occur. Because the RAM abnormality standby process waits for a power outage, the risk of an NMI interrupt occurring during execution of this process is greater than in the power outage standby process. However, since access to RAM is permitted in the RAM abnormality standby process even if an NMI interrupt occurs, the return address can be stored in RAM, and the risk of program runaway due to an NMI interrupt is low. Furthermore, since the gaming machine 10 transmits a main abnormality error notification command to the presentation control device 300 in step S28, the presentation control device 300 can concurrently notify an abnormality while the RAM abnormality standby process is being executed. This allows the gaming machine 10 to be expected to restart quickly.
[0174] Next, the memory map of RAM111C will be explained using Fig. 11. Fig. 11 is a diagram showing an example of a memory map of the game control device of the first embodiment. Memory map 111M is the memory map of RAM111C. RAM111C sets, in order from the top of the memory, a work area for game control (inner area work area), a stack area for game control (inner area stack area), a work area for non-game control (outer area work area), and a stack area for non-game control (outer area stack area).
[0175] The non-game control work area includes information related to performance display and information related to safety devices. The non-game control work area may also include information related to test signals and information related to error monitoring. The non-game control work area may be divided into separate memory areas for each type of information, or the divisions for each type of information may be unclear. The non-game control stack area is shared by two or more processes unrelated to gaming (for example, processing related to performance display and processing related to safety devices), but may also be separated and dedicated, such as a first non-game control work area and a second non-game control work area. The processes unrelated to gaming may also include processing related to test signals and error monitoring, and even in such cases, the non-game control stack area may be shared in part or in whole between the processes or may be dedicated.
[0176] Since the game control work area has a probability setting value area at the beginning, RAM clear start address 1 clears all of the game control work area (game control work area) and the game control stack area. RAM clear start address 2 clears the game control work area and game control stack area excluding the probability setting value area. RAM clear start address 3 clears the game control work area and game control stack area excluding the probability setting value area, fluctuation pattern random number area, and initial value random number area. RAM clear start address 1, RAM clear start address 2, and RAM clear start address 3 all clear the areas from power outage inspection area 1 to power outage inspection area 2, as well as the checksum area.
[0177] Note that game control programs that perform processing related to games are stored in game control program areas, and non-game control programs that perform processing unrelated to games are stored in non-game control program areas. Note that, for example, "related to games" means that the processing affects the game results, and "unrelated to games" means that the processing does not affect the game results. For example, processing related to special games corresponds to processing related to games because the processing results affect the game results, and processing related to external information output corresponds to processing unrelated to games because the external information output does not affect the game results.
[0178] [Safety device information initialization process] Next, the safety device information initialization process of the game control device 100 will be described with reference to Fig. 12. Fig. 12 is a diagram showing a flowchart of the safety device information initialization process of the first embodiment. The safety device information initialization process is a process for initializing information related to the safety devices, and is a process executed by the CPU 111A in step S64 of the main process described above.
[0179] The safety device can transition between a safety device inactive state, a safety device activation warning state, a safety device activation warning state, and a safety device activated state. The safety device inactive state is the state when the safety device counter value is between 0 and 189999, and the safety device activation warning state is the state when the safety device counter value is between 190000 and 194999. The safety device activation warning state is the state before the safety device counter value reaches 195000 and game play is stopped, and the safety device activated state is the state when the safety device counter value reaches 195000 and game play is stopped. The safety device counter value "195000" is a value equivalent to the difference in balls "95000".
[0180] The control unit can access a memory area prepared exclusively for the safety device during the safety device information initialization process. The memory area prepared exclusively for the safety device includes an internal work area where game-related processes can be read and written and where unrelated processes can be read, and an external work area where unrelated processes can be read and written and where game-related processes can be read. For example, the internal work area prepared exclusively for the safety device includes a safety device activation flag area and an acquired game ball count area. The safety device activation flag area is an area that stores a safety device activation flag indicating whether the safety device is activated or not, and is cleared to zero during the initialization process (step S53) when the RAM initialization switch 112 is turned on. The acquired game ball count area is an area that stores the number of acquired game balls, and is cleared to zero during the initialization process (step S53) when the RAM initialization switch 112 is turned on.
[0181] The off-site work area reserved exclusively for safety devices includes a safety device counter area, a safety device operation information area, and a previous operation information area. The safety device counter area is 3 bytes in size and can store values from 0 to 195000. The safety device counter area is not read by game-related processes, but is referenced by those processes when the difference in ball count is sent by command. The safety device operation information area stores the current safety device operation information. The previous operation information area stores the previous safety device operation information (in principle, one interrupt before).
[0182] The control unit saves the stack pointer in the stack pointer storage area (step S81) and sets the stack pointer to the value of the external stack area (step S82). As a result, the control unit switches the stack pointer from the game control stack area (internal stack area) to the non-game control stack area (external stack area) when executing a process unrelated to the game (safety device information initialization process).
[0183] The control unit saves the registers (step S83). The registers to be saved may be limited to those to be protected (registers used in the process), or all general-purpose registers may be saved as in the out-of-area consolidation process. Note that the control unit may not save and restore the registers if it writes directly to the memory area without using registers. In this case, it is also possible to eliminate the need for processes related to the stack pointer and the saving and restoring of the flag register.
[0184] The control unit saves an initial value (100000) in the safety device counter area (step S84), saves safety device non-operation information (0) in the safety device operation information area (step S85), and saves safety device non-operation information (0) in the previous operation information area (step S86).
[0185] The control unit restores the register (step S87), sets the value read from the stack pointer storage area as the stack pointer (step S88), and ends the safety device information initialization process.
[0186] [Timer interrupt processing] Next, the timer interrupt processing of the game control device 100 will be explained using Fig. 13. Fig. 13 is a diagram showing a flowchart of the timer interrupt processing of the first embodiment. This timer interrupt processing is an interrupt processing that occurs during the above-mentioned main processing from when interrupt permission is issued until interrupt is prohibited (from step S39 to step S42, from step S72 to step S67). The timer interrupt processing is processing that is executed by the CPU 111A.
[0187] The timer interrupt process is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111A. When a timer interrupt occurs in the gaming microcomputer 111, the interrupt is automatically disabled and the timer interrupt process is started.
[0188] When the timer interrupt process starts, first, register bank 1 is specified (step S91). Switching to register bank 1 is equivalent to performing a register save process in which the value held in a specified register (for example, a register used in the main process) is moved to RWM. Next, the upper address of the RAM start address is set in a specified register (for example, the D register) (step S92). In step S92, the same process as in step S4 in the main process is performed, but the register bank is different.
[0189] Next, input processing (step S93) is performed to receive inputs and signals from various sensors and switches, i.e., to read the status of each input port. In step S94, the control unit refers to the setting change mode flag and the setting confirmation mode flag, and determines whether the system is in setting change mode (probability setting change) or setting confirmation mode (probability setting confirmation). If the system is in setting change mode or setting confirmation mode, the control unit proceeds to step S95, executes probability setting change / confirmation processing, and ends timer interrupt processing. On the other hand, if the system is not in setting change mode or setting confirmation mode, the control unit proceeds to step S96.
[0190] In step S96, the control unit executes output processing for controlling the driving of actuators such as solenoids (big prize opening solenoid 38b, normal power solenoid 37c) based on the output data set in the various processes.
[0191] In addition, when a launch stop signal is output in step S5 of the main processing, this output process outputs a launch permission signal, and the launch permission signal is set to a state in which it can be set to an allowed state. This launch permission signal is output to the launch control device via the payout control device. At this time, no signal processing is performed on the signal. Furthermore, the launch permission signal is a first signal indicating the state of launch permission from the gaming control device 100, and a second signal (launch permission signal) indicating the state of launch permission from the payout control device 200 is also generated within the payout control device 200 and output to the launch control device. In other words, when two launch permission signals are output to the launch control device and both are set to launch permission, the gaming ball is set to a state in which it can be launched. Next, the control unit executes a payout command transmission process (step S97) in which commands set in the transmission buffer by various processes are output to the payout control device 200.
[0192] In step S98, the control unit saves the flag register to the game control stack area before proceeding to processing unrelated to game play. In step S99, the control unit executes a first error monitoring process to monitor abnormalities unrelated to game play (weak errors). The first error monitoring process monitors weak errors (errors weaker than strong errors) that do not affect game play or have a small effect, using a non-game control work area (external work area) and a non-game control stack area (external stack area) as a non-game control program. Weak errors that do not affect game play or have a small effect include non-illegal errors such as switch abnormality errors (such as a disconnected connector), shot ball out errors, overflow errors, payout abnormality errors, V-pass timing errors, and remaining ball errors. In step S100, the control unit restores the flag register saved in the game control stack area.
[0193] In step S101, the control unit executes a second error monitoring process to monitor abnormalities (strong errors) related to the game. The second error monitoring process monitors for strong errors that affect the game, using a game control work area (internal work area) and a game control stack area (internal stack area) as a game control program. Strong errors that affect the game include, for example, fraudulent errors such as magnetic fraud, board radio wave fraud, vibration fraud, and abnormal ejection.
[0194] In step S102, the control unit executes a game stop flag setting process. The game stop flag setting process is a process for controlling the game stop flag by setting the occurrence of one or more of an illegal magnet, an illegal board radio wave, an illegal vibration, an abnormal discharge error, and a safety device activation as a game stop condition. The game stop flag is stored in a game control work area (an internal work area). The game stop flag setting process may set the occurrence of one or more of all errors monitored by the second error monitoring process as a game stop condition, or may set the occurrence of one or more of a combination different from the above combinations (an illegal magnet, an illegal board radio wave, an illegal vibration, an abnormal discharge error, and a safety device activation) as a game stop condition.
[0195] Next, the control unit performs a prize port switch / status monitoring process (step S103) that monitors whether or not normal signals are being input from the start port 1 switch 36a, start port 2 switch 37a, normal gate switch 34a, prize port switch 35a, large prize port switch 38a, and specific area switch 38e, and monitors for errors (such as whether the front frame or glass frame is open).
[0196] Next, the control unit determines whether or not a game is stopped by referring to the game stop flag (step S104). If a game is not stopped, the control unit proceeds to step S105 to execute various game processes, and if a game is stopped, the control unit skips various game processes and proceeds to step S109.
[0197] Next, the control unit executes special chart game processing (step S105) that performs processing related to the special chart change display game (special chart 1 change display game, special chart 2 change display game), followed by two-type game processing (step S106) that performs processing related to the so-called two-type game, and then executes regular chart game processing (step S107) that performs processing related to the regular chart change display game.
[0198] Next, the control unit performs a segment LED editing process (step S108) that drives the segment LEDs (for example, LEDs such as the special chart 1 pattern display unit 53 of the collective display device 50) that display the special chart change display game and various information related to the game to display the desired content.
[0199] In step S109, the control unit executes safety device-related processing. The safety device-related processing includes processing for editing commands for the performance control device 300 that notify the user of safety device activation notice, activation warning, and activation (game stop), and processing for setting information indicating activation in the safety device activation flag when the safety device is activated. In step S110, the control unit executes external information editing processing. The external information editing processing is processing for editing external information output from the external information terminal board 71.
[0200] In step S111, the control unit saves the flag register to the game control stack area before proceeding to processing unrelated to the game. In step S112, the control unit executes out-of-area integration processing. The out-of-area integration processing is processing that executes processing unrelated to the game in an integrated manner. The control unit restores the flag register saved in the game control stack area (step S113) and ends the timer interrupt processing.
[0201] [Main processing] Next, the main processing of the performance control device 300 will be described with reference to Fig. 14. Fig. 14 is a diagram showing a flowchart of the main processing in the performance control device of the first embodiment.
[0202] The main processing is processing that is executed by the control unit (CPU 311) of the performance control device 300 when power supply to the pachinko machine 1 starts. [Step D11] The control unit prohibits interrupts.
[0203] [Step D12] The control unit performs initial settings for the CPU 311. [Step D13] The control unit performs initial settings for the VDP 312. [Step D14] The control unit permits the interrupt.
[0204] [Step D15] The control unit permits the generation of display data, i.e., the control unit permits the display circuit (not shown) in the VDP 312 to access the VRAM (not shown) in the VDP 312 and generate display data.
[0205] [Step D16] The control unit sets a random number seed. This is a process of setting a pseudo-random number generation sequence using, for example, the srand function. Here, the control unit may use a fixed value such as 0 (zero) as an argument to the srand function, or may use a value created based on the ID value of the CPU or the like so that it is different for each gaming machine.
[0206] [Step D17] The control unit saves the initial value at power-on in an area to be initialized in the RWM (e.g., RAM 322) of the performance control device 300 (e.g., a performance flag area (a memory area used as various flags described later in the control processing of the performance control device 300)).
[0207] [Step D18] The control unit clears the WDT (watchdog timer). [Step D19] The control unit executes the effect button input process. The effect button input process is a process that performs editing when the effect button 25 (effect button switch 25a) is operated while it is enabled. Note that the effect button does not turn on and off quickly, so the control unit may perform the process of detecting the effect button input within the effect button input process, or may perform the process within a short-period timer interrupt (not shown).
[0208] [Step D20] The control unit executes hall / player setting mode processing. Hall / player setting mode processing is processing for setting the changeable range of the brightness and volume of the LED and display device 41, and accepting player operations for changing the brightness and volume of the LED and display device 41.
[0209] [Step D21] The control unit executes a random number update process. The random number update process is a process that updates a pseudo-random number at least once per control cycle of the main process, for example, using the rand function. The rand function generates a random number based on a specified generation sequence each time a recalculation is performed, so the control unit can obtain a random number simply by executing the rand function. Note that a counter that increments by "1" like the main board (game control device 100) may also be used as the random number.
[0210] [Step D22] The control unit executes a received command check process, which is a process of analyzing commands received from the game control device 100 in units of a predetermined number.
[0211] [Step D23] The control unit executes a performance display editing process. The performance display editing process sets various commands and their parameters to instruct the VDP 312 on the content to be displayed on the display device 41. For example, the control unit sets the commands in a table format in the performance display editing process.
[0212] [Step D24] The control unit executes drawing command preparation completion setting, which is a process for setting that all commands set in the performance display editing process for the VDP 312 have been prepared.
[0213] [Step D25] The control unit determines whether it is frame switching timing. If it is frame switching timing, the process proceeds to step D26. If it is not frame switching timing, the process waits for frame switching timing. Here, frame switching timing occurs at a time interval corresponding to a processing period (e.g., 1 / 30 seconds ≒ 33.333 ms) created based on the period (e.g., 1 / 60 seconds) of a V blank interrupt (also called a V sync interrupt). Note that a V blank interrupt occurs each time the VDP 312 completes one scan of the entire screen for drawing. As mentioned above, the generation period of this V blank interrupt is, for example, 1 / 60 seconds. In this embodiment, frame switching is performed when the same drawing is repeated twice and a V blank interrupt occurs twice. The period of the frame switching timing is twice the period (e.g., 1 / 60 seconds) of the V blank interrupt (e.g., 1 / 30 seconds ≒ 33.33 ms). However, this is not limited to this embodiment, and the frame switching timing can be changed as desired. For example, frame switching (image updating) may be performed at intervals of 1 / 30 seconds or more, or at intervals of less than 1 / 30 seconds.
[0214] By the frame switching timing determination process, subsequent processes (steps D26 to D30, and subsequent steps D18 to D24) are executed at this frame switching timing for each processing cycle. Time management, which needs to be synchronized with the presentation content, is performed in frame units (i.e., in processing cycle units). If the processing cycle is 1 / 30 seconds, for example, 3 frames will be 100 ms. This is similar to the main board (game control device) managing time values in 4 ms units, which is the timer interrupt cycle.
[0215] [Step D26] The control unit instructs the VDP 312 to draw on the screen in accordance with the command set in step D23. For example, the control unit instructs the VDP 312 to draw on the screen by sequentially transmitting commands set in a table.
[0216] [Step D27] The control unit executes a sound control process to control the volume of the sound from the speaker 19. [Step D28] The control unit executes a decoration control process to control various LEDs of the board decoration device 46, the frame decoration device 18, etc.
[0217] [Step D29] The control unit executes a movable body control process to control movable bodies (for example, the board effect device 44) including various motors and SOLs (solenoids).
[0218] [Step D30] The control unit executes the firing information control process. The firing information control process sets firing-related information based on the firing status flag and corrects the mode of the presentation according to the special symbol rotation status (the number of times the special symbol changes per game for a predetermined amount (i.e., a predetermined number of loaned balls)).
[0219] [Step D31] The control unit executes an information disclosure process, which discloses performance information relating to gaming performance to the player. After executing step D31, the control unit returns to step D18, and thereafter repeatedly executes the processes of steps D18 to D31. That is, steps D18 to D31 constitute a loop process (sometimes referred to as a main loop process) that is repeatedly executed at the above-mentioned processing cycle after the performance control device 300 is started.
[0220] The control unit executes the processes of steps D27 to D29 within the main loop process to match the screen presentation, but the process of actually outputting the signals and data (particularly signals for driving and controlling various LEDs and motors) generated or set in these control processes to the ports is performed within a short-cycle timer interrupt (not shown). However, when using an IC specialized for controlling various devices, it may only issue instructions via serial communication or the like and not output signals, etc., via a timer interrupt.
[0221] Next, the gaming performance of the gaming machine 10 will be described with reference to Figure 15. Figure 15 is a diagram showing an example of a list of gaming performance according to the first embodiment. The gaming machine 10 has a type 1 + type 2 game feature. The gaming machine 10 is capable of executing a special chart 1 game (first special chart variable display game) and a special chart 2 game (second special chart variable display game) as variable display games, so-called type 1 games, and is also capable of executing type 2 games. The gaming machine 10 can store up to four execution rights (waiting hold) for each of the special chart 1 game and the special chart 2 game. When the gaming machine 10 has execution rights for both the special chart 1 game and the special chart 2 game, it prioritizes the special chart 2 game.
[0222] The gaming machine 10 sets the jackpot probability (low jackpot probability) to 1 / 319 in both the special chart 1 game and the special chart 2 game. The gaming machine 10 does not vary the probability in the special chart 1 game or the special chart 2 game, so there is no high jackpot probability setting. The gaming machine 10 also sets the small jackpot probability to 1 / 319 in the special chart 1 game and the small jackpot probability to 240 / 319 in the special chart 2 game. In this way, the gaming machine 10 sets the jackpot probability to be the same in both the special chart 1 game and the special chart 2 game, while making it easier to derive a small jackpot in the special chart 2 game than in the special chart 1 game.
[0223] The gaming machine 10 has a state without time reduction and a state with time reduction, as states other than a jackpot, if a distinction is not made between low-value time reduction and high-value time reduction. The gaming machine 10 conducts a lottery for transition to a state with time reduction in the state without time reduction, and does not conduct a lottery for transition in the state with time reduction, and transitions to the state without time reduction when the number of time reductions has expired.
[0224] The low-value time reduction is a normal power support state, and is a time reduction that is considered to be low in value because, although there is a chance of winning in the normal variable prize winning device 37 (starting port 2), it is not large enough (there is no actual chance of winning, or it is small, and the expected probability of obtaining the execution right is low). The low-value time reduction is assigned to one of the following time reduction counts: 100, 200, or 300. The high-value time reduction is a normal power support state, and is a time reduction that is considered to be high in value because there is an adequate chance of winning in the normal variable prize winning device 37 (starting port 2) (the actual chance of winning is large, and the expected probability of obtaining the execution right is high). The high-value time reduction has no limit on the number of time reductions, and continues until the next jackpot.
[0225] In addition, the low-value time-saving mode has an aspect of being a low-value game in which the expected probability of acquiring the right to play a game is relatively low compared to the high-value time-saving mode, even among time-saving games. In addition, the high-value time-saving mode has an aspect of being a high-value game in which the expected probability of acquiring the right to play a game is relatively high compared to the low-value time-saving mode, even among time-saving games.
[0226] Next, the game state transition in the gameplay of the gaming machine 10 will be explained using Figure 16. Figure 16 is a diagram showing an example of the game state transition in the first embodiment. When the gaming machine 10 is powered on with RWM clearing, it performs game control with state A as the initial state. Note that when the gaming machine 10 is powered on without RWM clearing, that is, when the gaming machine 10 is powered on in a way that allows it to recover to the game state before the power was cut off, it performs game control from the game state at the time of the power cut off.
[0227] There are three gaming states, State A, State B, and State C, distinguished from the viewpoint of the probability state and time-saving state of the gaming machine 10. State A is a state where the probability state is low probability and the time-saving state is no time-saving. State B is a state where the probability state is low probability and the time-saving state is with low-value time-saving. State C is a state where the probability state is low probability and the time-saving state is with high-value time-saving.
[0228] In addition, in state A, which is a state without time reduction, the c time reduction lottery is held at the same time as the jackpot lottery. In state A, if you miss the jackpot, there are no misses, so you will always win the c time reduction and will be assigned to either low-value or high-value time reduction. In addition, although it was said that there are no misses in the c time reduction lottery held at the same time as the jackpot lottery, it is also possible to have misses.
[0229] State A has transition conditions T10 to T14. Transition condition T10 occurs when a jackpot without time reduction occurs, and state A is reached after the end of the jackpot. Transition condition T11 occurs when a jackpot with high-value time reduction occurs, and state C is reached after the end of the jackpot. Transition condition T12 occurs when a high-value time reduction (c time reduction) occurs, and state C is reached after the end of the jackpot. Transition condition T13 occurs when a jackpot with low-value time reduction occurs, and state B is reached after the end of the jackpot. Transition condition T14 occurs when a low-value time reduction (c time reduction) occurs, and state B is reached after the end of the jackpot.
[0230] State B has transition conditions T20 to T23. Transition condition T20 occurs when a low-value time-saving jackpot occurs, and state B is reached after the jackpot ends. Transition condition T21 occurs when a jackpot without time-saving occurs, and state A is reached after the jackpot ends. Transition condition T22 occurs when the specified number of low-value time-saving jackpots are consumed, and state A is reached when the low-value time-saving jackpot ends. Transition condition T23 occurs when a high-value time-saving jackpot occurs, and state C is reached after the jackpot ends.
[0231] State C has transition conditions T30 and T31. Transition condition T30 is the occurrence of a high-value time-saving jackpot, and after the jackpot ends, state C is reached. Transition condition T31 is the occurrence of a non-time-saving jackpot, and after the jackpot ends, state A is reached.
[0232] Such a game state transition realizes a gameplay in which, when state C is reached in the gaming machine 10, the game continues to stay in state C until a jackpot without time reduction occurs. In addition, by setting the staying rate of state C to, for example, 90%, a gameplay in which jackpots are consecutively won without burdening the player is realized. Note that state C may transition to state A when a specified number of high-value time reductions are consumed.
[0233] Furthermore, when a gaming facility turns on the power with RWM clearing when it opens, the control state at the start of business can be set to the initial state, State A. Such a gaming machine 10 provides players who start playing at the start of business with an opportunity to be assigned to State B or State C, and can be expected to improve operation by players hoping to be assigned to State C.
[0234] Next, the game display screen will be described with reference to Fig. 17. Fig. 17 is a diagram showing an example of the game display screen of the first embodiment. The display screen 500 shown in Figure 17 (1) is a display screen while the symbols are stopped, and after the variable display in the special symbol 1 game (variable display game) has ended, the symbols that are the result of the variable display game are displayed for a predetermined period of time. The display screen 500 is an example of a display screen in state A (no low probability time reduction: normal game state). The display screen 500 displays a large symbol group 501 that is a decorative symbol, a small symbol group 502 that is also a decorative symbol, a special symbol 1 reserved number display 503, a special symbol 2 reserved number display 504, a reserved waiting display 505, and a reserved consumption display 506.
[0235] The special symbol in the special symbol 1 game or the special symbol 2 game is a symbol (LED lighting pattern) displayed on the special symbol 1 symbol display section 53 or the special symbol 2 symbol display section 54 of the collective display device 50, and the large symbol group 501 and the small symbol group 502 are decorative symbols corresponding to the special symbol. Furthermore, although not shown, the gaming machine 10 has a fourth symbol as a symbol in the special symbol 1 game or the special symbol 2 game, which indicates the variable state and the stopped state, for example, by flashing and lighting an LED, without distinguishing between the result state of the variable display game. When the fourth symbol is displayed on the display device 41, the variable state and the stopped state may be indicated by pictograms such as "circle" and "-" or by switching between different colors and indicating the stopped state.
[0236] The large symbol group 501 is responsible for game presentation to enhance interest. Therefore, the large symbol group 501 is displayed large in a variable display area set in the approximate center of the display device 41. The large symbol group 501 includes a left symbol, a middle symbol, and a right symbol.
[0237] On the display screen 500, the left symbol indicates that the symbol has stopped at "3", the middle symbol indicates that the symbol has stopped at "5", and the right symbol indicates that the symbol has stopped at "7". That is, on the display screen 500, the large symbol group 501 indicates that the special symbol variable display game is in a stopped state (symbols are stopped).
[0238] The large symbol group 501 and the small symbol group 502 are displayed stopped at the same timing (a timing determined in advance when the fluctuation starts, or a timing determined based on the reception of a command instructing the fluctuation to end).
[0239] The small symbol group 502 is responsible for informing the player of the variable display status in order to make it easier for the player to grasp the game status. Therefore, the small symbol group 502 is displayed small on the periphery of the display device 41 so as to ensure visibility without interfering with the display effect of the large symbol group 501. The small symbol group 502 includes a left symbol, a middle symbol, and a right symbol. On the display screen 500, the left symbol, the middle symbol, and the right symbol that make up the small symbol group 502 all indicate that the corresponding special symbol variable display game is in a stopped state.
[0240] Furthermore, the small symbol group 502 fluctuates (constant speed fluctuation display) at a predetermined speed (constant speed) from the start of fluctuation, and is displayed as stopped without a temporary stop when the fluctuation ends. The small symbol group 502 may be displayed with or without a predetermined acceleration fluctuation period from the stopped display until it reaches the predetermined speed. The small symbol group 502 may be displayed with or without a predetermined deceleration fluctuation period from the constant speed fluctuation display until it is displayed as stopped, or without a predetermined deceleration fluctuation period.
[0241] When a constant speed fluctuation display is performed, the small symbol group 502 may display fluctuations while forming a reach state or a winning state, which may give a player a false sense of expectation. Therefore, when the fluctuation starts, the small symbol group 502 is replaced with an arbitrary symbol combination (first symbol replacement), and when the fluctuation ends, the small symbol group 502 is replaced with a symbol combination corresponding to this special symbol (second symbol replacement).
[0242] Generally, the large symbol group 501 is displayed larger than the small symbol group 502, has a high degree of freedom in its display position, and its display mode can be changed greatly. Conversely, the small symbol group 502 is displayed smaller than the large symbol group 501, and has a low degree of freedom in its display position (for example, a fixed position).
[0243] The special chart 1 reserved number display 503 displays the number of reserved memories for the special chart 1 game. On the display screen 500, the special chart 1 reserved number display 503 indicates that the number of reserved memories for the special chart 1 game is "0". The special chart 2 reserved number display 504 displays the number of reserved memories for the special chart 2 game. On the display screen 500, the special chart 2 reserved number display 504 indicates that the number of reserved memories for the special chart 2 game is "0".
[0244] The hold display (standby hold display) 505 displays either the number of reserved games for the special game 1 or the number of reserved games for the special game 2 using a hold wait icon 507 depending on the game status. The display screen 500 indicates the number of reserved games for the special game 1 by displaying a hold icon. The hold consumption display (consumption hold display) 506 is a display screen for the game status (game status A) that indicates that the special game is changing by displaying a hold consumption icon. The display screen 500 indicates that the number of reserved games for the special game 1 or the number of reserved games for the special game 2 is "0" by the hold wait display 505. The display screen 500 also indicates that the special game 1 or the special game 2 is not changing by the hold consumption display 506, particularly by the absence of a hold consumption icon on the consumption hold base.
[0245] The display screen 510 shown in FIG. 17(2) is the display screen after the variable display game has started. The display screen 510 is the screen after the display screen 500, and shows the screen during variable display (three symbols are variable). The display screen 510 is an example of the display screen in state A. On the display screen 510, the left symbol, the middle symbol, and the right symbol of the large symbol group 501 are variable, indicating that the special symbol variable display game is variable. Also, on the display screen 510, the left symbol, the middle symbol, and the right symbol of the small symbol group 502 are variable, indicating that the special symbol variable display game is variable.
[0246] On the display screen 510, the special chart 1 reserved number display 503 indicates that the reserved memory number for the special chart 1 game is "1", the special chart 2 reserved number display 504 indicates that the reserved memory number for the special chart 2 game is "0", and the reserved waiting display 505 is a game status that indicates the reserved number for the special chart 1 game, and indicates that the reserved memory number for the special chart variable display game (special chart 1 game) is "1". Also, on the display screen 510, the reserved consumption display 506 displays the reserved memory display that is being consumed, and indicates that the special chart variable display game is being displayed as a variable.
[0247] In addition, display screen 500 and display screen 510 may include display elements such as background display, character display, and text display (not shown), and the display elements may also be capable of producing a display with movement using animation, etc.
[0248] The pending waiting display 505 shows the display of a pending waiting icon 507 corresponding to the number of pending special symbol games. The pending consumption display 506 shows the display of a pending consumption icon 508 corresponding to the pending consumption of a special symbol game. The pending waiting icon 507 and the pending consumption icon 508 may be, for example, spherical, and the pending waiting icon 507 and the pending consumption icon 508 may also be animated (e.g., deformation, color change, up and down movement, etc.) to create a dynamic display. The pending waiting icon 507 and the pending consumption icon 508 can clearly indicate the number of pending memories of the special symbol variable display game and can notify the expected game outcome for each pending memory, depending on their display mode. The pending waiting icon 507 and the pending consumption icon 508 may be different sizes, colors, designs, or actions (generation, waiting, shift, disappearance, expected value notification). The pending number or pending memory number refers to the number of start memories in which the special symbol variable display game has not yet been executed.
[0249] The pending consumption display 506, depending on its display mode, can indicate whether the special chart variable display game is in a variable display state and can also notify the degree of expectation for the game result. On the display screen 500, the pending consumption display 506 leaves the frame blank to indicate that the special chart variable display game is in a stopped state. After this, the gaming machine 10 starts the variable display when the number of pending memories for the special chart 1 game or the special chart 2 game becomes 1 or more.
[0250] The display screen 512 shown in FIG. 17(3) is a display screen in which the variable display based on the reserved memory is started after the reserved memory number becomes "1" or more in the special chart 2 game. The display screen 518 is an example of a display screen after transitioning to state B (low probability low value time reduction) or state C (low probability high value time reduction). At this time, the gaming machine 10 can be considered to be playing with a right-hand hit because a reserved memory has occurred in the special chart 2 game (for example, "4").
[0251] The display screen 512 is a display screen during the display of the variation of the special symbol 2 game. The display screen 512 includes a presentation display 513, a play guide display 514, a large symbol group 501a, a small symbol group 502, a special symbol 1 reserved number display 503, and a special symbol 2 reserved number display 504. The display screen 512 aims to improve the presentation effect of the presentation display 515 by hiding the reserved waiting display 505 and the reserved consumption display 506, but the reserved waiting display 505 and the reserved consumption display 506 may be displayed at all times, or only one of them may be displayed, or they may be displayed when a predetermined condition is met. The predetermined condition may be met, for example, when a pre-reading preview presentation is executed or when a selection operation by the player is accepted.
[0252] The effect display 513 is, for example, an effect screen that produces a time-saving mode effect and notifies the player that the time-saving mode is in effect. In the time-saving mode effect, an independent effect may be executed for each variable display, or a movie effect spanning multiple variables may be executed.
[0253] The hitting method guide display 514 guides the player on how to hit the ball. For example, the hitting method guide display 514 guides the player to "hit right" which guides the player to shoot the game ball into the right game area. Also, the hitting method guide display 514 guides the player to "hit left" which guides the player to shoot the game ball into the left game area.
[0254] The large symbol group 501a is a decorative symbol displayed in place of the large symbol group 501, and is displayed in a display area smaller than the large symbol group 501 so that the effect display 513 exerts a decorative effect. Note that the large symbol group 501 and the large symbol group 501a are both forms of decorative symbols, and the large symbol group 501 may be referred to as a large decorative symbol and the large symbol group 501a as a small decorative symbol. Also, the large symbol group 501 may be referred to as a decorative symbol displayed during non-movie effects, and the large symbol group 501a as a decorative symbol during movie effects.
[0255] Next, the ball flow path in the left-side game area will be described with reference to Figure 18. Figure 18 is a diagram showing an example of the ball flow path in the left-side game area in the first embodiment. A game ball shot into the game area 32 from the ball launching device is sorted into the left-side game area or the right-side game area depending on the launching force. Generally, a game ball shot into the game area 32 from the ball launching device flows down the left-side game area in a normal game state, and flows down the right-side game area in a special game state (e.g., during a win) or a specific game state (e.g., a time-saving state). In addition, the gaming machine 10 guides the player on how to hit the ball so that the balls are sorted in this way depending on the game state.
[0256] A gaming ball shot into the left gaming area flows down the flow path c1 and is guided to the winning stabilization device 600. The winning stabilization device 600 is a device that stabilizes the winning frequency into the starting winning port 36, and may be called, for example, a stabilizer unit.
[0257] The winning stabilization device 600 receives gaming balls through a ball inlet (ball receiving port) 601. The winning stabilization device 600 distributes the gaming balls entering through the ball inlet 601 to flow down either flow path c2 or flow path c3. Specifically, the winning stabilization device 600 distributes 79 of the 80 gaming balls entering through the ball inlet 601 to flow down flow path c2, and distributes the remaining one to flow down flow path c3. The winning stabilization device 600 distributes the gaming balls to flow paths c2 and c3 solely through mechanical distribution, without the intervention of electrical game control. This allows the gaming machine 10 to ensure objective fairness by realizing the distribution of gaming balls without the intervention of game control. Furthermore, by mechanically distributing gaming balls, the gaming machine 10 can increase the excitement of the game by eliminating the uncertainty of the behavior of the gaming balls. The winning stabilization device 600 has one aspect as a distribution stabilization device that can stably distribute game balls that enter through the ball inlet 601 to the flow paths c2 and c3.
[0258] The gaming balls distributed to flow path c2 flow out of the winning stabilization device 600 from the ball outlet 602. The gaming balls that flow down flow path c2 can be guided to the warp flow path 695 from flow path c7 which passes through the warp port 694 via flow path c4, but most flow down flow path c8 to get a chance to win at the starting winning port 36. The ball outlet 602 is a ball outlet in which the winning inspection and adjustment has a large effect on the winning rate at the starting winning port 36.
[0259] The gaming balls distributed to flow path c3 flow out of the winning stabilization device 600 from the ball outlet 603. Most of the gaming balls that flow down flow path c3 are guided to the warp flow path 695 via flow path c6, but some flow down flow path c5 and have the same chance of winning at the starting winning hole 36 as flow path c8. Note that the ball outlet 603 is a ball outlet in which the winning inspection adjustment has a small effect on the winning rate at the starting winning hole 36.
[0260] A gaming ball guided to the warp flow path 695 reaches the warp exit 696 located directly above the starting winning opening 36, and therefore has an extremely high chance of winning regardless of the winning check adjustment of the starting winning opening 36. On the other hand, a gaming ball that flows down the flow path c8 has a chance of winning according to the winning check adjustment of the starting winning opening 36.
[0261] The winning inspection and adjustment includes using a hammer or the like to hit the loose nails and the angle of the windmill that are driven into the game board 30 to control the flow of game balls, the life nail of the starting winning hole 36, etc. The scope of the winning inspection and adjustment does not go beyond changing the current situation, and is assumed to be limited to the scope of maintenance and inspection work, but the results of the winning inspection and adjustment can affect the winning rate at the starting winning hole 36 even if the winning inspection and adjustment is slight.
[0262] Generally, a gaming ball flowing out from the warp exit 696 will enter the start winning hole 36 as long as it does not interfere with other gaming balls. In other words, a gaming ball flowing out from the warp exit 696 will enter the start winning hole 36 with a probability that is close to, but not equal to, 1. Note that the probability that a gaming ball flowing out from the ball exit 603 will reach the flow path c5 is extremely small, but not zero, and the ball is guided to the warp flow path 695 with a probability that is close to, but not equal to, 1.
[0263] As a result, when 100 game balls are shot into the left game area, the gaming machine 10 can almost certainly win at least one start winning entry into the start winning hole 36. Since shooting 100 game balls corresponds to approximately one minute of play, this realizes at least one start winning entry per minute, and can eliminate situations where there is no opportunity for a start winning entry for more than one minute.
[0264] Next, the frequency of winning into the start winning slot in a conventional gaming machine without the winning stabilization device 600 and the gaming machine 10 with the winning stabilization device 600 will be explained with reference to Fig. 19. Fig. 19 is a diagram showing an example of the distribution of the number of starts in the gaming machine of the first embodiment and the conventional gaming machine.
[0265] The graph shown in Figure 19(1) shows the distribution of the number of starts per minute (the frequency of winning at the start winning slot, the number of start winnings per minute) in a conventional gaming machine that does not have a winning stabilization device 600. Generally, the number of starts in a gaming machine can be approximated by a Poisson distribution with a lower limit of 0 and an upper limit of 100, because the balls flow down while facing obstacles such as game pegs arranged in the gaming area and win randomly. However, the number of starts in an amusement facility is adjusted to a design value (or an adjusted value) of the average number of starts (for example, 5.5). However, even if the number of starts in a conventional gaming machine is adjusted to an average number of starts of 5.5, it can frequently take the value 0 during the business hours of the amusement facility.
[0266] Even with proper adjustments, this kind of start number of 0 is bound to occur. This kind of occurrence will cause players to lose interest in playing and leave their seats, and there is no way for the gaming facility to prevent this.
[0267] The graph shown in FIG. 19(2) shows the distribution of the number of starts per minute in a gaming machine 10 equipped with a winning stabilization device 600. The gaming machine 10 equipped with the winning stabilization device 600 guides one of every predetermined number (e.g., 80) of balls to the starting winning hole 36, and the remaining number (e.g., 79 balls) are randomly awarded, so that the distribution can be approximated to a Poisson distribution with a lower limit of 1 and an upper limit of 100. However, even in the gaming machine 10, the number of starts at an amusement facility can be adjusted to a design value (or an adjusted value) of an average number of starts (e.g., 5.5 starts). Even if the number of starting wins in the gaming machine 10 is adjusted to an average number of starts of 5.5, as in conventional gaming machines, the winning stabilization device 600 ensures that there is at least one start, and a value of 0 is essentially eliminated.
[0268] That is, the winning stabilization device 600 can separate the received gaming balls into a lead that follows a random winning (a general route) and a lead that does not follow a random winning (a special route) at a predetermined ratio. Such a gaming machine 10 can prevent players from losing interest in playing and contribute to improving the operation of the gaming facility. In addition, the gaming machine 10 can reduce the adjustment work burden at the gaming facility.
[0269] Next, an overview of the winning stabilization device 600 will be described with reference to FIG. 20. FIG. 20 is a diagram showing an example of the overview of the winning stabilization device of the first embodiment. The winning stabilization device 600 has a base 607, a ball passage housing case 605 on the front side of the base 607, a decorative plate 604 on the front side of the ball passage housing case 605, and a stabilization mechanism housing case 606 on the back side of the base 607. The base 607 supports the ball passage housing case 605 and the stabilization mechanism housing case 606, and is disposed from the front side of the game board 30. The ball passage housing case 605 supports the decorative plate 604. Note that the base 607 and the ball passage housing case 605, or the ball passage housing case 605 and the decorative plate 604, may be molded integrally.
[0270] Ball passage housing case 605, together with decorative plate 604 and base portion 607, forms a box body and houses a ball passage including a distribution section from ball inlet 601 to ball outlets 602 and 603. Ball passage housing case 605 also includes decorative plate 604 and left shoulder channel 608. Ball passage housing case 605 also houses part of the stabilization mechanism, described below, together with stabilization mechanism housing case 606. Ball passage housing case 605, together with decorative plate 604 and base portion 607, protects the ball passage from tampering or unauthorized operation by malicious third parties.
[0271] The ball inlet 601 accepts gaming balls shot into the left-side gaming area with a predetermined probability. Gaming balls shot into the left-side gaming area that are not accepted by the winning stabilization device 600 from the ball inlet 601 flow down the side of the ball passage storage case 605 from the left shoulder flow path 608. The predetermined probability that the ball inlet 601 will accept gaming balls can be set arbitrarily depending on the game characteristics of the gaming machine 10, depending on the arrangement of the winning stabilization device 600, surrounding structures (e.g., the center case 40), the ball flow path formed in conjunction with the positional relationship with the surrounding nails, and the like. Note that the ball inlet 601 may accept gaming balls shot into the left-side gaming area with a probability that is close to but not 1, or may accept gaming balls shot into the left-side gaming area with a probability of 1.
[0272] Ball exit 602 is a normal exit among the exits of winning stabilization device 600 that connects to the general route of starting winning opening 36. Ball exit 603 is a special exit among the exits of winning stabilization device 600 that connects to the special route of starting winning opening 36. Decorative plate 604 functions as a lid for ball passage storage case 605 and also decorates the front side of winning stabilization device 600. Decorative plate 604 decorates an area with a required design that allows the ball passage to be seen but does not obstruct the visibility of the ball passage.
[0273] The stabilization mechanism housing case 606 houses the stabilization mechanism, forming a box together with the base part 607. The stabilization mechanism housing case 606 protects the stabilization mechanism from tampering or unauthorized operation by a malicious third party.
[0274] Next, the internal structure of the front side of the winning stabilization device 600 will be described with reference to Figures 21 and 22. Figure 21 is a front perspective view showing an example of the internal structure of the winning stabilization device of the first embodiment. Figure 22 is a front plan view showing an example of the internal structure of the winning stabilization device of the first embodiment. Note that in order to make it easier to observe the ball passage and stabilization mechanism, the decorative plate 604 and stabilization mechanism storage case 606 of the winning stabilization device 600 shown in Figures 21 and 22 are omitted.
[0275] The winning stabilization device 600 forms a ball passage 610, through which game balls received from a ball inlet 601 flow, by an upright wall standing on a base portion 607 and a ball passage storage case 605. The ball passage 610 has an upper ball passage 610a, a lower normal ball passage 610b, and a lower special ball passage 610c.
[0276] The upper ball passage 610a is a ball passage that guides game balls received from the ball inlet 601 to the sorting part 660. The ball inlet 601 of the upper ball passage 610a is located above the sprocket 620. The upper ball passage 610a reduces the energy of the game balls received from the ball inlet 601 by going around to the left side of the sprocket 620. The upper ball passage 610a causes the reduced energy game balls to flow vertically down to the sorting part 660. The upper ball passage 610a has one side cut out that guides game balls vertically, so that the tooth row of the sprocket 620 faces the ball passage. The upper ball passage 610a has a pre-sorting deceleration wall 611 and a guide rib 616 located below the position where the tooth row of the sprocket 620 faces and directly above the sorting part 660. The pre-sorting deceleration wall 611 has a row of semi-cylindrical ribs to reduce the force of the game balls flowing down. The pre-sorting deceleration wall 611 and the guide ribs 616 stabilize the sorting of the game balls by the sorting part 660.
[0277] The lower normal ball passage 610b is a ball passage that guides game balls sorted by the sorting part 660 to the ball outlet 602. The lower normal ball passage 610b guides game balls that flow down the upper ball passage 610a in a lower left direction (flow path c2). The lower normal ball passage 610b has a normal sorting deceleration wall 612 on the passage wall facing the sorting part 660, and has a discharge stabilization rib 617 directly above the ball outlet 602. The normal sorting deceleration wall 612 has a row of ribs shaped like a kamaboko fish to reduce the energy of the game balls flowing down. The discharge stabilization rib 617 stably guides game balls sorted by the sorting part 660 to the ball outlet 602.
[0278] The lower special ball passage 610c is a ball passage that guides game balls sorted by the sorting parts 660 to the ball outlet 603. The lower special ball passage 610c guides game balls that flow down the upper ball passage 610a in a downward and right direction (flow path c3). The lower special ball passage 610c has a special post-sorting deceleration wall 613 on the passage wall facing the sorting parts 660, and has a discharge stabilization rib 618 directly above the ball outlet 603. The special post-sorting deceleration wall 613 has a row of kamaboko-shaped ribs that reduce the energy of the game balls flowing down. The discharge stabilization rib 618 stably guides game balls sorted by the sorting parts 660 to the ball outlet 603.
[0279] The sprocket 620 has a tooth row that faces the upper ball passage 610a, and game balls flowing downstream from upstream are fitted into fitting recesses 621 located between the teeth one by one, causing them to flow downstream. The sprocket 620 rotates by one pitch each time a game ball is fitted into the sprocket 620 and caused to flow downstream. The sprocket 620 is prevented from over-rotating by the sprocket stabilizing lever 630, and the game balls flow downstream one by one, achieving an amount of rotation corresponding to the number of game balls that have flowed downstream.
[0280] The sprocket stabilizer lever 630 includes a mating end 631, a pivot 632, and a balance end 633. The sprocket stabilizer lever 630 is generally V-shaped, has a pivot 632 at its bent portion, and has the mating end 631 on one side and the balance end 633 on the other side. The mating end 631 is arc-shaped and fits into one of the mating recesses 621 of the sprocket 620. The mating end 631 can be fitted from an obliquely upward direction so that the fitted state can be easily released by rotation of the sprocket 620. The balance end 633 is balanced so that the mating end 631 can be easily fitted into and disengaged from the mating recess 621 when the sprocket stabilizer lever 630 rotates around the pivot 632.
[0281] The speed reduction mechanism 640 reduces the rotational speed of the sprocket 620 in accordance with the number of game balls that have flowed down, and pushes the drive pin 651 up to the tooth row rotation region of the sprocket 620 only once for each predetermined number (e.g., 80) of game balls that have flowed down. The speed reduction mechanism 640 will be described in detail later with reference to Figures 23 to 27.
[0282] When the drive pin 651 is pushed up into the tooth rotation region of the sprocket 620, it is pushed in the rotational direction of the sprocket 620 by one of the teeth of the sprocket 620. When the drive pin 651 moves in the rotational direction of the sprocket 620, a distribution link mechanism (not shown) rotates the distribution part 660 from a first position to a second position. The first position is a position where game balls flowing down from the upper ball passage 610a are guided to the lower normal ball passage 610b. The second position is a position where game balls flowing down from the upper ball passage 610a are guided to the lower special ball passage 610c. The distribution link mechanism will be described in detail later using Figures 23 to 27.
[0283] The sorting part 660 is generally disk-shaped and includes a sorting guide 661, a return seesaw 662, a sorting pivot pin 663, and a sorting link lever abutment 664. The sorting part 660 is rotatable between a first position and a second position around the sorting pivot pin 663. The sorting guide 661 is an upright wall standing on a generally disk-shaped base. When in the first position, the sorting guide 661 guides game balls flowing down from the upper ball passage 610a to the lower normal ball passage 610b, and when in the second position, the sorting guide 661 guides game balls flowing down from the upper ball passage 610a to the lower special ball passage 610c. The sorting link lever abutment 664 abuts against the sorting link lever 653 of the sorting link mechanism, converting the pushing action of the sorting link lever 653 into a rotational action around the sorting pivot pin 663. The rotational movement of the sorting link lever 653 due to contact converts the sorting guide 661 from the first position to the second position. When the return seesaw 662 is in the second position, a game ball flowing down from the upper ball passage 610a collides with the return seesaw 662, and the collision force rotates the sorting part 660 until the sorting guide 661 moves from the second position to the first position.
[0284] The left decorative recessed chamber 614 and the right decorative recessed chamber 615 are formed in the spare space of the ball passage storage case 605 and can accommodate light-emitting devices that illuminate and decorate the decorative plate from the back side. The left decorative recessed chamber 614 is located on the left side of the ball passage 610, and the right decorative recessed chamber 615 is located on the right side. The left decorative recessed chamber 614 may be used to illuminate and decorate gaming balls flowing down the lower normal ball passage 610b. The right decorative recessed chamber 615 may be used to illuminate and decorate gaming balls flowing down the lower special ball passage 610c.
[0285] As a result, the winning stabilization device 600 discharges one game ball from the ball outlet 603 for every predetermined number (for example, 80) of game balls received from the ball inlet 601, and discharges the remainder (for example, 79) from the ball outlet 602.
[0286] Next, the internal structure of the rear side of the winning stabilization device 600 will be described with reference to Figures 23 to 25. Figure 23 is a rear perspective view showing an example of the internal structure of the winning stabilization device of the first embodiment. Figure 24 is a rear plan view showing an example of the internal structure of the winning stabilization device of the first embodiment. Figure 25 is a diagram showing the drive pin link gear of the first embodiment in (1) a perspective view and (2) a plan view. Note that in the winning stabilization device 600 shown in Figures 23 and 24, the decorative plate 604 and the stabilization mechanism housing case 606 are omitted to make it easier to observe the ball passage and stabilization mechanism.
[0287] The reduction mechanism 640 includes a sprocket link gear 641, a first reduction gear 642, a first reduction gear link gear 643, a second reduction gear 644, a second reduction gear link gear 645, and a drive pin link gear 646 (see Figures 25 to 27).
[0288] The sprocket link gear 641 is coaxial with the sprocket 620 and rotates once when the sprocket 620 rotates once. The sprocket 620 rotates once when 10 game balls pass by.
[0289] The sprocket link gear 641 transmits power to the first reduction gear 642. The gear ratio between the sprocket link gear 641 and the first reduction gear 642 is 1:2, which reduces two rotations of the sprocket link gear 641 to one rotation of the first reduction gear 642. In other words, the first reduction gear 642 makes one rotation when the sprocket 620 makes two rotations.
[0290] The first reduction gear link gear 643 is coaxial with the first reduction gear 642 and rotates once when the first reduction gear 642 rotates once. In other words, the first reduction gear link gear 643 also rotates once when the sprocket 620 rotates twice.
[0291] The first reduction gear link gear 643 transmits power to the second reduction gear 644. The gear ratio between the first reduction gear link gear 643 and the second reduction gear 644 is 1:2, which reduces two rotations of the first reduction gear link gear 643 to one rotation of the second reduction gear 644. In other words, the second reduction gear 644 rotates once for every four rotations of the sprocket 620.
[0292] The second reduction gear link gear 645 is coaxial with the second reduction gear 644 and rotates once when the second reduction gear 644 rotates once. In other words, the second reduction gear link gear 645 also rotates once when the sprocket 620 rotates four times.
[0293] The second reduction gear link gear 645 transmits power to the drive pin link gear 646. The gear ratio between the second reduction gear link gear 645 and the drive pin link gear 646 is 1:2, which reduces two rotations of the second reduction gear link gear 645 to one rotation of the drive pin link gear 646. In other words, the drive pin link gear 646 makes one rotation for every eight rotations of the sprocket 620.
[0294] The drive pin link gear 646 has one drive pin link rib 6461. The drive pin link rib 6461 is a rib that stands on the gear disk at a height that allows it to abut against the drive pin 651. The drive pin link rib 6461 is inscribed in the tooth root circle of the drive pin link gear 646 and is aligned diametrically with one of the teeth, tooth 6464. The drive pin link rib 6461 has approximately the same width in the circumferential direction as the tooth thickness of tooth 6464. The drive pin link rib 6461 has a flat abutment surface 6462 that abuts when the drive pin 651 is pushed up, and a tapered surface 6463 on the non-abutment surface. The tapered surface 6463 prevents the drive pin link rib 6461 from interfering with the drive pin 651 returning to its initial position after the drive pin 651 releases the abutment.
[0295] The sorting link mechanism 650 is a link mechanism that converts the orbital movement of the drive pin link rib 6461 into a path switching movement in the sorting part 660. The sorting link mechanism 650 includes a drive pin 651, a sorting link lever pivot pin 652, a sorting link lever 653, and a link pin 654.
[0296] The drive pin 651 is pushed up to the tooth row rotation area based on the orbital movement of the drive pin link rib 6461, and is pushed in the rotational direction of the sprocket 620 based on the rotational movement of the sprocket 620. The drive pin 651 pushed in the rotational direction of the sprocket 620 pulls up the link pin 654 connected to the drive pin 651. The pulling-up movement of the link pin 654 acts on the sorting link lever 653 by a rotational movement with the sorting link lever pivot pin 652 as the fulcrum, pulling up the sorting link lever 653. The pulling-up movement of the sorting link lever 653 becomes a pushing-up movement that pushes up the sorting link lever abutment portion 664, rotating the sorting part 660 and converting the sorting guide 661 from the first position to the second position.
[0297] As a result, the winning stabilization device 600 can allocate one of every 80 game balls that flow down the upper ball passage 610a to the lower special ball passage 610c, and allocate the remaining 79 to the lower normal ball passage 610b.
[0298] Next, the linked operation of the sorting link mechanism 650 and sorting parts 660 will be described in detail with reference to Figures 26 to 28. Figure 26 is a diagram showing the operation of pushing up the drive pin to the tooth row rotation area of the sprocket in the linked operation of the sorting link mechanism and sorting parts of the first embodiment. Figure 27 is a diagram showing the drive pin entering the tooth row rotation area of the sprocket in the linked operation of the sorting link mechanism and sorting parts of the first embodiment. Figure 28 is a diagram showing the operation of pushing up the drive pin in the rotation direction of the sprocket in the linked operation of the sorting link mechanism and sorting parts of the first embodiment.
[0299] Figure 26(1) shows an oblique view illustrating the pushing-up operation of the drive pin 651 up to the tooth rotation area of the sprocket 620, Figure 26(2) shows a front plan view of the same, and Figure 26(3) shows a back plan view of the same.
[0300] The sprocket 620 rotates counterclockwise in a front view due to the force of the game balls flowing down the upper ball passage 610a. The sprocket 620 has ten fitting recesses 621 on its circumference, and therefore makes one rotation as ten game balls flow down.
[0301] The rotation of the sprocket 620 is reduced to 1 / 8 by the reduction mechanism 640 (sprocket link gear 641, first reduction gear 642, first reduction gear link gear 643, second reduction gear 644, second reduction gear link gear 645, and drive pin link gear 646). Therefore, the drive pin link gear 646 makes one rotation when the sprocket 620 rotates eight times. In other words, the drive pin link gear 646 makes one rotation when 80 game balls flow down through the upper ball passage 610a. The drive pin link rib 6461 also makes one rotation when 80 game balls flow down. The drive pin link rib 6461 abuts against one end of the drive pin 651 on the reduction mechanism 640 side every time 80 game balls flow down.
[0302] Figure 27(1) shows an oblique view of the drive pin 651 being pushed up to the tooth rotation area of the sprocket 620 and inserted into the mating recess, Figure 27(2) shows a front plan view of the same, and Figure 27(3) shows a back plan view of the same.
[0303] Drive pin link rib 6461, when brought into contact with drive pin 651, pushes drive pin 651 up into the tooth rotation region of sprocket 620 as drive pin link gear 646 rotates. In this way, drive pin 651 is reliably operated by drive pin link gear 646, which has high torque.
[0304] The drive pin 651 pushed up to the tooth rotation area of the sprocket 620 enters one of the fitting recesses 621 while abutting the drive pin link rib 6461, and can be pushed up in the rotational direction of the sprocket 620 by the rotational force of the sprocket 620.
[0305] Figure 28(1) shows an oblique view illustrating the pushing-up action of the drive pin 651 in the tooth row rotation area of the sprocket 620, Figure 28(2) shows a front plan view of the same, and Figure 28(3) shows a back plan view of the same.
[0306] The drive pin 651, which abuts against one of the teeth of the sprocket 620, is pushed up in the rotational direction of the sprocket 620, pulling up the link pin 654 connected to the drive pin 651. The pulling-up action of the link pin 654 acts on the sorting link lever 653 by a rotational movement with the sorting link lever pivot pin 652 as the fulcrum, pulling up the sorting link lever 653. The pulling-up action of the sorting link lever 653 becomes a pushing-up action that pushes up the sorting link lever abutment portion 664, rotating the sorting part 660 and converting the sorting guide 661 from the first position to the second position.
[0307] In this way, drive pin 651 obtains a large amount of movement from sprocket 620 that cannot be obtained from drive pin link gear 646. The transfer of movement of drive pin 651 from drive pin link gear 646 to sprocket 620 can ensure stable and reliable operation of distribution link mechanism 650.
[0308] The pushed-up drive pin 651 passes along the tapered surface 6463 and comes off the drive pin link rib 6461. Note that the drive pin 651 may come off when the drive pin link rib 6461 is no longer able to support it due to the rotation of the drive pin link gear 646, or the drive pin 651 may come off the drive pin link rib 6461 due to the rotation of the sprocket 620. When the drive pin 651 comes off the drive pin link rib 6461, the link pin 654 returns to its initial position (the position shown in FIGS. 26 and 27), which is a stable balance position.
[0309] As a result, the winning stabilization device 600 can stably and reliably distribute one of the 80 game balls that flow down the upper ball passage 610a to the lower special ball passage 610c, and distribute the remaining 79 balls to the lower normal ball passage 610b.
[0310] When sorting one game ball into the lower special ball passage 610c at the second position, the sorting part 660 converts from the second position to the first position due to the weight of the game ball sorted into the lower special ball passage 610c. When converting from the second position to the first position, the sorting part 660 can assist the return operation of the link pin 654 to its initial position.
[0311] That is, the link pin 654 can return to its initial position, which is a stable balance position, when the drive pin 651 is disengaged from the drive pin link rib 6461, but the return to the initial position is more reliable with the assistance of the distribution part 660. Furthermore, the link pin 654 prevents misalignment due to a delay in returning to the initial position with the assistance of the distribution part 660.
[0312] As a result, the winning stabilization device 600 can, with more stable and reliable operation, allocate one of the 80 game balls that flow down the upper ball passage 610a to the lower special ball passage 610c and allocate the remaining 79 to the lower normal ball passage 610b.
[0313] Next, the verification results of the number of starts depending on whether or not the winning stabilization device 600 is present will be described with reference to Figures 29 and 30. Figure 29 is a diagram showing an example of a comparison of the verification results of the number of starts depending on whether or not the winning stabilization device of the first embodiment is present. Figure 30 is a diagram showing an example of the frequency distribution of the number of starts depending on whether or not the winning stabilization device of the first embodiment is present.
[0314] The table shown in FIG. 29 is a comparison table of verification results of a live-fire test between a gaming machine 100 having a winning stabilization device 600 and a gaming machine without the winning stabilization device 600. In a live-fire test of 88,600 shots using a gaming machine without the winning stabilization device 600, the average number of starts per 100 shots was 5.26, the maximum number of starts was 13, and the minimum number of starts was 0. In addition, in the same live-fire test, the average number of special routes (average number of special routes taken) per 100 shots was 4.14, the maximum number of special routes (maximum number of special routes taken) was 12, and the minimum number of special routes (minimum number of special routes taken) was 0. The special route is a route that takes the warp flow path 695 that guides the gaming ball to the warp exit 696 located directly above the starting winning hole 36.
[0315] On the other hand, in a shooting test of 85,300 shots using the gaming machine 100 having the winning stabilization device 600, the average number of starts per 100 shots was 5.43, the maximum number of starts was 14, and the minimum number of starts was 1. Also, in the same shooting test, the average number of special routes per 100 shots was 1.24, the maximum number of special routes was 3, and the minimum number of special routes was 1.
[0316] Furthermore, according to the frequency distribution table (starts) shown in Figure 30(1), although there is not much difference in the distribution ratio of the number of starts per 100 shots between a gaming machine 100 with a winning stabilization device 600 and a gaming machine without a winning stabilization device 600, the gaming machine 100 with the winning stabilization device 600 eliminates the occurrence of events with zero starts.
[0317] On the other hand, according to the frequency distribution table (special route) shown in Figure 30 (2), the distribution rate of the number of special routes per 100 shots is significantly different between a gaming machine 100 with a prize winning stabilization device 600 and a gaming machine without the prize winning stabilization device 600. A gaming machine 100 with the prize winning stabilization device 600 eliminates the occurrence of events along special route 0. A gaming machine without the prize winning stabilization device 600 cannot eliminate the occurrence of events along special route 0, but events along special routes can occur more frequently.
[0318] That is, in a gaming machine that does not have the winning stabilization device 600, even if many people win in the starting winning slot 36 within one minute, which contributes greatly to the interest, an event may occur in which no prize is won in the starting winning slot 36 for one minute. The occurrence of an event in which no prize is won in the starting winning slot 36 for one minute may significantly reduce the player's motivation to play, which may lead to a decrease in operation.
[0319] The gaming machine 100 having the winning stabilization device 600 guides one of every 80 gaming balls received into the special route, so that 1.25 gaming balls can be guided into the special route per minute (100 shots). The gaming machine 100 having such a winning stabilization device 600 significantly reduces the risk of an event occurring in which no winning ball is won in the starting winning slot 36 for one minute (at least, no such event has been observed to occur in actual shooting tests), and can eliminate one factor that leads to reduced operation.
[0320] Next, the verification results of the number of starts according to the start adjustment of the gaming machine 100 having the winning stabilization device 600 will be described with reference to Figures 31 and 32. Figure 31 is a diagram showing an example of a comparison of verification results of the number of starts according to the start adjustment of the gaming machine having the winning stabilization device of the first embodiment. Figure 32 is a diagram showing an example of a frequency distribution of the number of starts according to the start adjustment of the gaming machine having the winning stabilization device of the first embodiment.
[0321] The table shown in Figure 31 is a comparison table of verification results of a live-fire test for adjustments A and B in a gaming machine 100 having a winning stabilization device 600. In a live-fire test with 85,300 shots using adjustment A, the average number of starts per 100 shots was 5.43, the maximum number of starts was 14, and the minimum number of starts was 1. Also, in the same live-fire test, the average number of special routes per 100 shots was 1.24, the maximum number of special routes was 3, and the minimum number of special routes was 1.
[0322] On the other hand, in a live-fire test with 278,000 shots fired with Adjustment B, the average number of starts per 100 shots was 4.62, the maximum number of starts was 16, and the minimum number of starts was 1. Also, in the same live-fire test, the average number of special routes per 100 shots was 1.25, the maximum number of special routes was 3, and the minimum number of special routes was 1.
[0323] Furthermore, according to the frequency distribution table (starts) shown in Figure 32(1), although there is not much difference in the shape of the graph in the distribution ratio of the number of starts per 100 shots fired between adjustment A and adjustment B, it can be seen that the number of starts for adjustment B, which is a closed adjustment, has shifted in the direction of becoming smaller compared to adjustment A.
[0324] In other words, although the adjustment results are clearly reflected in Adjustment A and Adjustment B, it is difficult for players to perceive the difference. In other words, for the gaming facility, the difference between Adjustment A and Adjustment B is unlikely to appear in the operation of the gaming machine 100, and the gaming machine 100 can contribute to the operation of the gaming facility.
[0325] On the other hand, according to the frequency distribution table (special route) shown in Figure 32 (2), the distribution ratio of the number of special routes per 100 shots is almost the same between Adjustment A and Adjustment B. In both Adjustment A and Adjustment B, the gaming machine 100 eliminates the occurrence of the special route 0 event.
[0326] In both Adjustment A and Adjustment B, the gaming machine 100 having the winning stabilization device 600 guides one of every 80 gaming balls received by the winning stabilization device 600 to the special route, so that 1.25 gaming balls can be guided to the special route per minute (100 actual shots). The gaming machine 100 having such a winning stabilization device 600 significantly reduces the risk of an event occurring in which no winning ball is received from the starting winning slot 36 for one minute (at least, no such event has been observed to occur in actual shooting tests), and eliminates one factor that leads to reduced operation.
[0327] In addition, the gaming machine 100 can change the distribution ratio between the special route and the non-special route by changing the speed reduction mechanism 640 in the winning stabilization device 600 or by changing the number of fitting recesses of the sprocket 620.
[0328] Next, modified examples of the front appearance of the winning stabilization device 600 will be described with reference to Figs. 33 to 35. Fig. 33 is a diagram showing a modified example (part 1) of the front appearance of the winning stabilization device of the first embodiment. Fig. 34 is a diagram showing a modified example (part 2) of the front appearance of the winning stabilization device of the first embodiment. Fig. 35 is a diagram showing a modified example (part 3) of the front appearance of the winning stabilization device of the first embodiment.
[0329] The winning stabilization device 600a shown in FIG. 33 has a decorative plate 604a. The hatched portion of the decorative plate 604a is the decorative area, and the remaining portion is the transparent area. The transparent area of the decorative plate 604a allows the player to observe the ball path 610 (upper ball path 610a, lower normal ball path 610b, and lower special ball path 610c). The transparent area of the decorative plate 604a also allows the player to observe whether the distribution guide 661 of the distribution part 660 is in the first position or the second position. The transparent area of the decorative plate 604a also allows the player to observe the sprocket 620 facing the upper ball path 610a. Note that the transparent area of the decorative plate 604a does not necessarily have to allow the player to observe the entire ball path 610, as long as it allows the player to see the gaming balls flowing down the ball path 610.
[0330] The winning stabilization device 600b shown in FIG. 34 has a decorative plate 604b. The hatched portion of the decorative plate 604b is the decorative area, and the remaining portion is the transparent area. The transparent area of the decorative plate 604b allows the player to observe the ball passage 610 (upper ball passage 610a, lower normal ball passage 610b, and lower special ball passage 610c). The transparent area of the decorative plate 604b also allows the player to observe whether the sorting guide 661 of the sorting part 660 is in the first position or the second position. The transparent area of the decorative plate 604b also allows the player to observe the sprocket 620 facing the upper ball passage 610a. The transparent area of the decorative plate 604b also has an inspection window 6041 that allows the player to see the drive pin 651 that constitutes part of the sorting link mechanism 650. The transparent area of the decorative plate 604b does not necessarily have to enable observation of the entire ball passage 610, as long as it is possible to check the game balls flowing down the ball passage 610. Furthermore, the confirmation window 6041 may be one that allows confirmation of the operating state of movable parts including not only the drive pin 651 but also the distribution link mechanism 650, the speed reduction mechanism 640, or the sprocket 620.
[0331] The winning stabilization device 600c shown in FIG. 35 has a decorative plate 604c. The hatched portion of the decorative plate 604c is a decorative area, and the remaining portion is a transparent area. The transparent area of the decorative plate 604c allows the player to observe the ball path 610 (upper ball path 610a, lower normal ball path 610b, and lower special ball path 610c). The transparent area of the decorative plate 604c also allows the player to observe whether the distribution guide 661 of the distribution part 660 is in the first position or the second position. The transparent area of the decorative plate 604c also allows the player to observe the sprocket 620 facing the upper ball path 610a. Note that the transparent area of the decorative plate 604c does not necessarily have to allow the player to observe the entire ball path 610, as long as it allows the player to see the game balls flowing down the ball path 610. Furthermore, the confirmation window 6041 may be one that allows the movable state of a movable part including not only the drive pin 651 but also the distribution link mechanism 650, the speed reduction mechanism 640, or the sprocket 620 to be confirmed.
[0332] The transparent area of the decorative plate 604c allows the player to observe a guide display 6042 that can guide the timing when the position of the distribution guide 661 of the distribution part 660 changes from the first position to the second position. The guide display 6042 displays the number of game balls that will flow down until the distribution guide 661 changes position using a two-digit seven-segment display.
[0333] The number of game balls that flow down until the sorting guide 661 changes direction can be calculated from the number of game balls that flow down from the ball outlet 602 and the timing of the game balls that flow down from the ball outlet 603. This calculation is performed by the performance control device 300, which can control the illumination of a two-digit seven-segment display. The number of game balls that flow down until the sorting guide 661 changes direction may be guided by the position of the drive pin link rib 6461 of the drive pin link gear 646.
[0334] Next, a modified example of the ball passage of the winning stabilization device will be explained using Figure 36. Figure 36 is a diagram showing a modified example of the ball passage of the winning stabilization device of the first embodiment. The winning stabilization device 600d shown in Figure 36 has extension ball outlets 699, 700, and 701 beyond the ball outlet 603.
[0335] Most of the game balls that flow down ball outlet 602 reach extra ball outlet 699, but there is a probability that it is sufficiently smaller than 1 but not 0 that it passes through ball transfer port 697 and reaches extra ball outlet 700. Also, most of the game balls that flow down ball outlet 603 reach extra ball outlet 701, but there is a probability that it is sufficiently smaller than 1 but not 0 that it passes through ball transfer port 698 and reaches extra ball outlet 700.
[0336] The extension ball exits 699, 700 are ball exits for which winning inspection adjustments have a significant effect on the winning rate at the starting winning opening 36. The extension ball exits 699, 700 are ball exits that can reach the warp exit 696 located directly above the starting winning opening 36 with a probability that is sufficiently smaller than 1 and not 0, and that is affected by the winning inspection adjustments.
[0337] The extension ball exit 701 is a ball exit for which the winning inspection adjustment has little effect on the winning rate at the starting winning hole 36. The extension ball exit 701 is a ball exit that can reach the warp exit 696 located directly above the starting winning hole 36 with a probability that approximates 1 regardless of the winning inspection adjustment, and is a ball exit for which the winning inspection adjustment has little effect on the winning rate at the starting winning hole 36.
[0338] Such a winning stabilization device 600d can achieve the same effect as the winning stabilization device 600, while adding uncertainty to the allocation by the allocation parts 660 to the extent that the effect is not impaired.
[0339] It should be noted that the extra ball outlet 700 does not have to be the same as the extra ball outlet 699, but may be one that can provide a different benefit from the extra ball outlets 699 and 701. For example, the extra ball outlet 700 may be one that can guide a game ball to a winning hole that the extra ball outlets 699 and 701 cannot guide.
[0340] Next, a modified example of the installation position of the winning stabilization device 600 on the game board 30 will be described with reference to Figure 37. Figure 37 is a diagram showing an example of the installation position of the winning stabilization device of the first embodiment.
[0341] Although the winning stabilization device 600 is described as being disposed at a position on the gaming board 30 corresponding to the position 3001 on the gaming board 3000, it can be disposed at another position as a variation. For example, the winning stabilization device on the gaming board 3000 may be disposed at a position corresponding to the position 3002. Such a winning stabilization device may guide gaming balls flowing down from one of the ball outlets to the outlet 30a, where there is no chance of winning. Furthermore, such a winning stabilization device may receive gaming balls heading toward the outlet 30a, give gaming balls flowing down from one of the ball outlets a chance of winning at the starting winning opening 36 or another winning opening, and guide gaming balls flowing down from the remaining ball outlets to the outlet 30a, where there is no chance of winning.
[0342] Furthermore, the winning stabilization device on the gaming board 3000 may be disposed at a position corresponding to the disposition position 3003. Such a winning stabilization device may guide gaming balls flowing down from one of the ball outlets to the specific winning port 95. Furthermore, such a winning stabilization device may receive gaming balls heading toward the special variable winning device 38, and give gaming balls flowing down from one of the ball outlets a chance to win in the special variable winning device 38, and give gaming balls flowing down from the remaining ball outlets a chance to win in the specific winning port 95.
[0343] Next, a modified example of the allocation target of the winning stabilization device will be described using Figure 38. Figure 38 is a diagram showing a modified example of the allocation target of the winning stabilization device of the first embodiment. The allocation table shown in Figure 38(1) corresponds to the winning stabilization device 600 described as the first embodiment. The winning stabilization device 600 is disposed in the upper left of the game area 32, and the allocation target is the game ball when hit from the left, with allocation A (first ball outlet: ball outlet 602) being the normal route and allocation B (second ball outlet: ball outlet 603) being the special route.
[0344] The distribution table shown in Figure 38 (2) corresponds to a modified example of the winning stabilization device 600 described as the first embodiment. The winning stabilization device corresponding to the modified example is disposed below the game area 32, and distributes balls that have lost a winning opportunity (excluding the special route after distribution), with distribution A (first ball outlet) being the out route that guides the game ball to the outlet 30a, and distribution B (second ball outlet) being the special route that provides a winning opportunity to a predetermined winning port.
[0345] The allocation table shown in Figure 38 (3) corresponds to a modified example of the winning stabilization device 600 described as the first embodiment. The winning stabilization device corresponding to the modified example is disposed inside the special variable winning device 38 (special winning port), and the allocation target is the winning balls entering the special winning port, allocation A (first ball outlet) is a non-specific area, and allocation B (second ball outlet) is a specific area that obtains a specific benefit.
[0346] The allocation table shown in Figure 38 (4) corresponds to a modified example of the winning stabilization device 600 described as the first embodiment. The winning stabilization device corresponding to the modified example is disposed inside a specific winning port, and the allocation target is the winning balls entering the specific winning port, allocation A (first ball outlet) is a non-specific area, and allocation B (second ball outlet) is a specific area that obtains a specific benefit.
[0347] The distribution table shown in Figure 38 (5) corresponds to a modified example of the winning stabilization device 600 described as the first embodiment. The winning stabilization device corresponding to the modified example is arranged on the right side of the game area 32, the distribution target is the game ball when hit to the right, distribution A (first ball exit) is a non-normal start gate (route) with no chance of winning at the normal start gate 34, and distribution B (second ball exit) is a normal start gate (route) with a chance of winning at the normal start gate 34.
[0348] The distribution table shown in Figure 38 (6) corresponds to a modified example of the winning stabilization device 600 described as the first embodiment. The winning stabilization device corresponding to the modified example is arranged on the right side of the game area 32, the distribution target is the game ball when hit to the right, distribution A (first ball outlet) is a non-normal electric winning route with no chance of winning in the normal variable winning device 37, and distribution B (second ball outlet) is a normal electric winning route with a chance of winning in the normal variable winning device 37.
[0349] In this way, the winning stabilization device can be placed at any position on the game board, and the allocation target and allocation destination can be set arbitrarily. Furthermore, the winning stabilization device can set the allocation ratio between allocation A and allocation B within a range that can reduce the speed according to its purpose. Furthermore, the winning stabilization device does not necessarily have to be an independent device, but may be integrated with the center case 40, or may be integrated with other decorative devices, winning devices, or other devices. Furthermore, the winning stabilization device may be configured as a unit with a reconfigurable speed reduction mechanism, thereby allowing the allocation ratio to be easily changed and providing versatility.
[0350] Next, the use of the signal output from the winning stabilization device for performance effects will be described with reference to Fig. 39. Fig. 39 is a diagram showing an example of the use of the signal output from the winning stabilization device of the first embodiment for performance effects.
[0351] 39(1) has a performance use mark 6465. The performance use mark 6465 is a mark attached to the disk surface of the drive pin link gear 646a so as to enable detection of the period from the first timing before the drive pin link rib 6461 abuts against the drive pin 651 to the second timing at which the drive pin abuts against the drive pin 651. The performance use mark 6465 is detected by a photosensor and input to the performance control device 300.
[0352] The display screen 520 shown in FIG. 39(2) includes a presentation message 521 in its display content. The presentation message 521 is displayed based on the detection information of the presentation use mark 6465. The presentation message 521 can, for example, display the message "START CHANCE" to inform the player of the timing of the ball swing that is advantageous to the player. The presentation message 521 may provide vague information about the timing of the ball swing that is advantageous to the player, or it may provide specific information. A more detailed presentation message 521 can be easily realized by using a rotary encoder or the like instead of the presentation use mark 6465.
[0353] Such a gaming machine 10 can rescue a player who stops playing because he missed the timing of a ball swing that would be advantageous to the player. Also, such a gaming machine 10 can motivate the player to continue playing, which contributes to improved operation.
[0354] Furthermore, the gaming machine 10 (including modified examples) of the first embodiment described above has the following feature in one aspect. Conventionally, there have been gaming machines in which a drive mechanism swings a drive unit to alternately repeat an operation in which a blocking unit protruding into the winning ball passage retracts from the winning ball passage and a blocking unit protrudes into the winning ball passage at the same time, and an operation in which a retracted blocking unit protrudes into the winning ball passage and a blocking unit retracts from the winning ball passage at the same time. However, conventional gaming machines are controlled by a drive mechanism, which raises doubts about the fairness of the control. Furthermore, if a gaming ball is not guided into the winning ball passage for a long period of time, the game may become boring and the interest may decrease. The gaming machine 10 of the first embodiment can achieve fairness and increased interest.
[0355] (1) A gaming machine (e.g., gaming machine 10) is provided with a gaming area (e.g., gaming area 32) through which gaming balls flow, which includes a predetermined winning opening (e.g., starting winning opening 36), a first path (e.g., lower normal ball passage 610b, ball outlet 602) through which the gaming balls can enter the winning opening, a second path (e.g., lower special ball passage 610c, ball outlet 603) through which the gaming balls can easily enter the winning opening, and a path distribution unit (e.g., upper ball passage 610a, sprocket 620, reduction mechanism 640, distribution link mechanism, distribution part 660) located above the first path and the second path that distributes gaming balls received from the receiving opening to either the first path or the second path. The path distribution unit includes an upper ball passage (e.g., upper ball passage 610a) through which game balls received from the receiving port flow down, a distribution unit (e.g., distribution parts 660) that distributes game balls that flow down the upper ball passage to the first path or the second path, and a rotating unit (e.g., sprocket 620) that rotates by a predetermined unit each time a game ball flows down the upper ball passage, and each time the rotating unit reaches a predetermined amount of rotation, the distribution unit switches from distributing to the first path to distributing to the second path based on the rotational movement of the rotating unit, and switches from distributing to the second path to distributing to the first path based on the flow-down movement of one game ball down the second path (e.g., reduction mechanism 640, distribution link mechanism) (see Figures 17 to 28).
[0356] (2) The gaming machine (e.g., gaming machine 10) has a gaming area (e.g., gaming area 32) through which gaming balls flow down, and is provided with a predetermined winning opening (e.g., start winning opening 36), a first path (e.g., lower normal ball passage 610b, ball exit 602) through which the gaming balls can enter the winning opening, a second path (e.g., lower special ball passage 610c, ball exit 603) through which the gaming balls can easily enter the winning opening, a distribution unit (e.g., distribution part 660) located above the first path and the second path that distributes the gaming balls to the first path or the second path, and a receiving unit (e.g., receiving part 660). The apparatus includes a ball passage (e.g., sorting part 660) that guides game balls received from an inlet to the sorting section, a sprocket (e.g., sprocket 620) that has fitting recesses that can fit game balls facing the ball passage, and that rotates a predetermined amount each time a game ball flows down by fitting the game balls into the fitting recesses and causing them to flow down one by one, and a speed reduction section (e.g., speed reduction mechanism 640) that decelerates the rotation amount of the sprocket corresponding to the predetermined number of game balls to an amount that converts the sorting section from a first position to a second position only once. The sorting section is journaled and rotatable between the first position and the second position, and when it is at the first position, it sorts game balls that have left the fitting recesses and are flowing down to a first path and remains at the first position, and when it is at the second position, it sorts them to a second path and converts them to the first position (e.g., a sorting link mechanism) (see FIGS. 17 to 28).
[0357] [Second embodiment] Next, a gaming machine 10 according to a second embodiment will be described with reference to the drawings. Note that in the second embodiment, the same components as those in the first embodiment will be denoted by the same reference numerals and will not be described again.
[0358] The gaming machine 10 of the second embodiment has a setting function. Some conventional gaming machines have a setting function that allows the user to select and set one of two or more jackpot probabilities prepared in advance. Furthermore, many conventional gaming machines allow the user to adjust the flow of game balls as a prize check adjustment. That is, some conventional gaming machines allow both ball payout adjustment based on the setting function and ball payout adjustment based on the prize check adjustment.
[0359] However, while these gaming machines enable arcades to operate in a variety of ways using their setting functions, proper operation requires the inspection and adjustment of winning numbers. From the player's perspective, the settings of these gaming machines are unknown, so players have no choice but to infer their expectations for winning numbers from the results of the inspection and adjustment. As a result, players tend to assume that the machines will be operated at the worst possible settings, and the stochastic variation in winning frequency can cause players to lose interest. As a result, these gaming machines are difficult to use for both players and arcades.
[0360] Therefore, the gaming machine 10 of the second embodiment is designed to be popular with players even with setting functions and winning inspection and adjustments, by correcting the probabilistic variations in winning frequency using the winning stabilization device 600.
[0361] The gaming machine 10 of the second embodiment has a complete function to prevent the player from becoming too absorbed in the game while receiving support from the player. The gaming machine 10 of the second embodiment has both the setting function and the complete function, or either one of them, and the winning stabilization device 600, thereby meeting the benefits of both the player and the gaming facility.
[0362] First, the setting function in the gaming machine 10 of the second embodiment will be explained using Fig. 40 to Fig. 42. Fig. 40 is a diagram (part 1) showing an example of the setting contents of the second embodiment. Fig. 41 is a diagram (part 2) showing an example of the setting contents of the second embodiment. Fig. 42 is a diagram (part 3) showing an example of the setting contents of the second embodiment. The gaming machine 10 can execute a special chart 1 game (first special chart variable display game) and a special chart 2 game (second special chart variable display game) as variable display games, so-called type 1 games.
[0363] The setting function of the gaming machine 10 shown in Figure 40 (1) has three settings, from setting "1" to setting "3," and allows the jackpot probability to be changed in both the special chart 1 game and the special chart 2 game. Setting "1" sets the low jackpot probability to 1 / 319 and the high jackpot probability to 10 / 319. Setting "2" sets the low jackpot probability to 1 / 329 and the high jackpot probability to 10 / 329. Setting "3" sets the low jackpot probability to 1 / 339 and the high jackpot probability to 10 / 339. Note that the probability variation rate for all settings "1" to "3" is 50 / 100.
[0364] The setting levels of the gaming machine 10 may be smaller or larger than three levels. The setting function of the gaming machine 10 shown in FIG. 40(2) has six settings, from setting "1" to setting "6," allowing the jackpot probability to be changed for both the special chart 1 game and the special chart 2 game. Setting "1" sets the low jackpot probability to 1 / 319 and the high jackpot probability to 10 / 319. Setting "2" sets the low jackpot probability to 1 / 324 and the high jackpot probability to 10 / 324. Setting "3" sets the low jackpot probability to 1 / 329 and the high jackpot probability to 10 / 329. Setting "4" sets the low jackpot probability to 1 / 334 and the high jackpot probability to 10 / 334. Setting "5" sets the low jackpot probability to 1 / 339 and the high jackpot probability to 10 / 339. For setting "6," the low probability of winning is 1 / 344 and the high probability of winning is 10 / 344. Note that for settings "1" to "6," the probability of winning is 50 / 100.
[0365] The setting items of the gaming machine 10 are not limited to the jackpot probability. The setting function of the gaming machine 10 shown in FIG. 41(1) has three settings, from setting "1" to setting "3," and allows the probability of winning to be changed while maintaining the same jackpot probability for both the special chart 1 game and the special chart 2 game. Setting "1" sets the probability of winning to 45 / 100, setting "2" sets the probability of winning to 50 / 100, and setting "3" sets the probability of winning to 55 / 100. For all settings "1" to "3," the low probability of winning is 1 / 319, and the high probability of winning is 10 / 319.
[0366] The probability setting value can be displayed on the probability setting value display device 136, which is a 4-digit 7-segment display (8-segment display including dots Dp) as a display probability setting value corresponding to the selected setting value (working setting value). The performance display device 135 may display the probability setting value instead of the probability setting value display device 136.
[0367] In addition, the setting function of the gaming machine 10 shown in Figure 41 (2) has three settings, from setting "1" to setting "3," and while the jackpot probability is the same for both the special chart 1 game and the special chart 2 game, and the initial probability (entry rate) is 100 / 100, the probability of falling is changeable. The probability of falling is the probability of transitioning a game state with a high jackpot probability to a low jackpot probability, and is a probability that is drawn each time a special chart game is played. Setting "1" sets the probability of falling to 4 / 319, setting "2" sets the probability of falling to 3 / 319, and setting "3" sets the probability of falling to 2 / 319. For all settings "1" to "3," the low jackpot probability is 1 / 319 and the high jackpot probability is 10 / 319.
[0368] In addition, the setting function of the gaming machine 10 shown in Figure 41 (3) has three settings, from setting "1" to setting "3," and allows the number of times the time-saving continues to be changed while maintaining the same jackpot probability for both the special chart 1 game and the special chart 2 game. Setting "1" sets the number of times the time-saving continues to be 50, setting "2" sets the number of times the time-saving continues to be 55, and setting "3" sets the number of times the time-saving continues to be 60. For all settings "1" to "3," the low jackpot probability is 1 / 319, and the high jackpot probability is 10 / 319.
[0369] Since the number of times the time-reduction continues can be easily determined by the player, there is no reason for the gaming machine 10 having such a setting function to hide the set value from the player. Therefore, the gaming machine 10 that allows the number of times the time-reduction continues to be configurable may provide information about the set value or information that can identify the set value by display output from the display device 41, sound output from the speaker 19, or presentation mode in other presentation devices.
[0370] While the probabilities for the settings of the gaming machine 10 shown in Figures 40 and 41 are expressed as fractions such as 1 / 319, these may be fractions obtained by reducing fractions with larger denominators or fractions expressed as approximate values. For example, the probability of 1 / 319 shown in Figure 41(1) is expressed as an approximation of the probability of 205 / 65536 as shown in Figure 42(1). Similarly, the probability of 10 / 319 shown in Figure 41(1) is expressed as an approximation of the probability of 2050 / 65536 as shown in Figure 42(1). Furthermore, the probability rates of 45 / 100, 50 / 100, and 55 / 100 for settings "1" to "3" shown in Figure 41(1) are expressed as approximations of the probabilities of 29790 / 65536, 32870 / 65536, and 35950 / 65536, respectively, as shown in Figure 42(1).
[0371] The low jackpot probability, high jackpot probability, and probability variable rate in the setting items of the gaming machine 10 shown in Figure 42 (1) each have the same probability denominator of 65536. The random number value (probability denominator) used in the lottery may be generated by a 16-bit hardware random number generator (high-speed counter) capable of generating numbers from 0 to 65535, or may be generated by software. The random number value may also be expressed in more than 16 bits.
[0372] Next, Figure 42(2) shows a case where the probability denominators are different for the low jackpot probability, high jackpot probability, and the probability variable rate. The probability denominator for the low jackpot probability and high jackpot probability is the same 65536 for all settings. The probability variable rate also has the same probability denominator 65535 for all settings. In other words, the probability denominators for the low jackpot probability and high jackpot probability are different from the probability denominator for the probability variable rate, and they have a numerical relationship with no common denominator between them. This makes it possible for the setting function of the gaming machine 10 shown in Figure 42(2) to derive different gameplay characteristics from the setting function of the gaming machine 10 shown in Figure 42(1).
[0373] Next, Figure 42(3) shows a case where the numerators of the low and high jackpot probabilities and the probability variable rate have no common divisors, even though the probability denominators are the same for the low and high jackpot probabilities and the probability variable rate for each setting. The probability denominators for the low and high jackpot probabilities and the probability variable rate are the same for all settings, 65,536. In setting "1," the numerator of the low jackpot probability, 205, and the numerator of the high jackpot probability, 2050, have no common divisors with the probability variable rate numerator, 29,789. Similarly, the numerator of the probability variable rate, 32,871, for setting "2" and the numerator of the probability variable rate, 35,952, for setting "3" also have no common divisors with the numerators of the low and high jackpot probabilities. On the other hand, the numerator of the probability variable rate in the setting function of the gaming machine 10 shown in Figure 42(1) has a common divisor (for example, "5") with the numerator of the low probability of winning and the numerator of the high probability of winning. As a result, the setting function of the gaming machine 10 shown in Figure 42(3) can derive a different gameplay from the setting function of the gaming machine 10 shown in Figure 42(1).
[0374] Although the gaming machine 10 of the second embodiment allows only one setting item to be changed for each setting value as a setting function, it may also allow a combination of two or more setting items to be changed. Furthermore, although the gaming machine 10 of the second embodiment allows the same setting item to be changed for each setting value as a setting function, it may also allow different setting items to be changed for each setting value. For example, settings "1" and "2" may have the same low and high jackpot probabilities but different probability-change rates, while settings "2" and "3" may have different low and high jackpot probabilities but the same probability-change rate. Such a gaming machine 10 can derive more diverse gameplay. Furthermore, such a gaming machine 10 can increase the difficulty of guessing the setting value for a player, thereby creating more interest.
[0375] Next, the state of the safety device in the gaming machine 10 of the second embodiment and the mode of the presentation device corresponding to that state will be described with reference to Fig. 43. Fig. 43 is a diagram showing an example of a table showing the mode of the presentation device corresponding to the state of the safety device of the second embodiment.
[0376] The state of the performance-related device according to the state of the safety device, etc., changes according to the state of the safety device or the safety device counter value (and thus the difference in the number of balls). As explained in the first embodiment, the state of the safety device is in an inactive state (an activation notice state, an activation warning state, or a normal state where the safety device is not activated) corresponding to a safety device counter value of 0 to 189,999 (a difference in the number of balls of -100,000 to 89,999). The state of the safety device is in an activation notice state where an activation of the safety device is predicted corresponding to a safety device counter value of 190,000 to 194,999 (a difference in the number of balls of 90,000 to 94,999). The state of the safety device is in an activation warning state where an activation of the safety device is predicted or an activated state where the safety device is activated (an activated state) corresponding to a safety device counter value of 195,000 (reaching a difference in the number of balls of 95,000).
[0377] The safety device goes into an activation warning state when there is a big win or a small win, and goes into an activation state when there is neither a big win nor a small win, with a safety device counter value of 195000. Therefore, if the safety device goes into an activation state before a big win or a small win occurs, a game stop state (a game unplayable state, a game prohibited state) will occur immediately afterwards, and the activation warning state will not occur.
[0378] On the other hand, the activation warning state can occur when the safety device counter value reaches 195000 during a big win or small win. Therefore, when the big win or small win ends and it is no longer a big win or small win, the safety device transitions from the activation warning state to an activated state (activated state).
[0379] When the safety device counter value is 0 to 194,999 (-100,000 to 94,999 ball difference), the safety device is not activated or is in an activation warning state, and the gaming machine's state (game state) is in play or waiting for customers (waiting for customers state). Also, when the safety device counter value is 195,000 (reaching 95,000 ball difference), the gaming machine's state is during a small win or a big win in the safety device activation warning state, but is in a game stop state (game not possible state, game prohibited state) when the safety device is activated. Note that the same game stop state can occur even when a strong error occurs.
[0380] In the game stop state, games such as the special chart variable display game, the normal chart variable display game, and round play (play during a big win or small win) cannot be executed. To achieve this, as in the first embodiment, in the game stop state, the detection of game balls by the prize opening switch is disabled, the prize opening (winning) is disabled, the solenoids stop to close the big prize opening, the specific prize opening 95, the normal variable prize opening 37, etc., the launch of game balls from the ball launching device is stopped (prohibited), and launching is stopped, and the collective display device 50 is turned off. In this way, in the game stop state, the gaming machine 10 is not only unable to continue the special chart variable display game or the normal chart variable display game, but also unable to start a new special chart variable display game or a new normal chart variable display game.
[0381] In addition, since the gaming machine 10 stops the launching of gaming balls from the ball launcher when the game is stopped, the rotation of the drive pin link gear 646 of the winning stabilization device 600 can be quickly suppressed when the game is stopped. Such a gaming machine 10 can be expected to have a high effect of suppressing winnings through invalid winning port switches. Furthermore, suppressing winnings through invalid winning port switches contributes to improving the chances of winning via the winning stabilization device 600 after the game is stopped.
[0382] It is also possible to configure the game machine 10 so that firing is not stopped when the safety device is activated and the game is stopped (firing does not have to be stopped even when the game is stopped due to a severe error). In addition, the gaming machine 10 does not stop sending payout commands when the game is stopped, and continues to pay out prize balls that were won before the game was stopped.
[0383] In a game stop state, the gaming machine 10 outputs a security signal as an external information signal to an external device such as a hall computer, and outputs a test signal to a test firing device as on data of a gaming machine error state signal. Note that the gaming machine 10 can also be configured not to generate a test signal (gaming machine error state signal) in a game stop state in which the safety device is activated (it is also possible not to generate a test signal in a game stop state that occurs due to a strong error).
[0384] When the safety device is not activated, the gaming machine 10 does not generally display any safety device-related display related to the safety device, including the difference in the number of balls, on the display device 41. However, as an exception, while waiting for customers, the gaming machine 10 may display a specific model display (for example, the words "equipped with complete function") to indicate that the machine is equipped with a safety device. When a player sees the specific model display, the gaming machine 10 can recognize that the machine has a safety device (complete function).
[0385] When the gaming machine 10 is in a safety device activation warning state, it displays an activation warning display on the display device 41 as a safety device-related display (or safety device activation information display). The activation warning display may, for example, include the words "Playing will end soon" or the difference in the number of balls, and the display device 41 may display both or just one of them. The display of the difference in the number of balls may display the difference in the number of balls itself, or may display the difference until the safety device is activated. The display of the difference in the number of balls may also be rounded off, and may not be limited to a numerical display, but may also be an icon display of 1 or more indicating a predetermined number, a gauge display, or the like.
[0386] In order to effectively display the activation notice display, the gaming machine 10 may change the display mode of the activation notice display depending on the game state, such as while waiting for customers or while a variable display is being performed (while a special chart variable display game is being executed). Note that, at the start of the activation notice state, the performance control device 300 receives an activation notice command corresponding to the activation notice state as a safety device activation-related command, and therefore, the activation notice display can be displayed on the display device 41.
[0387] The gaming machine 10 uses the activation warning display to notify the player in advance of the possibility that he or she will be unable to play, urging the player to end the game and preventing the player from unintentionally suffering a disadvantage. The gaming machine 10 also uses the activation warning display to warn anyone who is cheating and urges them to stop cheating. The display mode of the activation warning display can be changed depending on the game status (for example, while waiting for customers, while a variable display is being displayed), allowing the warning display to be displayed appropriately.
[0388] When the gaming machine 10 is in a safety device activation warning state during a small win or a big win, it displays an activation warning display (for example, the text "Play will end after the win ends") as a safety device-related display on the display device 41. Note that the performance control device 300 receives an activation warning command corresponding to the activation warning state as a safety device activation-related command at the start of the activation warning state, and therefore is able to display the activation warning display on the display device 41.
[0389] When the safety device is in an activated state (not during a small win or a big win), i.e., when the game is stopped, the gaming machine 10 displays an activation display (for example, the words "playing stopped") as a safety device-related display on the display device 41. Note that, at the start of the activation state, the performance control device 300 receives an activation command corresponding to the activation state as a safety device activation-related command, and therefore, is able to display an activation display on the display device 41.
[0390] In addition, the performance control device 300 constitutes a display control means capable of displaying on a display device 41, etc. (display means) an operation warning display that warns of the operation of a safety device, an operation warning display that warns of the operation of a safety device, and an operation display that shows that the safety device is currently operating.
[0391] The display device 41 can display an error message even in a game-stopped state where the safety device has been activated. For example, because payouts continue even in a game-stopped state, a payout error may occur regarding the payout of game balls (game media), and the display device 41 can notify the user of the payout error by displaying an error. Note that even when a strong error occurs, the game stops and the game enters a game-stopped state (a state where play is not possible, a state where play is prohibited), but in a game-stopped state due to a strong error, the display device 41 may be able to notify the user of a payout error by displaying an error message so that hall staff and players are aware of the occurrence of an error, or may not be able to notify the user of a payout error so that it is not confused with a strong error.
[0392] In the game-stopped state, unlike the non-operation state, the operation notice state, and the operation warning state, the light-emitting elements (LEDs) of the collective display device 50 and the performance display device 135 display in a specific mode. The specific mode display is a display mode that does not appear in the game state, such as a display mode where all LEDs are turned off (all off). In the game-stopped state, the light-emitting elements (LEDs) of the collective display device 50 and the performance display device 135 may all be turned on (all on), or any other display mode that does not appear in the game state, but a display mode that is easily distinguishable by the player is preferable. The performance display device 135 may also be similar to the probability setting value display device 136. The performance display device 135 may also be capable of displaying the difference in ball count or an error display, or may alternate between two or more displays. The ball lending button 27 remains active in the game-stopped state, and when a player operates it to borrow game balls, game balls may be dispensed from the payout device to the upper tray 21.
[0393] In the game stop state, the performance control device 300 that has received the operation command also causes the performance LEDs provided in the gaming machine 10, such as the LEDs of the frame decoration device 18 and the board decoration device 46, to display in a specific mode. The specific mode displays of the performance LEDs provided in the gaming machine 10, such as the LEDs of the frame decoration device 18 and the board decoration device 46, are either all turned off (all off) or all lit (all on). However, when an error occurs, some or all of the performance LEDs may be lit in red. Furthermore, the performance control device 300 may set the audio output from the speaker 19 to normal output in the non-operation state, operation notice state, or operation warning state, and may stop the audio output from the speaker 19 to silence it in the game stop state.
[0394] Furthermore, in the game-stopped state, the presentation control device 300 may not execute the hall / player setting mode process, and may disable adjustment of the brightness of the presentation LEDs and LCD (such as the display device 41) or the volume of the speaker 19, setting them to default brightness and volume, even if the operation unit is operated. For example, the default brightness may be zero or a predetermined value (all lights off or all lights on), and the default volume may be zero (silence). Furthermore, the hall / player setting mode process (adjustment process) may execute various adjustments, such as volume and brightness adjustments, of the gaming machine 10 in response to operations by the gaming facility manager or player on the operation unit (such as the cross cursor switch, center switch, auxiliary switches, or the volume adjustment switch on the back of the gaming machine). In this way, since various adjustments, such as volume and brightness adjustments, are not executed even if a player or other user operates the operation unit, players or other users can easily recognize that the game is stopped. Furthermore, low default brightness and volume settings can save power during the game-stopped state.
[0395] In another configuration, when gaming is stopped, the presentation control device 300 may execute the hall / player setting mode process but not accept (ignore or disable) operation signals corresponding to operation of the operation units, and may set the brightness and volume to default even if the operation units are operated by the gaming parlor manager or player. In this configuration, the presentation control device 300 may not accept (ignore or disable) operation signals corresponding to the first operation unit (cross cursor switch, center switch, accessory switch) that can be operated by the player, while accepting operation signals corresponding to the second operation unit (volume adjustment switch on the back of the gaming machine) that can be operated by the gaming parlor manager, attendant, or other hall personnel. The presentation control device 300 may then set the brightness and volume to default when the player operates the first operation unit, and adjust the volume and brightness of the gaming machine 10 in response to the operation of the second operation unit by the hall personnel. The second operation unit (volume adjustment switch on the back of the gaming machine) is located on the presentation control device 300 on the back of the gaming machine and can be operated by hall personnel but not by players.
[0396] If a game stop state is initiated (a safety device is activated) while a movable role device (movable member, electric role device, movable body, board effect device 44, frame effect device) is in operation, the effect control device 300 may move the movable role device from its operating position to its initial position if the movable role device is located in an operating position other than its initial position. This prevents the movable member from being maintained in its operating position in a non-playable state where game play cannot be performed, thereby preventing unnecessary misunderstandings such as the movable member being broken. While the movable role device (movable member) is returning from its operating position to its initial position, the effect LEDs of the movable role device may be lit (operating state) or extinguished (initial state). As described above, in the game stop state, the effect LEDs provided on the gaming machine 10 are either all extinguished (all off) or all lit (all on). Therefore, after the movable role device returns to its initial position, the effect LEDs of the movable role device will be extinguished or lit in accordance with the other LEDs.
[0397] Conversely, if a game stop state is initiated (a safety device is activated) while a movable role device (movable member, electric role device, movable body, board effect device 44, frame effect device) is in operation, the effect control device 300 may maintain the movable role device in its operating position rather than returning it to its initial position if the movable role device is located in an operating position other than its initial position. In this case, the operating position at which the movable role device stops and is maintained may be the operating position at the start of the game stop state, another operating position to which the movable role device has moved slightly since the start of the game stop state due to a time lag or the like, or another appropriate operating position different from the operating position at the start of the game stop state. As described above, in the game stop state, the effect LEDs provided on the gaming machine 10 are all turned off (all off) or all turned on (all on). Therefore, the movable role device remains stopped in its operating position, and the effect LEDs of the movable role device may be turned off or on in accordance with the other LEDs.
[0398] In this way, if the movable accessory does not return to its initial position but remains in a predetermined operating position after the start of the game stop state (after the safety device is activated), it is unnatural and the player can be informed that the gaming machine 10 is not in a normal state (a state in which play can be performed, a state in which play is possible). For example, if the board effect device 44 as a movable accessory remains in an unnatural position such as in front of the display screen of the display device 41 while the game is stopped, the player will feel uncomfortable and will be more likely to recognize that the gaming machine 10 is not in a normal state.
[0399] When the movable role is a board effect device 44 provided on the game board 30 (including the center case 40), the initial position of the movable role is, for example, a position where the movable role is out of the front (forward) of the display device 41, and the operating position of the movable role is, for example, a position where the movable role is in front of the display device 41 and overlaps with the display device 41. In this case, the initial position may also be a position where the movable role is difficult to see from the front (player side) in the storage space on the back side (rear side) of the center case 40 (a position where the movable role is partially covered by the center case 40), etc. Furthermore, when the movable prop is a frame effect device (for example, a frame decoration device 18 such as a top unit) provided in the glass frame 15 (or opening / closing frame), the initial position of the movable prop is, for example, a position in the storage space inside the glass frame 15 (or opening / closing frame) where the movable prop is difficult to see from the front (a position where the movable prop is recessed into the glass frame 15 and part of the movable prop is covered by the glass frame 15), and the operating position of the movable prop is, for example, a position where the movable prop protrudes forward, upward, or diagonally from the initial position.
[0400] In addition, when a strong error occurs, a game stop state occurs, just as when a safety device is activated. However, if this game stop state begins while a movable role is in operation, and the movable role is in an operating position other than its initial position, the performance control device 300 may move the movable role from its operating position to return it to its initial position, or may maintain it in its operating position without returning it to its initial position. Returning the movable role to its initial position can prevent unnecessary misunderstandings, such as that the movable part is broken. Not returning the movable role to its initial position would be unnatural, making it easier for players to recognize that an error has occurred in the gaming machine 10.
[0401] As another example, in the game stop state, various game processing timers such as the special game processing timer, the bonus game processing timer, and the regular game processing timer are stopped, but the collective display device 50 may not be turned off and may continue to display as it did when the game stopped state. Furthermore, if the collective display device 50 is displaying a variable value at the start of the game stop state, it may be turned off after the variable value display ends. This prevents the variable value display on the collective display device 50 from suddenly ending. Furthermore, in the game stop state, the performance display device 135 may continue to display.
[0402] When the gaming machine 10 is powered off and then powered on again, the safety device counter area, safety device activation information area, and the like are initialized by a safety device information initialization process. As a result, the gaming machine 10 erases safety device activation information such as safety device activation notice information (value 1), safety device activation warning information (value 2), and safety device activation information (value 3). Therefore, the display device 41 may hide safety device-related displays (activation notice display, activation warning display, activation display, etc.). When the gaming machine 10 is powered off while a safety device is activated and then powered on again with the RAM initialization switch 112 on, the safety device activation flag area is cleared to 0. This causes the gaming machine 10 to return from a game-stopped state to a playable state.
[0403] Next, the operation of the presentation device in the setting change mode in the gaming machine 10 of the second embodiment will be described with reference to Fig. 44. Fig. 44 is a diagram showing an example of a table showing the state of the presentation device according to the setting change mode of the second embodiment.
[0404] The gaming machine 10 is in a game-stop state in which play is disabled in the setting change mode. In the game-stop state, games such as the special symbol variable display game, the normal symbol variable display game, and round play (play during a big win or small win) cannot be executed. To achieve this, as in the first embodiment, in the game-stop state, the detection of game balls by the prize-winning port switch is disabled, the prize-winning port (winning) is disabled, the solenoids that close the large prize-winning port, the specific prize-winning port 95, the normal variable prize-winning device 37, etc. are stopped, the launch of game balls from the ball launching device is stopped (prohibited), and the collective display device 50 is turned off. Thus, in the game-stop state, the gaming machine 10 is unable to continue the special symbol variable display game or the normal symbol variable display game, and it is also unable to start a new special symbol variable display game or a new normal symbol variable display game.
[0405] Furthermore, the gaming machine 10 can clear the activation state of the safety device if the safety device was in an activated state before entering the setting change mode. The condition for clearing the activation state of the safety device in the setting change mode may be a state transition to the setting change mode, a state transition from the setting change mode, or a setting change operation in the setting change mode. Furthermore, when the condition for clearing the activation state of the safety device in the setting change mode is a setting change operation in the setting change mode, a change in the setting value may be added as an additional condition.
[0406] Furthermore, the gaming machine 10 can stop the launch of game balls in the setting change mode. That is, the gaming machine 10 can disable any launch operation by the player. Furthermore, by stopping the launch of game balls, the gaming machine 10 can prevent the rotation of the drive pin link gear 646 of the winning stabilization device 600 in the setting change mode. Such a gaming machine 10 can be expected to be highly effective in preventing winnings through invalid winning slot switches. Furthermore, preventing winnings through invalid winning slot switches contributes to improving the chances of winning via the winning stabilization device 600 after the game stop state is released.
[0407] In the game stop state in the setting change mode, the gaming machine 10 outputs a security signal as an external information signal to an external device such as a hall computer, and outputs a test signal to a test firing device as on data of a gaming machine error state signal. Note that the gaming machine 10 can also be configured not to generate a test signal (gaming machine error state signal) in the game stop state in the setting change mode (it is also possible not to generate a test signal in the game stop state caused by a strong error).
[0408] In the setting change mode, the gaming machine 10 can display that it is in the setting change mode by displaying a setting change mode display (for example, the text "Settings are being changed.") The gaming machine 10 can inform the manager who sees the setting change mode display of the gaming machine status.
[0409] In the setting change mode, the gaming machine 10 displays the light-emitting elements (LEDs) of the all-in-one display device 50 and the performance display device 135 in a specific mode. The specific mode display in the setting change mode is a display mode that does not appear in the game state, for example, all off (all off). Note that the specific mode display of the light-emitting elements (LEDs) of the all-in-one display device 50 and the performance display device 135 may be all on (all on), or may be any other display mode that does not appear in the game state, but it is preferable that the display mode be easily distinguishable by the setting operator. Also, in the setting change mode, the gaming machine 10 enables the probability setting value display device 136 to display the setting value being changed. Note that if either the performance display device 135 or the probability setting value display device 136 also serves as the other, that display device will be able to display the setting value being changed.
[0410] In the setting change mode, the gaming machine 10 also causes the effect LEDs provided on the gaming machine 10, such as the LEDs of the frame decoration device 18 and the board decoration device 46, to display in a specific mode via the effect control device 300. The specific mode displays of the effect LEDs provided on the gaming machine 10, such as the LEDs of the frame decoration device 18 and the board decoration device 46, are either all turned off (all off) or all turned on (all on). In the setting change mode, the gaming machine 10 causes the speaker 19 to output a warning sound via the effect control device 300. In addition, in the setting change mode, the gaming machine 10 may be able to output a voice message (e.g., "Settings are being changed") from the speaker 19 via the effect control device 300 to indicate that the gaming machine is in the setting change mode. The gaming machine 10 may also provide voice guidance in addition to the warning sound. In addition, in the setting change mode, the gaming machine 10 may stop outputting a voice message from the speaker 19 to silence the sound.
[0411] Next, a winning stabilization device that enables signals to be input and output and enables predetermined effects to be executed will be described with reference to the drawings. Figure 45 is a diagram showing an example (part 1) of one guide display of the winning stabilization device of the second embodiment.
[0412] The winning stabilization device 600e includes a stabilizer position detection sensor 150 and a stabilizer position guide display 151. The winning stabilization device 600e differs from the winning stabilization device 600 in that the winning stabilization device 600e includes the stabilizer position detection sensor 150 and the stabilizer position guide display 151.
[0413] The stabilizer position detection sensor 150 detects the rotational position of the drive pin link gear 646. The stabilizer position detection sensor 150 can detect the rotational position of the drive pin link gear 646 using, for example, a photosensor. The stabilizer position detection sensor 150 may detect the rotational position of the drive pin link gear 646 using the performance use mark 6465 shown in FIG. 39(1), or may detect the rotational position of the drive pin link gear 646 using a light blocking plate separately provided on the drive pin link gear 646. The stabilizer position detection sensor 150 may also detect the position of other parts as long as it can guide the timing at which the position of the sorting guide 661 of the sorting part 660 changes from the first position to the second position. For example, the stabilizer position detection sensor 150 may detect the position of the drive pin link rib 6461.
[0414] The stabilizer position guide display 151 is a display device that can guide the rotational position of the drive pin link gear 646, i.e., the timing when the distribution guide 661 changes from the first position to the second position. For example, the stabilizer position guide display 151 is a light that makes it easy for the player to observe whether the position of the distribution guide 661 (see FIG. 22) of the distribution part 660 is the first position or the second position. The stabilizer position guide display 151 may also be a guide display 6042 (see FIG. 35) that displays the number of game balls that will flow down until the distribution guide 661 changes over using a two-digit seven-segment display.
[0415] The stabilizer position detection sensor 150 in the winning stabilization device 600e is input to the game control device 100a. The stabilizer position guide display 151 in the winning stabilization device 600e is output from the game control device 100a.
[0416] The game control device 100a can control the display of the stabilizer position guide display 151 based on an input signal from the stabilizer position detection sensor 150. The stabilizer position detection sensor 150 may detect passing balls in the game ball passage of the winning stabilization device 600e. The stabilizer position detection sensor 150 may be a through-type proximity switch with a through-hole disposed across the passage and capable of detecting game balls passing through the through-hole. The stabilizer position detection sensor 150 may also be a flat-type proximity switch disposed near the passage and capable of detecting game balls passing through the passage. Such a winning stabilization device 600e can provide high reliability for fair game control by the game control device 100a.
[0417] Next, a winning stabilization device having a signal input / output destination different from that of the winning stabilization device 600e will be described with reference to the drawings. Figure 46 is a diagram showing an example (part 2) of one guide display of the winning stabilization device of the second embodiment.
[0418] The winning stabilization device 600f includes a stabilizer position detection sensor 150 and a stabilizer position guide display 351. The winning stabilization device 600f differs from the winning stabilization device 600e in that it has a stabilizer position guide display 351 instead of the stabilizer position guide display 151. The stabilizer position guide display 351 can output the same display as the stabilizer position guide display 151, but is controlled by a different entity.
[0419] The stabilizer position detection sensor 150 in the winning stabilization device 600f is input to the game control device 100b. The stabilizer position guide display 351 in the winning stabilization device 600f is output from the performance control device 300b. The game control device 100b differs from the game control device 100a in that the stabilizer position guide display 351, which corresponds to the stabilizer position guide display 151, is not subject to control.
[0420] The game control device 100b notifies the performance control device 300b of information capable of informing the timing at which the position of the allocation guide 661 of the allocation part 660 changes from the first position to the second position based on an input signal from the stabilizer position detection sensor 150. The performance control device 300b can control the display of the stabilizer position guide display 351 based on the information. The performance control device 300b can also output sound from the speaker 19 based on the information. The performance control device 300b can also control the display of the display device 41 and the board decoration device 46 based on the information. The performance control device 300b can also control the movement of the board performance device 44 based on the information. The performance control device 300b differs from the performance control device 300 in that it can control the display of the stabilizer position guide display 351.
[0421] Such a winning stabilization device 600f can provide high reliability for fair game control by the game control device 100b, and can also provide presentation control with high presentation effects by the presentation control device 300b.
[0422] Next, a winning stabilizing device in which the winning stabilizing device 600e is made redundant will be described with reference to the drawings. Figure 47 is a diagram showing an example (part 3) of one guide display of the winning stabilizing device of the second embodiment.
[0423] The winning stabilization device 600g includes stabilizer position detection sensors 150 and 350 and stabilizer position guide displays 151 and 351. The winning stabilization device 600g differs from the winning stabilization device 600e in that it has a stabilizer position detection sensor 350 in addition to the stabilizer position detection sensor 150, and has a stabilizer position guide display 351 in addition to the stabilizer position guide display 151.
[0424] The stabilizer position detection sensor 150 outputs a signal to the game control device 100a, and the stabilizer position detection sensor 350 outputs a signal to the presentation control device 300c. Both stabilizer position detection sensors 150, 350 are capable of guiding the timing for changing the position of the distribution guide 661 of the distribution part 660 from the first position to the second position, but may be installed in different locations. The stabilizer position detection sensor 150 may be either a through-type proximity switch or a flat-type proximity switch, but the stabilizer position detection sensor 350 is preferably a flat-type proximity switch. This is to ensure fair play by eliminating the risk that a sensor used for presentation control by the presentation control device 300c will affect the behavior of game balls flowing down the game board 30.
[0425] The stabilizer position guide display 151 is display-controlled by the game control device 100a, and the stabilizer position guide display 351 is display-controlled by the presentation control device 300c. That is, the stabilizer position guide display 151 is controlled by the signal output of the stabilizer position detection sensor 150, and the stabilizer position guide display 351 is controlled by the signal output of the stabilizer position detection sensor 350. The stabilizer position guide display 351 may be controlled by receiving a command from the game control device 100a and adding the signal output of the stabilizer position detection sensor 150 to the signal output of the stabilizer position detection sensor 350. Such a winning stabilization device 600g can provide high reliability for fair game control by the game control device 100a, and can also enable the presentation control device 300c to perform presentation control with even higher presentation effects.
[0426] The performance control device 300c can output sound from the speaker 19 based on the information. Furthermore, the performance control device 300c can display and control the display device 41 and the board decoration device 46 based on the information. Furthermore, the performance control device 300c can control the movement of the board performance device 44 based on the information. Note that the performance control device 300c differs from the performance control device 300 in that it can display and control the stabilizer position guide display 351.
[0427] Such a winning stabilization device 600g can provide highly reliable fair game control through the game control device 100a, and can also provide highly effective presentation control through the presentation control device 300c. Furthermore, such a winning stabilization device 600g can provide reliable guidance by displaying the same information using the stabilizer position guide displays 151 and 351. Furthermore, such a winning stabilization device 600g can provide reliable guidance by displaying coordinated information using the stabilizer position guide displays 151 and 351. Furthermore, such a winning stabilization device 600g can provide highly interesting guidance by displaying different information using the stabilizer position guide displays 151 and 351.
[0428] Next, the effects of the stabilizer position guidance displays 151, 351 will be described with reference to Fig. 48 to Fig. 50. Fig. 48 is a diagram showing an example (part 1) of the effects of the stabilizer position guidance displays of the second embodiment. Fig. 49 is a diagram showing an example (part 2) of the effects of the stabilizer position guidance displays of the second embodiment. Fig. 50 is a diagram showing an example (part 3) of the effects of the stabilizer position guidance displays of the second embodiment.
[0429] The display mode of the stabilizer position guide indicators 151, 351 shown in FIG. 48(1) is always lit during gaming. The stabilizer position guide indicators 151, 351 illuminate guide portions that can indicate the timing when the position of the sorting guide 661 of the sorting part 660 changes from the first position to the second position. For example, the stabilizer position guide indicators 151, 351 illuminate the drive pin 651 that constitutes part of the sorting link mechanism 650 and is visible through the confirmation window 6041 (see FIG. 34). The stabilizer position guide indicators 151, 351 may also be guide indicators 6042 (see FIG. 35) that display the number of game balls that will flow until the sorting guide 661 changes over using a two-digit seven-segment display. Such stabilizer position guide indicators 151, 351 can always provide appropriate guidance.
[0430] The display mode of the stabilizer position guide displays 151, 351 shown in FIG. 48(2) is cyclical blinking during game play. For example, the stabilizer position guide displays 151, 351 blink by repeatedly turning on for 256 ms and turning off for 256 ms. Such stabilizer position guide displays 151, 351 can provide guidance while attracting the player's attention. Note that the cyclical blinking may be cyclical blinking of the display, or may be cyclical blinking of the display by periodically turning on and off each luminous color, changing the hue or brightness.
[0431] The display mode of the stabilizer position guide display 151, 351 shown in Figure 48 (3) is cyclic lighting during gaming. The cyclic lighting is a long cycle that can be distinguished from blinking, and the cyclic lighting and extinguishing are repeated with the same lighting period and extinguishing period. For example, the stabilizer position guide display 151, 351 is repeatedly lit for 2048 ms and extinguished for 2048 ms. Such stabilizer position guide display 151, 351 can also provide guidance while attracting the player's attention.
[0432] The display mode of the stabilizer position guide display 151, 351 shown in FIG. 48(4) is asymmetric periodic lighting during gaming. Asymmetric periodic lighting involves cyclically repeating lighting and extinguishing with different lighting and extinguishing periods at a cycle long enough to be distinguishable from blinking. For example, the stabilizer position guide display 151, 351 alternates between lighting for 1024 ms and extinguishing for 3072 ms. Asymmetric periodic lighting is not limited to a lighting period longer than an extinguishing period, but may also involve a lighting period longer than an extinguishing period. Such stabilizer position guide display 151, 351 can also provide guidance while attracting the player's attention. Furthermore, asymmetric periodic lighting can provide guidance while further attracting the player's attention by imbalance between the lighting and extinguishing states.
[0433] The display mode of the stabilizer position guide display 151, 351 shown in FIG. 49(1) is a position trigger periodic blinking during game play. The position trigger periodic blinking is performed cyclically for a predetermined period based on the signal output of the stabilizer position detection sensor 150, 350. For example, the stabilizer position guide display 151, 351 blinks by repeatedly turning on for 128 ms and off for 128 ms over a period of 2048 ms based on the signal output of the stabilizer position detection sensor 150, 350. Note that the position trigger periodic blinking may be changed based on the signal output of the stabilizer position detection sensor 150, 350, or the blinking period may be changed in hue or brightness. Such stabilizer position guide display 151, 351 can provide guidance while attracting the player's attention at a specific time.
[0434] The display mode of the stabilizer position guide display 151, 351 shown in FIG. 49(2) is a position trigger lighting during game play. The position trigger lighting is performed by lighting for a predetermined period based on the signal output of the stabilizer position detection sensor 150, 350. For example, the stabilizer position guide display 151, 351 is turned on for a period of 2048 ms based on the signal output of the stabilizer position detection sensor 150, 350 and then turned off. Note that the position trigger lighting may be performed by setting a predetermined off period and then setting an on period. Such stabilizer position guide display 151, 351 can provide guidance while attracting the player's attention at a specific time.
[0435] The display mode of the stabilizer position guide display 151, 351 shown in FIG. 49(3) is position-triggered fade lighting during gaming. Position-triggered fade lighting involves lighting for a predetermined period and then turning off the display while decreasing the brightness over a predetermined period based on the signal output of the stabilizer position detection sensor 150, 350. For example, the stabilizer position guide display 151, 351 is turned on for a period of 1024 ms based on the signal output of the stabilizer position detection sensor 150, 350, and then turning off the display while decreasing the brightness over a predetermined period. Note that position-triggered lighting may be performed by fading lighting after a predetermined period of lighting off. Position-triggered lighting may also be performed by lighting while increasing the brightness over a predetermined period of time and then turning off the display. Position-triggered lighting may also be performed by changing the hue during the predetermined lighting period and then turning off the display. Such stabilizer position guide displays 151, 351 can provide guidance while attracting the player's attention at a specific time when the time to turn them off can be estimated.
[0436] The display mode of the stabilizer position guide display 151, 351 shown in Figure 50(1) is a winning trigger periodic blinking during game play. The winning trigger periodic blinking is performed cyclically for a predetermined period based on the signal output of the start slot 1 switch 36a. For example, the stabilizer position guide display 151, 351 blinks by repeatedly turning on for 128 ms and off for 128 ms over a period of 2048 ms based on the signal output of the start slot 1 switch 36a. Note that the winning trigger periodic blinking may be changed based on the signal output of the start slot 1 switch 36a, or the blinking period may be changed in hue or brightness. Such stabilizer position guide display 151, 351 can provide guidance while attracting the player's attention at a specific time.
[0437] The display mode of the stabilizer position guide display 151, 351 shown in Figure 50(2) is a winning trigger lighting during game play. The winning trigger lighting is performed for a predetermined period based on the signal output of the start port 1 switch 36a. For example, the stabilizer position guide display 151, 351 is turned on for a period of 2048 ms based on the signal output of the start port 1 switch 36a and then turned off. Note that the winning trigger lighting may be set such that the lighting period is set after a predetermined period of lighting off. Such stabilizer position guide display 151, 351 can provide guidance while attracting the player's attention at a specific time.
[0438] The display mode of the stabilizer position guide indicators 151, 351 shown in Figure 50(3) is a winning trigger fade lighting during game play. The winning trigger fade lighting is performed by lighting for a predetermined period and then turning off the indicator while decreasing the brightness over a predetermined period based on the signal output of the start slot 1 switch 36a. For example, the stabilizer position guide indicators 151, 351 are turned on for a period of 1024 ms based on the signal output of the start slot 1 switch 36a, and then turning off the indicator while decreasing the brightness over a predetermined period. Note that the winning trigger lighting may be performed by fading the indicator after a predetermined period of lighting off. Alternatively, the winning trigger lighting may be performed by lighting for a predetermined period of time while increasing the brightness and then turning off the indicator. Alternatively, the winning trigger lighting may be performed by changing the hue during the predetermined lighting period and then turning off the indicator. Such stabilizer position guide displays 151, 351 can provide guidance while attracting the player's attention at a specific time when the time to turn them off can be estimated.
[0439] The triggers for the winning trigger periodic flashing, the winning trigger lighting, and the winning trigger fade lighting can be timely guided by using the signal output of the start port 1 switch 36a. The start port 1 switch 36a is an example of a switch provided at a winning port that provides a winning opportunity when the position of the distribution guide 661 of the distribution part 660 is changed from the first position to the second position. The signal output used for timely guidance is not limited to the start port 1 switch 36a, but may be from another switch provided at a position that can detect a game ball when the position of the distribution guide 661 of the distribution part 660 is changed from the first position to the second position. The signal output used for timely guidance may use two or more signal outputs and may include the signal output of the stabilizer position detection sensor 150, 350.
[0440] The stabilizer position guide display 151 and the stabilizer position guide display 351 do not necessarily have to have the same display mode, and do not necessarily have to display the guide at the same position. The stabilizer position guide display 151 and the stabilizer position guide display 351 may display different guides at different positions. In that case, any combination of the display modes described with reference to Figures 48 to 50 can be used, such as the stabilizer position guide display 151 periodically flashing and the stabilizer position guide display 351 periodically lighting up with a position trigger.
[0441] Next, the presentation modes of the winning stabilization devices 600e, 600f, and 600g according to the gaming machine state will be described with reference to Fig. 51. Fig. 51 is a diagram showing an example of a table showing the presentation modes of the winning stabilization devices according to the gaming machine state of the second embodiment.
[0442] The stabilizers (winning stabilization function) of the winning stabilization devices 600e, 600f, 600g can be activated when the gaming machine is in a game or waiting for customers, when the safety device is activated, or in a setting change mode. Therefore, the stabilizers of the winning stabilization devices 600e, 600f, 600g make it possible to confirm the winning stabilization function when the gaming machine is in a game or waiting for customers, when the safety device is activated, or in a setting change mode.
[0443] The stabilizers of the winning stabilization devices 600e, 600f, and 600g restrict manual rotation of the rotational position of the drive pin link gear 646. The stabilizers of such winning stabilization devices 600e, 600f, and 600g can physically restrict manual operation by housing the drive pin link gear 646 in a case.
[0444] The stabilizers of the winning stabilization devices 600e, 600f, and 600g can carry over the rotational position of the drive pin link gear 646 at the end of business hours to the start of the next business day. This allows the gaming machine 10 to prevent the ratio of gaming balls guided by the winning stabilization device 600 to a specific ball outlet (ball outlet 603) (hereinafter, also referred to as the induction rate) from deviating from the design value. Such a gaming machine ...
Claims
[Claim 1] A gaming machine capable of executing a game based on a game ball flowing down a gaming area and landing in a predetermined winning hole, a game control means capable of comprehensively controlling the game; a setting means for selecting and setting one gaming performance from two or more gaming performances in the game, In the gaming area, a first route through which a prize can be won at the predetermined prize slot; A second route that allows easy entry into the predetermined winning slot; A path sorting unit is provided above the first path and the second path, and sorts game balls received from the receiving port into the first path or the second path, The path allocation unit An upper ball passage through which the game balls received from the receiving port flow down; A distribution unit that distributes the gaming balls that have flowed down the upper ball passage to the first path or the second path; a rotating unit that rotates by a predetermined unit each time a gaming ball flows down the upper ball passage, Each time the rotation unit reaches a predetermined rotation amount, the distribution unit switches from distribution to the first path to distribution to the second path based on the rotation operation of the rotation unit, and switches from distribution to the second path to distribution to the first path based on a flow-down operation of one game ball flowing down the second path. Gaming machine.
Citation Information
Patent Citations
Hoseiniokeru fuchinuikakono hokotenkanhoho
JP1976000449A