Gaming machine
The gaming machine addresses fairness and entertainment value concerns by implementing a game control system with a path distribution unit and game stopping mechanism, enhancing player engagement and fairness.
Patent Information
- Application Number
- JP2024114809
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-18
- Publication Date
- 2026-01-29
AI Technical Summary
Conventional gaming machines face concerns about fairness in control and lack of mechanisms to enhance entertainment value.
A gaming machine with a game control system that allows for comprehensive control of game performances, including a path distribution unit that directs game balls to different paths based on a rotating mechanism, and a game stopping mechanism that ensures fair entry into winning slots, enhancing player engagement and fairness.
The solution achieves fairness and increased player interest by ensuring consistent and engaging gameplay experiences.
Smart Images

Figure 2026013987000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] The drive mechanism swings the drive unit, and the blocking unit protruding into the winning ball passage At the same time as the blocking part retreats from the ball passage, it protrudes into the winning ball passage, and the retreated blocking part The blocking part alternately projects into the winning ball passage and at the same time the blocking part retreats from the winning ball passage. There are gaming machines that allow you to return the money. [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, and there are concerns about the fairness of the control. There is room for doubt. Also, if the period of time when the game ball is not guided to the winning ball passage becomes long, In one aspect, the present invention provides a system for ensuring fairness and The object is to provide a gaming machine that can improve entertainment value. [Means for solving the problem]
[0005] In order to achieve the above objective, the game ball flows down the game area and wins a predetermined prize, as shown below. A gaming machine is provided that can execute a game based on winning a prize. a game control means capable of comprehensively controlling the game, and a game control means for selecting one of two or more game performances in the game; A setting means for selecting and setting the game performance, and a setting means for stopping the game when a predetermined condition is met. Furthermore, the gaming machine has a game stopping means for stopping a game when a winning ball is entered into a predetermined winning slot in the gaming area. The first route allows for easy entry into a designated prize slot, and the second route allows for easier entry into a designated prize slot. It is located at the top of the receiving port and distributes the game balls received from the receiving port to the first or second route. The path distribution unit is an upper ball passage through which the game balls received from the receiving port flow down. a distribution unit that distributes the game balls that flow down the upper ball passage to the first path or the second path; a rotating part that rotates by a predetermined unit each time a game ball flows down the ball passage, Each time a predetermined rotation amount is reached, the distribution unit is switched from distribution to the first path based on the rotation operation of the rotation unit. The distribution is switched from the first path to the second path, and one game ball flows down the second path based on the flow-down motion. The distribution unit switches from distributing to the second route to distributing to the first route, The path distribution unit is disposed in the left side of the play area. [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.
[0009] The gaming machine 10 of the first embodiment includes a front frame 12, which is an outer frame (support frame). 11, the left side is the shaft-mounted side and the right side is the open side when viewed from the front, and it is assembled so as to be able to rotate open and closed. The game board 30 (see FIG. 2) is stored in a storage section (not shown) formed on the front side of the front frame 12. In addition, the front frame (main body frame) 12 is provided with a cover glass (transparent) that covers the front of the game board 30. A glass frame (transparent member holding frame) 15 equipped with a transparent member 14 is attached.
[0010] In addition, lamps and LEDs (Light Emitting Diodes) are installed inside the left and right sides of the glass frame 15. It also has built-in decorations and effects, and an alarm when an abnormality occurs (for example, if a dispensing abnormality occurs, the The lamp or LED will light up (or flash) in an abnormality warning color (for example, red). A frame decoration device 18 and a speaker 19 (upper left speaker 19) that emits sound (for example, sound effects) are also included. a1, and a speaker 19a2) are provided at the top right. Speakers 19 (lower left speaker 19b1, lower right speaker 19b2) are provided. When an abnormality occurs, the speaker 19 will announce the details of the abnormality. A lamp for notifying of abnormal dispensing may be provided at a predetermined position on the frame 15.
[0011] In addition, at the bottom of the front frame 12, there is provided an upper tray (reservoir) for supplying game balls to a ball launching device (not shown). The game balls dispensed from the payout unit provided on the back side of the gaming machine 10 are The upper tray ball outlet 22 stores the game balls dispensed when the upper tray 21 is full. A lower tray (receiving tray) 23 and an operating part 24 of the ball launching device are provided. 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, on the upper edge of the upper tray 21, there is provided a performance button 25 used for performing an intervention operation in the game performance. The effect button 25 is a effect operation button that accepts an intervention operation in the game effect. It functions as an operation receiving unit and also receives necessary actions (for example, light emission, vibration, protrusion, etc.). The upper tray 21 also functions as a performance part that can perform performances in various modes (such as game mode). An option setting section 29 is provided for setting various options. The setting unit 29 includes a cross cursor switch that can accept input operations in four directions, and a cross cursor The center of the cursor switch is equipped with a central switch that can accept decision operations, etc., and a cross cursor switch. There are two auxiliary switches on the periphery of the switch that are used for volume control, etc. Furthermore, at the lower right side of the front frame 12, there is a button for opening and locking the front frame 12 and the glass frame 15. A keyhole 26 is provided for inserting a key.
[0013] In addition, the gaming machine 10 operates (for example, presses) the effect button 25 (push button). Based on the operation of the player received from the effect button switch 25a (see FIG. 4) that detects For example, the player's operation can be used to create effects that involve the player's operation. The effect of the intervention of the variable display game on the display device (variable display device) 41 (see FIG. 2) The game machine 10 displays on the display device 41 In the game, the character to be displayed is moved, and the special decorative pattern displayed on the display device 41 is changed. In addition, such player intervention may include the , the effect button 25 as well as the switches of the option setting section 29 (cross cursor switch, One or more of the following may be used: a central switch, an accessory switch, etc. In FIG. 4, which will be described later, the switches in the option setting section 29 are collectively referred to as setting switches 29. It is represented as n.
[0014] Also, to the right of the effect button 25, when a player receives a ball from an adjacent ball lending machine, The ball loan button 27 is used to operate the ball loan machine, and the card unit is used to eject the prepaid card. a balance display unit (not shown) that displays the balance of the prepaid card; In the gaming machine 10 of the first embodiment, the player performs the above operations. By rotating the part 24, the ball launching device launches the game balls supplied from the upper tray 21. The ball is launched towards the play area 32 (see FIG. 2) in front of the skill board 30. The setting switches 29n (cross cursor switch, center switch, attachment switch) of the setting unit 29 are By operating one or more of the switches ( You can set the volume emitted from the speaker 19 and the brightness of the game board 30. can.
[0015] Next, the game board 30 will be described with reference to FIG. 2. FIG. 2 shows the game board of the first embodiment. FIG. A substantially circular playing area 32 surrounded by a guide rail 31 is formed on the surface of the playing board 30. The play area 32 is enclosed by side cases 3 made of resin, which are provided at the four corners of the play board 30. The game area 32 is surrounded by a guide rail 31 and a display A center case (game presentation structure) 40 equipped with a device (variable display device) 41 is arranged. The display device 41 is mounted in a recess provided in the center case 40. The center case 40 is attached at a position recessed from the front of the display device. 41, protrudes forward from the display surface of the display device 41, and The area 32 is formed so that it is difficult for a game ball to fly into it.
[0016] The display device 41 may be, for example, an LCD (liquid crystal display), a CRT (cathode ray tube), The display device 41 is configured with a device having a display screen such as an LED. Other display devices, such as devices with a display screen capable of displaying dot matrix images, It may be configured by a combination of two or more display devices. In the area (display area), multiple identification information (special patterns) and special pattern change display games are produced. The display device 4 displays information about the game, such as characters and background images that enhance the presentation effect. On the display screen of 1, multiple special symbols assigned as identification information are displayed in a variable manner (possibly A special display game corresponding to the special display game is played. In addition, the display screen may display images for effects based on the progress of the game (for example, a jackpot display, image, fanfare display image, ending display image, etc.) are displayed.
[0017] In addition, at the top of the center case 40, there is a board that operates to produce a game effect. The board is provided with a performance device 44 (movable gadget). This performance device 44 is in the state shown in FIG. For example, the center case 40 can be moved from the center of the display device 41 to the center of the display device 41. The sword-shaped board performance device 44 (upper movable device) at the top has a handle as a fulcrum, and the tip of the blade moves downward. The blade can be decorated with light. The device 44 (right movable accessory) moves the tip of the rod forward to the left with the base of the rod as a fulcrum, and the flag can be illuminated and decorated. To perform Noh.
[0018] At the bottom right of the center case 40 in the game area 32, a normal game display is displayed. A normal pattern start gate (normal pattern start gate) 34 that gives the conditions is provided. The game ball that entered the gate 34 (the game ball that passes through the starting gate 34) is turned on by the gate switch. 34a (see FIG. 3).
[0019] In addition, a general winning slot 35 is arranged on the lower left side of the center case 40 in the game area 32. The general winning hole is located on the right side of the center case 40 and on the right side of the starting winning hole 36. The game balls that enter the general winning slots 35 are released by the winning slot switches 35. a (see Figure 3).
[0020] In addition, below the center case 40 in the game area 32, there is a first special chart variable display game. The first starting winning slot (starting winning area) that gives the starting condition of the (Special Chart 1 Variable Display Game) A starting winning hole 36 (starting hole 1) is provided. The game ball that enters the starting winning hole 36 is This is detected by the first switch 36a (see FIG. 3).
[0021] In addition, below the starting winning hole 36, there is an outlet for collecting game balls that did not enter the winning hole. A port 30a is provided. Also, at a position below the center case 40 and to the left of the normal starting gate 34, there is a second A normal variable winning device 37 that provides the start conditions for the special chart variable display game (special chart 2 variable display game) (2nd start winning port, start winning area) is provided. ) is provided with a movable member 37b at the position where it will be the inflow portion. The balls are slid back and forth by the noid 37c (see FIG. 3) to flow into the inflow section. A blocking state that prevents balls from entering, and an allowance state that retreats to the rear and allows game balls to enter the inflow section. The movable member 37b is normally in a closed state (for the player) and can be changed between the open state and the closed state. And the result of the normal game is in a predetermined stop state. When this happens, the state can be changed to an open state (a state advantageous to the player). The game ball that has entered the normal variable winning device 37 is released by pressing the start port 2 switch 37a (see FIG. 3). ) is detected. In addition, it is possible to win even when the normal variable winning device 37 is closed, In the closed state, it may be more difficult to win than in the open state. It is equivalent to a utility vehicle (regular train).
[0022] In addition, on the right side of the center case 40 in the game area 32, there is a special chart change display game (special Depending on the results of the game (Figure 1 variable display game and Special Figure 2 variable display game), the game balls may not be accepted. A special variable winning device (big winning port) 38 that can be converted between a good state and an easy state is provided. The special variable winning device 38 has an opening and closing member (movable piece) 38c, and is used as an auxiliary game. Depending on the result of the special chart change display game, the opening and closing member 38c closes the big prize opening. The opening and closing member 38c retreats from the blocked state (which is disadvantageous to the player) and flows down the playing area 32. The ball is converted into an open state (a state advantageous to the player) that can accept the ball. The separate variable winning device 38 is a device for displaying a large amount of money based on the results of the special chart 1 variable display game and the special chart 2 variable display game. During a winning game state (special game state) and winning into a specific winning slot 95 (specific area) described later During the jackpot game state (special game state) by the By exchanging the balls, it becomes easier for the balls to flow into the big prize opening, and the player receives a predetermined game value ( The inside of the big prize opening (winning area) is where the big prize ball is awarded. A large prize opening switch (count switch) as a detection means for detecting game balls that have entered the prize opening 38a (see FIG. 3).
[0023] In addition, a specific winning port 95 is disposed within the special variable winning device (large winning port) 38. The specific winning opening 95 has an opening / closing member (opening / closing door) 95c. Depending on the result of the special chart change display game, the game ball cannot be accepted. The state of the ball is changed from a closed state (which is disadvantageous to the player) to an open state (which is advantageous to the player) in which the ball can be received. That is, the specific winning port 95 is converted into a specific area solenoid 9 5b (see Figure 3), and the results of the special chart 1 variable display game and the special chart 2 variable display game During a small win game state due to the result, the opening and closing member 95c can be converted from a closed state to an open state. This makes it easier for game balls to flow into specific winning holes, and gives players a predetermined game value (prize balls). In addition, inside the specific winning port (winning area), A specific winning hole switch (count switch) as a detection means for detecting game balls that have entered the mouth 38a (see FIG. 3).
[0024] In addition, the specific winning opening 95 is provided with a V-shaped flow path that guides the game ball that has entered the winning opening to a specific area. The specific winning opening 95 is a specific area switch 38e that detects the game ball that has flowed into the specific area. (See FIG. 3). In addition, the detection of the game ball in the specific area switch 38e ( The special variable prize winning device (big prize winning port) 38 is opened from the closed state. This is one of the conditions for the occurrence of a jackpot game state (special game state) in which the game is converted into a
[0025] The center case 40 also includes a warp channel 695. A warp port (warp entrance) is provided on the side, and the game ball flows into the warp flow path 695 from the warp port. All of these are guided to the warp exit 696. The warp exit 696 is located directly above the starting winning hole 36. The game ball guided to the warp exit 696 is positioned so as to enter the start winning hole 36. The center case 40 is connected to the warp port through the warp channel 695. The game balls that flow into the center case 40 are rolled on the stage in the center case 40, and some or all of them are may be directed to the warp exit 696.
[0026] In the gaming machine 10 of the first embodiment, the center of the gaming area 32 where the gaming balls flow down is The area to the left of the center case 40 is the left playing area, and the area to the right of the center case 40 is the The right-hand game area is designated as the play area. The player adjusts the launch force to launch the game ball into the left-hand game area. By firing (so-called left shot), the starting winning slot 36 and the general winning slot 35 (located in the left game area) You can aim to win by shooting the game ball into the right game area (so-called right shot). By doing so, the normal map starting gate 34, the normal variable winning device 37, the special variable winning device 38, the general winning It is possible to aim for winning at a prize such as the entrance 35 (located in the right-hand gaming area).
[0027] At the top of the left side game area, on the left side of the center case 40, there is a winning stabilization device 600. The winning stabilization device 600 stabilizes almost all of the game balls that are shot into the left game area. One ball out of every 80 balls is guided to the warp channel 695. The stabilizing device 600 can guide one ball out of every 80 game balls to the starting winning hole 36, The frequency of winning into the starting winning hole 36 is realized to be at least once per 80 game balls.
[0028] In addition, outside the game area 32 (here, the lower right corner of the game board 30), a special chart change display game The first special chart change display game and the second special chart change display game and the normal chart start gate 34 A collective display device 50 that displays a general game change triggered by winning and various information. is provided.
[0029] In addition, the gaming machine 10 has a playing method guidance display device that can guide players on how to play at any position on the gaming board 30. The playing method guide display device may be provided to the player to indicate whether the player is playing left-handed or right-handed. It may be a sign that clearly indicates whether the player is playing a right-hand game, or a sign that indicates when the player is playing a right-hand game. The display device may be lit in the normal state and turned off in the other state. It may be included in the decoration device 46 or the display device 41. stomach.
[0030] The gaming machine 10 displays a special game variable display at the bottom left of the center case 40 in the gaming area 32. The status display device 98 is equipped with a special game change display status display device 98. The special game change display ... The display device is composed of two LEDs. The special game change display status display device 98 is The left LED indicates the status of the special game. Figure 2 shows the status of the game's variable display. For example, the status of the game's variable display is shown. The device 98 informs the stop state of the special pattern change display game by lighting up, and the special pattern change by flashing. The display device 98 notifies the player of the changing state of the symbols in the dynamic display game. , included in the board decoration device 46.
[0031] The gaming machine 10 has a normal map variable display device 9 on the right side of the center case 40 in the gaming area 32. 3 and a general map hold display device 94. The general map change display device 93 is composed of two LEDs The alternating flashing indicates the variable display status of the normal game, and the combination of lighting and extinguishing indicates the variable display status of the normal game. The result of the variable display of the normal game is notified. Also, the normal game reserve display device 94 has two LEDs It is composed of a number of items, from 0 to 4, and indicates the number of reserved items by combining off, on, and flashing. The map change display device 93 and the map reservation display device 94 are included in the board decoration device 46. do.
[0032] Next, the control system of the gaming machine will be described with reference to Fig. 3. Fig. 3 shows the first embodiment. 1 is a block diagram showing an example of a control system for a gaming machine. The gaming machine 10 includes a gaming control device 100, which controls the overall game. The main control device (main board) that controls the game is a gaming microcomputer (hereinafter referred to as the game microcomputer). A CPU (Central Processing Unit) 110 having a CPU 111 and an input port an input unit 120 having a port, an output unit 130 having an output port, a driver, etc., and a CPU The data bus 140 connects the unit 110, the input unit 120, and the output unit 130.
[0033] The CPU section 110 is called an amusement chip (IC (Integrated Circuit)). The game microcomputer 111 has an oscillator such as a crystal oscillator. An oscillator circuit ( The game control device 100 and the game control device 100 The electronic components such as solenoids and motors are driven by the DC (Dielectric Direct Current) It operates when a specified level of DC voltage is supplied, such as 32V, DC12V, or DC5V. It becomes possible to create
[0034] The power supply device 400 is an AC ( Alternating Current)-DC converter or DC32V to DC12V, DC5V a normal power supply unit 4 having a DC-DC converter or the like for generating a lower level DC voltage such as 10 and the RAM (Random Access Memory) inside the gaming microcomputer 111 during a power outage. a backup power supply unit 420 that supplies power to the 100 generates control signals such as a power outage monitoring signal and a reset signal that notify the occurrence and recovery of a power outage. The control signal generator 430 outputs the control signal.
[0035] In the first embodiment, the power supply device 400 is configured separately from the game control device 100. However, the backup power supply unit 420 and the control signal generating unit 430 are on separate boards or It may be configured to be integrated with the control device 100, i.e., to be provided on the main board. The game control device 100 is subject to replacement when changing the model, so In this way, the backup power supply unit 420 and the control unit 420 are mounted on a board separate from the power supply unit 400 or the main board. By providing the control signal generating unit 430, it is possible to eliminate the need for replacement and reduce costs. can.
[0036] The backup power supply unit 420 is composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply is the gaming microcomputer 111 ( This is especially true for internal RAM, and ensures that data stored in RAM is retained even during a power outage or after a power outage. The control signal generating unit 430 is configured to receive a signal generated by the normal power supply unit 410, for example. The 32V voltage is monitored and if it drops below 17V, a power outage is detected. The power failure monitoring signal is changed and a reset signal is output after a predetermined time. When the power is turned on or when power is restored, a reset signal is output after a predetermined time has elapsed from that point.
[0037] The game control device 100 is also provided with a RAM initialization switch 112. When the AM initialization switch 112 is operated, an initialization switch signal is generated. The RAM 111C in the gaming microcomputer 111 and the RAM in the payout control device 200 are stored. The process of forcibly initializing the information stored in the However, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is read when the power is turned on. 11 is read repeatedly in the main loop of the main program that is executed. Reset The signal is a type of forced interrupt signal, which causes the entire control system to reset.
[0038] In addition, the game control device 100 is equipped with a setting value change switch 126 and a setting key switch 127. The set value change switch 126 is, for example, a push switch. The setting key switch 127 detects the ON / OFF state when the setting key is inserted. The game control device 100 can change settings related to game performance. The settings stored in RAM are retained even during a power outage or after a power outage. For example, the game control device 100 may be configured to control a special chart 1 variable display game and a special chart 2 variable display game. The probability of winning can be changed in six stages.
[0039] The game control device 100 is configured to operate when the setting key switch 127 is in the ON state and the RAM initialization switch When the power is turned on with 112 in the ON state, the setting of the gaming machine 10 can be changed. For example, the game control device 100 transitions the control state to the setting change mode. While the setting contents are displayed on the probability setting value display device 136, the setting value change switch 126 is pressed. By detecting the down operation, the setting can be changed cyclically from 1 to 6. Probability setting value table The display device 136 is a display device capable of displaying a set value, and is, for example, a one-digit, seven-segment LED. D and mounted on a substrate.
[0040] In addition, the game control device 100 is configured to operate when the setting key switch 127 is in the ON state and the RAM initialization stage is in the ON state. By turning on the power with the switch 112 in the OFF state, the settings of the gaming machine 10 can be checked. For example, the game control device 100 transitions the control state to a setting confirmation mode. In this mode, the setting contents are displayed on the probability setting value display device 136. The device 136 can be confirmed by the manager of the gaming facility, but cannot be confirmed by the player. There are.
[0041] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111A. , a read-only ROM (Read Only Memory) 111B and a read / write RA Equipped with M111C.
[0042] ROM111B stores immutable information for game control (programs, fixed data, various random numbers, The RAM 111C stores the operation of the CPU 111A during game control. It is used as a business area or a storage area for various signals and random numbers. As AM111C, it is like an EEPROM (Electrically Erasable Programmable ROM). Alternatively, an electrically rewritable nonvolatile memory may be used.
[0043] In addition, the ROM 111B stores, for example, the execution time of the special chart variable display game, the contents of the performance, the lead A fluctuation pattern (fluctuation mode) that determines whether or not a check state occurs. The fluctuation pattern table is stored as a start memory. Fluctuation pattern random number 1, fluctuation pattern random number 2, and fluctuation pattern random number 3 are This is a table that is referred to by the user to determine the fluctuation pattern. The table shows the pattern of the miss variation that is selected when the result is a miss, and the pattern of the jackpot variation that is selected when the result is a hit. It also includes a table of jackpot fluctuation patterns that are selected when The turntable determines the second half fluctuation pattern, which is the fluctuation pattern after the reach state. Tables for determining the second half fluctuation group table and second half fluctuation pattern selection table, etc. , a table for determining the first half fluctuation pattern, which is the fluctuation pattern before the reach state (Includes first half fluctuation group table, first half fluctuation pattern selection table, etc.)
[0044] Here, the reach (reach state) refers to a state in which a display device whose display state can be changed is included, and the display device The device derives and displays a plurality of display results at different times, and the plurality of display results are determined in advance. When the special result pattern is obtained, the game state becomes advantageous to the player (special game state). In the gaming machine 10 in the skill state, some of the display results have not yet been derived and displayed. In this stage, the display result already derived and displayed satisfies the conditions for becoming a special result mode. In other words, the reach state is a state where the variable display control of the display device is progressing. Even when the display result reaches a stage before it is derived and displayed, the display condition that results in a special result mode is For example, a state in which special results are present is While maintaining the state of multiple variable display areas, the state of displaying the variable (so-called full rotation reach) ) is also included in the reach state. Also, the reach state is when the display control of the display device progresses and the display The display state at the stage before the result is derived and displayed, and the displayed result is a derived table. At least a part of the display results of the plurality of variable display areas determined before being displayed is a special result. This refers to the display state when the conditions for the effect are met.
[0045] Therefore, for example, the decorative special chart variation displayed on the display device in response to the special chart variation display game The display game is performed by displaying a plurality of identifications for a predetermined time in each of the left, center, and right variable display areas on the display device. After the information is displayed, the display stops and the result is displayed in the order of left, right, and center. If there is a special result, the left and right variable display areas will display the condition that the special result is met (for example, The state where the variable display stops with the same identification information) is a reach state. When the change display of all the change display areas is stopped, any two of the left, center, and right change areas can be displayed. A state in which the conditions for a special result state are met in the dynamic display area (for example, the same identification information is (except for special result states) is a reach state, and from this reach state, The variable display area may be displayed variably.
[0046] This reach state includes multiple reach effects, and there is a possibility that a special result pattern may be derived. As reach effects with different possibilities (different expected values), there are normal reach (N reach), special reach (Speed reach), Char 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 reach) and premium reach are set. The expected value is None" < "Normal Reach" < "Special 1 Reach" < "Special 2 Reach" < " The order of "Special 3 Reach" < "Premium Reach" is higher. The reach state is when a special result state is derived at least in the special chart variation display game (jackpot In other words, the special chart fluctuation table When it is determined that a special result pattern is not derived in the game shown (when it is a miss), Therefore, when a reach state occurs, the reach state is This is a state in which there is a higher chance of winning the jackpot than when it does not occur.
[0047] The CPU 111A executes a game control program in the ROM 111B to control payouts. It generates control signals (commands) for the device 200 and the performance control device 300, and controls the solenoid The controller 11 generates and outputs drive signals for the game machines and display devices, thereby controlling the entire game machine 10. However, the gaming microcomputer 111 is a jackpot random number for determining whether or not a special chart variable display game has been won. Random numbers for determining the numbers and patterns of jackpots, variable patterns in special pattern variable display games (including the execution time of the variable display game in various reach and no reach variable display) Random numbers for determining the fluctuation pattern, random numbers for determining the winning of the normal fluctuation display game A random number generation circuit for generating the above, and an oscillation signal (original clock signal) from the oscillation circuit 113 Based on this, a timer is allocated to the CPU 111A at a predetermined period (for example, 4 ms). A clock generator generates a clock that provides update timing for the input signal and the random number generator. It is equipped with a
[0048] In addition, the CPU 111A, in the processing related to the special chart variable display game, Select one of the plurality of fluctuation pattern tables stored in the Specifically, the CPU 111A acquires the game result (win) of the special chart variable display game. (Big hit or small hit) or miss) and the current game status as a special chart change display game The probability state (normal probability state or high probability state), the normal variable winning device as the current game state A plurality of variation patterns are generated based on the operation state (time-saving operation state) of the device 37, the number of start memories, etc. The CP selects and acquires one of the fluctuation pattern tables. When executing a special chart variation display game, U111A stores a plurality of The fluctuation pattern table to obtain one of the fluctuation pattern tables This constitutes a division information acquisition means.
[0049] The dispensing control device 200 includes a CPU, a ROM, a RAM, an input interface, and an output interface. and the like, and is in response to a prize ball payout command (command or data) from the game control device 100. Therefore, the payout motor of the payout unit provided in the gaming machine 10 is driven to pay out the prize balls. The payout control device 200 also controls the ball lending device attached to the gaming machine 10. The dispense motor of the dispense unit is driven based on the ball loan request signal from the card unit of the machine. and controls the dispensing of loaned balls.
[0050] The input unit 120 of the gaming microcomputer 111 is provided with a start port 1 switch 36 in the start winning port 36. a, the start gate 2 switch 37a in the normal variable winning device 37, the gate in the normal starting gate 34 switch 34a, a winning port switch 35a, a large winning port switch 38 of the special variable winning device 38 a, connected to the specific area switch 38e of the special variable winning device 95, and A negative logic signal is input, with a high level of 11V and a low level of 7V. An interface chip (proximity I / F) 121 is provided to convert the V-5V signal into a positive logic signal. The proximity I / F 121 includes a board radio wave detecting unit for detecting the emission of radio waves to the gaming machine 10. The detection signal of the sensor 62 is also input. The proximity I / F 121 has an input range of 7V-11V. V, the lead wires of the sensor or proximity switch may be illegally shorted or the sensor or switch is removed from the connector, or the lead wire is cut and the device becomes floating. The device is configured to be able to detect such an abnormal state and output an abnormality detection signal.
[0051] Regarding the winning port switch 35a, in FIG. 3, the winning port switch 35a is 1. Although it is shown as a block, in reality, there are multiple (n) winning port switches 35a (in this embodiment In this case, three units are provided on the game board 30, and each signal is transmitted via a different signal line. In addition, in FIG. 3, the big prize entrance switch 38a is input to one block. However, in reality, there are multiple (x) big prize opening switches 38a (3 in this embodiment). ) are provided on the game board 30. And, these multiple big prize opening switches 38a, They are connected by different signal lines, or, for example, the switch and the game control device 10 0 (main board) and a relay board (not shown) that exists between them. The board radio wave sensor 62 and the magnetic sensor described later are connected to the game control device 100 in this manner. 61 may also be connected by multiple different signal lines, or similarly by a wired OR method. It may be connected to the game control device 100.
[0052] The output of the proximity I / F 121 is supplied to the second input port 123 or the third input port 124. The data is read into the gaming microcomputer 111 via the data bus 140. Of the 121 outputs, the start port 1 switch 36a, the start port 2 switch 37a, and the gate switch 34a, a prize opening switch 35a, a large prize opening switch 38a, and a specific area switch 3 The detection signal of 8e is input to the second input port 123. The output of the signals of the start port 1 switch 36a and the start port 2 switch 37a (proximity I / Although the output from F121 is shown as one signal line in Figure 3, it is actually two be.
[0053] In addition, among the outputs of the proximity I / F 121, the detection signal of the panel radio wave sensor 62 and the sensor and switch An abnormality detection signal is output when an abnormality in the switch is detected. The third input port 124 is connected to a fraud detection device provided on the front frame 12 of the gaming machine 10. The detection signal of the magnetic sensor 61 for output, the glass frame opening provided in the glass frame 15 of the gaming machine 10, etc. The detection signal of the release detection switch 63, the main body provided on the front frame (main body frame) 12 of the gaming machine 10, etc. The detection signal of the frame open detection switch 64, the detection signal of the set value change switch 126, the setting key The detection signal of the switch 127, the touch switch signal from the dispensing control device 200 (to the operation unit 24) A signal based on the input of a touch switch provided is input.
[0054] In addition, among the outputs of the proximity I / F 121, the output to the second input port 123 is The signal is also supplied from the device 100 to a test firing device (not shown) via a relay board 70. Furthermore, among the outputs of the proximity I / F 121, the start port 1 switch 36a and the start port 2 switch The detection signal of the switch 37a is input to the second input port 123 as well as to the gaming microcomputer 111. It is configured to do so.
[0055] As described above, the proximity I / F 121 has a signal level conversion function. To enable the conversion function, the proximity I / F 121 is provided with a power supply 400 and a normal IC operation. In addition to the voltage required for operation, such as 5V, a voltage of 12V is also supplied. do.
[0056] The data held by the second input port 123 is input by the gaming microcomputer 111 to the second input port 123. By decoding the address assigned to chip 123, By asserting the enable signal CE (Chip Enable) (changing to an effective level), The same can be said for the third input port 124 and the first input port 122 described later. be.
[0057] The input unit 120 also receives a detection signal from the RAM initialization switch 112, a dispensing control device 20 The frame radio wave sensor installed in the front frame 12 detects the radio wave from the frame radio wave illegal signal from the front frame 12. A dispensing busy signal (a signal output based on the dispensing control device 200 being able to receive a command) Dispensing abnormality status signal (status signal indicating dispensing abnormality) , Shooting ball out switch signal (signal indicating a lack of game balls before payout), Overflow Switch signal (a predetermined amount of game balls is stored in the lower tray 23 (full) When an out ball is detected, the signal is output. The signal output when the game is started is taken in and supplied to the gaming microcomputer 111 via the data bus 140. A first input port 122 is provided to supply the
[0058] The out ball detection switch signal is generated when an out sensor (not shown) detects an out ball of the gaming machine 10. This is a signal output from the out sensor each time a ball is detected. For example, The output switch signal is output from an outlet (not shown) that outputs game balls (out balls) from the gaming machine 10. An outlet flow path (not shown) is provided between the outlet 30a and the ball detection switch. is the gaming performance (for example, the number of balls out) per a given operation (for example, 60,000 balls out). The calculated gaming performance is displayed on the performance display device 135. The out ball detection switch signal may be input to the performance control device 300. In this case, the out ball detection switch signal becomes a trigger to switch to the game performance or customer waiting screen display. For example, the performance display device 135 may be used to determine the operating status. A 4-digit, 7-segment LED that displays game performance in decimal or hexadecimal numbers. It is possible.
[0059] The gaming machine 10 is also provided with a vibration sensor switch for detecting vibrations. The detection signal of the switch is input to the first input port 122 or the third input port 124. It can also be set to
[0060] In addition, the game control device 100 receives a power failure monitoring signal, a reset signal, etc. from the power supply device 400. A Schmitt buffer 125 is provided to input the signal to the gaming microcomputer 111. The Schmitt buffer 125 has the function of removing noise from these input signals. The power failure monitoring signal from the power supply device 400 and the initialization switch from the RAM initialization switch 112 are The switch signal is first input to the first input port 122 and then transmitted to the game machine via the data bus 140. In other words, signals equivalent to the signals from the various switches mentioned above are input to the microcomputer 111. The terminal for receiving signals from the outside provided in the gaming microcomputer 111 is treated as This is because there are limitations on the number.
[0061] On the other hand, the reset signal RESET, which has been noise-removed by the Schmitt buffer 125, is The signal is input directly to the reset terminal of the gaming microcomputer 111, and is also input to the output section The reset signal RESET is supplied to each port of the output section 130. By outputting directly to the relay board 70 without inputting the signal to the test firing device, the relay board 70 It is configured to turn off the test firing signal held in the port (not shown). The reset signal RESET can be output to the test firing device via the relay board 70. The reset signal RESET may be input to the first to third inputs of the input section 120. It is not supplied to ports 122, 123, and 124. Just before the reset signal RESET is input The data set in each port of the output unit 130 by the gaming microcomputer 111 is It is necessary to reset the device to prevent malfunction, but the reset signal RESET is input immediately before The data read by the gaming microcomputer 111 from each port of the input unit 120 is This is because it is discarded by resetting the control 111.
[0062] The output unit 130 includes a communication path from the gaming microcomputer 111 to the performance control device 300 and A Schmidt buffer disposed on the communication path from the gaming microcomputer 111 to the payout control device 200 The game control device 100 is provided with a presentation control device 300 and a payout control device 132. Data is transmitted to the game control device 200 via serial communication. Serial communication to the output control device 300 and the payout control device 200 is performed by the performance control device 300 side. This is one-way communication that prevents signals from being input to the game control device 100.
[0063] Furthermore, the output unit 130 is connected to a data bus 140 and receives a test firing signal from a certification organization (not shown). The test device receives data informing the user of the special pattern information of the variable display game and a signal indicating the probability of winning. The buffer 133 can be mounted to output the signals via the relay board 70. The 133 is a pachinko machine that is installed in amusement parlors (mass-produced products) This is a component that is not mounted on the control device (main board). The detection signal of the switch that does not require processing, such as the start switch, is output without passing through the buffer 133. It is supplied to the test firing device via a relay board 70.
[0064] On the other hand, the magnetic sensor 61 and the radio wave sensor 62 cannot be supplied to the test firing device as they are. The detection signal that cannot be detected is temporarily taken into the gaming microcomputer 111 and added to other signals or information. For example, the signal is used as an error signal indicating that the gaming machine is in a state where it cannot be controlled. The data is supplied from the data bus 140 to the test firing device via the buffer 133 and the relay board 70. The relay board 70 receives the signal output from the buffer 133 and performs test firing. The signal is transmitted by relaying the signal line of the port that supplies the device and the switch detection signal without going through the buffer. The port on the relay board 70 is provided with a connector or the like. A chip enable signal CE (not shown) output from the The signal from the port selected and controlled by the bull signal CE is supplied to the test firing device. are.
[0065] The output unit 130 is connected to a data bus 140 and is connected to a special variable prize winning device 38 (big prize winning device). Opening and closing data of the large prize opening solenoid 38b that opens and closes the opening and closing member 38c of the prize opening, special variable A specific area solenoid 95b that opens and closes an opening and closing member 95c of the winning device 95 (specific winning opening) Opening and closing data, normal solenoid 37c that opens and closes the movable member 37b of the normal variable winning device 37 a first output port for outputting the open / close data of the first output port 132 and the display data of the performance display device 135; 134a is provided.
[0066] The output unit 130 also includes a third display unit for outputting display data for the probability setting value display device 136. The output unit 130 is also provided with two output ports 134b. The segment wire to which the LED anode terminal is connected turns on / off depending on the content to be displayed. a third output port 134c for outputting data, and a cathode of an LED of the collective display device 50; The fourth output port 1 for outputting the on / off data of the digit line to which the pin is connected 34d is provided.
[0067] In addition, the output unit 130 outputs information about the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is provided with a fifth output port 134e for outputting to A photorelay is provided, and an external device (such as an information collection terminal or It can be connected to an internal management device (hall computer, etc.) and can transmit information about the gaming machine 10. It can be supplied to an external device via a photorelay. A part of the information to be supplied to the device is output from the fourth output port 134d. From port 134e, a release permission is sent to dispensing control device 200 via Schmitt buffer 132. A signal is also output.
[0068] Furthermore, the output unit 130 includes a large prize opening solenoid output from the first output port 134a. receiving opening and closing data signals from the solenoid 38b, the specific area solenoid 95b, and the normal power solenoid 37c. A first driver (drive circuit) 138a that generates and outputs a solenoid drive signal, a third output port The on / off drive of the segment line on the current supply side of the collective display device 50 output from the output 134c The second driver 138b outputs a driving signal, and the fourth output port 134d outputs a general table. A third driver outputs an on / off drive signal to the digit line on the current sink side of the display device 50. 138c, the fifth output port 134e and the fourth output port 134d are connected to an external device such as a management device. a fourth driver 138d that outputs an external information signal to the external information terminal board 71; The display data signal of the performance display device 135 output from the output port 134a is received and the performance is displayed. A fifth driver 138e is provided to generate and output a drive signal for the device 135.
[0069] The first driver 138a is configured to drive a solenoid operating at 32V. Therefore, DC 32V is supplied as a power supply voltage from the power supply device 400. A second driver 138b that drives 50 segment lines is supplied with DC 12V. The third driver 138c drives the digit lines by applying a current to the digit lines according to the display data. Since it is intended for drainage, the power supply voltage can be either 12V or 5V.
[0070] The second driver 138b outputs 12V to the anode of the LED via the segment line. A third driver 138c supplies a current to the cathode terminal and outputs a ground potential. By drawing out the current through the segment line, the selected pixels are driven in sequence by the dynamic drive method. The power supply voltage flows through the LED, causing it to light up. The 4 driver 138d is supplied with DC 12V to provide a 12V level to the external information signal. The buffer 133, the first output port 134a, the first driver 138a, etc. The output unit 130 of the game control device 100, that is, the output unit 130 is provided on the relay board 70 side, not on the main board. In addition, the performance display device 135 or the fifth driver 138e and the performance The display device 135 is not the output unit 130 of the game control device 100, i.e., the main board, but an external Alternatively, the sensor may be provided on the external circuit board (not shown).
[0071] Furthermore, the output unit 130 outputs the identification code and program of each gaming machine to an external inspection device 490. A photocoupler 139 is provided to transmit information such as the The gaming microcomputer 111 transmits and receives data to and from the inspection device 490 via serial communication. The communication is configured to enable two-way communication. Like a normal general-purpose microprocessor, the gaming microcomputer 111 has a serial communication terminal Therefore, the first to third input ports 122, 123, and 124 are used. No ports are provided.
[0072] Next, the configuration of the performance control device 300 will be described with reference to FIG. 4. FIG. 4 shows the first embodiment. FIG. 10 is a block diagram showing an example of the configuration of a performance control device of this type. The performance control device 300 is an amusement chip (IC ) and the main control microcomputer (CPU) 311, which is A graphics processor that processes images for display on the display device 41 according to the code and data. VDP (Video Display Processor) 312 as a clock processor and various melody The sound source LSI 314 controls the sound output to play sound effects and other sounds from the speaker 19. It is available.
[0073] The main control microcomputer 311 contains a P PROM321, consisting of ROM (programmable read-only memory), provides working space FeRAM (which can retain its contents even when power is cut off during a power outage) Ferroelectric RAM) 323, which generates information indicating the current date and time (year, month, day, day of the week, time, etc.) An RTC (real-time clock) 338 is connected to the main control unit. The microcomputer 311 also has a RAM 311a therein that provides a working area. In addition, a WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311. The main control microcomputer 311 receives commands (performance commands) from the gaming microcomputer 111. It analyzes the video and audio commands, determines the content of the performance, and instructs the VDP312 on the content of the output video. It instructs the source LSI314 to play sounds, lights up decorative lamps, and controls the drive of motors and solenoids. It also performs processes such as managing performance time.
[0074] The VDP312 includes RAM312a, which provides a working area, and a memory for enlarging and reducing images. The VDP 312 also includes a scaler 312b for converting character images and Image ROM 325 in which video data is stored, and character data read from the image ROM 325 Ultra-fast VRAM326 used to expand and process image data such as graphics. is connected.
[0075] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are connected by a power It is configured to transmit and receive data in parallel. By sending and receiving data over a 10-bit bus, commands and data can be sent in a shorter time than with serial communication. can be done.
[0076] The VDP 312 sends the image of the display device 41 and the glass frame 15 and the like to the main control microcomputer 311. A vertical synchronization signal VSYN for synchronizing the lighting of the decorative lamps provided on the game board 30 C, the synchronization signal STS that gives the data transmission timing is input. The main control microcomputer 311 is notified of the processing status, such as the completion of drawing to the VRAM. Waiting to receive input signals INT0 to INTn and commands and data from the main control microcomputer 311 A wait signal WAIT or the like is also input to notify the user that the state is as described above.
[0077] The performance control device 300 is equipped with an LVDS (Low Voltage Differential Signaling) A signal conversion circuit 313 is provided to generate a video signal to be transmitted to the display device 41 by a signal transmission method. The VDP 312 outputs video data and a horizontal sync signal HSY to the signal conversion circuit 313. NC and vertical sync signal VSYNC are input and generated by VDP312. The image is displayed on the display device 41 via the signal conversion circuit 313 .
[0078] The sound source LSI 314 is connected to an audio ROM 327 in which audio data is stored. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. The sound source LSI 314 also sends an interrupt signal I to the main control microcomputer 311. The performance control device 300 is provided in the glass frame 15. The upper speakers 19a (upper left speaker 19a1, upper right speaker 19a2) and the front frame 12 The lower speakers 19b (lower left speaker 19b1, lower right speaker 19b2) are driven. An amplifier circuit 337 including an audio power amplifier for The sound generated by 314 is output from the speaker 19 via an amplifier circuit 337 .
[0079] In addition, the performance control device 300 receives commands sent from the game control device 100. An interface chip (command I / F) 331 is provided to receive this command. The decorative feature transmitted from the game control device 100 to the performance control device 300 via the I / F 331 Controls the number of reserved figures, special decorative figures, fluctuations, stop information, etc. The game microcomputer 111 of the game control device 100 receives the command signal (performance command). The main control microcomputer 311 of the performance control device 300 operates on DC 5V, and the main control microcomputer 311 of the performance control device 300 operates on DC 3.3V. To operate the command I / F 331, the command I / F 331 is provided with a signal level conversion function.
[0080] In addition, the performance control device 300 includes a A board decoration LE that drives and controls a board decoration device 46 having LEDs (light emitting diodes) and the like. D control circuit 332, a frame having an LED (light emitting diode) provided in the glass frame 15 A frame decoration LED control circuit 333 that drives and controls a decoration device (for example, a frame decoration device 18, etc.), A board performance device 44 (for example, a display) provided on the skill board 30 (including the center case 40) A board game that controls the driving of movable props (such as props that enhance the performance effect in cooperation with the performance display in the device 41) A control circuit 334 for outputting movable bodies is provided. The control circuit 334 drives and controls lamps, motors, solenoids, etc. These control circuits 332 to 334 are connected to the main control circuit 330 via an address / data bus 340. The glass frame 15 is connected to a microcomputer 311 for displaying the image. A frame production device having a drive source such as a motor for operating the device is provided, and the frame production device is driven and controlled. It may also be equipped with a frame effect movable body control circuit that controls the frame effect movable body.
[0081] Furthermore, the performance control device 300 includes a performance button switch 25a of the performance button 25 and an option The setting switch 29n of the operation setting unit 29 and the initial position of the motor in the board performance device 44 are detected. The main control is performed by detecting the on / off state of the performance prop switch 47 (performance motor switch) The function of inputting the detection signal to the microcomputer 311 and the volume control function provided in the performance control device 300 are also included. The function of detecting the state of the node switch 335 and inputting a detection signal to the main control microcomputer 311 is In FIG. 4, the option setting unit 29 For convenience, the switches are collectively referred to as setting switches 29n. The status of each switch (cross cursor switch, center switch, accessory switch) is switched on. The switches are connected so that they can be individually detected by the output circuit 336. The detection signals indicating the states are input to the main control microcomputer 311.
[0082] The normal power supply unit 410 of the power supply device 400 is a power supply for the performance control device 300 having the above-described configuration. The motor is used to provide a DC voltage of the desired level to the electronic components controlled by it. DC32V for driving the motor and solenoid, a display device 41 consisting of a liquid crystal panel, DC12V is used to drive the inverter and LEDs, and DC5V is the power supply voltage for the command I / F331. In addition to V, it generates a DC15V voltage to drive motors, LEDs, and speakers 19. Furthermore, the main control microcomputer 311 is configured to operate at 3.3V or 1.2V. When using an LSI that operates at a low voltage such as DC5V, a DC3. A DC-DC converter for generating 3V or DC 1.2V is provided in the performance control device 300. The DC-DC converter may be provided in the normal power supply unit 410.
[0083] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is The device is reset by the main control microcomputer 311. 311, VDP312 (VDPRESET signal), sound source LSI314 and an amplifier circuit 337 (SNDRESET signal), a control circuit for driving and controlling lamps, motors, etc. The IORESET signal is supplied to the control circuits 332 to 334, which are reset. In addition, a cooling fan 45 for cooling various parts of the gaming machine 10 is connected to the performance control device 300. When the power supply of the performance control device 300 is turned on, the cooling fan 45 is driven. The circuit board that constitutes the performance control device 300 is a sub-control board (also called a sub-board). This is equivalent to
[0084] Next, the game control performed by these control circuits will be explained. In the CPU 111A of the gaming microcomputer 111 of the gaming control device 100, Based on the input of the game ball detection signal from the gate switch 34a provided in 4, A random number value for hit determination is extracted and compared with the determination value stored in ROM111B, and the normal The process of determining whether the displayed game is a win or a loss is performed. The pattern display unit 55 displays the identification pattern (identification information) for a predetermined time in a variable manner, and then displays the identification pattern in a static manner. If the result of this normal variable display game is a win, The normal symbol display unit 55 displays special results corresponding to the first to third winning symbols. The result state is displayed, and the normal power solenoid 37c is operated, and the normal variable winning device 37 The movable member 37b is opened as described above for a predetermined time (for example, 0.5 seconds or 1.7 seconds). That is, the game control device 100 controls the conversion member (movable member 37b) It is a conversion control execution means for performing conversion control. In this case, control is performed to display the result of the miss on the regular pattern display unit 55.
[0085] In addition, the game ball detection signal from the start port 1 switch 36a provided in the start winning port 36 Based on the input, the start winning (start memory) is memorized, and based on this start memory, the first special chart changes A random number value for determining a jackpot in the displayed game is extracted and compared with the determination value stored in ROM111B. In comparison, the first special chart variation display game is judged to be a hit or a miss. Based on the input of the game ball detection signal from the start port 2 switch 37a provided in the winning device 37, Based on this, the start memory is memorized, and based on this start memory, the jackpot judgment of the second special chart variable display game is made. A random number value is extracted and compared with the judgment value stored in ROM111B, and the second special chart variation display is performed. A process is performed to determine whether the game is a win or a loss.
[0086] The CPU 111A of the game control device 100 controls the first special symbol variable display game and the second special symbol variable display game. 2. A control signal (performance control command, performance command) containing the judgment result of the special chart change display game , and output to the performance control device 300. Then, the special picture 1 pattern display unit 53 of the collective display device 50 and The special pattern 2 pattern display unit 54 displays the identification pattern (identification information) variably for a predetermined time, and then displays it stationary. That is, the game control device 100 performs a process of displaying a special chart variation display game. A starting winning area for the game ball flowing down the skill area 32 (starting winning port 36, normal variable winning device 37) This constitutes a game control means for controlling the progress of the variable display game based on winnings.
[0087] In addition, the performance control device 300 controls the display based on the control signal from the game control device 100. The device 41 performs processing to display a decorative special chart variable display game corresponding to the special chart variable display game. Furthermore, the performance control device 300 performs the following based on the control signal from the game control device 100: , setting the performance state, outputting sound from the speaker 19, processing to control the lighting of various LEDs, etc. That is, the performance control device 300 performs the performance related to the game (variable display game, etc.). This forms a performance control means for controlling the above.
[0088] Then, the CPU 111A of the game control device 100 determines whether the result of the special chart variable display game is a jackpot. In the case of a small win, the special result state or small win is displayed on the special chart 1 pattern display section 53 or the special chart 2 pattern display section 54. The result state is displayed, and a process for generating a special game state or a small win game state (i.e. That is, the process of executing special games and small win games. 2. Special chart change display Processing to generate a special game state when the result of the game becomes a jackpot In this case, the CPU 111A, for example, controls the special variable entry by the big prize opening solenoid 38b. Control to open the opening / closing member 38c of the prize device 38 and allow game balls to flow into the big prize opening In this special game state, the CPU 111A places a predetermined number of balls (for example, For example, 9 balls) enter the prize, or the specified opening time has elapsed since the opening of the big prize opening. The opening of the big prize entrance until one of the above conditions is met is considered one round. The game continues (repeated) for a predetermined number of rounds (cycle play). The game with a change in the chart (the special chart 1 change in the chart) or the game with a change in the second special chart (the special chart 2 change in the chart) In the process of generating a small win game state due to the result of the dynamic display game becoming a small win In this case, the CPU 111A controls the special variable prize device by the large prize opening solenoid 38b, for example. The opening and closing member 38c of the device 38 is opened to allow the game balls to flow into the big winning opening. Do this.
[0089] In addition, the opening and closing operation pattern of the big winning port performed in these small winning game states (opening and closing operation state For example, the operation of keeping the opening and closing member open for 200 ms is repeated at 1500 ms intervals. In this way, the game control device 100 performs the stop result mode four times. A special prize opening opening / closing control means for controlling the opening and closing of the special prize opening when a special result state is achieved. In addition, if the result of the special chart variation display game is a miss, the CPU 111A The result of the miss is displayed on the special pattern 1 display unit 53 and the special pattern 2 display unit 54 of the device 50. Take control.
[0090] In addition, the game control device 100 of the first embodiment is a probability variation in a special chart variation display game. However, probability fluctuations may be performed in the image fluctuation display game. For example, the game control device 100 may determine whether or not a special game is being played based on the result of the special game. After the end of the state, a high probability state can occur as a gaming state. This high probability state is The probability of winning in the special chart variation display game is higher than the normal probability state. In addition, the first special chart change display game and the second special chart change display game Even if a high probability state is reached based on the game result state, the first special chart change display game and the second Both the special chart change display games will be in a high probability state.
[0091] In addition, the game control device 100 determines the special game state based on the result of the special game. After the end of the state, a time-saving state (specific game state, normal high probability state) can be generated as a game state. In this time-saving state, the probability of winning the normal game (normal game) probability) is set to a high probability (normal high probability state) higher than 0, which is the normal probability (normal low probability state). This makes it possible to make the normal variable winning device 37 in a normal low probability state. In addition, the opening time of the normal variable winning device 37 per unit time is controlled to be longer. Here, the normal variable winning device 37 in this embodiment is in the normal game state. In this case, the probability of opening the movable member 37b is set to "0".
[0092] In addition, in the time-saving state, the execution time of the normal map change display game (normal map change time) is For example, the time it takes to display the results of the game is 500ms. At this time, 600 ms has elapsed, and the normal variable display game has been won, and the normal variable winning device 37 is activated. When released, the first winning stop pattern opening time (normal power opening time) and opening number (for example, 500msec x 1 time), the opening time of the second winning stop pattern (normal power opening time) and the number of times it opens (for example, For example, 1700 ms x 2 times), the opening time of the third winning stop pattern (normal power opening time) and the number of times it opens ( For example, it can be set to 1700 ms x 3 times.
[0093] In addition, the control of the normal variable display game and the normal variable winning device 37 to the time-saving operation state is To do this, the normal map changes accordingly. Game execution time, normal map stop time, normal power release count, normal power release For example, in the time-saving state, the above-mentioned normal game variation display game can be performed. The time (normal time) is controlled to be the second time (second time) which is shorter than the first time. It is possible to control the time (for example, 10000ms to 1000ms). In this case, the normal map stop time that displays the result of the normal map change display game is shorter than the first stop time. It is possible to control the second stop time so that it is short (for example, 1604 ms is 70 4m seconds). Also, in the time-saving state, the normal variation display game becomes a winning result and the normal variation When the winning device 37 is opened, the opening time (normal power opening time) is set to the normal state (normal low probability state). It is possible to control the second opening time to be longer than the first opening time (in the first state). For example, 100msec becomes 1352msec. Also, in the time-saving state, the normal map fluctuation display game For one winning result, the number of times the normal variable winning device 37 is opened (normal power opening number) is set to the first opening. Set the second release count to a number greater than the release count (for example, 2 times) (for example, 4 times). In addition, in the time-saving state, the probability of winning the normal game is The normal probability (normal probability) in the normal operating state (normal low probability state, for example, 1 / 251) (normal high probability state, for example, 250 / 251) It is possible.
[0094] In the time-saving state, the normal map fluctuation time, normal map stop time, normal power opening count, normal power opening time, normal By changing one or more of the probabilities, the normal variable winning device 37 is set to the open state. The time it takes to transform is extended. It is also possible to set the time-saving state of the same kind. Also, when it becomes a hit, the first opening mode and the second In this case, the first opening mode and the second opening mode may be selected. The selection probability of the mode may be different. In addition, the high probability state and the time-saving state may be independently Both can occur simultaneously, or only one can occur. Also, the time-saving state is in the normal power support state (normal power support or power support ) can also be referred to as
[0095] Next, the configuration of the collective display device will be described with reference to FIG. 5. FIG. 5 shows the configuration of the collective display device of the first embodiment. 1 is a diagram showing an example of a collective display device. The collective display device 50 includes a 7-segment LED_d1 and 7-segment LED_d2 and 16 LEs from LED_d3 to LED_d18 The collective display device 50 includes a 7-segment LED_d1 and a 7-segment LED_d 2, and LED_d3 to LED_d18, various statuses are displayed by the lighting patterns.
[0096] The collective display device 50 includes a 7-segment LED_d1 and a 7-segment LED_d2, and By allocating various status display functions to LED_d3 to LED_d18, the round display section 51, special chart 1 reserved display section 52, special chart 1 pattern display section 53, special chart 2 pattern display section 54 , a normal map pattern display unit 55, a normal map reservation display unit 56, a status display unit 57, and a special map 2 reservation display unit The round display unit 51 includes four LEDs, LED_d3 to LED_d6. The lighting state of the special game indicates the number of rounds in the special game. In the special game, the lighting state of the two LEDs, LED_d11 and LED_d12, The special pattern 1 display unit 53 displays the number of reserved tickets. Depending on the lighting state of the ED (7 segment LEDs and 1 dot LED), the special chart 1 game The special pattern 2 display unit 54 displays the pattern in the 8 7-segment LED_d2. The lighting pattern of the LEDs (7 segment LEDs and 1 dot LED) indicates the special 2 game. The normal pattern display unit 55 displays the pattern in the game. The lighting state of the three LEDs, LED_d1 and LED_d18, displays the symbols in the normal game. The normal map hold display unit 56 displays the lighting state of two LEDs, LED_d15 and LED_d16. The status display unit 57 displays the number of reserved balls in the normal game. The lighting state of the three LEDs, D_d9 and LED_d17, determines the special game. Displays the game status. The game status can be, for example, a probability fluctuation state, a time reduction state, etc., depending on the lighting state. The special chart 2 hold display unit 58 is an LED The lighting state of the two LEDs, _d13 and LED_d14, indicates the hold in the special chart 2 game. Display the number.
[0097] The control of a gaming machine that performs such a game will be explained below. The control executed by the gaming microcomputer 111 of the game machine 100 will be described. The control process by the inverter 111 mainly consists of a main process and a predetermined time cycle (for example, 4 ms). and timer interrupt processing.
[0098] [Main processing] First, the main processing of the game control device of the first embodiment will be explained with reference to FIGS. 6 to 10. FIG. 6 is a flowchart (part 1) of the main process of the first embodiment. 7 is a flowchart (part 2) of the main process according to the first embodiment. FIG. 8 is a flowchart (part 3) of the main process according to the first embodiment. FIG. 10 is a flowchart (part 4) of the main processing according to the first embodiment. FIG. 5 is a flowchart (part 5) of the main processing according to the first embodiment.
[0099] The main process is started by the control unit (gaming microcomputer 111) when the power is turned on. In this main process, first, a process of disabling interrupts (step S1) is performed. After that, it is the start address of the area where register values etc. are saved when an interrupt occurs. A stack pointer setting process (step S2) is performed to set a certain stack pointer. Next, register bank 0 is specified (step S3), and a predetermined register (for example, register D) is The upper address of the RAM start address is set in the RAM11 (step S4). The address range of 1C is 0000h to 01FFh, with 00h or 01h as the upper addresses. In step S4, 00h, which is located at the beginning of the address range of RAM 111C, is set. To do.
[0100] Next, a launch stop signal is output and the launch permission signal is set to a prohibited state (step S5). The launch permission signal is sent when at least one of the game control device 100 and the payout control device 200 stops launching. When the stop signal is output, the device is set to the prohibited state and the launch of the game balls is prohibited. It is.
[0101] Then, the state of input port 1 (first input port 122) is stored in the first register (for example, the B register). (Step S6), and then input port 3 (third input port 124) The state is read into a second register (eg, register C) (step S7).
[0102] Here, a predetermined bit in the first register is masked and the other bits are cleared (step For example, the B register corresponding to the detection signal from the RAM initialization switch 112 Only the second bit of the Then, a specific bit in the second register is masked and the other bits are cleared. For example, the C register corresponding to the detection signal from the setting key switch 127 is Only the fourth bit of the row is retained, and bits 0 to 3 and bits 5 to 7 are retained. Clear the.
[0103] The information in the first register is integrated into the second register, and the information held in the second register is stored in RAM1. The information is stored as reference information that does not rely on the B register (step S10). The logical sum of the data and the C register is stored in the C register, and the C register is used as a status reference register. Hold.
[0104] For example, the value of the status reference register (C register) is "00000000B". Bit 1, Bit 3, Bit 5 to Bit 7 are cleared to "0" The second bit is "0" corresponding to the detection signal ON from the RAM initialization switch 112. , the fourth bit is "0" corresponding to the detection signal ON from the setting key switch 127. In other words, the value of the status reference register, "00000000B", indicates the RAM initialization state. The setting change switch 112 is ON and the setting key switch 127 is ON. Indicates the change status.
[0105] In addition, the value of the status reference register, "00010000B", is the 0th bit and the 1st bit, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "0" corresponding to the detection signal ON from the initialization switch 112, and the fourth bit is set This indicates that the value is "1" which corresponds to the detection signal from the key switch 127 being OFF. The value of the status reference register is "00010000B" when the RAM initialization switch 112 is on. (ON) and the setting key switch 127 is OFF (OFF), indicating the RAM initialization state. .
[0106] In addition, the value of the status reference register, "00000100B", is the 0th bit and the 1st bit, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "1" corresponding to the detection signal from the initialization switch 112 being OFF, and the fourth bit is set This indicates that the detection signal from the key switch 127 is "0", which corresponds to ON. The value of the status reference register is "00000100B" when the RAM initialization switch 112 is off. (OFF) and the setting key switch 127 is on (ON), indicating a setting confirmation state.
[0107] In addition, the value of the status reference register, "00010100B", is the 0th bit and the 1st bit, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "1" corresponding to the detection signal from the initialization switch 112 being OFF, and the fourth bit is set This indicates that the value is "1" which corresponds to the detection signal from the key switch 127 being OFF. The value of the status reference register is "00010100B" when the RAM initialization switch 112 is off. (OFF), and setting key switch 127 is off (OFF) and power is restored (power outage recovery) Shows.
[0108] This allows the detection signal from the RAM initialization switch 112 and the setting key switch 127 to The detection signal from the RAM initialization switch 112 is stored in the C register. The storage position (second bit) of the output signal in register B and the detection from setting key switch 127 The storage position (4th bit) of the output signal in the C register is different from that in the B register. The detection signal from the RAM initialization switch 112 and the setting key switch are also calculated by the logical OR of the The detection signal from switch 127 is not lost but is stored.
[0109] Thereafter, a process for setting a power-on delay timer is carried out (step S11). In the process, a predetermined initial value is set, and the game control device 100, which is the main control means, A slave control means (for example, a dispensing control device 200) performs various controls according to the instructions from the Standby for waiting for the program of the slave control device (such as the performance control device 300) to start normally The time (for example, 3 seconds) is set. 0 starts up first and sends a command to the slave control means before the slave control means starts up. This prevents the slave control means from missing a command. When the device 100 is powered on, the start of the master control means is delayed and the slave control means is waited for to start. The waiting means sets a predetermined waiting time for the
[0110] In addition, the timing of the power-on delay timer is performed based on the validity check of the data stored in the RAM area ( Storage areas that are not subject to checksum calculation (RAM areas or read areas not subject to validity check) This is done using registers, etc., to check the checksum of the RAM area. When calculating data, there is no need to exclude some RAM areas, so This can prevent the control from becoming complicated.
[0111] The second register (C register) stores the detection signal of the RAM initialization switch 112. However, by saving it before the start of the standby time, RAM initialization The operation of the switch 112 can be saved reliably. That is, the RAM is initialized after the waiting time has elapsed. If the state of switch 112 is read, the RAM initialization will start after the waiting time has elapsed. The RAM initialization switch 112 is operated, or the RAM initialization switch 112 is operated from power-on until the waiting time has elapsed. However, you can read the status before the wait time starts. This allows you to operate the device immediately after turning it on without having to go through these troublesome operations. The initialization operation performed when the power is turned on is not accepted. This can prevent such situations.
[0112] The second register (C register) stores the detection signal of the setting key switch 127. However, by saving it before the start of the waiting time, the setting key switch That is, after the waiting time has elapsed, the operation of the setting key switch 127 can be detected reliably. If you set it to read the status of 7, it will wait for the waiting time to elapse before setting key switch 127 or the setting key switch 127 has been operated continuously from the time the power was turned on until the standby time had elapsed. However, by loading the state before the wait time begins, this hassle can be avoided. It will be detected by performing the operation immediately after powering on without any further operation. This prevents any setting changes or setting confirmation operations performed when the power is turned on. This can prevent such situations.
[0113] Next, a process for setting a power-on delay timer (for example, about 3 seconds) is performed (step S11 ) and then the process of timing the standby time and monitoring the occurrence of power outages during the standby time ( Steps S12 to S14 are performed. The power-on delay timer is A time sufficient for the slave control devices including the device 200 to start up is set.
[0114] If a power outage has occurred (step S12; Y), the game machine 10 waits for the power supply to be cut off. In this way, if a power outage monitoring signal is received continuously for a predetermined period of time, it is determined that a power outage has occurred. By making this judgment, it is possible to prevent false detection of power outages due to noise, etc., and The occurrence of a power outage is reported by the power supply device 400. The power failure monitoring signal is read via the port and data bus and the set number of checks (for example, It is detected when the power outage monitoring signal remains on for a certain period of time (for example, two times). The control device 100 serves as a power outage monitoring means for monitoring the occurrence of a power outage during a predetermined standby time. As a result, the start of the game control device 100, which is the main control means, is delayed. This will enable the system to respond to power outages and properly deal with problems that occur when the power is turned on. Note that access to RAM111C is not permitted until the wait time has elapsed. The memory contents from the previous power outage are still retained, so if a power outage occurs here, Therefore, if a power outage occurs during standby time, Even if the RAM111C is used, there is no need to back it up, which reduces the burden on control. do.
[0115] On the other hand, if a power outage has not occurred (step S12; N), that is, if a power outage has not occurred, If so, the power-on delay timer is updated by "-1" (step S13). It is determined whether the timer value is "0" (step S14). Step S14; N), that is, if the waiting time has not ended, the process of monitoring for the occurrence of a power outage If the timer value is "0" (step S14), the process returns to step S12. ;Y), that is, when the waiting time ends, the RAM111C, EEPROM, etc. are read. The access permission for the writable RWM (Read Write Memory) is granted (step S15). Off data is output to the output port (setting the state to no output) (step S16).
[0116] Next, the serial port (a port that is pre-installed in the gaming microcomputer 111, (Used for communication with the performance control device 300 and the dispensing control device 200) is set (step S17 ).
[0117] In step S18, a timer interrupt in the gaming microcomputer 111 (clock generator) is generated. The CTC circuit that generates the random number update trigger signal (CTC) is started. Now.
[0118] In step S19, a RAM abnormality flag is set. The setting of the normal flag is temporary and will be executed later to check for RAM abnormalities. It can be updated in
[0119] In step S20, the value of the power outage inspection area 1 in the RWM is checked to see if it is a normal power outage inspection area check data. If the value of power failure inspection area 1 is normal, (Step S20; Y), the value of the power outage inspection area 2 in the RWM is normal power outage inspection area check It is determined whether the data is 2 (for example, A5h) (step S21), and the power failure inspection area 2 If the value is normal (step S21; Y), calculate the checksum of a predetermined area in the RWM. Then, a checksum calculation process (step S22) is performed.
[0120] In addition, in the checksum calculation process, the data in the game control work area and the status display work area are The sum of the data in the area may be calculated as a checksum, or the game control work The checksum is calculated separately for the data in the area and the data in the status display work area. Alternatively, the checksum may be calculated from only the data in the game control work area. The work area for skill control is a work area in the memory area within the RWM that is used for game control. The work area for status display is the storage area in the RWM that is used for status display. This is the business field.
[0121] Next, in step S22, it is determined whether the checksum calculated matches the checksum at the time of power-off. If the checksums are found to match (normal), a check is made (step S23). If the result is "Y" in step S23, the RAM abnormality flag temporarily set in step S19 is is cleared (step S24).
[0122] If the checksums are determined to be inconsistent (not normal) (step S23; N) skips step S24 and moves to step S25, and The RAM abnormality flag that was temporarily set becomes definitive. The check data in the power failure inspection area If it is determined that the data is not normal (step S20; N or step S21; N) However, by skipping step S24 and proceeding to step S25, the provisional The RAM error flag that was set automatically becomes definitive.
[0123] In step S25, the second register (C register) is referred to and the setting key switch 12 7 is ON and the detection signal of the RAM initialization switch 112 is ON. When the detection signal of the setting key switch 127 is ON and the detection signal of the RAM initialization switch 112 is ON, If the output signal is ON, the process proceeds to step S34, and the detection signal of the setting key switch 127 is If the signal is ON and the detection signal of the RAM initialization switch 112 is not ON, step S Go to 26.
[0124] The game control device 100 detects the detection signal of the setting key switch 127 and the RAM initialization switch The detection signal of the switch 112 is stored in the second register (C register). The detection signal of the switch 127 and the detection signal of the RAM initialization switch 112 are simultaneously determined. In addition, the game control device 100 detects the detection signal of the setting key switch 127 and the RAM The detection signal of the initialization switch 112 is stored in the second register (register C). Before RAM validity check is performed, the detection signal of the setting key switch 127 and RAM initialization are The detection signal of the switch 112 can be used as the object of determination.
[0125] In step S26, the control unit determines whether the RAM abnormality flag is on. , if the RAM error flag is on (i.e., the RAM error flag is set) If the RAM abnormality flag is not on (i.e., if the RAM If the abnormality flag is cleared, the process proceeds to step S27.
[0126] In step S27, the control unit determines whether the setting change mode flag (probability setting change flag) is set to If the setting change mode flag is on, the control unit The process proceeds to step S28, and if the setting change mode flag is not on, the process proceeds to step S49.
[0127] Steps S28 to S33 are executed when a RAM error occurs or when the power is cut off during setting. This is the process that is executed when the RAM is not cleared and the system is restarted. In step 8, the control unit transmits a main abnormality error notification command to the performance control device 300. As a result, the performance control device 300 can control the performance control device 300 in response to the main abnormality error notification command. For example, the performance control device 300 receives a main abnormality error notification command. and display a message on the display device 41 informing the user of the restart with RAM clearing. , and outputs a sound from the speaker 19. In addition, the performance control device 300 - Upon receiving the notification command, the frame decoration device 18, the board decoration device 46, and the board performance device 44 Reports a main abnormality error.
[0128] In step S29, the control unit outputs the 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit displays a status corresponding to the main abnormality error on the performance display device 135. The control unit can also display the 7-segment display data when the game is stopped. The probability setting value display device 136 outputs the value. It is possible to display numbers and characters that are not in the probability setting value. The 7-segment display data including the ED display data may be output to the collective display device 50. At this time, the control unit may turn off or turn on all the collective display devices 50.
[0129] In step S30, the control unit transmits the ON data of the security signal to the external information terminal board 71. At this time, the control unit controls the output of other signals from the external information terminal board 71. Turn off force data.
[0130] In step S31, the control unit performs a process of monitoring the occurrence of a power outage. While waiting for the generation of electricity (step S31; N), steps S29 and S30 are repeated. That is, the gaming machine 10 executes the performance display while waiting for the power to be turned off. While displaying the status corresponding to the main abnormal error on the device 135 (step S29), A security signal is output from the external information terminal board 71 (step S30). The machine 10 receives signals other than the security signal from the external information terminal board 71 until the power is turned off. In addition, the main abnormal error is displayed on the performance display device 135 while waiting for the power to be cut off. The external information terminal board 71 outputs a security signal while displaying the status corresponding to the The processing for inputting the time (steps S29 and S30) is performed in the timer processing described later. This may be done.
[0131] If a power outage is detected (step S31; Y), off data is output to all output ports. (Setting to a state where there is no output) (step S32) Access to the RWM that can be read and written is prohibited (step S33) to prevent power from being cut off. wait.
[0132] The control unit repeatedly executes steps S29 and S30 until the power is turned off. In this row, RAM access is not prohibited. When a n-Maskable Interrupt occurs, the return address can be stored in RAM, preventing program execution. In this way, the control unit waits for power to be cut off in step S29. The contents stored in the RAM during the repeated execution of step S30 are protected by prohibiting RAM access. However, since clearing RAM at restart is a condition for starting game control, the contents stored in RAM In other words, the gaming machine 10 limits the risk that the contents stored in the RAM are not protected. While limiting the risks of unprotected programs, it reduces the risk of program runaway. The control unit repeats steps S29 and S30 until the power is turned off. In this row, by not prohibiting RAM access, steps S29 and S30 In this way, subroutines can be called, improving program efficiency. After the power outage is detected, the gaming machine 10 prohibits RAM access and stores the data stored in the RAM. Protect the container.
[0133] Steps S34 to S37 are processes related to preparation for setting changes. 27, the detection signal of the setting key switch 127 is ON and the RAM initialization switch 11 This is the process that is executed when the detection signal of 2 is ON.
[0134] In step S34, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on, the process proceeds to step S35. If not, the process proceeds to step S36.
[0135] In step S35, the control unit clears the set value because the RAM abnormality flag is on. The setting value can also be cleared by setting an invalid value. Alternatively, from the viewpoint of preventing fraud, it may be possible to set the most unfavorable value for the player. .
[0136] In step S36, the control unit performs processing to set a setting change mode flag. The setting change mode flag is a flag indicating whether the gaming machine 10 is currently changing the setting. The setting change mode flag is set when the setting is being changed, and the setting change mode flag is set when the setting is not being changed. The constant change mode flag is cleared (reset).
[0137] In step S37, the control unit transmits a command for changing the setting to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the command being changed. For example, the performance control device 300 receives a command during the setting change, A message informing the user that the device is in use is displayed on the display device 41, and a sound is output from the speaker 19. In addition, the performance control device 300 receives a command during the setting change and outputs the setting. The frame decoration device 18, the board decoration device 46, and the board performance device 44 notify that the setting is being changed. .
[0138] Step S38 is performed after the setting change preparation (steps S34 to S37), or This process is executed after the setting confirmation preparation (steps S50 and S51). In step S38, the control unit sets the security signal control timer to 128 ms. Therefore, the gaming machine 10 continues to operate at least until the security signal control timer times out. The security signal control timer outputs a security signal while the minimum output is maintained. It is acceptable as long as it exceeds the interruption time (for example, 50 ms), and is not limited to 128 ms. It's okay to have it.
[0139] Steps S39 to S41 are for waiting for the completion of the setting change or the completion of the setting confirmation. The gaming machine 10 sets the security signal to be output in step S37. This prevents the execution of processes related to waiting for the setting change to be completed or the setting confirmation to be completed. This makes it possible to grasp the situation from the department.
[0140] After enabling the interrupt (step S39), the control unit refers to the second register (C register). It is determined whether the detection signal of the setting key switch 127 is OFF or not (step S 40). If the detection signal of the setting key switch 127 is OFF, the control unit proceeds to step S5. 6, and if the detection signal of the setting key switch 127 is not OFF, proceed to step S41. .
[0141] In step S41, the control unit determines whether a power outage has occurred. The occurrence of a power outage can be determined by detecting the power outage monitoring signal continuously for a predetermined period of time. If a power outage occurs, proceed to step S42; if a power outage does not occur, proceed to step S In other words, the control unit 100 proceeds to step S40 when a power outage occurs while the interrupt is permitted in step S39. The system waits for the setting key to be turned off until
[0142] When the control unit determines that a power outage has occurred, it performs a process of prohibiting interrupts (step S4 2) A process of outputting OFF data to all output ports is performed (step S43). Then, the power outage inspection area check data 1 is saved in the power outage inspection area 1 (step S44 ), and save power outage inspection area check data 2 in power outage inspection area 2 (step S45). Furthermore, the checksum calculation process (step S46), and the calculated checksum is saved in the checksum area (step S47 ), and then a process of prohibiting access to the RAM (step S48) is performed. Then, wait for the power supply to the gaming machine to be cut off. In this way, the check data is stored in the power outage inspection area. By saving the checksum at the time of power cut, When the power is turned on again, it is determined whether the information stored in the RWM has been backed up correctly. It can be determined.
[0143] Step S49 is performed if it is determined in step S27 that the setting change mode flag is on. In step S49, the control unit refers to the second register (C register). The control unit checks whether the detection signal of the setting key switch 127 is on or not. If the detection signal of the setting key switch 127 is ON, the process proceeds to step S50. If the detection signal of the switch 127 is not on, the process proceeds to step S52.
[0144] Steps S50 and S51 are processes related to preparation for setting confirmation. In 0, the control unit performs processing to set the setting confirmation mode flag. The in-progress flag is a flag indicating whether the gaming machine 10 is in the process of checking the settings. The setting check mode flag is set when the setting is not being checked. In step S51, the control unit 100 This command is sent to the performance control device 300. For example, the performance control device 300 performs the performance control corresponding to the command. When the command is received, a message is displayed on the display device 41 indicating that the setting is being confirmed. The performance control device 300 also displays the setting information and outputs sound from the speaker 19. The frame decoration device 18, the board decoration device 46, and the board performance device 44 receive the command during the confirmation of the setting. After that, the control unit proceeds to step S38.
[0145] On the other hand, the control unit determines in step S49 that the detection signal of the setting key switch 127 is ON. If it is determined that there is no such a problem, step S52 is executed. 2 register (C register) to check whether the detection signal of the RAM initialization switch 112 is on. The control unit determines whether the detection signal of the RAM initialization switch 112 is ON. If the detection signal of the RAM initialization switch 112 is not ON, the process proceeds to step S53. In other words, the gaming machine 10 proceeds to step S59. When a startup involving an operation is detected, the process for initializing RAM (clearing RAM) is executed. The process for power outage recovery is performed by detecting startup without pressing the AM initialization switch 112. Proceed to execution.
[0146] Next, the RAM initialization process performed in step S53 and subsequent steps will be described. In the process of AM initialization, the control unit clears the RAM area other than the setting value to 0 (zero clear). a) (Step S53) The initial value at the time of RAM initialization is saved in the area to be initialized ( Step S54). For example, the control unit may set the RAM clear address as the start address when clearing the RAM. Set the rear start address 2 and set the memory area (access The data of the clear target area (game control work area) among the areas that do not include the prohibited area Clear to zero.
[0147] The setting change mode flag and setting confirmation mode flag are cleared by Since it is included in the data, it is cleared by clearing the data in the clear target area to zero. .
[0148] In step S55, the control unit sends a command for initializing the RAM to the performance control device 300. In step S55, multiple commands such as a machine type specification command and a probability setting value information command are transmitted. By this, the performance control device 300 transmits the command at the time of RAM initialization. For example, the performance control device 300 performs performance control corresponding to the RAM initialization. Upon receiving the command, a message is displayed on the display device 41 to inform the user that the RAM has been initialized. The performance control device 300 also controls the R When the AM initialization command is received, the frame decoration device 18 and the board decoration device 19 inform the RAM that it has been initialized. The notification is made by the device 46 and the board performance device 44.
[0149] The control unit also performs processing (steps) related to waiting for the setting change to be completed or the setting confirmation to be completed. After steps S39 to S41 are executed, the detection signal of the setting key switch 127 is turned off. If it is detected that there is an interrupt, the control unit executes step S56. After that, a command to end the notification is sent to the performance control device 300 (step S 57).
[0150] As a result, the performance control device 300 can change the setting that was started by receiving a command during the setting change. Notification that a change is being made or a setting check initiated by receiving a setting check command The notification that the device is in use is terminated.
[0151] Next, the control unit refers to the setting change mode flag to determine whether or not the setting change mode is in progress. If the setting change mode is in progress, the control unit 100 determines whether the setting change mode is in progress (step S58). Proceed to step 3 and execute the process related to RAM initialization. Meanwhile, the control unit is in the setting change mode. If not, the process proceeds to step S59, where processing related to power outage recovery is executed.
[0152] In step S59, the control unit executes power failure recovery processing. Save the initial value when power is restored in the area to be used, and refer to the special chart status to ensure high probability of special chart games. If the special game is in a high probability state, the high probability notification flag is set in the high probability notification area. Process to save ON information and ON data of high probability notification LED in segment area Includes.
[0153] The areas to be initialized in the power outage recovery process are the power outage inspection area and the checksum area. , setting change mode flag, setting confirmation mode flag, and error monitoring area In the power outage recovery process, it is determined whether the dispensing control device 200 is in a state where it can receive commands. The busy signal status area that stores the status of the payout busy signal, which is a signal that indicates whether the payout is The status of the payout busy signal is set to an indefinite state, which indicates that the status of the payout busy signal has not been determined. The touch switch signal status monitoring area that stores the status of the touch switch signal is also cleared. This is an indeterminate state indicating that the state of the switch signal has not been determined.
[0154] Next, the control unit transmits the power recovery command corresponding to the special game processing number to the production control board. (performance control device 300) (step S60), and proceed to step S61. In Step S60, the model specification command, the number of reserved special drawings 1 command, the number of reserved special drawings 2 command, Multiple commands such as probability information commands, probability setting value information commands, and screen specification commands In addition to these commands, some models may also send information on the number of effects and high probability times. Sends numerical information. The command to specify the screen is the special chart 1 variation display game and the special chart 2 variation The control state of the displayed game is normal processing (fluctuating, jackpot (first special game state), If it is a small hit (not one of the second special game states), the customer waiting demo This command commands the display of the screen, and in other cases commands the display of the recovery screen. This is a command.
[0155] In step S61, the control unit determines whether the safety device is in operation. This is a function that realizes the so-called complete function, and the predetermined operation amount (the difference balls exceeding the predetermined value) The complete function stops the game when a predetermined condition is met. As a result, the game will change from a playable state where the game can be played to a non-playable state where the game cannot be played (non-playable The control unit functions as a game stop means that enables the occurrence of a safety device (state). If the safety device is in operation, the process proceeds to step S62, and if the safety device is not in operation, the process 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 In step S62, the model designation command is transmitted to the device 300, and the process proceeds to step S63. A plurality of commands such as a command specifying the screen are transmitted.
[0157] In step S63, the control unit stores the stack pointer for game control in the RAM. To avoid the flag (zero flag) from changing, the process moves to a process unrelated to the game. The flag register is saved to the game control stack area beforehand.
[0158] In addition, the control unit executes a process not related to the game (safety device information initialization process). The stack pointer is moved from the game control stack area (internal stack area) to the non-game control stack area. Switch to the stack area (outside stack area) (executed within a process unrelated to play), When returning to the related process, the stack pointer is moved to the non-game control stack area (outside the area stack). Switch from the stack area for game control (stack area within the area) to the stack area for game control ( This allows the control unit to execute the process unrelated to the game within the process related to the game. The accessible storage area is divided for each process so that the The details of the memory map in the game control device 100 will be explained later. This will be explained with reference to FIG.
[0159] In step S64, the control unit executes a safety device information initialization process to initialize information related to the safety device. The safety device information initialization process will be explained in detail later with reference to FIG. In step S65, the control unit 100 stores the flag registers saved in the game control stack area. Restore the data.
[0160] In step S66, the control unit performs a process of starting and setting up the random number generation circuit. The value of a specified register (soft random number register 1 to n) in the random number generation circuit at power-on is extracted. The corresponding random numbers (special random number, special random number, normal random number, variable pattern random number) RWM is used as the initial value (start value) of the random number 1, the random number 2, and the random number 3). After saving the data in a predetermined area (step S66), interrupts are prohibited (step S67). .
[0161] In step S68, the control unit determines whether or not the game is stopped. If the game is not stopped, the process proceeds to step S72, and if the game is not stopped, the process proceeds to step S69. When a strong error (incorrect error) such as a magnet, radio wave, vibration, or abnormal discharge occurs, If the safety device is activated, the game will be stopped.
[0162] In step S69, the control unit changes the flag register before proceeding to processing not related to the game. In step S70, the control unit saves the performance display device 1 Executes a performance display editing process to edit the display content (game performance) displayed on 35. Since the processing load of the performance display editing process is relatively high, interrupts are prohibited to speed up the process. As a result, the gaming machine 10 updates the game state by timer interruption. The performance display editing process is performed by the time the result is obtained. The last four periods are separated by 60,000 out pitches (for the most recent period, the number of out pitches is less than 60,000). This is a process to calculate the base values of each of the steps (which may not be sufficient) for displaying performance. In S71, the control unit restores the flag register saved in the game control stack area.
[0163] In step S72, the control unit permits the interrupt. In step S73, the control unit The control unit determines whether a power outage has occurred. The control unit determines whether a power outage monitor signal has been continuously detected for a predetermined period of time. When a power outage occurs, the control unit executes step S If no power outage has occurred, the process proceeds to step S67.
[0164] That is, the control unit continues from step S67 to step S73 unless a power outage occurs. In detail, if there is no power outage, the control unit The display editing process and the check of the power outage monitoring signal (loop process) are repeated. By allowing an interrupt (step S72), a timer interrupt occurs during power outage monitoring. Then, the interrupt process is executed with priority.
[0165] Similarly, before the performance display editing process (step S70), interrupts are inhibited (step S6 7) By doing so, the performance display editing process will be executed with priority over the timer interrupt. It is possible to avoid the performance display editing process from being overwhelmed. Stack area (inside stack area) and non-game control stack area (outside stack area) ) can be prevented from switching frequently.
[0166] From the above, the main control means (game control device 100) that controls the game in an integrated manner and the main Sub-control means (dispensing control device 200) that performs various controls in accordance with instructions from the control means In a gaming machine equipped with a performance control device 300, the main control means and setting a predetermined waiting time for delaying the activation of the master control means and waiting for the activation of the slave control means. and a standby means (game control device 100) for determining whether a power outage has occurred during the predetermined standby time. The game control device 100 is equipped with a power outage monitoring means (game control device 100) for monitoring power outages.
[0167] The power supply device 400 is also provided to supply power to the various devices. When the occurrence of a power outage is detected, a power outage monitoring signal is output. The power outage monitor signal is received continuously for a predetermined period of time. This means that the system is designed to make a judgment.
[0168] In addition, the main control means (game control device 100) includes a RAM 111C capable of storing data, An initialization operation unit (RAM initialization switch 112) that can be operated from the outside, and an initialization operation unit An initialization means for initializing the data stored in the RAM 111C based on the operation of (Game control device 100), and the operation state of the initialization operation unit is set to This means that it is set to read.
[0169] The game control device 100 performs initialization processing when data is abnormal (first initialization processing) and This function distinguishes between the initialization process (first initialization process) and the initialization process (second initialization process) when initializing the Since the first initialization means is provided, the optimal and efficient initialization process can be performed according to the situation. It can be realized.
[0170] In addition, the main control means (game control device 100) includes a RAM 111C capable of storing data, Setting operation section that can be operated from the outside (setting value change switch 126, setting key switch 12 7) and the setting values stored in RAM111C are changed based on the operation of the setting operation unit. By providing a setting change means (game control device 100) for changing the setting, it is possible to change the setting. In addition, the setting display unit (probability setting value display device 136) is provided so that the setting (setting value) can be confirmed. In addition, the main control means (game control device 100) stores the RAM This means that access to 111C is permitted.
[0171] In addition, the main control means (game control device 100) controls access to the RAM (RAM 111C). (Step S48) and waits for the execution of all processes to stop. Loop after step S48) and permit access to RAM (RAM111C) (step RAM abnormality standby process (step S15) that waits for all processes to stop executing The loop from step S29 to step S31 can be executed.
[0172] Here, we will explain the standby process when a power outage occurs and the standby process when a RAM abnormality occurs. The machine process is executed after access to the RAM is prohibited in step S48 of the main process. This is a loop process that waits for all processes to stop. Since this is executed after interrupts are prohibited in step S42 of the main process, the NMI interrupt Interrupts other than NMI (timer interrupts) are disabled. Since interrupts cannot be disabled, an NMI interrupt may occur. However, since the standby process for power outages is a process that is executed when a power outage occurs, There is little risk of an NMI interrupt occurring during execution. In addition, the standby process in the event of a power outage is This is a standby process that does not involve a power outage. In addition, the gaming machine 10 can redirect access to the RAM during standby processing in the event of a power outage. By prohibiting this process, the risk of RAM contents being altered due to unstable voltage is reduced. There are.
[0173] The RAM abnormality standby process is executed in step S15 of the main process. This is a loop process that is executed after access is granted and waits for all other processes to stop executing. In addition, the RAM abnormality standby process is executed after interrupts are prohibited in step S1 of the main process. Since the timer is executed, interrupts other than NMI interrupts (timer interrupts) are disabled. The power-on standby process cannot disable the NMI interrupt. An MI interrupt may occur. The RAM abnormality standby process is a process to wait for power to be cut off. The risk of an NMI interrupt occurring during execution of this process is greater than that of standby processing at the time of power failure. However, the RAM abnormality standby process does not allow access to RAM even if an NMI interrupt occurs. Since this is enabled, the return address can be stored in RAM and an NMI interrupt occurs. In addition, the gaming machine 10 performs the program runaway in step S28. A command for notifying an abnormality in RAM is sent to the performance control device 300. During the execution of the standby process, the performance control device 300 can notify the user of an abnormality in parallel. This allows the gaming machine 10 to be expected to restart quickly.
[0174] Next, the memory map of the RAM 111C will be described with reference to FIG. 1 is a diagram showing an example of a memory map of the game control device of the first embodiment. M is the memory map of RAM111C. RAM111C is arranged as follows, starting from the top of the memory: , game control work area (inside work area), game control stack area (inside stack area) Tack area), non-game control work area (outside work area), non-game control stack Set the area (external stack area).
[0175] The non-game control work area includes performance display related information and safety device related information. In addition, the non-game control work area stores information about test signals, error monitoring-related information, etc. In the non-game control work area, a memory area is allocated for each type of information. The information may be divided into separate areas, or may be arranged in a storage area with the division of each type of information unclear. The non-game control stack area may be used for two or more processes not related to games (for example, The first non-gaming control function is used for processing the display and the safety device. It may be divided into two areas and used exclusively for the purpose of controlling the game, such as a first work area and a second non-game control work area. In addition, processing unrelated to games includes processing related to test signals and error monitoring. In that case, the non-game control stack area may be partially or completely used between each process. They may all be shared or dedicated.
[0176] The game control work area places the probability setting value area at the beginning, so RAM clear The first address 1 is the entire game control work area (game control work area) and the game control The stack area for clearing is the target. Also, the RAM clear start address 2 is the probability setting value The game control work area and the game control stack area are cleared except for the area. ,RAM clear top address 3 is the probability setting value area, fluctuation pattern random number area and initial value random number The game control work area and the game control stack area are cleared except for the area. , RAM clear start address 1, RAM clear start address 2, and RAM clear start Address 3 includes the area from power outage inspection area 1 to power outage inspection area 2 and the checksum The area is to be cleared.
[0177] The game control program that performs the processing related to the game is The non-game control program that is stored in the non-game area and performs processing that is not related to the game is The information is stored in the control program area. "Not related to the game" means that it has no effect on the game results. For example, the processing of special games affects the game results, so The processing related to the external information output corresponds to the processing related to the technique, and the processing related to the external information output corresponds to the processing related to the external information output that affects the game result. Since it has no impact, it is equivalent to processing that is not related to the game.
[0178] [Safety device information initialization process] Next, the safety device information initialization process of the game control device 100 will be explained with reference to FIG. FIG. 12 is a flowchart illustrating the safety device information initialization process according to the first embodiment. The safety device information initialization process is a process for initializing information related to the safety device. This is the process executed by CPU 111A in step S64 of the print process.
[0179] The safety device has three states: a non-operated state, a safety device operation notice state, and a safety device operation warning state. The safety device inactive state can be transitioned between the active state and the safety device inactive state. The value is between 0 and 189999. The safety device activation notice state is This is the state when the value of the parameter is between 190000 and 194999. The safety device activation warning state is The value of the safety device counter has reached 195,000, and the game has stopped. In this state, the value of the safety device counter has reached 195,000 and the game is stopped. The counter value "195000" corresponds to the difference in balls "95000".
[0180] The control unit accesses a storage area prepared exclusively for the safety device in the safety device information initialization process. The memory area prepared exclusively for the safety device is readable and writable by the game-related processes. A work area in which processing not related to games can be read and processing not related to games can be read. There is an external work area where the game-related processes can be read and written, and an external work area where the game-related processes can be read. For example, the work area within the area prepared exclusively for safety devices includes a safety device activation flag area and There is an area for the number of game balls acquired. The safety device activation flag area indicates whether the safety device is activated or not. This is an area for storing a safety device activation flag, and is activated when the RAM initialization switch 112 is turned on. The number of acquired game balls is cleared to zero in the initialization process (step S53). This is the area for storing the initialization process (step S53) is cleared to zero.
[0181] The external work area prepared exclusively for safety devices includes the safety device counter area and the safety device operation area. The safety device counter area is 3 bytes in size. The safety device counter area can store values from 0 to 195000. It will not be read by the processing related to the The safety device operation information area stores the current safety device operation information. The previous operation information area stores the operation information of the safety device from the previous time (in principle, one interrupt before). Deliver.
[0182] The control unit saves the stack pointer in the stack pointer storage area (step S81 ), and the value of the external stack area is set to the stack pointer (step S82). Therefore, the control unit starts the process when executing a process not related to the game (safety device information initialization process). The stack pointer is moved from the game control stack area (internal stack area) to the non-game control stack area. Switch to the off-stack area (external stack area).
[0183] The control unit saves the register (step S83). The saved register is the register to be protected. It may be limited to registers (registers used within the process), or similar to the outside-area integration process. The control unit may also save all the general-purpose registers at the same time. When writing directly to a memory area without using a register, the register contents must be saved and restored. In this case, the processing related to the stack pointer and the decrementing of the flag register Evasion and recovery may also be unnecessary.
[0184] The control unit saves the initial value (100000) in the safety device counter area (step S8 4) The safety device non-operation information (0) is saved in the safety device operation information area (step S85). Then, the safety device non-operation information (0) is saved in the previous operation information area (step S86).
[0185] The control unit restores the register (step S87) and reads from the stack pointer storage area. The value is set as a stack pointer (step S88), and the safety device information initialization process is performed. Finish.
[0186] [Timer interrupt processing] Next, the timer interrupt process of the game control device 100 will be explained with reference to FIG. 3 is a flowchart showing the timer interrupt process of the first embodiment. Interrupt processing is performed from the time interrupts are permitted until they are prohibited in the main processing described above. During (from step S39 to step S42, from step S72 to step S67) The timer interrupt process is a process executed by the CPU 111A. be.
[0187] The timer interrupt process is a periodic timer generated by the CTC circuit in the clock generator. The game is started when an interrupt signal is input to the CPU 111A. When a timer interrupt occurs, the interrupt is automatically disabled and the timer interrupt processing is The process begins.
[0188] When the timer interrupt process is started, first, register bank 1 is specified (step S9 1). By switching to register bank 1, a certain register (for example, The register save process is performed to move the values held in the RWM register (registers used) to RWM. Next, the RAM start address is written to a specific register (e.g., register D). In step S92, the upper address of the The same processing as in step S4 in the previous section is performed, but the register bank is different.
[0189] Next, inputs from various sensors and switches, and signal acquisition, that is, each input port In step S94, the control unit 100 executes an input process (step S93) to read the state of the refers to the setting change mode flag and setting confirmation mode flag, and checks whether the setting change mode ( Determine whether the game is in probability setting change mode (probability setting is being changed) or setting confirmation mode (probability setting is being confirmed). If the control unit is in the setting change mode or the setting confirmation mode, the process proceeds to step S95. Then, the probability setting change / confirmation process is executed and the timer interrupt process is terminated. If the mode is neither the setting change mode nor the setting confirmation mode, the process proceeds to step S96.
[0190] In step S96, the control unit performs the following processing based on the output data set in the various processes. Drive of actuators such as the solenoid (large prize entrance solenoid 38b, normal power solenoid 37c) Executes output processing for control, etc.
[0191] In addition, when a signal to stop firing is output in step S5 of the main processing, this output processing By this, a launch permission signal is output, and the launch permission signal can be set to the permitted state. This launch permission signal is output to the launch control device via the payout control device. At this time, no processing of the signal is performed. The launch permission signal is transmitted to the game control device 1. 00, and the first signal indicating the release permission status from the dispensing control device 200. A second signal (launch permission signal) indicating the permission state is also generated within the dispensing control device 200. The two launch permission signals are output to the launch control device. When both are permitted to be launched, the game ball is ready to be launched. Next, the control unit sends the commands set in the sending buffer in various processes to the issuing control unit. Then, a dispensing command transmission process (step S97) is executed to output the dispensing command to the dispenser 200.
[0192] In step S98, the control unit sets the flag register before proceeding to processing not related to the game. In step S99, the control unit saves the game control data in the game control stack area. The first error monitoring process is executed to monitor for minor abnormalities (weak errors). A weak error that does not affect the game or has a small effect (a weaker error than a strong error) Error monitoring for non-game control programs is performed in the non-game control work area (area It is performed using the non-game control stack area (outside work area) and the non-game control stack area (outside stack area). A minor error that does not affect the game or has a small effect is, for example, Switch abnormality error (connector disconnection, etc.), shot ball out error, overflow error, There are non-incorrect errors such as output abnormality errors, V passing timing errors, and remaining ball errors. In step S100, the control unit 100 stores the flag register 100 saved in the game control stack area. to restore.
[0193] In step S101, the control unit 102 controls the second error detector 104 to monitor abnormalities (major errors) related to the game. The second error monitoring process detects an error as a serious error that may affect the game. The error monitoring is performed as a game control program in the game control work area (work area within the area) ), using the game control stack area (internal stack area). Examples of serious errors that may affect the system include incorrect magnets, incorrect panel radio waves, incorrect vibrations, and abnormal discharge. There is Ra.
[0194] In step S102, the control unit executes a game stop flag setting process. The flag setting process is for magnet error, panel radio wave error, vibration error, abnormal discharge error, and safety device The occurrence of one or more of these operations is a game stop condition, and the game stop flag is controlled. The game stop flag is stored in the game control work area (work area within the area). In addition, the game stop flag setting process is performed for all errors monitored by the second error monitoring process. The occurrence of one or more of the above may be the game stop condition, or the above combination (false magnet, electric panel One or more of the following combinations that are different from the above: wave irregularity, vibration irregularity, abnormal discharge error, and safety device activation The occurrence of the above may be set as a game stopping condition.
[0195] Next, the control unit 36a starts the gate 1 switch, 37a starts the gate 2 switch, and switch 34a, prize opening switch 35a, large prize opening switch 38a, specific area switch 38 It monitors whether there is a normal signal input from the e, and monitors errors (when the front frame or glass frame is open). The winning port switch / status monitoring process (step S103) performs the winning port switch / status monitoring process (checking whether the winning port is being used or not, etc.). Do this.
[0196] Next, the control unit determines whether or not the game is stopped by referring to the game stop flag (step If the game is not stopped, the control unit executes step S104 to execute various game processes. Proceed to S105, and if the game is stopped, skip various game processes and proceed to step S109 .
[0197] Next, the control unit controls the special chart change display game (special chart 1 change display game, special chart 2 change display game Following the special game process (step S105) that performs processing related to the two types of A two-type game process (step S106) is executed to perform a game-related process, and then Execute the general map game process (step S107) that performs processing related to the general map change display game. do.
[0198] Next, the control unit controls the segment display to display the special chart change display game and various information related to the game. LED (for example, LED of the special pattern display unit 53 of the collective display device 50) A segment LED editing process (step S108) is performed to drive the segment LED to display the content. cormorant.
[0199] In step S109, the control unit executes a safety device-related process. A performance control device 300 that provides a safety device activation notice, an activation warning, and an activation (game stop) notification. The process of editing the command for the safety device and setting the safety device in operation flag when the safety device is activated In step S110, the control unit executes the external information editing process. The external information editing process is a process for editing the external information output from the external information terminal board 71. This is logical.
[0200] In step S111, the control unit sets the flag register before proceeding to processing not related to the game. In step S112, the control unit saves the data in the stack area for game control. The out-of-area integration process is a process that executes processes that are not related to games in an integrated manner. The control unit restores the flag register saved in the game control stack area (step S1 13) and the timer interrupt process is completed.
[0201] [Main processing] Next, the main processing of the performance control device 300 will be described with reference to FIG. 14. FIG. 2 is a diagram showing a flowchart of main processing in the performance control device of the embodiment.
[0202] The main processing is performed by the control of the performance control device 300 when the power supply to the pachinko machine 1 is started. This is processing executed by the CPU 311. [Step D11] The control unit prohibits interrupts.
[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 allows the generation of display data. The display circuit (not shown) in the DP312 accesses the VRAM (not shown) in the VDP312. This allows the system to perform a search and generate display data.
[0205] [Step D16] The control unit sets a random number seed. This is done, for example, by using the srand function. This is a process of setting a pseudo-random number generation sequence using the srand function. A fixed value such as 0 (zero) may be used as an argument to the number, or a value that differs for each gaming machine may be used. It is also possible to use a value created based on the ID value of the CPU, etc.
[0206] [Step D17] The control unit controls the RWM (e.g., RAM 322) of the performance control device 300. The area to be initialized (for example, a flag area for performance (control of the performance control device 300) The initial values at power-on are set in the memory area used as various flags in the control process (described later). To burn.
[0207] [Step D18] The control unit clears the WDT (watchdog timer). [Step D19] The control unit executes the effect button input process. When the effect button 25 (effect button switch 25a) is operated while it is enabled, editing is performed. The effect button is not turned on and off at high speed, so the control unit The process of detecting the input of the button may be performed within the process of inputting the button. This may be done within a periodic timer interrupt.
[0208] [Step D20] The control unit executes hall / player setting mode processing. The technician setting mode process includes the setting of the changeable range of the brightness of the LED and the display device 41, the volume, etc. This is a process that accepts operations by the player such as changing the brightness of the LED and the display device 41, changing the volume, etc. .
[0209] [Step D21] The control unit executes a random number update process. The and function is used to update the pseudo-random number at least once per control cycle of the main process. The rand function generates a new number based on the specified generation sequence each time it is recalculated. Since random numbers are generated by the RAND function, the control unit can obtain random numbers by simply executing the RAND function. In addition, the main board (game control device 100) has a counter that increments by "1". The data may be used as a random number.
[0210] [Step D22] The control section executes a received command check process. The check process is a process of analyzing the command received from the game control device 100 in units of a predetermined number. be.
[0211] [Step D23] The control unit executes a performance display editing process. Various commands and their parameters to instruct the DP312 what to draw on the display device 41 For example, the control unit may set the command is set in a table format.
[0212] [Step D24] The control unit executes drawing command preparation completion setting. The preparation for the end of the setup is to prepare all commands to the VDP312 that are set in the production display editing process. This is the process of setting that the above has been completed.
[0213] [Step D25] The control unit determines whether it is frame switching timing and If it is frame switching timing, the process proceeds to step D26. If it is not frame switching timing, the process proceeds to step D27. Wait for the frame switching timing. Here, the frame switching timing is V blank interrupt ( The processing cycle (also called V-sync interrupt) is based on the cycle (for example, 1 / 60 seconds). For example, the timing is such that the arrival time is equal to a time interval equivalent to 1 / 30 seconds (approximately 33.333 ms). The V blank interrupt is a single scan of the entire screen for drawing by the VDP312. This V blank interrupt occurs every time a scan is completed. For example, 1 / 60 seconds. In this embodiment, the same drawing is repeated twice, and a V blank interrupt occurs. When this occurs twice, a frame change occurs. The frame change timing cycle is V black. The period of the link interrupt (for example, 1 / 60 seconds) is twice (for example, 1 / 30 seconds ≒ 33.33 ms). However, the present invention is not limited to this, and the frame switching timing can be changed arbitrarily. For example, frame switching (image updating) may be performed at intervals of 1 / 30 seconds or more. Alternatively, frame switching may be performed at intervals of less than 1 / 30 seconds.
[0214] The frame switching timing determination process determines the timing of the subsequent processes (steps D26 to D28). Step D30 and subsequent steps D18 to D24 are carried out to It is executed at the switching timing for each of the above processing cycles. Time management is performed in units of frames (i.e., in units of the processing cycles). If the processing period is 1 / 30 seconds, for example, 3 frames will be 100 ms. Just as the main board (game control device) manages time values in 4ms units of the timer interrupt period is.
[0215] [Step D26] The control unit executes the VDP3 in accordance with the command set in step D23. For example, the control unit sequentially executes commands set in a table. This sends a command to the VDP312 to draw on the screen.
[0216] [Step D27] The control unit executes a sound control process. This is processing related to controlling the volume of the sound from the speaker 19. [Step D28] The control unit executes a decoration control process. This is a process for controlling various LEDs, etc., of the display 46 and the frame decoration device 18, etc.
[0217] [Step D29] The control unit executes a movable body control process. Processing to control movable bodies (for example, a board performance device 44) including motors and SOLs (solenoids) is.
[0218] [Step D30] The control unit executes a firing information control process. Based on the shooting status flag, the shooting related information is set and the special chart rotation status (predetermined amount) The mode correction of the performance according to the number of special chart changes per minute (i.e., the number of balls loaned) This is the process to be performed.
[0219] [Step D31] The control unit executes the information disclosure process. This is a process of disclosing performance information regarding gaming performance. After executing step D31, the control unit returns to step D18, and thereafter, The processes of steps D18 to D31 are repeatedly executed. The program D31 is a loop process that is repeatedly executed at the above processing cycle after the performance control device 300 is started. This constitutes the process (sometimes called the main loop process).
[0220] In addition, the control unit executes steps D27 to D29 in the main loop process in order to match the screen presentation. The processing of step D29 is being performed, but the signals and The process of actually outputting data (especially signals that drive and control various LEDs and motors) to the port This is done within a short-cycle timer interrupt (not shown). However, depending on the restrictions of various devices, If you are using an IC that is specialized for controlling the timer, you can simply issue a command via serial communication, etc. In some cases, the device may not output any signals.
[0221] Next, the gaming performance of the gaming machine 10 will be described with reference to FIG. 15. FIG. 15 shows the first embodiment. FIG. 10 is a diagram showing an example of a list of game performance types. The gaming machine 10 has a gameplay called 1 type + 2 type. The gaming machine 10 is a variable display game. As a so-called type 1 game, there are two types: special chart 1 game (first special chart variable display game) and special chart 2 game. (2nd special chart variable display game) can be executed, and in addition, two types of games can be executed. The gaming machine 10 has four execution rights (waiting reservations) for each of the special game 1 and the special game 2. The gaming machine 10 can execute both the special game 1 and the special game 2. When you have the right to play, you will be given priority to play two special games.
[0222] The gaming machine 10 sets the jackpot probability (low jackpot probability) to 1 / 2 for both the special chart 1 game and the special chart 2 game. 319. In addition, the gaming machine 10 performs probability fluctuation in the special chart 1 game and the special chart 2 game. Since it is not possible to do this, there is no setting for high probability of winning. The probability of a small win is 1 / 319, and the probability of a small win in the special game 2 is 240 / 319. In this way, the gaming machine 10 has the same jackpot probability for both the special chart 1 game and the special chart 2 game. However, in terms of small hit probability, it is easier to derive small hits in the special chart 2 game than in the special chart 1 game. are.
[0223] The gaming machine 10 must distinguish between low-value time reduction and high-value time reduction as states other than a jackpot. There are a no time-saving state and a time-saving state. A lottery is conducted for transition to the time-saving state, and a lottery is not conducted for transition to the time-saving state. This will transition to a state without time reduction.
[0224] In addition, low-value time reduction is one of the normal power support states, and normal variable winning device 37 (starting port 2) There is a chance of winning, but it is not large enough (there is virtually no chance of winning, or The time savings are considered to be of low value due to the small amount of time required to execute the contract (low probability of execution, low probability of obtaining the right to execute the contract). The value of time saving is divided into the number of time saving "100 times", "200 times", and "300 times". High-value time reduction is one of the normal power support states, and the normal variable winning device 37 (starting port 2) Those who have sufficient chances of winning (large chances of winning, high expectation of winning the right to play) High-value time-saving measures have no limit on the number of times they can be used. This will continue until the next jackpot.
[0225] In addition, low-value time-saving games have a higher probability of winning the right to play than high-value time-saving games. It has the aspect of being a relatively low-value game compared to the high-value time-saving game. Among them, high-value games have a relatively high probability of winning the right to play compared to low-value games. It has an aspect of being.
[0226] Next, the game state transition in the gameplay of the gaming machine 10 will be described with reference to FIG. 16 is a diagram showing an example of a game state transition in the first embodiment. When the power is turned on with the rear, game control is performed with state A as the initial state. When the gaming machine 10 is powered on without clearing the RWM, that is, when the gaming machine 10 is powered on without clearing the RWM, If there is a power-on that can restore the game state, the game control will be performed from the game state at the time of power cut. Now.
[0227] The gaming states of the gaming machine 10 are classified into state A, state B, and state C in terms of the probability state and the time-saving state. There are three states: State A, State B, and State C. State A is a state where the probability state is low and the time-saving state is no time-saving. In state B, the probability state is low and the time saving state is low value time saving. The rate state has a low probability, and the time-saving state has high-value time saving.
[0228] In addition, in the state A where there is no time reduction, the lottery for the time reduction c is held at the same time as the lottery for the big win. In A, if you miss the big win, you will definitely win the c time reduction because there is no loss, and the low value time reduction In addition, the lottery for short-time play will be held at the same time as the big win lottery. Although it is stated that there are no gaps, gaps may be provided.
[0229] State A has transition conditions T10 to T14. Transition condition T10 is the occurrence of a jackpot without time reduction. After the jackpot ends, the transition condition becomes state A. The transition condition T11 is a high-value time-saving jackpot. The transition condition T12 is the occurrence of a high-value time reduction ( The transition condition T13 is the occurrence of a time reduction, and after the end of the jackpot, the state becomes C. This is the occurrence of a time-saving jackpot, and after the jackpot ends, the state changes to state B. Transition condition T14 is This is the occurrence of low-value time reduction (c time reduction), and state B will occur after the end of the jackpot.
[0230] State B has transition conditions T20 to T23. Transition condition T20 is a low-value time-saving jackpot. The transition condition T21 is the occurrence of a jackpot without time reduction, and after the end of the jackpot, the state changes to B. The transition condition T22 is the occurrence of a low-value time reduction. The specified number of times is consumed, and the end of the low-value time reduction will result in state A. Transition condition T23 is A jackpot with time-saving effect occurs, and after the jackpot ends, the state changes to C.
[0231] State C has transition conditions T30 and T31. Transition condition T30 is a high-value time-saving jackpot. The transition condition T31 is a jackpot without time reduction. This occurs, and after the jackpot ends, state A is reached.
[0232] Such a game state transition occurs when the gaming machine 10 reaches state C, resulting in a jackpot without time reduction. The gameplay is realized by staying in state C until a problem occurs. For example, by setting it to 90%, the game can be played in a way that allows players to enjoy consecutive jackpots without any burden on the player. In addition, even if state C transitions to state A by consuming the specified number of high-value time-savings, good.
[0233] In addition, when the game center opens, if the power is turned on with RWM clearing, The control state can be set to state A, which is the initial state. Players who start playing at the beginning are given the opportunity to be assigned to either state B or state C, and the player who starts playing is assigned to state C. We can expect increased activity from players who are looking forward to being allocated.
[0234] Next, the game display screen will be described with reference to Fig. 17. Fig. 17 shows the game display screen of the first embodiment. FIG. 10 is a diagram illustrating an example of a game display screen. The display screen 500 shown in FIG. 17(1) is a display screen during the stop of the symbol, and is a special symbol 1 game ( After the variable display in the variable display game has ended, the pattern that is the result of the variable display game is set to a predetermined value. The display screen 500 is a display of the period stop. In addition, the display screen 500 is in the state A (no low probability time reduction: normal play The display screen 500 is an example of a display screen in a state where the large symbol group 5 is a decorative symbol. 01, a small pattern group 502 which is also a decorative pattern, a special pattern 1 reserved number display 503, and a special pattern 2 reserved A residual number display 504, a hold waiting display 505, and a hold consumed display 506 are displayed.
[0235] In addition, this special figure in the special figure 1 game or the special figure 2 game is the special figure 1 of the collective display device 50 The pattern (LED lighting state) displayed on the pattern display unit 53 or the special pattern 2 pattern display unit 54. The large pattern group 501 and the small pattern group 502 are decorative patterns corresponding to the special pattern. However, the gaming machine 10 uses a variable table as a symbol in the special chart 1 game or the special chart 2 game. The variable state and the stop state can be displayed without showing the difference in the result of the game, for example, the LED The fourth symbol is displayed by flashing and lighting. The fourth symbol is displayed on the display device 41. In this case, the changing and stopped states are indicated by pictograms such as "○" and "-" or by switching between different colors. The indication may be a stop indication.
[0236] The large symbol group 501 is responsible for the game presentation for the purpose of increasing interest. 01 is displayed large in a variable display area set in the approximate center of the display device 41. 501 includes a left design, a center design, and a right design.
[0237] On the display screen 500, the left symbol indicates that the symbol has stopped at "3", and the middle symbol indicates that the symbol has stopped at "3". The right image indicates that the symbol has stopped at "5", and the left image indicates that the symbol has stopped at "7". That is, on the display screen 500, the large symbol group 501 is displayed when the special symbol variable display game is stopped. Indicates that the image is stopped.
[0238] The large symbol group 501 and the small symbol group 502 are displayed at the same timing (predetermined at the start of the fluctuation). The timing is determined based on the timing of the change or the receipt of a command to end the change. The stop sign is displayed.
[0239] The small symbol group 502 is a group of symbols that indicates the status of the variable display in order to improve the ease with which the player can grasp the game status. Therefore, the small symbol group 502 does not interfere with the display effect of the large symbol group 501. To ensure visibility, the small symbols are displayed on the periphery of the display device 41. The left, middle, and right symbols are included in the small symbol group 502. The pattern, middle pattern and right pattern all indicate that the corresponding special pattern change display game is stopped. vinegar.
[0240] In addition, the small symbol group 502 changes at a predetermined speed (constant speed) from the start of the change (constant speed change display ) and stops without stopping when the variation ends. A predetermined acceleration fluctuation period may be provided from the time the speed is displayed until the predetermined speed is reached, or may not be provided. The small symbol group 502 may be displayed in a predetermined order from the constant speed variable display to the stop display. The display may be made with or without a fixed deceleration fluctuation period.
[0241] The small symbol group 502 forms a reach state or a winning state when a constant speed variable display is performed. There is a risk that the player may be given a false sense of expectation if the variable display is performed while the At the start of the movement, it will be replaced with any pattern combination (first pattern replacement), and at the end of the movement, it will correspond to this special pattern. The pattern combination is replaced with the selected pattern combination (second pattern replacement).
[0242] Generally, the large symbol group 501 is displayed larger than the small symbol group 502, and the display position is automatically adjusted. On the other hand, the small symbol group 502 has a high degree of freedom and its display mode can be changed greatly. Compared to the group of patterns 501, they are displayed smaller and have less freedom in their display positions (for example, the position is fixed). ).
[0243] The special drawing 1 reserved number display 503 displays the reserved memory number of the special drawing 1 game. The special chart 1 reserved number display 503 indicates that the reserved memory number for the special chart 1 game is "0". The special 2 reserved number display 504 displays the reserved memory number of the special 2 game. The special chart 2 reserved number display 504 indicates that the reserved memory number for the special chart 2 game is "0".
[0244] The hold display (waiting hold display) 505 displays the number of reserved games for the special game 1 and the special game 2 according to the game status. One of the reserved numbers of games is displayed by a reserved waiting icon 507. The display screen 500 indicates the number of reserved games in the special drawing 1 by displaying a reserved icon. The reserved consumption display (consumption pending display) 506 indicates that the special game changes depending on the display of the reserved consumption icon. The display screen 500 is a display screen of a game state (game state A) indicating that the game is in progress. The waiting display 505 indicates the number of reserved memories for the special chart 1 game or the number of reserved memories for the special chart 2 game. The display screen 500 also displays the pending transaction status by displaying the pending transaction status 506. If there is no pending icon on the pending pedestal, it means that the game is either Special 1 or Special 2. Indicates that the system is not fluctuating.
[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 during the changing display (during the changing of three symbols) The display screen 510 is an example of the display screen in state A. On the side 510, the left, middle and right patterns of the large pattern group 501 are changing, and the special pattern change table The display screen 510 indicates that the game is being displayed in a variable manner. The left, middle and right patterns are changing, and the special pattern change display game is currently displaying a change. Shows.
[0246] On the display screen 510, the special chart 1 reserved number display 503 shows that the reserved memory number of the special chart 1 game is "1". The special chart 2 reserved number display 504 indicates that the reserved memory number of the special chart 2 game is "0". The pending waiting display 505 indicates the number of pending games in the special game. , indicates that the reserved memory number of the special chart change display game (special chart 1 game) is "1". Also, On the display screen 510, the reserved consumption display 506 displays the reserved memory display being consumed, and the special chart fluctuation Indicates that the displayed game is in a dynamic display.
[0247] The display screen 500 and the display screen 510 may include a background display, character display, text display, etc. (not shown). The display elements may also include animations. It may be possible to produce a display with movement by using the above or similar means.
[0248] In addition, the pending waiting display 505 displays pending waiting icons 507 corresponding to the number of pending special games. The reserved consumption display 506 shows the reserved consumption corresponding to the reserved consumption of the special game. The display of the pending icon 507 and the pending completion icon 508 is shown. The icon 508 is, for example, spherical, and includes a pending waiting icon 507 and a pending clearing icon 508. 8 also displays with movement through animation (e.g., deformation, color change, up and down movement, etc.). The hold waiting icon 507 and the hold clearing icon 508 are displayed in the following manner. This will clearly show the number of reserved memories for the special chart change display game, and the game results for each reserved memory. The expected result can be notified. The 8 can be of different sizes, colors, designs, and actions (start, wait, shift, disappear). , expected value notification) may be different. This means the number of starting memories in which the variable display game has not yet been executed.
[0249] The reserved consumption display 506 indicates whether the special chart variable display game is in a variable display state, depending on the display mode. The display screen 500 can indicate whether or not the game will be played and also notify the degree of expectation for the game result. The remaining display 506 is blank (blank) in the frame, and the special chart change display game is stopped. After this, the gaming machine 10 indicates that the number of reserved memories for the special game 1 or the special game 2 is The variable display will begin when the number of pending memories reaches 1 or more.
[0250] The display screen 512 shown in FIG. 17(3) shows that the number of reserved memories is "1" or more in the special game. After the display becomes the same, the display starts to change based on the reserved memory. Screen 518 transitions to state B (low probability low value time reduction) or state C (low probability high value time reduction). This is an example of a display screen after the game. At this time, the gaming machine 10 has a reserved memory in the special game. Since the number of the right hand is generated (for example, "4"), it can be assumed that the player is playing with the right hand. This can be done.
[0251] The display screen 512 is a display screen during the variable display of the special game 2. A performance display 513, a play guide display 514, a large symbol group 501a, and a small symbol group 502, The display contents include the special drawing 1 reservation number display 503 and the special drawing 2 reservation number display 504. On the screen 512, the pending waiting display 505 and the pending consumption display 506 are not displayed, and the effect display 51 is displayed. 5 aims to improve the performance effect, but the hold waiting display 505 and the hold consumption display 506 are always displayed. Alternatively, it may be configured to display either one of the two, or when a predetermined condition is met. When a predetermined condition is met, for example, a pre-reading notice effect may be displayed. This may be when a game is being played or when a selection operation by the player is being accepted.
[0252] The effect display 513 is an effect screen that produces, for example, a time-saving mode, and This is the screen that shows you that you are in short mode. It may be possible to perform an independent performance for each display, or a movie performance spanning multiple variations. It may also be a device that performs output, etc.
[0253] The playing method guide display 514 guides the player on how to play. For example, it guides you to "hit to the right" to guide you to shoot the game ball into the right game area. The display 514 may be a "left hit" display, which indicates, for example, the launch of a 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 513 is displayed in a smaller display area than the large pattern group 501 so as to exert a dramatic effect. The large pattern group 501 and the large pattern group 501a are both forms of decorative patterns. The large pattern group 501 may be called the large decorative pattern, and the large pattern group 501a may be called the small decorative pattern. In addition, the large symbol group 501 is a decorative symbol displayed during non-movie performance, and the large symbol group 501a is a It is sometimes used as a decorative design during a performance to distinguish it from other performances.
[0255] Next, the ball flow path in the left game area will be described with reference to Figure 18. Figure 18 shows the first FIG. 1 is a diagram showing an example of a ball flow path in the left game area of the embodiment. The game ball that is shot into the area 32 is swung to the left game area or the right game area by the launch force. Generally, the game balls shot into the game area 32 from the ball launching device are divided into In this state, the left side of the game area flows down, and a special game state (for example, during a win) or a specific game state In a gaming state (for example, a time-saving state), the right gaming state flows down. Depending on the skill state, the player is guided in how to hit the ball so that the ball is distributed in this way.
[0256] The game ball that is shot into the left game 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 of the starting winning hole 36. For example, it may be called a stabilizer unit.
[0257] The winning stabilization device 600 receives the ball from the ball entrance (ball receiving entrance) 601. The winning stabilization device 600 guides the game balls entering from the ball inlet 601 through the flow path c2 or the flow path c3. Specifically, the winning stabilization device 600 distributes the balls so that they flow down. Of the 80 game balls, 79 were distributed to flow down the flow path c2, and the remaining one was The winning stabilization device 600 distributes the flow path c2 and the flow path c3. The distribution is done only by mechanical distribution, without the use of electrical game control. The gaming machine 10 achieves objective fairness by realizing the distribution of gaming balls without the intervention of the game control. In addition, the gaming machine 10 mechanically distributes gaming balls, and the behavior of the gaming balls determines the winning position. The winning stabilization device 600 can improve the enjoyment of the game by providing the uncertainty of the ball entering the ball. A distribution system that can stably distribute game balls that enter through the opening 601 to the flow paths c2 and c3. It also has the aspect of being a stabilizing device.
[0258] The game balls distributed to the flow path c2 flow out of the winning stabilization device 600 from the ball outlet 602. The game ball that has flowed down the flow path c2 passes through the flow path c4 and then the flow path c7 that passes through the warp port 694. The game ball can be guided to the warp flow path 695, but most of the time it flows down the flow path c8 and enters the starting winning hole 36. The ball outlet 602 is adjusted to check the winning rate of the starting winning hole 36. This is the ball exit that has the greatest impact.
[0259] The game balls distributed to the flow path c3 flow out of the winning stabilization device 600 from the ball outlet 603. Most of the game balls that flow down the flow path c3 are guided to the warp flow path 695 via the flow path c6. However, a portion of the jackpot flows down the flow path c5, providing a chance to win at the starting winning hole 36, similar to the flow path c8. The ball outlet 603 has a small effect on the winning rate of the starting winning hole 36 due to the winning inspection adjustment. It is the ball exit.
[0260] The game ball guided to the warp channel 695 reaches the warp exit located directly above the start winning hole 36. 696, so there is an extremely high chance of winning regardless of the winning inspection adjustment of the starting winning slot 36. On the other hand, the game balls that flow down the flow path c8 are adjusted according to the winning check of the starting winning hole 36. You will have the opportunity to win a prize.
[0261] In addition, the winning inspection and adjustment is to check the balls that are driven into the game board 30 in order to control the flow of the game balls. This includes hitting the loose nails, the angle of the windmill, the life nail of the starting prize hole 36, etc. with a hammer, etc. The scope of inspection and adjustment does not go beyond the change of the current situation, but is limited to the scope of maintenance and inspection work. Assuming that the result of the winning inspection adjustment is a slight winning inspection adjustment, the starting winning slot 3 This may affect the chances of winning 6.
[0262] Generally, the game balls flowing out of the warp exit 696 can move freely as long as they do not interfere with other game balls. The game ball that flows out from the warp exit 696 will enter the start winning hole 36. The probability of winning is close to 1 but not 1. The probability that the ball will reach the channel c5 is extremely small and close to 1. There is a non-1 chance that you will be guided to warp channel 695.
[0263] As a result, the gaming machine 10 starts when 100 gaming balls are shot into the left gaming area. It is almost certain that you will win at least one prize in the winning slot 36. Since the loading time is equivalent to about one minute of play, at least one starting win occurs per minute. This eliminates the possibility of there being no chance of a winning start for more than one minute.
[0264] Next, a comparison is made between a conventional gaming machine without the winning stabilization device 600 and a gaming machine with the winning stabilization device 600. The frequency of winning into the start winning slot in the gaming machine 10 will be explained with reference to FIG. 9 is a diagram showing an example of the distribution of the number of starts in the gaming machine of the first embodiment and a conventional gaming machine. is.
[0265] The graph shown in FIG. 19(1) is a graph showing the results of a conventional gaming machine that does not have the winning stabilization device 600. Number of starts per minute (frequency of winning at the start winning slot, number of starts winning per minute) Generally, the number of starts in a gaming machine is determined by the number of game pins that are placed in the game area. Since the prizes flow down randomly, the lower limit is 0 and the upper limit is 100. The distribution can be approximated. However, the number of starts at the amusement park is a design value (or an adjusted value). The average number of starts is adjusted to (for example, 5.5). However, in conventional gaming machines, Even if the average number of starts is adjusted to 5.5, It can take on the value 0 many times during time.
[0266] Such a zero start is inevitable even with proper adjustments. Such incidents can cause players to lose interest in playing and leave their seats, leading to problems at the gaming facility. But there's no way to prevent it.
[0267] The graph shown in FIG. 19(2) shows the winning time of the gaming machine 10 having the winning stabilization device 600. The gaming machine 10 having the winning stabilization device 600 is For every number (for example, 80), one is guided to the start winning hole 36, and the remaining number (for example, 79) will be randomly selected, so the Poisson distribution will have a lower limit of 1 and an upper limit of 100. However, the number of starts in the gaming machine 10 at the gaming facility is also a design value (or The average number of starts (for example, 5.5) can be adjusted to the adjusted value. The number of winning starts is adjusted to an average of 5.5, the same as conventional gaming machines. Even if the number of starts is 0, at least 1 is secured because of the winning stabilization device 600. is essentially eliminated.
[0268] That is, the winning stabilization device 600 guides the received game balls according to the random winning. The route is divided into a general route and a special route that does not follow random winning at a predetermined ratio. Such a gaming machine 10 can prevent players from losing interest in playing, and In addition, the gaming machine 10 can reduce the adjustment work burden at the gaming facility. is.
[0269] Next, an overview of the winning stabilization device 600 will be explained with reference to FIG. 1 is a diagram showing an example of an overview of the winning stabilization device of the embodiment. A base part 607, a ball passage housing case 605 on the front side of the base part 607, and a ball passage housing case A decorative plate 604 is attached to the front side of the base 605, and a stabilization mechanism housing case 607 is attached to the rear side of the base 607. The base part 607 includes the ball passage housing case 605 and the stabilization mechanism housing case 606. 06 and is disposed from the front side of the game board 30. The ball passage storage case 605 is a decorative The base part 607 and the ball passage housing case 605 or the ball passage The container 605 and the decorative plate 604 may be integrally molded.
[0270] The ball passage housing case 605 forms a box together with the decorative plate 604 and the base part 607, It contains a ball passage including a distribution section from the ball inlet 601 to the ball outlets 602 and 603. The container case 605 includes a decorative plate 604 and a left shoulder channel 608. 605 houses a part of the stabilization mechanism, which will be described later, together with a stabilization mechanism housing case 606. The ball passage housing case 605, together with the decorative plate 604 and the base part 607, can be easily stolen by a malicious third party. Protect the ball passage from tampering and manipulation.
[0271] The ball entrance 601 receives the game balls shot into the left game area with a predetermined probability. Of the game balls that are shot into the skill area, those that are received by the winning stabilization device 600 from the ball entrance 601 The game balls that are not caught flow down the side of the ball passage storage case 605 from the left shoulder flow path 608. The predetermined probability that the entrance 601 will receive the game ball is determined by the arrangement of the winning stabilization device 600 and the surrounding structure. (For example, the center case 40), the ball flow path formed in accordance with the positional relationship with the peripheral nails, etc. Therefore, it can be set arbitrarily according to the game characteristics of the gaming machine 10. The balls that are shot into the side game area are accepted with a probability that is close to 1 but not 1. The left side of the game area may have a probability of accepting a game ball that is hit into the left side of the game area. That's fine.
[0272] The ball outlet 602 is one of the outlets of the winning stabilization device 600, and is connected to the general route of the starting winning port 36. The ball outlet 603 is a normal outlet that connects to the winning stabilization device 600. This is a special exit that connects to the special route of Exit 36. The decorative plate 604 is a ball passage storage case 605. The decorative plate 60 functions as a cover for the winning stabilization device 600 and also decorates the front side of the winning stabilization device 600. 4 is to decorate the required design within the range that does not obstruct the visibility of the ball passage while making the ball passage visible. do.
[0273] The stabilization mechanism housing case 606 forms a box together with the base part 607 and houses the stabilization mechanism. The stabilization mechanism housing case 606 is designed to prevent tampering or unauthorized operation by a malicious third party. Protects the stabilization mechanism.
[0274] Next, the internal structure of the front side of the winning stabilization device 600 will be described with reference to FIGS. 21 and 22. FIG. 21 is a front perspective view showing an example of the internal structure of the winning stabilization device of the first embodiment. FIG. 22 is a front plan view showing an example of the internal structure of the winning stabilization device of the first embodiment. The winning stabilization device 600 shown in FIGS. 21 and 22 has a ball passage and a stabilization mechanism. To facilitate observation, the decorative plate 604 and the stabilization mechanism housing 606 are omitted from the illustration.
[0275] The winning stabilization device 600 has a ball passage 610 through which the game balls received from the ball entrance 601 flow down. The ball passage is formed by a standing wall that stands on the base portion 607 and a ball passage housing case 605. The path 610 includes an upper ball path 610a, a lower normal ball path 610b, and a lower special ball path 610c. It has.
[0276] The upper ball passage 610a guides the game balls received from the ball entrance 601 to the distribution part 660. The ball inlet 601 of the upper ball passage 610a is located above the sprocket 620. The upper ball passage 610a is located on the left side of the sprocket 620. The upper ball passage 610a dissipates the energy of the game ball received from the opening 601. The upper ball passage 610a guides the game balls vertically down the dividing part 660. One side of the ball passage is cut out to expose the tooth row of the sprocket 620. a is below the position where the tooth row of the sprocket 620 faces and directly above the distribution part 660 The pre-sorting deceleration wall 611 has a semi-cylindrical rib. The pre-sorting deceleration wall 611 and the guide rib 616 reduce the force of the balls flowing down. The distribution of game balls by the distribution part 660 is stabilized.
[0277] The lower normal ball passage 610b guides the game balls sorted by the sorting part 660 to the ball outlet 6 The lower normal ball passage 610b is a ball passage that guides the balls down the upper ball passage 610a. The lower normal ball passage 610b guides the game balls in the lower left direction (flow path c2). The passage wall facing 60 has a normal distribution deceleration wall 612, and the discharge is stabilized just above the ball outlet 602. The normal distribution deceleration wall 612 has a row of ribs in the shape of a kamaboko (fish paste). The discharge stabilizing rib 617 absorbs the energy of the balls. The ball is guided stably to the ball outlet 602.
[0278] The lower special ball passage 610c guides the game balls sorted by the sorting part 660 to the ball outlet 6 The lower special ball passage 610c is a ball passage that guides the balls down the upper ball passage 610a. The lower special ball passage 610c guides the game balls in the lower right direction (flow path c3). The passage wall facing 60 has a special post-sorting deceleration wall 613, and the discharge is stable just above the ball outlet 603. The special post-sorting deceleration wall 613 has a row of ribs in the shape of a kamaboko (fish paste) and The discharge stabilizing rib 618 stabilizes the game balls sorted by the sorting part 660. The ball is guided stably to the ball outlet 603.
[0279] The sprocket 620 has a tooth row that faces the upper ball passage 610a, and is positioned between the teeth. The game balls flowing down from the upstream side are fitted into the fitting recesses 621 one by one and allowed to flow down to the downstream side. The procket 620 rotates by one pitch each time a game ball is inserted and sent downstream. The sprocket 620 is prevented from over-rotating by the sprocket stabilizing lever 630. The game balls are made to flow down one by one, and the amount of rotation corresponding to the number of game balls that have flowed down is obtained.
[0280] The sprocket stabilizer lever 630 has a mating end 631, a pivot 632, and a balance end 63 The sprocket stabilizing lever 630 is generally V-shaped and has a rotating shaft 63 2, with one side being a mating end 631 and the other side being a balance end 633. 1 is arc-shaped and fits into one of the fitting recesses 621 of the sprocket 620. The mating end 631 is inclined so that the mating state can be easily released by the rotation of the sprocket 620. The balance end 633 can be fitted from above. When the sprocket stabilizing lever 630 rotates, the fitting end 631 fits into the fitting recess 621. Balanced for ease of mating and unmating.
[0281] The speed reducing mechanism 640 reduces the rotation amount of the sprocket 620 in accordance with the number of game balls that have flowed down. Then, the drive pin 651 is driven once every time a predetermined number of game balls (for example, 80 balls) flow down. The gears are pushed up to the tooth rotation region of the sprocket 620. This will be described in detail later with reference to Figures 23 to 27.
[0282] When the drive pin 651 is pushed up to the tooth rotation area of the sprocket 620, The drive pin 6 is pushed in the direction of rotation of the sprocket 620 by one of the teeth of the sprocket 620. 51 moves in the rotation direction of the sprocket 620, and is oscillated by a distribution link mechanism (not shown). The splitter part 660 is rotated from a first position to a second position. The first position is the upper ball passage 610a. The second position is a position where the game balls flowing down from the upper ball passage 610b are guided to the lower normal ball passage 610b. This is the position where the gaming balls flowing down from the passage 610a are guided to the lower special ball passage 610c. The distribution link mechanism will be described in detail later with reference to Figures 23 to 27.
[0283] The sorting part 660 is substantially disk-shaped and includes a sorting guide 661, a return seesaw 662, and a sorting shaft. The distribution part 660 has a support pin 663 and a distribution link lever abutment part 664. The sorting guide 661 can rotate between a first position and a second position around a support pin 663. , an upstanding wall that stands on a substantially disk-shaped base, and when in the first position, the upper ball passage 610a When the ball is in the second position, the ball is guided to the upper normal ball passage 610b. The balls flowing down from the path 610a are guided to the lower special ball path 610c. The contact portion 664 contacts the sway link lever 653 of the sway link mechanism, and The pushing up operation by the shaft 653 is converted into a rotation operation around the shaft support pin 663. The rotational movement of the link lever 653 moves the distribution guide 661 from the first position to the second position. The return seesaw 662 converts the flow of the liquid from the upper ball passage 610a when in the second position. The distribution parts 661 move from the second position to the first position until the game balls collide with each other and the distribution guide 661 moves from the second position to the first position. 60 is rotated by the force of the collision.
[0284] The left decorative recessed chamber 614 and the right decorative recessed chamber 615 are formed in the extra space of the ball passage receiving case 605. The left decorative recess 614 can accommodate a light emitting device that illuminates and decorates the decorative plate from the back side. The left decorative recess 615 is located on the left side of the ball passage 610, and the right decorative recess 615 is located on the right side. 614 may be a light-emitting decoration for the gaming balls flowing down the lower normal ball passage 610b. In addition, the right decorative recess 615 illuminates and decorates the game balls flowing down the lower special ball passage 610c. It may also be something.
[0285] As a result, the winning stabilization device 600 receives a predetermined number of balls (for example, For every 80 balls, one ball is discharged from the ball outlet 603, and the remaining balls (for example, 79 balls) are discharged. ) is discharged from the sphere outlet 602.
[0286] Next, the internal structure of the back side of the winning stabilization device 600 will be explained using Figures 23 to 25. FIG. 23 is a rear perspective view showing an example of the internal structure of the winning stabilization device of the first embodiment. FIG. 24 is a rear plan view showing an example of the internal structure of the winning stabilization device of the first embodiment. FIG. 25 shows the drive pin link gear of the first embodiment in (1) a perspective view and (2) a plan view. 23 and 24 show the winning stabilization device 600. To make it easier to observe the path and stabilization mechanism, a decorative plate 604 and a stabilization mechanism housing case 606 are attached. Illustration omitted.
[0287] The reduction mechanism 640 includes a sprocket link gear 641, a first reduction gear 642, and a first reduction a first reduction gear link gear 643, a second reduction gear 644, and 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. The sprocket 620 rotates once when 10 game balls pass through it. To rotate.
[0289] The sprocket link gear 641 transmits power to the first reduction gear 642. The gear ratio between the truncated gear 641 and the first reduction gear 642 is 1:2, and the sprocket ring Two rotations of the first reduction gear 641 are reduced to one rotation of the first reduction gear 642. A 642 rotates once when sprocket 620 rotates twice.
[0290] The first reduction gear link gear 643 is coaxial with the first reduction gear 642. 642 rotates once. That is, the first reduction gear link gear 643 also rotates once. Sprocket 620 makes one revolution when it rotates twice.
[0291] The first reduction gear link gear 643 transmits power to the second reduction gear 644. The gear ratio between the link gear 643 and the second reduction gear 644 is 1:2. Two rotations of the first reduction gear 643 are reduced to one rotation of the second reduction gear 644. A 644 rotates once for every four rotations of sprocket 620.
[0292] The second reduction gear link gear 645 is coaxial with the second reduction gear 644. 644 rotates once. That is, the second reduction gear link gear 645 also rotates once. Sprocket 620 rotates once for every four revolutions.
[0293] The second reduction gear link gear 645 transmits power to the drive pin link gear 646. The gear ratio between the reduction gear link gear 645 and the drive pin link gear 646 is 1:2. The two rotations of the reduction gear link gear 645 are reduced to one rotation of the drive pin link gear 646. That is, the drive pin link gear 646 rotates once for every eight revolutions of the sprocket 620. .
[0294] The drive pin link gear 646 has one drive pin link rib 6461. The rib 6461 is a rib that stands on the gear disk at a height that allows it to contact 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 diametrically aligned with one of the teeth, tooth 6464. The drive pin link rib 6461 is The width in the circumferential direction is approximately the same as the tooth thickness of the teeth 6464. The drive pin link rib 6461 is The contact surface 6462 that contacts the drive pin 651 when it is pushed up is flat, and the non-contact surface is tapered. The tapered surface 6463 is formed so that the drive pin 651 can move smoothly after the drive pin 651 is released from the contact. 51 is returned to the initial position, the drive pin link rib 6461 is prevented from obstructing the .
[0295] The distribution link mechanism 650 controls the rotational movement of the drive pin link rib 6461 by the distribution part 660. The distribution link mechanism 650 is a link mechanism that converts the path switching operation into the drive pin. 651, a dividing link lever pivot pin 652, a dividing link lever 653, and a link pin 654.
[0296] The drive pin 651 rotates in the tooth row rotation region based on the rotation of the drive pin link rib 6461. and the rotation of the sprocket 620 is controlled by the rotation of the sprocket 620. The drive pin 651 is pushed in the rotation direction of the sprocket 620. The link pin 654 connected to the link 651 is pulled up. The pivoting motion of the pivot link lever 653 is caused by the pivoting motion of the pivot link lever 652 as a fulcrum. This acts to pull up the distribution link lever 653. The operation is a pushing-up operation that pushes up the distribution link lever contact portion 664, and the distribution part 66 0 is rotated to convert the sorting guide 661 from the first position to the second position.
[0297] As a result, the winning stabilization device 600 allows 80 game balls to flow down the upper ball passage 610a. Each time, one ball is allocated to the lower special ball passage 610c, and the remaining 79 balls are allocated to the lower They can be diverted to the normal ball passage 610b.
[0298] Next, the linked operation of the distribution link mechanism 650 and the distribution parts 660 will be described with reference to FIGS. 26 to 2. 26 shows the distribution link mechanism and the swing mechanism of the first embodiment. The drive pin pushes up the sprocket tooth row rotation area in the linked operation of the split parts. FIG. 27 is a diagram showing the operation of the distribution link mechanism and distribution parts in the first embodiment. FIG. 28 is a diagram showing the drive pin entering the tooth row rotation area of the sprocket. The rotation direction of the sprocket in the linked operation of the distribution link mechanism and the distribution parts of the embodiment 10A and 10B are diagrams illustrating a push-up operation of a drive pin.
[0299] FIG. 26(1) shows the driving pin 651 being pushed up to the tooth row rotation area of the sprocket 620. 26(2) shows a front plan view of the same, and FIG. 26(3) shows a front plan view of the same. A rear plan view is shown.
[0300] The sprocket 620 is moved downward by the force of the game balls flowing down the upper ball passage 610a. The sprocket 620 rotates counterclockwise. The sprocket 620 has ten mating recesses 621 on its circumference. This means that 10 game balls will flow down and make one full circle.
[0301] The rotation of the sprocket 620 is transmitted through a 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 The rotational speed is reduced to 1 / 8 by the drive pin link gear 645 and the drive pin link gear 646. The drive pin link gear 646 rotates once for every eight rotations of the sprocket 620. That is, the drive pin link gear 646 is connected to the upper ball passage 610a through which 80 game balls flow. The drive pin link rib 6461 also rotates once as 80 game balls flow down. The drive pin link rib 6461 rotates once every 80 game balls flow down. The shaft 651 abuts against one end of the shaft 651 on the side of the reduction mechanism 640 .
[0302] FIG. 27(1) shows the drive pin 65 pushed up to the tooth rotation area of the sprocket 620. 27(a) is a perspective view showing the state in which the connector 1 is inserted into the fitting recess, and FIG. 27(b) is a front plan view of the same connector 1. FIG. 27(3) shows a plan view of the rear side of the same.
[0303] The drive pin link rib 6461 is connected to the drive pin link gear 64 after contact with the drive pin 651. Rotation of 6 pushes the drive pin 651 up into the tooth rotation area of the sprocket 620. In this way, the drive pin 651 is secured by the high torque drive pin link gear 646. It works.
[0304] The drive pin 651 pushed up to the tooth row rotation area of the sprocket 620 is driven by the drive pin rib. While abutting against the recess 6461, it enters one of the fitting recesses 621 and rotates the sprocket 620. The rolling force can push up in the direction of rotation of the sprocket 620.
[0305] FIG. 28(1) shows the pushing-up movement of the drive pin 651 in the tooth row rotation region of the sprocket 620. 28(2) shows a front plan view of the same, and FIG. 28(3) shows a back plan view of the same. A plan view of the face side is shown.
[0306] The drive pin 651 abutting against one of the teeth of the sprocket 620 rotates the sprocket 620. The link pin 654 connected to the drive pin 651 is pushed up in the rotation direction. The lifting operation of the pin 654 is a rotational movement with the pivot pin 652 as the fulcrum. This acts on the sorting link lever 653, pulling up the sorting link lever 653. The lifting operation of the link lever 653 pushes up the distribution link lever contact portion 664. The sorting part 660 is rotated to move the sorting guide 661 from the first position to the second position. Convert to.
[0307] In this manner, the drive pin 651 is driven by the sprocket 620 through the drive pin link gear It provides a large amount of movement that cannot be obtained from the 646. The transfer of the operation of the drive pin 651 to the shaft 620 ensures stable and reliable operation of the distribution link mechanism 650. It can be made certain.
[0308] The pushed-up drive pin 651 passes through the tapered surface 6463 and reaches the drive pin link. The drive pin 651 is disengaged from the drive pin link gear 6461. The drive pin link rib 6461 may become unable to support itself and come off, or the spring The rotation of the rocket 620 may disengage the drive pin from the link rib 6461. The link pin 654 is disengaged from the drive pin link rib 6461. The balance returns to the 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 allows 80 game balls to flow down the upper ball passage 610a. Each time a ball is thrown, one of the balls is allocated to the lower special ball passage 610c with stable and reliable operation. The remaining 79 balls can be allocated to the lower normal ball passage 610b.
[0310] In addition, the distribution part 660 distributes one game ball to the lower special ball passage 610c at the second position. When distributing the balls to the lower special ball passage 610c, the weight of the game balls distributed to the lower special ball passage 610c is the second The sorting part 660 is used for the transformation operation from the second position to the first position. At this time, it is possible to assist the return operation of the link pin 654 to its initial position.
[0311] That is, the link pin 654 is rotated when the drive pin 651 comes out of the drive pin link rib 6461. By adjusting the position, the robot can return to the initial position, which is a stable balance position. The assist of the link pin 65 ensures a more reliable return to the initial position. 4 is the misalignment caused by the delay in returning to the initial position due to the assistance of the alignment part 660. Prevention is realized.
[0312] As a result, the winning stabilization device 600 allows 80 game balls to flow down the upper ball passage 610a. Each time, one of the balls is distributed to the lower special ball passage 610c with more stable and reliable operation. The remaining 79 balls can be distributed 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 installed are shown in Figs. 29 shows the state of the first embodiment depending on whether or not the winning stabilization device is present. FIG. 30 is a diagram showing an example of a comparison of the verification results of the number of points. FIG. 10 is a diagram showing an example of a frequency distribution of the number of starts depending on whether or not a position is present.
[0314] The table shown in FIG. 29 shows the gaming machine 100 having the winning stabilization device 600 and the winning stabilization device 6 This is a comparison table of the verification results of the actual shooting test with the gaming machine without the winning stabilization device 600. In a live shooting test of 88,600 shots of a gaming machine that does not have a 100 shot average start The number of starts was 5.26, the maximum number of starts was 13, and the minimum number of starts was 0. In the survey, the average number of special routes per 100 shots was 4.14. The maximum number of special routes (maximum number of special routes) is 12, and the minimum number of special routes (maximum number of special routes) is 12. The minimum number) was 0. The special route is the warp exit 6, which is directly above the starting entry gate 36. 96 is a route that passes through a warp channel 695 that guides the game ball.
[0315] On the other hand, in a shooting test of 85,300 shots using the gaming machine 100 having the winning stabilization device 600, For every 100 shots fired, the average number of starts was 5.43, the maximum number of starts was 14, and the minimum number of starts was 14. In addition, the average number of special routes per 100 shots in the live-fire test was 1. 1.24, maximum special route was 3, minimum special route was 1.
[0316] Also, according to the frequency distribution table (start) shown in FIG. 30(1), the winning stabilization device 600 The winning rate per 100 shots is calculated for a gaming machine 100 having the winning stabilization device 600 and a gaming machine without the winning stabilization device 600. Although there is not much difference in the distribution ratio of the number of starts, the gaming machine 100 having the winning stabilization device 600 excludes the occurrence of events with a start number of 0.
[0317] On the other hand, according to the frequency distribution table (special route) shown in FIG. 30(2), the winning stabilization device 600 The gaming machine 100 having the winning stabilization device 600 and the gaming machine without the winning stabilization device 600 were compared. The distribution ratio of the number of special routes varies greatly. 0 excludes the occurrence of the special route 0. A gaming machine without the winning stabilization device 600, Although the occurrence of special route 0 events cannot be eliminated, events that go through special routes can occur more frequently. It is Noh.
[0318] That is, in a gaming machine that does not have the winning stabilization device 600, the starting winning slot 36 Even if many people win and contribute greatly to the excitement, There may be an event where no winning occurs in the starting winning slot 36 for this one minute. The occurrence of such an incident can significantly reduce players' motivation to play, leading to a decrease in activity. It is possible.
[0319] The gaming machine 100 having the winning stabilization device 600 is One of the 80 skill balls will be guided to a special route, so the number of shots per minute (100 shots) is The winning stabilization device 600 can guide 1.25 balls to a special route. The machine 100 has a high risk of an event where no winning occurs in the starting winning slot 36 for one minute. (At least, no occurrence of this event has been observed in live-fire tests) This eliminates one of the factors that cause problems.
[0320] Next, the number of starts according to the start adjustment of the gaming machine 100 having the winning stabilization device 600 The verification results will be explained using Fig. 31 and Fig. 32. Fig. 31 shows the results of the first embodiment. Comparison of the number of starts according to start adjustment in gaming machines with stabilization devices 32 is a diagram showing an example of a gaming machine having the winning stabilization device of the first embodiment. FIG. 10 is a diagram illustrating an example of a frequency distribution of the number of starts according to start adjustment.
[0321] The table shown in FIG. 31 shows the adjustment A and the adjustment B in the gaming machine 100 having the winning stabilization device 600. This is a comparison table of the verification results of the live firing test with adjustment A and B. For every 100 shots fired, the average number of starts was 5.43, the maximum number of starts was 14, and the minimum number of starts was 14. In addition, the average number of special routes per 100 shots in the live-fire test was 1. 1.24, maximum special route was 3, minimum special route was 1.
[0322] On the other hand, in a live-fire test with 278,000 shots in adjustment B, the average speed per 100 shots was The number of starts was 4.62, the maximum number of starts was 16, and the minimum number of starts was 1. In the shooting test, the average number of special routes per 100 shots was 1.25, and the maximum number of special routes was 3. The minimum special route was 1.
[0323] Also, according to the frequency distribution table (start) shown in Figure 32(1), the actual shooting times for adjustment A and adjustment B are Although there is not much difference in the shape of the graph in the distribution ratio of the number of starts per 100 shots, there is a difference between Adjustment A and Adjustment B. In comparison, the starting number for Adjustment B, which is the closing adjustment, has shifted to a smaller number. It can be taken.
[0324] In other words, although the adjustment results are clearly reflected in Adjustment A and Adjustment B, In other words, the difference between adjustment A and adjustment B is difficult for the game center to perceive. The difference in the operation of the gaming machine 100 is unlikely to be apparent, 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 actual results for Adjustment A and Adjustment B are The distribution ratio of the number of special routes per 100 shots remains almost the same. In this case, the gaming machine 100 eliminates the occurrence of events on the special route 0.
[0326] The gaming machine 100 having the winning stabilization device 600 is the winning stabilization device in both adjustment A and adjustment B. 600 will guide one of the 80 game balls it receives to a special route, so it takes about one minute ( For every 100 shots, 1.25 balls can be guided to a special route. The gaming machine 100 having the position 600 is configured to The risk of this happening is greatly reduced (at least in live-fire tests, the occurrence of this event has not been observed). This eliminates one of the factors that can lead to reduced operation.
[0327] In addition, the gaming machine 100 may be modified by changing the speed reducing mechanism 640 in the winning stabilization device 600 or by changing the spring. Change in the number of mating recesses on Rocket 620 changed the distribution ratio between special and non-special routes. It is possible.
[0328] Next, regarding the modified example of the front side appearance of the winning stabilization device 600, using Figs. 33 to 35, FIG. 33 shows a modified example (part 1) of the front side appearance of the winning stabilization device of the first embodiment. FIG. 34 is a diagram showing a modified example of the front side appearance of the winning stabilization device of the first embodiment ( 35 is a diagram showing a modification of the front side appearance of the winning stabilization device of the first embodiment. FIG. 10 is a diagram showing an example (part 3).
[0329] The winning stabilization device 600a shown in FIG. 33 has a decorative plate 604a. The hatched area is the decorative area, and the remaining area is the transparent area. The transparent area of the decorative plate 604a is , ball path 610 (upper ball path 610a, lower normal ball path 610b, lower special ball path 610 The transparent area of the decorative plate 604a allows the player to observe the sorting part 66. The player can observe whether the position of the 0 sorting guide 661 is in the first position or the second position. The transparent area of the decorative plate 604a allows the sprockets facing the upper ball passage 610a to be seen. 620 can be observed by the player. Note that the transparent area of the decorative plate 604a does not necessarily mean that the balls can pass through. Even if the entire path 610 is not observable, it is possible to check the game balls flowing down the ball path 610. That's fine.
[0330] The winning stabilization device 600b shown in FIG. 34 has a decorative plate 604b. The hatched area is the decorative area, and the remaining area is the transparent area. The transparent area of the decorative plate 604b is , ball path 610 (upper ball path 610a, lower normal ball path 610b, lower special ball path 610 The transparent area of the decorative plate 604b allows the player to observe the sorting part 66. The player can observe whether the position of the 0 sorting guide 661 is in the first position or the second position. The transparent area of the decorative plate 604b allows the sprockets facing the upper ball passage 610a to be seen. 620 can be observed by the player. Also, the transparent area of the decorative plate 604b allows the sorting link mechanism The drive pin 651 that constitutes part of the mechanism 650 has a confirmation window 6041 that allows confirmation. The transparent area of the decorative plate 604b does not necessarily allow the entire sphere passage 610 to be viewed. It is sufficient that the game ball flowing down the ball passage 610 can be confirmed. The distribution link mechanism 650, the reduction mechanism 640, or the sprocket, which are not limited to the moving pin 651, It may be possible to check the movable state of the movable parts including 620.
[0331] The winning stabilization device 600c shown in FIG. 35 has a decorative plate 604c. The hatched area is the decorative area, and the rest is the transparent area. The transparent area of the decorative plate 604c is , ball path 610 (upper ball path 610a, lower normal ball path 610b, lower special ball path 610 The transparent area of the decorative plate 604c allows the player to observe the sorting part 66. The player can observe whether the position of the 0 sorting guide 661 is in the first position or the second position. The transparent area of the decorative plate 604c allows the sprockets facing the upper ball passage 610a to be seen. 620 can be observed by the player. Note that the transparent area of the decorative plate 604c does not necessarily mean that the balls can pass through. Even if the entire path 610 is not observable, it is possible to check the game balls flowing down the ball path 610. The confirmation window 6041 may be formed by any suitable mechanism other than the drive pin 651, such as the distribution link mechanism 650, The operating state of the speed reducing mechanism 640 or the moving part including the sprocket 620 can be confirmed. It may also be something.
[0332] The transparent area of the decorative plate 604c is such that the position of the sorting guide 661 of the sorting part 660 is the first A guide display 6042 that can guide the timing of the change from the first position to the second position is displayed so that the player can see the display. The guide display 6042 indicates the number of game balls that will flow down until the distribution guide 661 is switched. is displayed on a two-digit seven-segment display.
[0333] The number of game balls flowing down until the distribution guide 661 is turned is determined by the number of game balls flowing down from the ball outlet 602. It can be calculated from the number of balls flowing down and the timing of the game balls flowing down from the ball outlet 603. The calculation is performed by the performance control device 300, and the performance control device 300 calculates a two-digit number. The seven-segment display of the can be controlled to emit light. The number of balls flowing down is determined by the position of the drive pin link rib 6461 on the drive pin link gear 646. It may be more guided.
[0334] Next, a modified example of the ball passage of the winning stabilization device will be explained using FIG. 36. 36 is a diagram showing a modified example of the ball passage of the winning stabilization device of the first embodiment. The stabilizing device 600d has extended ball outlets 699, 700, and 701 beyond the ball outlet 603. .
[0335] Most of the game balls that flow down the ball outlet 602 reach the extension ball outlet 699, but is sufficiently small and has a non-zero probability of reaching the extra ball exit 700 through the ball passing port 697. Most of the game balls that flow down the ball outlet 603 reach the extension ball outlet 701, but There is a sufficiently small but non-zero probability that the ball will pass through the ball passing opening 698 and reach the extra ball exit 700.
[0336] For the extension ball exit 699,700, the winning inspection adjustment has a big impact on the winning rate for the starting winning hole 36. The extension ball exits 699 and 700 are located directly above the starting winning hole 36. The probability of arriving at the exit 696 is sufficiently smaller than 1 and not 0, and is affected by the winning inspection adjustment. It is an accessible ball outlet.
[0337] The extension ball outlet 701 is such that the degree to which the winning inspection adjustment has a small effect on the winning rate to the starting winning hole 36 is small. The extension ball exit 701 is a warp exit 69 located directly above the starting winning hole 36. 6 is a ball exit that can be reached with a probability that is close to 1 regardless of the winning inspection adjustment, and the starting winning hole This is a ball outlet where the degree to which the winning inspection adjustment affects the winning rate to 36 is small.
[0338] Such a winning stabilization device 600d does not achieve the same effect as the winning stabilization device 600. However, it is possible to add uncertainty to the allocation by the allocation part 660 to the extent that it does not impede the effect. This can be done.
[0339] The extension ball outlet 700 is not the same as the extension ball outlet 699, but is the same as the extension ball outlet 69 9 or the extra ball outlet 701 may be able to obtain a different benefit. For example, The extra ball outlet 700 is a game ball outlet that the extra ball outlet 699 and the extra ball outlet 701 cannot guide. It may be possible to guide a sphere.
[0340] Next, FIG. 37 shows a modified example of the position of the winning stabilization device 600 on the game board 30. 37 is a diagram showing an example of the arrangement position of the winning stabilization device of the first embodiment. is.
[0341] The winning stabilization device 600 is located at the position 3001 of the game board 3000. Although it is stated that it is disposed at the corresponding position, it may be disposed at another position as a modified example. For example, the winning stabilization device on the game board 3000 is located at a position corresponding to the installation position 3002. Such a winning stabilization device may be provided to prevent the ball from flowing down from one of the ball outlets. The game balls may be guided to the outlet 30a where there is no chance of winning. Such a winning stabilization device receives a game ball heading toward the outlet 30a and The game balls flowing down from the starting winning hole 36 or other winning holes are given a chance to win. The remaining game balls flowing down from the ball outlet are guided to the outlet 30a where there is no chance of winning. It may also be something that
[0342] In addition, the winning stabilization device on the game board 3000 is located at a position corresponding to the installation position 3003. Such a winning stabilization device may be provided to prevent the ball from flowing down from one of the ball outlets. The game balls may be guided to the specific winning hole 95. The stabilizing device receives the game balls heading for the special variable winning device 38 and causes them to flow out of one of the ball outlets. The game balls that fall down are given a chance to win a prize in the special variable prize winning device 38, and the remaining balls flow out of the ball outlet. It may also be possible to provide a chance for a falling game ball to win a specific winning hole 95.
[0343] Next, a modified example of the allocation target of the winning stabilization device will be explained using FIG. 38(1) is a diagram showing a modified example of the allocation target of the winning stabilization device of the first embodiment. The allocation table shown corresponds to the winning stabilization device 600 described as the first embodiment. The stabilization device 600 is disposed in the upper left of the game area 32, and the distribution target is the game ball when hit from the left, The distribution A (first ball outlet: ball outlet 602) is the normal route, and the distribution B (second ball outlet: ball outlet Exit 603) will be designated as a special route.
[0344] The allocation table shown in FIG. 38(2) is the same as that of the winning stabilization device 600 described as the first embodiment. The winning stabilization device corresponding to the modified example is disposed below the play area 32. , the allocation target is the winning opportunity lost ball (excluding the special route after allocation), and allocation A (1st The ball outlet) is set as an out route for guiding the game ball to the outlet 30a, and the distribution B (the second ball outlet The designated winning entrance will be designated as a special route to have a chance to win a prize.
[0345] The allocation table shown in FIG. 38(3) is the same as that of the winning stabilization device 600 described as the first embodiment. The winning stabilization device corresponding to the modified example is a special variable winning device 38 (special winning The balls to be distributed are those entering the special prize port, and distribution A (first ball exit) is The second ball outlet is a specific area that provides a specific benefit.
[0346] The allocation table shown in FIG. 38(4) is the same as that of the winning stabilization device 600 described as the first embodiment. The winning stabilization device corresponding to the modified example is disposed inside the specific winning opening, The allocation target is the balls that enter the specific winning port, allocation A (first ball exit) is the non-specific area, and allocation B ( The second ball exit) is a specific area that will provide specific benefits.
[0347] The allocation table shown in FIG. 38(5) is the same as that of the winning stabilization device 600 described as the first embodiment. The winning stabilization device corresponding to the modified example is disposed on the right side of the play area 32. The ball to be distributed is the game ball when hit to the right, and distribution A (first ball exit) is the ball that enters the normal starting gate 34. The non-regular starting gate (route) has no prize opportunity, and the second ball exit is the regular starting gate. This will be the starting gate (route) for the general route where there is an opportunity to win at No. 34.
[0348] The allocation table shown in FIG. 38(6) is the same as that of the winning stabilization device 600 described as the first embodiment. The winning stabilization device corresponding to the modified example is disposed on the right side of the play area 32. The distribution target is the game ball when hitting right, and distribution A (first ball outlet) is to the normal variable winning device 37 The route is a non-regular electric winning route with no winning opportunity, and the distribution B (second ball exit) is the normal variable winning device 37. This will be a route for ordinary trains that offers a chance to win.
[0349] In this way, the winning stabilization device can be placed at any position on the game board, and The allocation destination can be set arbitrarily. Also, the winning stabilization device allocates allocation A and The distribution ratio of distribution B can be set within a range where it can be slowed down. It does not have to be an independent device, but is integrated with the center case 40. Alternatively, it may be integrated with other decorative devices, prize winning devices, or other devices. In addition, the winning stabilization device has a unit configuration in which the deceleration mechanism can be rearranged, The ratio may be easily changed to provide a versatile configuration.
[0350] Next, the use of the signal output from the winning stabilization device for performance purposes will be explained with reference to FIG. 39 is a diagram showing an example of the use of the signal output from the winning stabilization device of the first embodiment. do.
[0351] The drive pin link gear 646a shown in FIG. 39(1) has a performance use mark 6465 The performance use mark 6465 is the driving pin link rib 6461 before it abuts against the driving pin 651. The drive pin link gear 6 is made detectable from the first timing to the second timing at which it abuts. The mark for use in the performance 6465 is a mark attached to the surface of the disc 46a. and input to the performance control device 300.
[0352] The display screen 520 shown in Figure 39(2) includes a presentation message 521 in the display content. The message 521 is displayed based on the detection information of the effect use mark 6465. The message 521 may be, for example, a message "Start Chance" to inform the player. The effect message 521 can guide the player to the timing of advantageous ball swings. The timing of the ball swing may be vague or specific. A more detailed effect message 521 may be displayed instead of the effect use mark 6465. This can be easily achieved by using a rotary encoder or the like.
[0353] Such a gaming machine 10 is a game in which the player misses the timing of the ball swing that is advantageous to the player and stops the game. In addition, such a gaming machine 10 can provide the player with motivation to continue playing. This will contribute to improved operation.
[0354] In addition, the gaming machine 10 (including the modified examples) of the first embodiment described above has the following features in one aspect: In the past, the drive mechanism oscillates the drive unit, The blocking portion protruding into the winning ball passage retracts from the winning ball passage, and at the same time, the blocking portion closes the winning ball passage. The blocking part that had been retracted projects into the winning ball passage, and at the same time, the blocking part There is a gaming machine that allows the player to alternately repeat the action of moving the player away from the passage. However, conventional gaming machines are controlled by a drive mechanism, and there are doubts about the fairness of the control. In addition, if the period during which the game ball is not guided to the winning ball passage is long, In some cases, the technique becomes boring and the interest is reduced. This makes it possible to achieve both fun and excitement.
[0355] (1) The gaming machine (for example, the gaming machine 10) has a gaming area (for example, a gaming area) where gaming balls flow down. The skill area 32) has a predetermined winning hole (for example, a starting winning hole 36) and a winning hole that can be entered. The first path (for example, the lower normal ball passage 610b, the ball exit 602) and the winning hole Easy second path (e.g., lower special ball passage 610c, ball outlet 603) and first path and second path Located above the two routes, it redirects game balls received from the receiving port to either the first route or the second route. The path dividing section (for example, the upper ball passage 610a, the sprocket 620, the reduction mechanism 64 The path sorting unit is provided with a path sorting mechanism and a sorting part 660. An upper ball passage (for example, upper ball passage 610a) through which the inserted game ball flows down, and A distribution part (for example, distribution part 6) that distributes the game balls that flow down to the first path or the second path. 60), and a rotating part (for example, For example, a sprocket 620, and the rotation of the rotating part is increased every time the rotating part reaches a predetermined rotation amount. Based on the rotation operation, the distribution unit switches from distribution to the first path to distribution to the second path, and Based on the flowing motion of one game ball flowing down the path, the distribution unit is changed from distribution to the second path to distribution to the first path. (for example, a speed reducing mechanism 640, a distribution link mechanism) (see FIG. 17 to FIG. 2 8).
[0356] (2) The gaming machine (for example, the gaming machine 10) has a gaming area (for example, a gaming area) where gaming balls flow down. The skill area 32) has a predetermined winning hole (for example, a starting winning hole 36) and a winning hole that can be entered. The first path (for example, the lower normal ball passage 610b, the ball exit 602) and the winning hole Easy second path (e.g., lower special ball passage 610c, ball outlet 603) and first path and second path A distribution section (for example, a section above the two paths) that distributes game balls to the first path or the second path. For example, a ball passage (for example, a ball passageway) that guides the game balls received from the receiving port to the distribution part. For example, the distribution part 660 and the fitting recess into which the game ball can be fitted are faced to the ball passage, and the fitting is performed. By placing game balls in the recess and letting them flow down one by one, a predetermined amount is dispensed each time a game ball flows down. A rotating sprocket (e.g., sprocket 620) and a ball-rotating mechanism for rotating a predetermined number of balls. The amount of rotation of the sprocket is reduced to the amount of action required for the distribution part to convert from the first position to the second position only once. The distribution unit is provided with a deceleration unit (for example, a deceleration mechanism 640) for decelerating the The ball is rotatable between the first position and the second position, and the ball is released from the engagement recess and flows down. When it is in the first position, it is assigned to the first route and remains in the first position, and when it is in the second position, it is assigned to the second route. The first position is converted by dividing the path (for example, by a dividing link mechanism) (see Figures 17 to 28). see).
[0357] [Second embodiment] Next, a gaming machine 10 according to a second embodiment will be described with reference to the drawings. In this embodiment, the same components as those in the first embodiment are denoted by the same reference numerals and the description thereof will be omitted. do.
[0358] The gaming machine 10 of the second embodiment has a setting function. It has a setting function that allows you to select one of two or more jackpot probabilities that are prepared in advance and set it. In addition, many of the conventional gaming machines have had to adjust the flow of game balls as part of the winning inspection and adjustment. In other words, among the conventional gaming machines, there are Some machines are capable of adjusting the ball output based on the winnings inspection and adjustment.
[0359] However, such gaming machines have a setting function that allows gaming parlors to operate in a variety of business modes. While this makes it possible, it is essential to check and adjust the results in order to conduct appropriate sales. From the player's perspective, the settings of such machines are unknown, so expectations regarding the payout are low. Therefore, the player must estimate the winning rate from the results of the winning check and adjustment. They approach the game with the attitude that they will be sold, and are unaware of the variance in winning frequency that is probabilistic. As a result, such gaming machines are not suitable for players. This was also difficult for the amusement park to handle.
[0360] Therefore, the gaming machine 10 of the second embodiment takes into account the stochastic variation in the winning frequency. By correcting with the prize stabilization device 600, even with the setting function and the prize check adjustment, the player The Committee shall be able to support the following:
[0361] The gaming machine 10 of the second embodiment receives support from the player while It has a completion function to prevent excessive addiction to the game. The gaming machine 10 in this state has both a setting function and a complete function, or either one of them. The existence of the winning stabilization device 600 serves the interests of both the player and the gaming facility.
[0362] First, the setting function of the gaming machine 10 of the second embodiment will be explained with reference to FIGS. 40 to 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. 10 is a diagram (part 3) showing an example of the setting contents of the embodiment. As a so-called type 1 game, there are two types: special chart 1 game (first special chart change display game) and special chart 2 game ( It is possible to run a second special chart change display game.
[0363] The setting function of the gaming machine 10 shown in FIG. 40(1) has three settings from setting "1" to setting "3." It has a setting, and the probability of winning can be changed in both the special chart 1 game and the special chart 2 game. 1" has a low probability of winning 1 / 319 and a high probability of winning 10 / 319. " has a low probability of winning 1 / 329 and a high probability of winning 10 / 329. Setting "3" The low probability of winning is 1 / 339, and the high probability of winning is 10 / 339. Settings 1 through 3 all have a probability variation rate of 50 / 100.
[0364] The setting stages of the gaming machine 10 may be smaller than three stages or may be larger than three stages. The setting function of the gaming machine 10 shown in FIG. 40(2) can be set from "1" to "2". There are six settings, including setting "6", and the jackpot probability can be changed for both the special chart 1 game and the special chart 2 game. Setting "1" sets the low probability of winning to 1 / 319 and the high probability of winning to 10 / 319. Setting "2" sets the low probability of winning to 1 / 324 and the high probability of winning to 10 / 3 24. Setting "3" sets the low probability of winning to 1 / 329 and the high probability of winning to 10 / 32. 9. Setting "4" sets the low probability of winning to 1 / 334 and the high probability of winning to 10 / 334. The setting "5" is a low probability of winning 1 / 339 and a high probability of winning 10 / 339. The setting "6" has a low probability of winning 1 / 344 and a high probability of winning 10 / 344. In addition, the probability of success for settings "1" to "6" is 50 / 100.
[0365] The setting items of the gaming machine 10 are not limited to the jackpot probability. The setting function of 0 has three settings from setting "1" to setting "3", and the special chart 1 game and the special chart Both games have the same jackpot probability, but the probability of winning can be changed. " has a probability of 45 / 100, setting "2" has a probability of 50 / 100, setting "3" means the probability of winning is 55 / 100. Settings "1" to "3" all have a chance of winning. The low probability of winning is 1 / 319, and the high probability of winning is 10 / 319.
[0366] The probability setting value is the display probability setting value corresponding to the selected setting value (working setting value). For example, a 4-digit 7-segment type (8-segment type including the dot Dp) The probability setting value display device 136 can display the value. Instead of the probability setting value display device 136, the probability setting value may be displayed.
[0367] In addition, the setting function of the gaming machine 10 shown in FIG. 41(2) has three stages from setting "1" to setting "3." The jackpot probability is the same for both the special chart 1 game and the special chart 2 game, and the first time the probability The probability of falling is 100 / 100, but the probability of falling is adjustable. It is the probability of transitioning a game state with a high probability of winning to a low probability of winning, and is the probability of transitioning a game state with a high probability of winning to a low probability of winning. The probability is drawn for each run. Setting "1" sets the probability of falling to 4 / 319, and setting "2" " sets the probability of falling to 3 / 319, and setting "3" sets the probability of falling to 2 / 319. For all settings from "1" to "3", the low probability of winning is 1 / 319, and the high probability of winning is 10 / Let's say it's 319.
[0368] In addition, the setting function of the gaming machine 10 shown in FIG. 41(3) has three stages from setting "1" to setting "3." It has a floor setting, and the probability of winning is the same for both the special chart 1 game and the special chart 2 game, but the time is shortened. The number of continuations can be changed. Setting "1" sets the number of continuations for time reduction to 50, and setting "2" sets the number of continuations for time reduction to 50. , the number of times the time-saving continuation is 55, and setting "3" means the number of times the time-saving continuation is 60. From setting "1" In the setting "3", the low probability of winning is 1 / 319 and the high probability of winning is 10 / 319. do.
[0369] In addition, since the number of times the time-saving continues can be easily determined by the player, such a setting is not necessary. In the gaming machine 10 having the fixed function, there is no reason to hide the set value from the player. The gaming machine 10 that allows the setting of the setting value or information that can identify the setting value is displayed on a display device. The display output by the device 41, the sound output by the speaker 19, and the performance mode of other performance devices It may be possible to provide more guidance.
[0370] In addition, the probability of the setting items of the gaming machine 10 shown in FIG. 40 and FIG. 41 is set to 1 / 319, etc. Although expressed as fractions, these can be expressed as reduced fractions or approximations of fractions with larger denominators. For example, the probability 1 / 319 shown in Figure 41(1) can be expressed as a fraction of the probability 1 / 319 shown in Figure 42( 1), it is expressed as an approximation of the probability 205 / 65536. Similarly, Figure 4 The probability of 10 / 319 shown in Figure 1(1) is reduced to a probability of 2050 / 65 as shown in Figure 42(1). 536. Also, in the settings "1" to "3" shown in Figure 41(1), The probability of winning is 45 / 100, 50 / 100, and 55 / 100 as shown in Figure 42(1). , respectively with probability 29790 / 65536, probability 32870 / 65536, and probability 35950 It is expressed as an approximation of / 65536.
[0371] In addition, the low probability of winning and the high probability of winning in the setting items of the gaming machine 10 shown in FIG. 42(1) The probability denominator for both the lottery and the probability rate is 65536. The value (probability denominator) is a 16-bit hardware random number generator that can generate numbers from 0 to 65535. It may be generated by a generator (high-speed counter) or by software. The random number may be expressed in more than 16 bits. Good too.
[0372] Next, we will look at the case where the probability denominator is different for the low probability of winning, the high probability of winning, and the probability rate. The low probability of winning and the high probability of winning are shown in Figure 42 (2). The denominator is the same 65536. The probability rate is also the same 6 in all settings. 5535. In other words, the probability denominator for low probability of winning and high probability of winning, and the probability rate The probability denominator in As a result, the setting function of the gaming machine 10 shown in FIG. 42(2) is the same as that of the gaming machine 10 shown in FIG. It is possible to derive different gameplay from the 10 setting functions.
[0373] Next, for each setting, the probability denominator is the same for the low probability of winning, the high probability of winning, and the probability rate. While doing so, the numerator of the low probability of winning and the high probability of winning and the numerator of the probability rate are mutually common factors. The case where it does not have is shown in Figure 42 (3). Low probability of winning, high probability of winning, and probability of winning In this case, the probability denominator is the same for all settings: 65536. The numerator 205 of the low probability and the numerator 2050 of the high probability of winning are the numerator 29789 of the probability rate. There are no common factors between them. Similarly, the numerator of the probability rate for setting "2" is 32871, and the setting " The numerator 35952 of the probability rate in "3" is also a numerator of low probability of winning and a numerator of high probability of winning. On the other hand, the setting function of the gaming machine 10 shown in FIG. The numerator of the variable ratio is a common factor between the numerator of the low probability of winning and the numerator of the high probability of winning (for example, 42(3) has the setting function of the gaming machine 10 shown in FIG. 1) It is possible to derive gameplay different from the setting function of the gaming machine 10.
[0374] In addition, the gaming machine 10 of the second embodiment has only one setting item for each setting value as a setting function. However, it is also possible to change a combination of two or more setting items. In addition, the gaming machine 10 of the second embodiment has a setting function that allows the same setting item to be changed for each setting value. However, it is also possible to change different setting items for each setting value. For example, setting "1" and setting "2" have the same low and high jackpot probabilities, but the probability of success is The settings "2" and "3" are different, and the low probability of winning and the high probability of winning are different. The ratio is made the same. Such a gaming machine 10 can derive more diverse gameplay. In addition, such a gaming machine 10 increases the difficulty of guessing the set value for the player, making the game more interesting. It allows you to create a unique look.
[0375] Next, the state of the safety device in the gaming machine 10 of the second embodiment and the performance system corresponding to that state The aspect of the device will be described with reference to Figure 43. Figure 43 shows the safety device of the second embodiment. FIG. 10 is a diagram showing an example of a table showing the modes of performance-related devices according to the state.
[0376] The state of the performance device according to the state of the safety device etc. is As explained in the first embodiment, the safety device The state is the safety counter value of 0 to 189999 (the difference ball number of -100000 to 89999 ) and goes into a non-operation state (operation notice state, operation warning state, or normal state where the The status of the safety device is indicated by the safety device counter value (900 The safety device will enter an activation warning state, which will warn you of its activation depending on the difference in balls (00 to 94999). Also, the safety device status is 195,000 safety device counter value (95,000 difference balls reached) ) to warn of the operation of the safety device in response to the warning state or the safety device is in operation The device will enter the operating state.
[0377] In addition, the safety device is a safety device counter value of 195000, during a big hit or a small hit It will be in an operation warning state when the game is in a big win or small win state. Therefore, if the safety device is activated before a big hit or small hit occurs, play will be suspended immediately. A stop state (unplayable state, play prohibited state) occurs, and an operation warning state does not occur. become.
[0378] On the other hand, the activation warning state occurs when the safety device counter value reaches 195,000 during a big win or small win. This can occur when the jackpot or small jackpot ends. When the win or small win is over, the safety device will change from the activation warning state to the activation state (activation state). Transition to.
[0379] Safety device counter value of 0 to 194999 (difference in balls from -100000 to 94999) When all devices are in the inactive state or in the activation notice state, the gaming machine status (game status) is Or the car is waiting for customers (waiting for customers state). Also, the safety device counter value is 195000 (95 When the difference in the number of balls reaches 000, the state of the gaming machine is a small win in the safety device operation warning state. During the game or jackpot, but the safety device is activated and the game is stopped (unplayable state, Even if a strong error occurs, the same game stop state will be applied. This state can occur.
[0380] In the game stop state, the game is a special chart change display game, a normal chart change display game, and Round play (play during a big win or small win) etc. cannot be performed. As in the first embodiment, when the game is stopped, the detection of the game ball by the winning port switch is invalid. The winning slot (winning) will be invalidated, and the large winning slot, specific winning slot 95, normal variable winning device 3 The solenoid stops so that the 7th stage closes, and the launch of the game balls from the ball launcher stops (prohibited) ) and the firing stops, and the collective display device 50 goes out. In the stopped state, not only can the special chart change display game and the normal chart change display game not be continued, Therefore, it will be impossible to start new special chart change display games or new regular chart change display games.
[0381] In addition, the gaming machine 10 stops the launch of gaming balls from the ball launcher when the game is stopped. Therefore, when the game is stopped, the rotation of the drive pin link gear 646 of the winning stabilization device 600 is Such a gaming machine 10 can quickly prevent winnings from being made to invalid winning slot switches. In addition, the prevention of winning into an invalid winning slot switch will be effective after the game stop state is released. This contributes to improving the chances of winning a prize via the prize winning stabilization device 600.
[0382] It is also possible to configure the device so that firing is not stopped when the safety device is activated and the game is stopped. (Even if the game stops due to a severe error, firing does not have to be stopped.) In addition, the gaming machine 10 does not stop sending payout commands in the game stop state. The payout of prize balls for winnings that occurred before the state was changed will continue.
[0383] In the game stop state, the gaming machine 10 transmits external information to an external device such as a hall computer. A security signal is output as a signal, and a test firing test is performed as on data of the gaming machine error state signal. The gaming machine 10 outputs a test signal to the test device. In this case, it is possible to configure the system so that the test signal (game machine error state signal) is not generated (for a strong error). (Even in the event of a game stop caused by the above, a test signal does not have to be generated.)
[0384] In the gaming machine 10, when the safety device is not activated, the safety device is basically set to the number of balls that are different from ... However, as an exception, when waiting for passengers, etc., the display device 41 does not display the safety device related display. Therefore, the safety device is indicated by a specific model marking (for example, "complete function equipped"). The gaming machine 10 may display a specific model number. It allows users to recognize that it has a complete device (complete functions).
[0385] In the safety device activation notice state, the gaming machine 10 displays a safety device related display (or a safety device An operation notice display is displayed on the display device 41 as an operation information display. In this case, the message "The game will end soon" and the difference in the number of balls will be displayed on the display device 41. It is also possible to display either one of the two. The display may show the difference in the number of balls itself, or the difference until the safety device is activated. The difference in the number of balls may be displayed by rounding off the fraction. It is not limited to numerical displays, but may also be an icon display or gauge display that indicates a predetermined number of units. It is also possible.
[0386] In order to effectively display the operation notice display, the gaming machine 10 changes the display mode of the operation notice display as follows: It changes depending on the game status, such as when waiting for customers or when a change is being displayed (when a special change display game is being executed). The performance control device 300 may also be configured to notify the safety device operation at the start of the operation notice state. As a related command, an operation notice command corresponding to the operation notice state is received, so the display The device 41 can display an operation notice display.
[0387] The gaming machine 10 notifies the player in advance of the possibility that the game may become unavailable by displaying an operation notice. This will prompt the player to end the game and prevent the player from unintentionally suffering a disadvantage. In addition, the gaming machine 10 can warn anyone who is cheating by displaying an advance notice of the operation. By giving a warning, it is possible to prompt the player to stop cheating. For example, it can be set to display different notices depending on the situation (waiting for customers, displaying a changing display, etc.) and provide appropriate notices. Cut.
[0388] In the gaming machine 10, in the activation warning state of the safety device during a small win or a big win, Display an operation warning message (for example, "The game will end after the winnings have ended") The performance control device 300 displays the safety information at the start of the operation warning state. All devices receive an operation warning command corresponding to an operation warning state as an operation-related command. Therefore, it becomes possible to display an operation warning display on the display device 41.
[0389] The gaming machine 10 is in the operating state of the safety device (not in the small win or big win state), that is, the game is stopped. In this state, a safety device related display (for example, the text "Stopped") is displayed. It is displayed on the display device 41. At the start of the operation state, the performance control device 300 Since all device operation related commands are received as operating commands corresponding to the operating status, It becomes possible to display an operation indication on the display device 41.
[0390] The performance control device 300 is configured to display an operation notice to notify the user of the operation of the safety device, The display device 4 is provided with an operation warning display that warns of an operation of the safety device, and an operation display that shows that the safety device is in operation. A display control means capable of displaying on the display means etc. is configured.
[0391] The display device 41 displays an error message even when the safety device is activated and the game is stopped. For example, even when the game is stopped, the payout continues, so the game balls ( Although a payout error may occur regarding the payout of the game media, the display device 41 , a payout error can be notified by an error display. In this case, the game will stop and the game will be stopped (unplayable state, game prohibited state), but a strong error In the game stop state due to the error, the display device 41 notifies the hall staff and the player of the error occurrence. To make the player aware of the error, the payout error may be notified by an error display, or a severe error may be To avoid confusion, a payout error may be made unnoticeable.
[0392] In the game stop state, unlike the non-operation state, operation notice state, and operation warning state, The light emitting portion (LED) of the display device 50 and the performance display device 135 displays in a specific manner. The display is a display mode that does not appear during gaming, for example, all lights are turned off ( In addition, in the game stop state, the collective display device 50 and the performance display device All the light emitting parts (LEDs) of the device 135 may be lit (all lit), and Any other display mode may be used as long as it does not cause any inconvenience to the player. It is desirable that the display mode be easily distinguishable. The performance display device 135 can be the same as the setting value display device 136. It may be possible to display an error message or an error message, and two or more messages may be displayed alternately. The ball loan button 27 remains active even when the game is stopped. When a player operates the payout device to borrow a game ball, the game ball is paid out to the upper tray 21. It is okay to do so.
[0393] In the game stop state, the performance control device 300 that receives the operation command The LEDs for effects provided in the gaming machine 10, such as the LEDs of the 18 and the board decoration device 46, are also The display is made in the manner shown in FIG. 1. The display is made in the manner shown in FIG. 1. The display is made in the manner shown in FIG. 1. The display is made in the manner shown in FIG. The specific display of the output LEDs is either all off (all off) or all on (all on) However, while an error is occurring, some or all of the LEDs for effect may be lit red. In addition, the performance control device 300 controls the speaker in the non-operation state, the operation notice state, and the operation warning state. The audio output from the speaker 19 is set as a normal output, and the audio from the speaker 19 is set as a normal output when the game is stopped. You can stop the output and silence it.
[0394] In addition, in the game stop state, the performance control device 300 performs hall / player setting mode processing. Even if the operation unit is operated, the LED or LCD (display unit 41, etc.) for the performance is not executed. Disable brightness and speaker volume adjustments and set them to the default settings. For example, the default brightness may be zero or a predetermined value (all off or all on). The volume of the specified volume can be set to zero (silence). Also, in the hall / player setting mode processing (adjustment processing), , the operation section for the person in charge of the game center and the player (cross cursor switch, center switch, accessory switch The volume and brightness of the gaming machine 10 are adjusted in response to the operation of the volume control switch on the back of the gaming machine, etc. In this way, when the game is stopped, the player can perform various adjustments such as Even if an operation is performed, various adjustments such as volume adjustment and brightness adjustment are not performed, so players, etc. It is easier to recognize that the game is stopped, and the default brightness and volume are low. This allows power to be saved when play is stopped.
[0395] In another configuration, in the game stop state, the performance control device 300 executes the hall / player setting mode. Even if the card processing is performed, the operation signal corresponding to the operation of the operation panel will not be accepted (disabled). Even if the person in charge of the game center or a player operates the control panel, In this configuration, the first operation unit that can be operated by the player may be set to a predetermined brightness or a predetermined volume. (Cross cursor switch, center switch, accessory switch) (ignoring or disabling) while the hall manager, The second operation unit (volume control switch on the back of the machine) can be operated by the person in charge. Then, when the player operates the first operation unit, the predetermined brightness or the predetermined If the hall staff operates the second operation unit, the volume is adjusted. The volume and brightness of the gaming machine 10 may be adjusted depending on the input signal. The volume control switch on the rear side of the gaming machine is provided on the performance control device 300. The game participants are operable, but the players are not.
[0396] The performance control device 300 is a movable role device (movable member, electric role device, movable body, board performance device 44, frame If the game is stopped during operation of the performance device (if the safety device is activated), If the accessory is in an operating position other than the initial position, return the movable accessory from the operating position to the initial position. As a result, the movable member is moved in a state where a game cannot be played. This prevents the moving parts from being held in the operating position, which can lead to unnecessary misunderstandings such as malfunctioning of the moving parts. This prevents the movable part (movable component) from returning to its initial position from the operating position. During this time, the LEDs for the moving parts' effects may be turned on (in operation) or off (initial As described above, in the game stop state, the game machine 10 may be in the The LEDs for the effects that are turned on will either all turn off (all off) or all turn on (all on). After the moving prop returns to its initial position, the LED for the moving prop goes out in sync with the other LEDs. To light or to be lit.
[0397] On the other hand, the performance control device 300 controls the movable role (movable member, electric role, movable body, board performance device 4 4. If the game stops during operation of the frame effect device (if the safety device is activated) If the movable accessory is located at an operating position other than the initial position, the movable accessory is moved from the operating position to the initial position. In this case, the moving props may be stopped and maintained in the operating position. The operation position is the operation position at the start of the game stop state, the start of the game stop state due to time lag, etc. Another operating position where the movable device has moved slightly from the time of the start of the game stop state, or the operating position at the time of the start of the game stop state As described above, in the game stop state, The effect LEDs provided in the gaming machine 10 are either all turned off (all off) or all lit. (All lights on) Therefore, the moving parts remain stopped in their operating positions, and the LE for the moving parts' performance D may be off or on to match the other LEDs.
[0398] In this way, after the game has stopped (after the safety device has been activated), the movable parts return to their initial positions. If the game machine 10 stops at the predetermined operating position without any action, it will be unnatural and the game machine 10 will be in a normal state (unable to play). For example, the board can be used as a movable device. The game stops if the performance device 44 is in an unnatural position, such as in front of the display screen of the display device 41. When the gaming machine 10 is in a stopped state, the player feels something strange and does not realize that the gaming machine 10 is not in a normal state. It becomes easier to recognize.
[0399] A board performance device 44 in which a movable accessory is provided on the game board 30 (including the center case 40) In this case, the initial position of the movable accessory is, for example, the movable accessory is in front of the display device 41 (front ) and the operating position of the movable accessory is, for example, a position where the movable accessory is out of the display device 41 The initial position is the center position, so that the display device 41 overlaps the front side. The movable accessory is difficult to see from the front side (player side) in the storage space on the back side (rear side) of the case 40. It may be in a position where the movable accessory is partially covered by the center case 40. In addition, a frame effect device (for example, a frame effect device) in which a movable accessory is provided in a glass frame 15 (or an opening and closing frame) In the case of a frame decoration device 18) such as a top unit, the initial position of the movable accessory is, for example, The storage space inside the glass frame 15 (or opening and closing frame) is so small that the movable parts are difficult to see from the front. Position (retracted into the glass frame 15 so that part of the movable accessory is covered by the glass frame 15) The operating position of the movable accessory is, for example, when the movable accessory is in front, above, or diagonally from the initial position. It is in a prominent position.
[0400] In addition, even if a serious error occurs, the game will be stopped in the same way as when the safety device is activated. However, if this game stop state starts while the movable device is in operation, the movable device will If the movable prop is located at an operating position other than the initial position, the performance control device 300 moves the movable prop from the operating position. The actuator may be moved from the initial position to the operating position, or may be maintained in the operating position without being returned to the initial position. Returning the moving parts to their initial positions will prevent unnecessary misunderstandings such as the moving parts being broken. If the movable device is not returned to its initial position, it will be unnatural and an error will occur in the gaming machine 10. This makes it easier for the player to recognize that something is happening.
[0401] In addition, as another example, in the game stop state, a special game processing timer and a special game processing timer The timer and various game processing timers such as the general game processing timer are stopped, but the collective display 50 may not be turned off and may continue to be displayed when the game is stopped. If the device 50 is displaying a variable value at the start of the game stop state, the variable value display ends. This prevents the all-at-once display device 50 from suddenly ending the variable display. In addition, in the game stop state, the performance display device 135 continues to display Good too.
[0402] In addition, the gaming machine 10 is turned off (powered off) and then turned on (powered on) again. The safety device information initialization process initializes the safety device counter area and safety device operation information area. As a result, the gaming machine 10 initializes the safety device activation notice information (value 1), the safety device Safety device operation information such as operation warning information (value 2) and safety device operation information (value 3) is erased. Therefore, the display device 41 displays safety device-related information (operation advance notice display, operation warning display, operation The gaming machine 10 may turn off the power of the gaming machine 10 while the safety device is activated. After the power is turned off, the RAM initialization switch 112 is turned on and the power is turned on again. When the safety device is activated, the safety device activation flag area is cleared to 0. The game returns from a stopped state to a playable state.
[0403] Next, the operation of the performance device in the setting change mode in the gaming machine 10 of the second embodiment will be described. This will be explained with reference to Fig. 44. Fig. 44 shows the operation according to the setting change mode of the second embodiment. FIG. 10 is a diagram showing an example of a table showing the status of an output device.
[0404] The gaming machine 10 is in a gaming stop state in which the gaming state in the setting change mode is not playable. In the game stop state, the game is a special chart change display game, a normal chart change display game, and Round play (play during a big win or small win) etc. cannot be performed. As in the first embodiment, when the game is stopped, the detection of the game ball by the winning port switch is invalid. The winning slot (winning) will be invalidated, and the large winning slot, specific winning slot 95, normal variable winning device 3 The solenoid stops so that the 7th stage closes, and the launch of the game balls from the ball launcher stops (prohibited) ) and the firing stops, and the collective display device 50 goes out. In the stopped state, not only can the special chart change display game and the normal chart change display game not be continued, Therefore, it will be impossible to start new special chart change display games or new regular chart change display games.
[0405] In addition, the gaming machine 10 is in a safe state when the safety device is in an activated state before entering the setting change mode. The operating status of all devices can be cleared. The clearing condition may be a state transition to the setting change mode, or a state transition from the setting change mode. This may be a state transition, or a setting change operation in the setting change mode. In addition, the clearing condition for the safety device operation status in the setting change mode is When a setting change operation in the setting change mode is set as a condition, a change in the setting value may be added as a further condition.
[0406] In addition, the gaming machine 10 can stop the launch of gaming balls in the setting change mode. The gaming machine 10 can invalidate any firing operation by the player. When the launch of the game ball stops, the driving pin of the winning stabilization device 600 in the setting change mode This can prevent the link gear 646 from rotating. In addition, preventing the invalid entry switch from winning can be expected to have a high effect on preventing the player from winning. This contributes to improving the chances of winning via the prize-winning stabilization device 600 after the technique stop state is released.
[0407] In the setting change mode, the gaming machine 10 is in a game stop state. A security signal is output as an external information signal to an external device, and an error status signal of the gaming machine is output. The gaming machine 10 outputs a test signal to the test firing device as ON data. In the game stop state in the mode, the test signal (game machine error state signal) is not generated. It is also possible to generate a test signal even in a game stop state caused by a severe error. (You don't have to.)
[0408] In the setting change mode, the gaming machine 10 displays a setting change mode display (for example, "Changing settings"). The gaming machine 10 can display that it is in the setting change mode by displaying the message "This is the setting change mode" or the like. 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 controls the display of the collective display device 50 and the performance display device 135. The light part (LED) will display a specific mode. The specific mode display in the setting change mode will change depending on the game state. This is a display mode that does not appear in the normal state, for example, all lights are turned off (all lights off). The specific display mode of the light emitting part (LED) of the collective display device 50 and the performance display device 135 is all lit. It may be lit (all lit), and if it is a display mode that does not appear in the game state, Other display modes may be used, but the display mode must be one that is easily distinguishable by the setting operator. In addition, in the setting change mode, the gaming machine 10 has a probability setting value display device The setting value being changed can be displayed in 136. If one of the value display devices 136 also serves as the other, the display device in question will be Make the setting value visible.
[0410] In the setting change mode, the gaming machine 10 controls the frame decoration device 18 via the performance control device 300. The LEDs for effects provided in the gaming machine 10, such as the LEDs of the board decoration device 46, also have specific form indications. The LEDs of the frame decoration device 18 and the board decoration device 46 are provided in the gaming machine 10 for effect purposes. The specific LED display is either all off (all off) or all on (all on). In the setting change mode, the performance device 10 receives the sound from the speaker 19 via the performance control device 300. The audio output is a warning sound. In addition, in the setting change mode, the gaming machine 10 300, the speaker 19 outputs a voice (for example, " The gaming machine 10 may provide a voice prompt in addition to the warning sound. In addition, the gaming machine 10 may perform the setting change mode by using the speaker 1. The audio output from 9 may be stopped to silence the sound.
[0411] Next, the winning stabilization device that enables input and output of signals and enables execution of predetermined effects is shown in the figure. FIG. 45 shows an example of a guide display of the winning stabilization device of the second embodiment. This is a diagram showing (part 1).
[0412] The winning stabilization device 600e is a stabilizer position detection sensor 150 and a stabilizer position The winning stabilization device 600e includes a stabilizer position detection sensor. 150 and stabilizer position guide display 151, it is similar to the winning stabilization device 600 Wrong.
[0413] The stabilizer position detection sensor 150 detects the rotational position of the drive pin link gear 646. The stabilizer position detection sensor 150 detects the position of the drive pin by, for example, a photosensor. The rotational position of the link gear 646 can be detected. The driving pin link gear 646 is indicated by the performance use mark 6465 shown in Figure 39(1). It may be a device that detects the rotational position, or a light-shielding device separately provided on the drive pin link gear 646. The rotational position of the drive pin link gear 646 may be detected by a plate. The stabilizer position detection sensor 150 detects whether the position of the sorting guide 661 of the sorting part 660 is Any other part that can guide the timing of conversion from the first position to the second position. For example, a stabilizer position detection sensor 15 may be used. 0 may detect the position of the drive pin link rib 6461.
[0414] The stabilizer position guide display 151 indicates the rotational position of the drive pin link gear 646, i.e., A display that can guide the timing when the distribution guide 661 is changed from the first position to the second position. For example, the stabilizer position guide display 151 is a device for displaying the position of the stabilizer. The player selects whether the guide 661 (see FIG. 22) is in the first position or the second position. The stabilizer position guide display 151 is a light that makes observation easy. A guide table showing the number of balls flowing until 61 is converted using a two-digit seven-segment display. 35.
[0415] The stabilizer position detection sensor 150 in the winning stabilization device 600e is The stabilizer position guide display in the winning stabilization device 600e is input to the device 100a. 151 is output from the game control device 100a.
[0416] The game control device 100a detects the position of the stabilizer based on the input signal from the stabilizer position detection sensor 150. The stabilizer position guide display 151 can be displayed and controlled based on the stabilizer position. The detection sensor 150 detects a passing ball in the game ball passage of the winning stabilization device 600e. The stabilizer position detection sensor 150 may be configured to detect when the through hole crosses the passage. A through-hole proximity switch is used, which is provided in this way and can detect a game ball passing through the through hole. The stabilizer position detection sensor 150 is provided near the passageway. A flat proximity switch capable of detecting a game ball passing through the path can be used. Such a winning stabilization device 600e performs fair game control by the game control device 100a. High reliability can be provided.
[0417] Next, a winning stabilization device having a different signal input / output destination from the winning stabilization device 600e will be described. FIG. 46 shows one example of a guide display of the winning stabilization device of the second embodiment. FIG. 10 is a diagram showing an example (part 2).
[0418] The winning stabilization device 600f is a stabilizer position detection sensor 150 and a stabilizer position The winning stabilization device 600f includes a stabilizer position guide display 351. 51 instead of the stabilizer position guide display 351, the winning stabilization device 600e The stabilizer position guide display 351 is different from the stabilizer position guide display 151. It can produce the same display output as the above, but the control entity is different.
[0419] The stabilizer position detection sensor 150 in the winning stabilization device 600f is The stabilizer position guide display in the winning stabilization device 600f is input to the device 100b. 351 is output from the performance control device 300b. The stabilizer position guide display 351, which corresponds to the stabilizer position guide display 151, is not subject to control. It differs from the game control device 100a in that:
[0420] The game control device 100b detects the position of the stabilizer based on the input signal from the stabilizer position detection sensor 150. The position of the sorting guide 661 of the sorting part 660 is changed from the first position to the second position. The performance control device 300b is notified of information that can guide the timing. Based on this information, the stabilizer position guide display 351 can be displayed and controlled. The output control device 300b can output sound from the speaker 19 based on the information. The output control device 300b controls the display device 41 and the board decoration device 46 based on the information. In addition, the performance control device 300b controls the operation of the board performance device 44 based on the information. The performance control device 300b can control the display of the stabilizer position guide display 351. It differs from the performance control device 300 in that it can control
[0421] Such a winning stabilization device 600f allows the game control device 100b to perform fair game control. The performance control device 300b can provide high reliability in the performance, and can also provide high performance effects. You can control the performance.
[0422] Next, the winning stabilization device 600e is made redundant. FIG. 47 shows an example (part 3) of a guide display of the winning stabilization device of the second embodiment. FIG.
[0423] The winning stabilization device 600g is equipped with stabilizer position detection sensors 150, 350 and stabilizer The winning stabilization device 600g includes a stabilizer In addition to the stabilizer position detection sensor 150, a stabilizer position detection sensor 350 is provided. In addition to the stabilizer position guide display 151, the stabilizer position guide display 351 is also included. This differs from the prize stabilizer 600e.
[0424] The stabilizer position detection sensor 150 outputs a signal to the game control device 100a. The riser position detection sensor 350 outputs a signal to the performance control device 300c. The riser position detection sensors 150 and 350 are both connected to the sorting guide 661 of the sorting part 660. This position can guide the timing of the change from the first position to the second position. The stabilizer position detection sensor 150 may be installed at a different position. Either a type proximity switch or a flat type proximity switch may be used, but the stabilizer position The position detection sensor 350 is preferably a flat proximity switch. The sensor used for the performance control by the control device 300c detects the behavior of the game ball flowing down the game board 30. This is to eliminate the risk of affecting the game's performance and ensure fair play.
[0425] The stabilizer position guide display 151 is displayed and controlled by the game control device 100a. The stabilizer position guide display 351 is displayed under control of the performance control device 300c. That is, the stabilizer position guide display 151 is displayed by the stabilizer position detection sensor 150. The stabilizer position guide display 351 is controlled by the signal output of the stabilizer position guide display 351. The stabilizer position guide display is controlled by the signal output of the stabilizer position detection sensor 350. 351 receives a command from the game control device 100a and controls the stabilizer position. The signal output of the stabilizer position detection sensor 150 is added to the signal output of the stabilizer position detection sensor 350. Such a winning stabilization device 600g may be controlled by a game control device. 100a can provide high reliability in fair game control, and the performance control device The device 300c allows for more effective performance control.
[0426] The performance control device 300c can output sound from the speaker 19 based on the information. The performance control device 300c controls the display device 41 and the board decoration device 46 to display the information. In addition, the performance control device 300c can control the board performance device 44 based on the information. The performance control device 300c can dynamically control the stabilizer position guide display 351. It differs from the performance control device 300 in that it can control the display.
[0427] Such a winning stabilization device 600g allows the game control device 100a to perform fair game control. The performance control device 300c can provide high reliability in the performance, and can also provide high performance effects. In addition, such a winning stabilization device 600g can be stabilized. Riser position guide signs 151 and 351 provide similar guidance to ensure accurate guidance. In addition, such a winning stabilization device 600g can be used at the stabilizer position. By displaying information in coordination with information displays 151 and 351, accurate guidance can be provided. In addition, such a winning stabilization device 600g has a stabilizer position guide display 1 By displaying different types of information on 51 and 351, it is possible to provide highly interesting information. can.
[0428] Next, regarding the display of the stabilizer position guide display 151, 351, see Figure 48. 48 shows the stabilizer position guide display of the second embodiment. 49 is a diagram showing an example (part 1) of the effect display of the stabilizer of the second embodiment. FIG. 50 is a diagram showing an example (part 2) of the location guidance display of the second embodiment. FIG. 10 is a diagram showing an example (part 3) of the stabilizer position guidance display.
[0429] The display mode of the stabilizer position guide display 151, 351 shown in FIG. 48(1) is The stabilizer position guide indicators 151 and 351 are always lit. The timing when the position of the distribution guide 661 of 660 changes from the first position to the second position can be guided. For example, the stabilizer position guide indicators 151 and 351 are , which constitutes a part of the distribution link mechanism 650 visible through the confirmation window 6041 (see FIG. 34). The drive pin 651 is illuminated. The stabilizer position guide display 151, 351 is also The number of balls flowing down until the guide 661 is changed is displayed by a two-digit seven-segment display. Such a stabilizer position guide may be a guide display 6042 (see FIG. 35). The displays 151 and 351 can always provide appropriate guidance.
[0430] The display mode of the stabilizer position guide display 151, 351 shown in FIG. 48(2) is For example, the stabilizer position guide display 151, 351 is It flashes repeatedly, with 256ms on and 256ms off. The position guide displays 151 and 351 can provide guidance while attracting the player's attention. In addition to turning on and off periodically, periodic blinking can also be performed by turning on and off each color. The hue and brightness may be changed by periodically repeating the turning off of the light.
[0431] The display mode of the stabilizer position guide display 151, 351 shown in FIG. 48(3) is The periodic lighting is a periodic lighting in a state where the periodic lighting is long enough to be distinguished from blinking, and the lighting period is The off period is the same and the lights are turned on and off periodically. For example, the stabilizer position proposal The internal display 151,351 will be turned on for 2048ms and off for 2048ms. The stabilizer position guide display 151, 351 also attracts the player's attention and provides guidance. It is possible to display.
[0432] The display mode of the stabilizer position guide display 151, 351 shown in FIG. 48(4) is In this case, the asymmetric periodic lighting is performed for a period long enough to be distinguishable from blinking. The light is turned on and off periodically by varying the on and off periods. The tabiliser position guide display 151,351 is lit for 1024 ms and extinguished for 3072 ms. The asymmetric periodic lighting is not limited to the case where the off period is longer than the on period. Alternatively, the light-on period may be longer than the light-off period. The placement guide displays 151 and 351 can also provide guidance while attracting the player's attention. Furthermore, asymmetric periodic lighting can imbalance the lighting and extinguishing states of the player. The guide display can be displayed while attracting more attention.
[0433] The display mode of the stabilizer position guide display 151, 351 shown in FIG. 49(1) is The position trigger periodic blinking is performed when the stabilizer position is detected. The light flashes periodically for a predetermined period based on the signal output of the sensors 150 and 350. For example, The stabilizer position guide display 151, 351 is a stabilizer position detection sensor 150 Based on the signal output of 350, the lighting time is 128ms and the lighting time is 128ms in the period of 2048ms. The position trigger periodic flashing is performed when the stabilizer position detection sensor is turned on or off. The blinking period may be changed based on the signal output of the sensors 150 and 350. The stabilizer position guide display may be one that changes its hue or brightness. 151, 351 can display information while attracting the interest of players at specific times. do.
[0434] The display mode of the stabilizer position guide display 151, 351 shown in FIG. 49(2) is The position trigger is turned on when the stabilizer position detection sensor 1 The lights are turned on for a predetermined period based on the signal output of 50, 350. For example, The stabilizer position guide display 151, 351 is based on the signal of the stabilizer position detection sensor 150, 350. Based on the signal output, the light is turned on for a period of 2048 ms and then turned off. The trigger lighting may be such that a lighting period is set after a predetermined lighting-off period is set. Such stabilizer position guide displays 151, 351 attract the interest of players at specific times. You can display guidance while pulling it.
[0435] The display mode of the stabilizer position guide display 151, 351 shown in FIG. 49(3) is Position trigger fade lighting is the stabilizer Based on the signal output of the position detection sensors 150 and 350, the light is turned on for a predetermined period and the light is turned off for a predetermined period. For example, the stabilizer position guide display 151, 351 is based on the signal output of the stabilizer position detection sensors 150 and 350. The light is turned on for 4ms and then turned off over 1024ms while decreasing the brightness. In addition, position trigger lighting is performed by fading lighting after setting a predetermined period of lighting off. The position trigger lighting may be a lighting that increases in brightness over a predetermined period of time. The position trigger lighting may be performed by turning the light on for a predetermined period of time. The light may be turned off after changing the hue when turned on. The user position guide display 151, 351 is a display that can estimate the time when the light will be turned off, and can be used to determine the player's interest at a specific time. It is possible to display guidance while pulling.
[0436] The display mode of the stabilizer position guide display 151, 351 shown in FIG. 50(1) is The winning trigger periodic flashing is performed by the start port 1 switch 36a. For example, the stabilizer position The guide displays 151 and 351 are displayed in 2048 based on the signal output of the start port 1 switch 36a. The light will flash for 128ms on and 128ms off repeatedly during the 128ms period. The trigger periodic flashing changes based on the signal output of the start port 1 switch 36a. It may be a stabilizer that changes the color or brightness. The riser position guide display 151, 351 is a guide display that attracts the interest of players at specific times. This can be done.
[0437] The display mode of the stabilizer position guide display 151, 351 shown in FIG. 50(2) is The winning trigger is turned on when the signal output from the start port 1 switch 36a is turned on. For example, the stabilizer position guide display 15 1,351 is the point of 2048 ms based on the signal output of the start port 1 switch 36a. The winning trigger lighting is performed by setting a predetermined period of time for the lighting to be off. The lighting period may be set later. 51, 351 can display information while attracting the player's attention at a specific time. .
[0438] The display mode of the stabilizer position guide display 151, 351 shown in FIG. 50(3) is The winning trigger fade is turned on when the start switch is pressed. Based on the signal output of switch 36a, the light is turned on for a predetermined period and then the brightness is reduced over a predetermined period. For example, the stabilizer position guide display 151, 351 is the starting point 1 stop. Based on the signal output of switch 36a, the light is turned on for 1024 ms and then turned off for 1024 ms. The brightness is reduced by applying a certain amount of time to turn off the light. The lighting may be faded after the period is set. Even if the light turns on while increasing in brightness over a predetermined period of time and then turns off, In addition, the winning trigger lighting changes hue during a predetermined period of lighting and then goes out. Such stabilizer position guide displays 151, 351 may be turned off. It is possible to display information while attracting the player's attention at a specific time when the period can be estimated. do.
[0439] In addition, the trigger periodic blinking, the trigger lighting, and the trigger fade lighting The trigger can provide timely guidance by using the signal output of the start port 1 switch 36a. The start port 1 switch 36a is set to the position of the sorting guide 661 of the sorting part 660. A switch provided at a prize slot that provides a chance of winning when the switch is shift...
Claims
[Claim 1] The game can be played based on the game ball flowing down the game area and landing in a predetermined winning slot. It is a gaming machine, a game control means capable of comprehensively controlling the game; A setting that can select and set one gaming performance from two or more gaming performances in the game. and a game stop means for stopping the execution of the game when a predetermined condition is met, 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; The ball receiving section is located above the first path and the second path, and receives the game balls from the receiving port. a route allocating unit that allocates the traffic to one route or the second route, The path allocation unit An upper ball passage through which the game balls received from the receiving port flow down; The distribution of the game balls flowing down the upper ball passage to the first path or the second path. Department and a rotating unit that rotates by a predetermined unit each time a gaming ball flows down the upper ball passage, Each time the rotating unit reaches a predetermined rotation amount, the distribution is performed based on the rotational movement of the rotating unit. a unit for switching from distribution to the first path to distribution to the second path, and The sorting unit is shifted from sorting to the second path to sorting to the first path based on a downward flow operation of one of the two. Switch to the road allocation, The path distribution unit is disposed in the left side game area of the game area. Gaming machine.
Citation Information
Patent Citations
Hoseiniokeru fuchinuikakono hokotenkanhoho
JP1976000449A