Gaming machine

The gaming machine addresses the lack of mutual connections between gaming machines and mobile terminals by incorporating a game control system for synchronized sound effects and volume adjustments, improving the gaming experience in arcades.

JP2026111663APending Publication Date: 2026-07-06SOPHIA CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SOPHIA CO LTD
Filing Date
2024-12-24
Publication Date
2026-07-06

AI Technical Summary

Technical Problem

Existing gaming machines lack consideration for mutual connections between gaming machines and mobile terminals in a game arcade environment, particularly when connecting to a large number of unspecified players' devices using wireless technology.

Method used

A gaming machine equipped with a game control means, sound output means, volume adjustment means, and effect control means, allowing wireless connection with a sound output device, enabling synchronized sound effects and volume adjustments across connected devices.

Benefits of technology

Enables the use of wirelessly connectable sound output devices in a gaming arcade environment, enhancing the gaming experience through synchronized sound effects and volume adjustments.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a gaming machine that enables the use of a wirelessly connected sound output device in a gaming arcade environment. [Solution] The gaming machine allows the player to select the model name of the earphones from the displayed model names, and transitions to a pairing state after receiving the player's selection. The gaming machine sends a connection request to the selected earphones to establish a connection with them. If the earphones support A2DP, the gaming machine sends a pairing request to the earphones. If the earphones are set to pairing mode by the player's operation, the earphones send a pairing response in response to the pairing request from the gaming machine. As a result, key information for encrypted communication is exchanged between the gaming machine and the earphones, and the system transitions to a link state. In the link state, encrypted communication takes place between the gaming machine and the earphones, and audio data is wirelessly transmitted to the earphones.
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Description

Technical Field

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

Background Art

[0002] There has been a proposal for a gaming machine that can transmit real-time information data to a mobile terminal owned by a player by using wireless technology.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, the gaming machine uses wireless technology to connect to mobile terminals owned by an unspecified large number of players. Also, in a game arcade, there are a plurality of gaming machines that can serve as connection destinations for mobile terminals owned by players. There has been no consideration whatsoever regarding the mutual connection between gaming machines and mobile terminals in such a game arcade environment.

Means for Solving the Problems

[0005] In order to achieve the above object, there is provided a gaming machine capable of executing a game as described below. The gaming machine includes a game control means capable of comprehensively controlling a game, a sound output means capable of outputting game effect sounds, a volume adjustment means capable of executing volume adjustment of the effect sounds, a display output means capable of outputting game effect displays, and an effect control means capable of controlling the effect sounds and the effect displays based on a command from the game control means. The effect control means is a sound output device capable of wireless connection ​​ among It can be paired with one sound output device, and the sound effects that can be output from the sound output means can be paired with one sound output device. Enables output from the connected sound output device. [Effects of the Invention]

[0006] According to one embodiment, a wirelessly connectable sound output device can be used in a gaming arcade environment. [Brief explanation of the drawing]

[0007] [Figure 1] This is a perspective view showing an example of a gaming machine according to an embodiment. [Figure 2] This is a front view showing an example of a game board according to an embodiment. [Figure 3] This is a block diagram showing an example of a control system for a gaming machine according to an embodiment. [Figure 4] This is a block diagram showing an example of the configuration of the performance control device of the embodiment. [Figure 5] This is a block diagram showing a first modified example of the configuration of a performance control device. [Figure 6] This is a block diagram showing a second modified example of the configuration of the performance control device. [Figure 7] This is a block diagram showing a third modified example of the configuration of a performance control device. [Figure 8] This figure shows an example of a batch display device according to the embodiment. [Figure 9] This is a diagram (part 1) showing the flowchart of the main processing of the embodiment. [Figure 10] This is a diagram (part 2) showing the flowchart of the main processing of the embodiment. [Figure 11] This is a diagram (part 3) showing the flowchart of the main processing of the embodiment. [Figure 12] This is a diagram (part 4) showing the flowchart of the main processing of the embodiment. [Figure 13] This is Figure (5) showing a flowchart of the main processing of the embodiment. [Figure 14] This figure shows an example of a memory map of the game control device according to the embodiment. [Figure 15] This diagram shows a flowchart of the safety device information initialization process in the embodiment. [Figure 16] This figure shows a flowchart of the timer interrupt processing in the embodiment. [Figure 17] This diagram shows a flowchart of the main processing in the performance control device of the embodiment. [Figure 18] This figure shows an example of a list of game performance characteristics for an embodiment. [Figure 19] This figure shows an example of the game state transition in the embodiment. [Figure 20] This figure shows an example of the game display screen of the embodiment. [Figure 21] This figure shows an example of the state transitions during the customer waiting period in the embodiment. [Figure 22] This figure shows an example of the operation of the customer waiting state in the embodiment. [Figure 23] This figure shows an example of a customer waiting display in the embodiment. [Figure 24] This figure shows an example of state transitions related to Bluetooth communication. [Figure 25] This is a diagram (part 1) showing an example of the display screen when earphones are connected. [Figure 26] This is a diagram (part 2) showing an example of the display screen when earphones are connected. [Figure 27] This is Figure (Part 3) showing an example of the display screen when earphones are connected. [Figure 28] This is Figure (4) showing an example of the display screen when earphones are connected. [Figure 29] This is Figure (5) showing an example of the display screen when earphones are connected. [Figure 30] This figure shows an example of the display screen when earphones are connected. [Figure 31] This figure shows a flowchart of the operation detection process in the embodiment. [Figure 32] This diagram shows a flowchart of the connection initiation process in the embodiment. [Figure 33] This figure shows a flowchart of the connection process in the embodiment. [Figure 34] This figure shows a flowchart of the earphone recovery waiting process in the embodiment. [Figure 35] This figure shows an example of a display screen that appears when a player leaves their seat. [Figure 36] This figure shows a flowchart of the handle touch return waiting process in the embodiment. [Figure 37] This figure shows an example of the settings screen during gameplay in Modification Example 1. [Figure 38] The first figure shows a flowchart of the connection initiation process in modified example 2. [Figure 39] The second figure shows a flowchart of the connection initiation process in modified example 2. [Figure 40] This figure shows an example of the connection start screen display in modified example 2. [Figure 41] This diagram shows a flowchart of the pairing information deletion process in modified example 2. [Figure 42] This figure shows an example of delay control processing. [Figure 43] This diagram shows the relationship between the position of the moving bar and the sound effect. [Figure 44] This figure shows an example of the timing of sound output from earphones based on the amount of delay. [Figure 45] This diagram shows a flowchart for the delay time setting process. [Figure 46] This figure shows an example of how to set the delay amount during game execution. [Figure 47] This figure shows an example of video and audio playback control in response to changes in the amount of latency during game execution. [Figure 48] This diagram shows an example of a method for setting the delay amount when outputting sound effects from earphones and speakers. [Figure 49] This figure shows an example of how to express appropriate pronunciation timing by moving a character image. [Figure 50] This is a flowchart of the sound control process. [Figure 51]These are examples of volume patterns that can be set for speakers and earphones. [Figure 52] This is an example of speaker volume variations. [Figure 53] This is an example of volume variations for earphones. [Figure 54] This is an example of integrated volume control for speakers and headphones. [Figure 55] This figure shows an example of when it's possible to change the volume of the earphones. [Figure 56] This is the first example of a volume control screen. [Figure 57] This is an example of the volume control screen. [Figure 58] This is a second example of the volume control screen. [Figure 59] This is an example of the timing for switching the output destination from earphones to speakers. [Figure 60] This is an example of the timing for switching the output destination from speakers to headphones. [Figure 61] This is an example of the timing of switching the output destination from the speaker to the earphones during pairing. [Figure 62] This is an example of the timing for switching the output destination from the earphones to the speaker when a pairing disconnection request is received. [Figure 63] This diagram shows a modified example of speaker and earphone control. [Figure 64] This is an example of controlling the delay amount of the audio output from earphones. [Figure 65] This is a diagram (part 1) showing an example of the settings. [Figure 66] This is a diagram (part 2) showing an example of the settings. [Figure 67] This is a diagram (part 3) showing an example of the settings. [Figure 68] This figure shows an example of a table that illustrates the configuration of performance-related devices according to the setting change mode. [Figure 69] This figure shows an example of a table that illustrates the configuration of performance-related devices according to the status of safety devices. [Modes for carrying out the invention]

[0008] The embodiments will be described in detail below with reference to the drawings. Figure 1 is a perspective view showing an example of a gaming machine according to an embodiment. The gaming machine 10 of this embodiment includes a front frame 12, and the front frame 12 is attached to an outer frame (support frame) 11. In a front view, the left side is the pivot side and the right side is the open side, allowing it to be assembled to open and close and rotate. 30 (see Figure 2) is housed in a storage compartment (not shown) formed on the front side of the front frame 12. Furthermore, the front frame (main frame) 12 has a cover glass (transparent material) that covers the front of the game board 30. A glass frame (transparent member holding frame) 15 equipped with )14 is attached.

[0009] Additionally, the left and right sides of the glass frame 15 contain lamps or LEDs (Light Emitting Diodes) inside. Built-in decoration and effects, and notification in case of abnormalities (for example, if a payout abnormality occurs, the system will run Lights up (or flashes) lights such as LEDs in an abnormality indicator color (for example, red). Frame decoration device 18 and speaker 341 (upper left speaker 3) that emits sound (for example, sound effects) 41a1, upper right speaker 341a2) is provided. Furthermore, at the bottom of the front frame 12 Speakers 341 (lower left speaker 341b1, lower right speaker 341b2) are provided. Furthermore, in the event of an abnormality, the details of the abnormality will be announced by voice from speaker 341. Furthermore, a lamp for indicating a dispensing abnormality may be provided at a predetermined location on the glass frame 15.

[0010] Furthermore, at the bottom of the front frame 12 is an upper tray (storage) that supplies game balls to a ball launching device (not shown). (Plate) 21, Game balls dispensed from the payout unit located on the back side of the game machine 10 The upper tray ball outlet 22, when the upper tray 21 is full, stores the game balls that have been dispensed. The lower tray (receiving tray) 23 and the operating section 24 of the ball launching device are provided. A ball removal lever 23a is provided for removing game balls from the lower tray 23 to the outside of the game machine. .

[0011] Furthermore, on the upper edge of the upper tray 21, there is an effect button 25 used for intervention operations related to game effects, etc. A feature is provided. The performance button 25 accepts an operation to intervene in the game's performance. It functions as a control receiving unit and also receives the required information (for example, light emission patterns, vibrations, protrusions, etc.). It also functions as a performance section that can be displayed in various ways (such as operation). In addition, the left edge of the upper tray 21 is for the player An option setting unit 29 is provided for setting various options. The setting unit 29 includes a directional pad and an accessory key. The directional pad accepts input operations in the up and down directions. Up and down keys that can be moved, left and right keys that can accept left and right direction input, and up and down keys and Includes a confirmation key located in the center of the left and right keys, capable of accepting confirmation operations, etc. (Included Keys) These are located on the periphery of the directional pad and are used for volume control, etc. Furthermore, the front frame 12 lower On the right side of the section is a compartment for inserting a key to open and lock the front frame 12 and the glass frame 15. A keyhole 26 is provided.

[0012] Furthermore, the game machine 10 involves the operation of the performance button 25 (push button) (for example, pressing it). Based on the player's operation received from the performance button switch 25a (see Figure 4) that detects the player This allows for the creation of effects that involve the player's actions. For example, the player's actions The effect of intervening with this is a variable display game on the display device (variable display device) 41 (see Figure 2). There is a special effect in the game (decorative special feature display game), and the game machine 10 displays on the display device 41 The characters are made to move, and the decorative special feature displayed on the display device 41 is displayed in the game. It is possible to stop the identification information being displayed. However, such intervention by the player is not permitted. In addition to the performance button 25, the switches (directional pad, included keys) in the option setting section 29 A configuration in which one or more of these are used is also acceptable. In Figure 4, which will be described later, the options The individual switches in the setting unit 29 are collectively referred to as setting switch 29n.

[0013] Also, to the right of the performance button 25, when a player receives balls from an adjacent ball dispensing machine... The ball dispensing button 27 is operated to eject the prepaid card from the ball dispensing machine's card unit. A dispensing button 28 to be operated, and a balance display unit (not shown) that displays the balance of the prepaid card. ) and the like are provided. In the gaming machine 10 of this embodiment, when a player operates the above operation unit 24 By rotating the ball launching device, the game balls supplied from the upper tray 21 are launched onto the game board 30. It is fired towards the front game area 32 (see Figure 2). Also, the player can set the option section One of the aforementioned setting switches 29n (directional pad, attached keys) or By manipulating multiple parameters, for example, the volume emitted from speaker 341 can be set. You can also adjust the brightness of the game board 30.

[0014] Next, the game board 30 will be explained using Figure 2. Figure 2 shows an example of the game board of the embodiment. This is a front view. On the surface of the game board 30, a roughly circular game area 32 is formed, surrounded by guide rails 31. The game area 32 consists of resin side cases 3 provided at each of the four corners of the game board 30. It is composed of being surrounded by 3 and guide rail 31. The game area 32 is displayed almost in the center. A center case (game performance component) 40 equipped with a device (variable display device) 41 is positioned. The display device 41 is located in a recess provided in the center case 40. It is mounted in a position set back from the front. In other words, the center case 40 is the display device. It surrounds the display area 41, protrudes forward from the display surface of the display device 41, and surrounds the game area Area 32 is designed to make it difficult for game balls to fall into it.

[0015] The display device 41 is, for example, an LCD (liquid crystal display), a CRT (Cathode Ray Tube), or a black screen. It consists of a device having a display screen such as a piping tube. The display device 41 is an LED Devices having a display screen capable of displaying dot matrix images, or other display devices, It may consist of a combination of two or more display devices. The display screen is capable of displaying images. The display area contains multiple identification information (special symbols) and special symbol variation display games. Information related to the game, such as characters and background images that enhance the visual effects, is displayed. Display device 4 On the display screen of 1, multiple special symbols assigned as identification information are displayed in a variable manner (possible). (The display changes) and a special display game corresponding to the special display change game is played. Additionally, the display screen includes images for effects based on the progress of the game (for example, a jackpot display). Images (such as fanfare images and ending images) are displayed.

[0016] Additionally, the top of the center case 40 is a panel that performs gameplay effects through its operation. A display device 44 (movable mechanism) is provided. This display device 44 is in the state shown in Figure 2. The display device 41 can be operated toward the center. For example, the center case 40 The sword-shaped display device 44 (upper movable part) located at the top has its blade tip moving downwards, with the handle acting as a pivot point. The blade is made to be illuminated and decorated. In addition, the banner-shaped display on the right side of the center case 40 Device 44 (right movable part) moves with the base of the pole as a pivot point, allowing the tip of the pole to extend to the left and the banner to be illuminated and decorated. Make it Noh.

[0017] In the game area 32, the lower right side of the center case 40 displays the start of the regular figure variation game. A normal symbol starting gate (normal symbol starting gate) 34 that sets conditions is provided. The game balls that enter gate 34 (game balls that pass through the normal starting gate 34) are then switched to the gate switch. It is detected by 34a (see Figure 3).

[0018] Furthermore, a general prize entry point 35 is located on the lower left side of the center case 40 in the game area 32. It is located on the lower right side of the center case 40 and to the right of the starting prize entry opening 36, and the general prize entry opening is located there. 35 are positioned. The game balls that enter these general prize slots 35 are then placed into the prize slot switch 35. It is detected by a (see Figure 3).

[0019] Furthermore, below the center case 40 in the game area 32, there is a first special symbol variation display game. The starting conditions for the (Special Feature 1 Variable Display Game) are determined by the first starting entry point (starting entry area). A starting prize slot 36 (starting slot 1) is provided. When a game ball enters the starting prize slot 36, it starts It is detected by switch 36a (see Figure 3).

[0020] Additionally, below the starting prize entry opening 36, there is an outlet to collect game balls that did not enter the prize entry openings, etc. An opening 30a is provided. Furthermore, below the center case 40, to the left of the normal starting gate 34, there is a second A normal variable prize winning device 37 that provides the starting conditions for the special variable display game (special variable 2 display game). (Second starting prize entry opening, starting prize entry area) is provided. Normal variable prize entry device 37 (starting opening 2 A movable member 37b is provided at the position that will be the inflow portion. The movable member 37b is a regular electric solenoid The noid 37c (see Figure 3) slides in the front-to-back direction, allowing the game balls to flow into the inlet. A blocking state that prevents entry, and a permitting state that allows the game balls to enter the inflow area by moving backward. It can be changed to this state. The movable member 37b is normally in the closed state (for the player) (and is in a disadvantageous state). And the result of the regular display change game is a predetermined stop display state. If this condition occurs, it can be changed to an open state (a state advantageous to the player). The game balls that enter the normal variable prize winning device 37 are switched on the start port 2 switch 37a (see Figure 3). ) is detected by. In addition, the normal variable prize winning device 37 can be used to win prizes even when it is closed, In this state, it may be considered less likely to win a prize than in the open state. The normal variable prize winning device 37 is normally electric It is equivalent to a special-purpose (regular) train.

[0021] Furthermore, to the right of the center case 40 in the game area 32, there is a special symbol variation display game (special The game balls are accepted based on the results of the variable display game (Figure 1 and Special Figure 2). A special variable prize-winning device (large prize slot) 38 that can be converted between a state that is easy to accept and a state that is easy to accept is provided. The special variable prize winning device 38 has an opening / closing member (movable piece) 38c, and auxiliary games and Depending on the result of the special feature variation display game, the opening / closing member 38c closes the large prize opening to the closed state. The opening / closing member 38c retracts from the (unfavorable blockage for the player) and flows down the game area 32. It converts the game ball into an open state (a state advantageous to the player) that can accept the game ball. The separate variable prize winning device 38 is determined by the results of the special figure 1 variable display game and the special figure 2 variable display game. During the winning game state (special game state), and when a ball enters the specific prize entry point 95 (specific area) described later. During the jackpot game state (special game state), the jackpot opening changes from a closed state to an open state. By exchanging the balls, the flow of game balls into the big prize area is facilitated, and the player receives a predetermined game value ( Prize balls are awarded. A large prize slot switch (count switch) is a detection means for detecting game balls that have entered the prize slot. 38a (see Figure 3) is installed.

[0022] Furthermore, a specific prize slot 95 is installed within the special variable prize winning device (large prize slot) 38. The specific prize entry opening 95 has an opening / closing member (opening / closing door) 95c. The opening / closing member 95c is an auxiliary play Depending on the outcome of the special display game as a technique, the game enters a closed state where it is unable to accept game balls (game (A closed state that is disadvantageous to the player) to an open state that allows game balls to be accepted (an open state that is advantageous to the player) It converts to the state. That is, the specific prize slot 95 is a specific area solenoid 9 as a drive device. Driven by 5b (see Figure 3), the result of the Special Figure 1 variable display game and the Special Figure 2 variable display game During the minor win game state, the opening / closing member 95c is changed from the closed state to the open state. This facilitates the flow of game balls into specific prize winning areas, allowing players to receive a predetermined game value (prize balls). It is designed to grant a prize. Furthermore, the inside of the specific prize slot (prize area) contains the specific prize A specific prize-winning slot switch (count switch) is used as a detection means to detect game balls that have entered the mouth. 38a (see Figure 3) is installed.

[0023] Furthermore, the specific prize entry point 95 is equipped with a V-channel that guides the game balls that enter the prize entry point to a specific area. The specific prize entry point 95 is a specific area switch 38e that detects game balls that have entered a specific area. (See Figure 3) is provided. Furthermore, the detection of game balls in the specific area switch 38e ( Winning in a specific area is achieved by opening the special variable prize winning device (large prize opening) 38 from a closed state. This is one of the conditions for triggering the jackpot game state (special game state) that converts to this state.

[0024] The center case 40 also includes a warp channel 601. A warp port (warp entrance) is provided on the side, and game balls flow into the warp channel 601 from the warp port. This will guide all of them to Warp Exit 696. Warp Exit 696 is directly above the Starting Entry Point 36. Position the game ball so that it is guided to warp exit 696 and enter the starting prize entry opening 36. It is designed to reduce the amount. Furthermore, the center case 40 is connected to the warp port and the warp channel 601 The game balls that flow into the center case 40 are rolled on the stage, and some or all of them It may also serve to guide you to warp exit 696.

[0025] In the gaming machine 10 of this embodiment, the center of the gaming area 32 through which the game balls flow The area to the left of case 40 is designated as the left-side game area, and the area to the right of center case 40 is designated as the right-side game area. This area is designated as the game area. The player adjusts the launch force and fires the game ball into the game area on the left. (So-called left-handed play) allows you to enter the starting prize slot 36 and the general prize slot 35 (located in the left-side play area). You can aim to win a prize by launching the game ball into the right-hand play area (so-called right-handed play). And there is a regular starting gate 34, a regular variable prize winning device 37, a special variable prize winning device 38, and a general prize winning opening 3 It is possible to aim for winning combinations such as number 5 (located in the right-hand play area).

[0026] The upper part of the left-side game area, to the left of the center case 40, is the prize stabilization device 600. A prize stabilization device 600 is provided. The prize stabilization device 600 controls almost all of the game balls that are played into the left-side game area. It is capable of accepting balls, and guides one ball into the warp channel 601 every 80 balls. In other words, prize The stabilization device 600 can guide one ball to the starting prize entry opening 36 for every 80 game balls. The frequency of winning in the starting prize slot 36 is set to be at least once for every 80 game balls.

[0027] The prize stabilization device 600 is a form of route distribution unit. The prize stabilization device 600 is a receiving The upper ball passage through which the game balls received from the mouth flow down, and the first passage through which the game balls that have flowed down the upper ball passage A route (for example, a winning route that does not go through warp path 601) or a second route (for example, warp A distribution section that directs the balls to the winning path via channel 601, and a section through which one game ball flows down the upper ball passage. It includes a rotating part (for example, a sprocket) that rotates in a predetermined unit each, and the rotating part is predetermined Each time the rotation amount is reached, the distribution unit changes from distribution to the first path based on the rotational movement of the rotating part. Switching to distribution to two paths, the second path is used for distribution based on the downward movement of one game ball. Switch the distribution of the unit from route 2 to route 1.

[0028] Additionally, outside the game area 32 (in this case, the lower right of the game board 30), there is a special symbol variation display game. The first special figure variation display game and the second special figure variation display game and the normal figure starting gate 34 A single display device 50 that displays a game of random number display triggered by winning an award, and also displays various information. A system is in place.

[0029] Furthermore, the gaming machine 10 is equipped with a gameplay guide display that can guide players on how to play at any position on the game board 30. It may be provided with a device to guide the player on how to play. The playing method guidance display device will tell the player whether they are playing left-handed or right-handed. It may also be used to clearly indicate whether it is a shooting game, or to guide the player to shoot to the right. It may be designed to light up and turn off in other states. Note that the button-playing guidance display device is mounted on the control panel. It may be included in the decorative device 46, or it may be included in the display device 41. stomach.

[0030] The gaming machine 10 displays the special feature game variation at the lower left of the center case 40 in the gaming area 32. It is equipped with a status display device 98. The special feature game variation display status display device 98 is the so-called fourth symbol A display device consisting of two LEDs. The special feature game fluctuation display state display device 98 is The left LED displays the fluctuation display status of the special feature 1 fluctuation display game, and the right LED displays the special feature Figure 2 shows the fluctuation display status of a game with variable display. For example, the fluctuation display status of a special feature game. Device 98 indicates the stopping state of the symbols in the special symbol variation display game by lighting up, and the special symbol variation by flashing. It notifies the state of the changing symbols in the moving display game. The special symbol game change display status display device 98 is , included in the panel decoration device 46.

[0031] The gaming machine 10 has a display device 9 for changing the display of a regular figure on the right side of the center case 40 in the gaming area 32. It is equipped with 3 and a regular display hold display device 94. The regular display change display device 93 is composed of two LEDs. The alternating flashing indicates the changing display state of the regular game, and the combination of lighting or extinguishing indicates The display results of the regular game are announced. The regular game hold display device 94 has two LEDs. It consists of a combination of off, on, and flashing modes that indicates the number of regular figures held, ranging from 0 to 4. The regular display change display device 93 and the regular display hold display device 94 are included in the panel decoration device 46. ru.

[0032] Next, the control system of the gaming machine will be explained using Figure 3. Figure 3 shows the gaming machine of the embodiment. This is a block diagram showing an example of a machine's control system. The gaming machine 10 is equipped with a gaming control device 100, which comprehensively controls the game. The main control unit (main board) that controls the game, and the game microcomputer (hereinafter referred to as the game microcomputer) A CPU (Central Processing Unit) section 110 having a (referred to as a "con") 111, and an input port An input section 120 having a port, an output section 130 having an output port and a driver, and a CPU It consists of a data bus 140 connecting unit 110, input unit 120, and output unit 130, etc.

[0033] The CPU section 110 is called an amusement chip (IC (Integrated Circuit)). It has a gaming microcontroller 111 and an oscillator such as a crystal oscillator, and the gaming microcontroller 111 Oscillator circuit that generates the clock that serves as the reference clock for the operating clock, timer interrupts, and random number generation circuit. It has a crystal oscillator 113, etc. Game control device 100 and said game control device 100 Electronic components such as solenoids and motors that are driven by the DC (Di) generated by the power supply unit 400 The device operates when a predetermined level of DC voltage (DC Current) such as 32V, DC12V, DC5V, etc. is supplied. It becomes possible to do so.

[0034] The power supply unit 400 generates the above DC 32V DC voltage from a 24V AC power supply. (Alternating Current)-DC converter or converting DC32V to DC12V, DC5V A typical power supply unit 4 has a DC-DC converter that generates a lower level of DC voltage, etc. 10 and the internal RAM (Random Access Memory) of the gaming microcontroller 111 during a power outage. The game control device has a backup power supply unit 420 that supplies power voltage and a power outage monitoring circuit. 100 generates control signals such as power outage monitoring signals and reset signals to indicate the occurrence and restoration of power outages. It includes a control signal generation unit 430 that outputs a signal.

[0035] In this embodiment, the power supply unit 400 is configured separately from the game control device 100, The backup power supply unit 420 and the control signal generation unit 430 are located on a separate board or on the game control board It may be configured to be integrated with the device 100, that is, to be mounted on the main board. Since the game control device 100 is subject to replacement when the model is changed, as in this embodiment, A backup power supply unit 420 and control signal generator are located on a separate board from the power supply unit 400 or the main board. By providing the 430 section, it is possible to exclude it from replacement and reduce costs.

[0036] The backup power supply unit 420 is composed of a single large-capacity capacitor, such as an electrolytic capacitor. This is possible. The backup power supply is provided by the game microcomputer 111 of the game control device 100. In particular, it supplies power to the built-in RAM, and the data stored in the RAM is preserved even during a power outage or after the power is cut off. It is designed to be maintained. The control signal generation unit 430 is generated, for example, by the normal power supply unit 410. It monitors the 32V voltage and detects a power outage if it drops to, for example, 17V or below. The power outage monitoring signal is changed, and a reset signal is output after a predetermined time. A reset signal is output after a predetermined time has elapsed from the moment the system is powered on or after a power outage is restored.

[0037] Furthermore, the game control device 100 is provided with a RAM initialization switch 112. When the AM initialization switch 112 is operated, an initialization switch signal is generated, and based on this The data is stored in the RAM 111C of the gaming microcontroller 111 and the RAM of the payout control device 200. A process is performed to forcibly initialize the information that has been set. This is not particularly limited. However, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is read by the game microcontroller 1 It is repeatedly read within the main loop of the main program that 11 executes. Reset The signal is a type of forced interrupt signal that resets the entire control system.

[0038] Furthermore, the game control device 100 has a setting value change switch 126 and a setting key switch 127. It is provided. The setting value change switch 126 is, for example, a push switch, and The downward operation is detected. The setting key switch 127 switches between the ON state and the OFF state when the setting key is inserted. The game control device 100 allows switching between modes. This ensures that settings stored in RAM are retained even during a power outage or after the power is cut off. For example, the game control device 100 controls the special figure 1 variable display game and the special figure 2 variable display game. The probability of winning a prize can be changed according to six different settings.

[0039] The game control device 100 has the setting key switch 127 in the ON state and the RAM initialization switch When the power is turned on with 112 ON, the settings of the gaming machine 10 can be changed. The control state transitions to a new mode. For example, the game control device 100 is in setting change mode. While displaying the setting details on the probability setting value display device 136, press the setting value change switch 126. The downward operation detection allows for cyclical changes between settings 1 and 6. Probability setting table The display device 136 is a display device capable of displaying a set value, for example, a single-digit 7-segment LE It is D and is mounted on a circuit board.

[0040] Furthermore, the game control device 100 is configured such that the setting key switch 127 is ON and the RAM is initialized. When the power is turned on with switch 112 in the OFF state, the settings of the gaming machine 10 can be checked. The control state transitions to a setting confirmation mode. For example, the game control device 100 transitions to a setting confirmation mode. The settings are displayed on the probability setting value display device 136. Location 136 is verifiable by the amusement facility manager, but not verifiable by the players. Yes, they are.

[0041] The gaming microcontroller 111 is a CPU (Central Processing Unit: Microprocessor) 111A , a read-only ROM (Read Only Memory) 111B and an RA that can be read and written at any time It is equipped with M111C.

[0042] ROM111B contains immutable information for game control (program, fixed data, various random numbers). The RAM 111C stores non-volatile values ​​(such as judgment values) and controls the CPU 111A's actions during game control. It is used as a data storage area for various signals and random values. ROM111B or R AM111C is like an EEPROM (Electrically Erasable Programmable ROM) Electrically rewritable non-volatile memory may also be used.

[0043] Furthermore, ROM111B can store, for example, the execution time of the special feature variation display game, the content of the effects, and more. A variation pattern for determining the variation pattern (variation mode) that defines whether or not a "chi" state occurs. It stores the pattern table. The variation pattern table is stored as startup memory. Variable pattern random number 1, variable pattern random number 2, and variable pattern random number 3 are sent to CPU111A This is a table that is referenced to determine the variation pattern. It is also a variation pattern table. This includes a losing variation pattern table selected when the result is a loss, and when the result is a jackpot. This includes the jackpot variation pattern table selected in the case of these... The turntable determines the second half of the variation pattern, which is the variation pattern after the reach state is reached. Tables for determining the pattern (such as a table for grouping later-stage variations or a table for selecting later-stage variations) A table for determining the first half of the fluctuation pattern, which is the fluctuation pattern before reaching the "reach" state. (This includes tables such as the first-half variation group table and the first-half variation pattern selection table.)

[0044] Here, "reach" (reach state) refers to a display device having a display state that can change, and said display device The system derives and displays multiple display results at different times, and these multiple display results are predetermined. When a special outcome occurs, the game state becomes a game state that is advantageous to the player (special game In a gaming machine 10 that is in a "technique state", some of the multiple display results have not yet been derived and displayed. At this stage, the display result that has already been derived and displayed satisfies the conditions for becoming a special result type. It refers to a state. In other words, the "reach" state means that the variable display control of the display device is progressing. Even when the display results have reached the stage before they are derived and displayed, the display conditions for special result types remain. This refers to a display method that does not deviate from the items. And, for example, a state in which all special result methods are present. A state in which fluctuations are displayed using multiple fluctuating display areas while maintaining the current state (so-called full rotation reach) ) is also included in the "reach" state. Furthermore, the "reach" state is when the display control of the display device is progressing and the display is not showing. This is the display state at the stage before the result is derived and displayed, and the displayed result is the derived table. At least a portion of the display results of multiple variable display areas that have been determined prior to being shown are specially determined This refers to the display state when the conditions for the resulting behavior are met.

[0045] Therefore, for example, decorative special feature variations displayed on a display device in a special feature variation display game. The displayed game allows for multiple identifications for a predetermined time in each of the left, center, and right variable display areas of the display device. After displaying the information as it changes, the display stops changing in the order of left, right, and center, and then the resulting pattern is displayed. In some cases, the conditions for a special result are met in the left and right variable display areas (for example) The state in which the fluctuation display stops with the same identification information is considered a "reach" state. In addition, all When the fluctuation display in the fluctuation display area is temporarily stopped, any two of the left, middle, or right fluctuations A state in the dynamic display area where the conditions for a special result are met (for example, the same identification information) The state in which this occurs (excluding special result modes) is defined as the reach state, and from this reach state, the remaining one The variable display area may also be made to display as a variable.

[0046] Furthermore, this reach state may include multiple reach animations, and a special outcome pattern may be derived. As reach animations with different possibilities (different expected values), there are normal reach (N reach) and special reach. Char 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach) and Premium Reach are set. The expected value is "Reach None < Normal Reach < Special 1 Reach < Special 2 Reach < S The order of increasing value is "Special 3 Reach" < "Premium Reach". The reach state occurs when a special result pattern is derived in at least one special symbol variation display game (jackpot) It is included in the variation display method in the case where this occurs. That is, the special variation table In the case where it is determined that no special outcome pattern is derived in the game (i.e., it is a loss), It may also be included in the dynamic display mode. Therefore, the state in which a reach state occurs is the reach state This state has a higher probability of resulting in a big win compared to when it does not occur.

[0047] The CPU 111A executes the game control program in the ROM 111B and controls the payout system. Generates control signals (commands) for the 200 and the performance control device 300, and solenoids. It generates and outputs drive signals for the display device to control the entire gaming machine 10. Also, as shown in the diagram... However, the gaming microcomputer 111 is used to determine the outcome of the special symbol variation display game. The random number generator used to determine the number and winning symbols for the jackpot, and the variable patterns in the special symbol variation display game. (Including the execution time of the variable display game in various types of reach and non-reach variable display) Random numbers for determining the variable pattern, random numbers for determining the win in the regular variable display game. A random number generation circuit for generating such signals, and an oscillation signal (original clock signal) from the oscillation circuit 113. Based on this, a timer allocation of a predetermined period (for example, 4 milliseconds (ms)) is set for the CPU 111A. A clock generator that generates a clock that provides the update timing for complex signals and random number generation circuits. It is equipped with a data.

[0048] Furthermore, in processing related to the special feature variation display game, the CPU 111A uses ROM 111B From among the multiple variation pattern tables stored, select one variation pattern table To obtain a bull. Specifically, CPU111A determines the game result (win) of the special feature variation display game. (Big win or small win) or a miss) or a special symbol variation display game as the current game state. The probability state (normal probability state or high probability state), the current game state, and the normal variable prize winning mechanism. Based on the operating status (time-saving operation state) and number of start memories of unit 37, multiple variable patterns are generated. Select and retrieve one of the variation pattern tables from the tables. Here, CP U111A is used when executing a special feature variation display game, and multiple items stored in ROM111B Obtain one of the fluctuation pattern tables from the fluctuation pattern tables. It serves as a means of obtaining segmented information.

[0049] The dispensing control device 200 includes a CPU, ROM, RAM, input interface, and output interface. Equipped with faces and other components, it receives prize ball payout commands (commands and data) from the game control device 100. Therefore, the payout motor of the payout unit installed in the gaming machine 10 is driven to pay out the prize balls. It performs control to enable the game. The payout control device 200 is attached to the game machine 10 and controls the ball dispensing. The dispensing motor of the dispensing unit is driven based on the ball dispensing request signal from the machine's card unit. The dispenser control device 200 controls the dispensing of the dispensed balls. Instead of dispensing game tokens, data equivalent to the game value is updated when dispensing game tokens. It's fine to use something that's currently available.

[0050] The input section 120 of the gaming microcomputer 111 has a start port 1 switch 36 inside the start prize entry port 36. a, Start port 2 switch 37a in the normal variable prize winning device 37, gate in the normal starting gate 34 Switch 34a, Prize slot switch 35a, Special variable prize slot switch 38 a. Connected to the special area switch 38e of the special variable prize winning device 95 (specific prize winning slot), these The switch supplies a negative logic signal where the high level is 11V and the low level is 7V. An interface chip (proximity interface) that receives the input and converts it into a 0V-5V positive logic signal. A proximity interface 121 is provided. This proximity interface 121 transmits radio waves to the gaming machine 10. The detection signal from the radio wave sensor 62 that detects signals is also input. Furthermore, the proximity interface 121 is within the range of input. The enclosure is set to 7V-11V, which prevents the sensor and proximity switch leads from being improperly short-circuited. The sensor or switch may be disconnected from the connector, or the lead wire may be cut and float. It can detect abnormal conditions such as a malfunction and is configured to output an abnormality detection signal. It has been done.

[0051] Regarding the prize entry switch 35a, in Figure 3, the prize entry switch 35a is 1 Although shown as a single block, in reality there are multiple (n) prize slot switches 35a (in this implementation) In this configuration, three are provided on the game board 30, and each signal is connected via a different signal line in proximity. It is input to / F121. Also, in Figure 3, the large prize slot switch 38a is a single block. Although shown, in reality there are multiple (x) large prize slot switches 38a (3 in this embodiment) A multi-prize slot switch 38a is provided on the game board 30. They are connected by different signal lines, or, for example, a switch and a game control device 10 A wired OR is located on a relay board (not shown) between the 0 (main boards). It is connected to the game control device 100 in the following manner: the radio wave sensor 62 and the magnetic sensor described later. 61 may also be connected with multiple different signal lines, or similarly in a wired-or configuration. It may also be connected to the game control device 100.

[0052] The output of the proximity interface 121 is supplied to the second input port 123 or the third input port 124. The data is then read into the game microcontroller 111 via the data bus 140. Of the 121 outputs, start port 1 switch 36a, start port 2 switch 37a, gate switch Switch 34a, Prize slot switch 35a, Large prize slot switch 38a, and Specific area switch 3 The detection signal from 8e is input to the second input port 123. Note that the start switch in Figure 1 The signal outputs of the start port 1 switch 36a and the start port 2 switch 37a (proximity I / The output from F121 is shown as a single signal line in Figure 3, but in reality there are two. be.

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

[0054] Furthermore, of the outputs of the proximity interface 121, the output to the second input port 123 is used for the game control system. The power supply is also supplied from unit 100 to a test firing device (not shown) via relay board 70. Furthermore, among the outputs of the proximity interface 121, start port 1 switch 36a and start port 2 switch The detection signal from the switch 37a is input to the second input port 123 as well as to the gaming microcontroller 111. It is configured in such a way.

[0055] As described above, the proximity interface 121 has a signal level conversion function. To enable the conversion function, the proximity interface 121 is connected to the power supply unit 400, which is used to power a normal IC. In addition to the voltage required for operation, such as 5V, a 12V voltage is also supplied. ru.

[0056] The data held by the second input port 123 is processed by the gaming microcontroller 111. By decoding the address assigned to T123, the chip (not shown in the diagram) By asserting the enable signal CE (Chip Enable) (changing it to the enabled level) , it can be read. The same applies to the third input port 124 and the first input port 122, which will be described later. be.

[0057] Furthermore, the input unit 120 receives the detection signal from the RAM initialization switch 112 and the payout control device 20 Frame radio wave malfunction signal from 0 (the frame radio wave sensor installed on the front frame 12 detects the radio wave) (Signal output based on), Dispensing busy signal (Dispensing control device 200 can accept commands) (Signal indicating whether or not it is in a certain state), Dispensing abnormal status signal (Status signal indicating a dispensing abnormality) , Shoot ball out switch signal (signal indicating insufficient game balls before payout), overflow Switch signal (that the lower tray 23 has more than a predetermined amount of game balls stored in it (that it is full)) (A signal output when an out ball is detected), out ball detection switch signal (when an out ball is detected) The signal output at that time is captured and sent to the game microcontroller 111 via the data bus 140. A first input port 122 for supplying power is provided.

[0058] The out ball detection switch signal is used when an out sensor (not shown) detects an out ball in the gaming machine 10. This is a signal output from the out-of-bounds sensor each time an out-of-bounds ball is detected. For example, out-of-bounds ball detection The output switch signal is used to output game balls (out balls) from the gaming machine 10 to the output port (not shown) and An outlet channel (not shown) is provided between the outlet port 30a. Out bulb detection switch signal This refers to the game performance per predetermined operation (for example, 60,000 out balls) (for example, BE This is used to calculate the performance (performance), and the calculated game performance is displayed on the performance display device 135. The out-of-bounds ball detection switch signal may also be input to the performance control device 300. In this case, the out-of-bounds ball detection switch signal acts as a trigger for switching to game effects or the customer waiting screen display. It may also be used for determining the operating status, etc. For example, the performance display device 135 is A 4-digit 7-segment LED display that shows game performance in decimal or hexadecimal. It is possible.

[0059] Furthermore, the gaming machine 10 is equipped with a vibration sensor switch that detects vibrations, and this vibration sensor switch The detection signal of the switch is input to the first input port 122 or the third input port 124. You can do that.

[0060] Furthermore, the game control device 100 receives power outage monitoring signals and reset signals from the power supply device 400, etc. A Schmitt buffer 125 is provided for inputting the signal to the game microcontroller 111, etc. The Schmitt buffer 125 has the function of removing noise from these input signals. The power supply unit 400 provides a power outage monitoring signal, and the RAM initialization switch 112 provides an initialization signal. The switch signal is first input to the first input port 122 and then transmitted via the data bus 140 to the game. This signal is taken up by the microcontroller 111. In other words, it is a signal equivalent to the signals from the various switches mentioned above. It is treated as such. The terminal that receives external signals is provided on the gaming microcontroller 111. This is because there are limitations on the number.

[0061] On the other hand, the reset signal RESET, which has been denoised by the Schmitt buffer 125, It is directly input to the reset terminal provided in the gaming microcontroller 111, and the output section It is supplied to each of the 130 ports. In addition, the reset signal RESET is transmitted via the output unit 130. By outputting directly to the relay board 70, the relay board 70 outputs to the test firing device. It is configured to turn off the test firing signal held in the port (not shown). The reset signal RESET is configured to be output to the test firing device via the relay board 70. This may be done. The reset signal RESET is connected to the first to third inputs of the input unit 120. Ports 122, 123, and 124 are not supplied. Immediately before the reset signal RESET is received. The data set to each port of the output unit 130 by the gaming microcontroller 111 is used by the system A reset is necessary to prevent malfunction, but just before the RESET signal is received... The data read by the gaming microcomputer 111 from each port of the input unit 120 is then processed by the gaming microcomputer This is because it will be discarded when CON111 is reset.

[0062] The output unit 130 has a communication path from the game microcomputer 111 to the performance control device 300 and A Schmidt baffle is placed in the communication path from the gaming microcomputer 111 to the payout control device 200. A132 is provided. From the game control device 100 to the performance control device 300 and payout control Data is transmitted to device 200 via serial communication. Serial communication to the payout control device 300 and the payout control device 200 is performed on the side of the performance control device 300. This is a one-way communication system that prevents signals from being input to the game control device 100.

[0063] Furthermore, the output unit 130 is connected to the data bus 140 and is used for test firing by a certified organization (not shown). Data that informs the test device of the special symbols in the variable display game, and signals that indicate the probability state of a jackpot. A buffer 133 that outputs such data via the relay board 70 is configured to be mountable. The FF133 is a pachinko game machine intended for use in amusement parlors as a mass-produced and sold product. This component is not mounted on the control unit (main board). It is output from proximity interface 121. The detection signals from switches that do not require modification, such as the start port switch, are bypassed by buffer 133. It is supplied to the test firing device via the relay board 70.

[0064] On the other hand, magnetic sensors 61 and disc radio wave sensors 62 cannot be supplied directly to the test firing device. The detection signal is first taken into the game microcontroller 111 and added to other signals or information. For example, it is used as an error signal to indicate that the gaming machine is in a state where it cannot be controlled. The power is supplied from bus 140 to the test firing device via buffer 133 and relay board 70. Furthermore, the relay board 70 receives the signal output from the buffer 133 and performs a test firing. It relays signal lines for detection signals from switches that do not go through a buffer, and transmits signals from ports that supply power to the device. Connectors and the like are provided to reach the port on the relay board 70. The chip enable signal CE (not shown) output from 1 is also supplied, and this chip enable The signal from the port selected and controlled by the Bull signal CE is now supplied to the test firing device. It is.

[0065] Furthermore, the output unit 130 is connected to the data bus 140, and the special variable prize winning device 38 (large prize) is connected to the output unit 130. Opening and closing data of the large prize slot solenoid 38b that opens and closes the opening and closing member 38c of the prize slot, special fluctuations Opening and closing data of a specific region solenoid 95b that opens and closes the opening and closing member 95c of the award-winning device 95, Opening and closing data for the electric solenoid 37c that opens and closes the movable member 37b of the variable prize winning device 37, A first output port 134a is provided for outputting display data from the performance display device 135. It is being done.

[0066] Furthermore, the output unit 130 is used to output the display data for the probability setting value display device 136. Two output ports 134b are provided. In addition, the output unit 130 is connected to the integrated display device 50. The LED's anode terminal is connected to a segment wire which is turned on or off depending on the content to be displayed. Third output port 134c for outputting data, LED cathode of batch display device 50 Fourth output port 1 for outputting on / off data of the digit line to which the terminal is connected. 34d is provided.

[0067] Furthermore, the output unit 130 receives information related to the gaming machine 10, such as jackpot information, from the external information terminal board 71. A fifth output port 134e is provided for outputting to the external information terminal board 71. Photo relay is provided, for example, in external devices installed in amusement parlors (information gathering terminals and amusement parlors) It can be connected to an internal management device (hall computer, etc.) and provides information about the gaming machine 10. It can be supplied to an external device via a photorelay. Some of the information supplied to the device is output from the fourth output port 134d. Also, the fifth output port From the 134e, firing permission is sent to the dispensing control device 200 via the Schmidt buffer 132. A signal is also output.

[0068] Furthermore, the output unit 130 outputs a large prize slot solenoid from the first output port 134a. Receiving the opening / closing data signals of solenoid 38b, specific area solenoid 95b, and general-purpose solenoid 37c First driver (drive circuit) 138a that generates and outputs a solenoid drive signal, third output port The on / off switch of the segment line on the current supply side of the batch display device 50 output from T134c. Summary table output from the second driver 138b and the fourth output port 134d, which output motion signals. A third driver that outputs an on / off drive signal for the digit line on the current draw side of the display device 50. External devices such as management devices can be accessed from 138c, the 5th output port 134e, and the 4th output port 134d. The fourth driver 138d outputs the external information signal to be supplied to the external information terminal board 71, and the first output The performance display device 135 receives the display data signal output from the power port 134a and displays the performance A fifth driver 138e is provided that generates and outputs a drive signal for the device 135.

[0069] The first driver 138a described above is designed to enable the driving of a solenoid that operates at 32V. Therefore, DC32V is supplied as the power supply voltage from power supply unit 400. Also, the integrated display unit A DC 12V is supplied to the second driver 138b that drives 50 segment lines. De The third driver 138c that drives digit lines is for pulling out a digit line corresponding to display data with current, so the power supply voltage may be either 12V or 5V.

[0070] The second driver 138b that outputs 12V supplies current to the anode terminal of the LED via the segment line, and the third driver 138c that outputs the ground potential pulls out current from the cathode terminal via the segment line, so that the power supply voltage flows through the sequentially selected LEDs in the dynamic driving method and lights them up. The fourth driver 138d that outputs an external information signal to the external information terminal board 71 is supplied with a DC 12V in order to give a 12V level to the external information signal. Incidentally, the buffer 133, the first output port 134a, the first driver 138a, etc. may be provided on the output section 130 of the game control device 100, that is, on the relay board 70 side instead of the main board. Also, the performance display device 135, or the fifth driver 138e and the performance display device 135 may be provided on the output section 130 of the game control device 100, that is, on the side of an external board (not shown) instead of the main board.

[0071] Furthermore, a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 490 is provided in the output section 130. The photocoupler 139 is configured to be capable of two-way communication so that the game microcomputer 111 can perform data transmission and reception with the inspection device 490 by serial communication. Incidentally, such data transmission and reception is performed by the serial communication terminal that the game microcomputer 111 has, similar to an ordinary general-purpose microprocessor.

[0072]

[0073] Since it is performed using them, ports such as the first to third input ports 122, 123, and 124 are not provided. Ports are not provided.

[0072] Next, the configuration of the effect control device 300 will be described with reference to FIG. 4. FIG. 4 is a block diagram showing an example of the configuration of the effect control device of the embodiment. It is a block diagram showing an example of the configuration of the effect control device. The effect control device 300 includes a main control microcomputer (CPU) 311 composed of an amusement chip (IC ) similar to the game microcomputer 111, and a graphic hook processor as a VDP (Video Display Processor) 312 that performs image processing for video display on the display device 41 according to commands and data from the main control microcomputer 311, and a sound source LSI 313 that controls the output of sound to reproduce various melodies and sound effects from the speaker 341. It is provided with.

[0073] Connected to the main control microcomputer 311 are a PROM 321 composed of a PROM (programmable read-only memory) that stores programs and various data executed by the CPU, a RAM 322 that provides a work area , a FeRAM ( Ferroelectric RAM) 323 that can retain stored contents even when power is not supplied during a power failure, and an RTC (real-time clock) 338 that serves as a timing means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.). Note that a RAM 311a that provides a work area is also provided inside the main control microcomputer 3​​​​​​​​​​​​​Instructions for playback sound to the source LSI313, lighting of decorative lamps, drive control of motors and solenoids, This involves tasks such as managing performance time.

[0074] The VDP312 includes RAM to provide a workspace and a slot for scaling images. A Keller is provided. In addition, the VDP312 stores character images and video data. Image ROM 325 and image data of characters etc. read from image ROM 325 It is connected to a super-fast VRAM326 used for unpacking and processing data. .

[0075] Although not particularly limited, the connection between the main control microcontroller 311 and the VDP312 is It is configured to send and receive data using the parallel method. By sending and receiving data, commands and data can be transmitted in a shorter time than with serial communication. It is possible.

[0076] From the VDP312 to the main control microcontroller 311, the video from the display device 41 and the glass frame 15 and Vertical synchronization signal and data for synchronizing the lighting of decorative lamps on the game board 30. A synchronization signal is input to determine the transmission timing. Furthermore, the main control minus is input from the VDP312. Interrupt signals are sent to CON311 to indicate the processing status, such as the completion of drawing to VRAM, and to the main control This is to indicate that the system is waiting to receive commands or data from the microcontroller 311. Wait signals and other signals are also input.

[0077] The video generated by the VDP312 is displayed on the display device 41. In practice, for example, The performance control device 300 includes LVDS (Low Voltage Differential Signaling: small amplitude signal A signal conversion circuit is provided for generating a video signal to be transmitted to the display device 41 in a [transmission] method. Video data, a horizontal synchronization signal, and a vertical synchronization signal are input from the VDP312 to the signal conversion circuit. The video generated by the VDP312 is displayed on the display device 41 via the signal conversion circuit.

[0078] An audio ROM 327 storing audio data is connected to the audio source LSI 313. The main control microcomputer 311 and the audio source LSI 313 are connected via an address / data bus 340. In addition, an interrupt signal INT is input from the audio source LSI 313 to the main control microcomputer 311. An amplifier circuit 314 composed of an audio power amplifier or the like for driving speakers 341 (upper left speaker 341a1, upper right speaker 341a2, lower left speaker 341b1, lower right speaker 341b2) is provided in the effect control device 300. The audio generated by the audio source LSI 313 is output from the speakers 341 via the amplifier circuit 314.

[0079]

[0079] In addition, a Bluetooth (registered trademark) module 315 is provided in the effect control device 300. The Bluetooth module 315 wirelessly transmits the audio data output from the audio source LSI 313 from the antenna 342. The destination device of the audio data is a wireless earphone or headset compliant with Bluetooth, which will be collectively referred to as an earphone in the following description. In addition, in this embodiment, the devices connectable to the Bluetooth module 315 are limited to devices compliant with A2DP (Advanced Audio Distribution Profile).

[0080] Furthermore, the antenna 342 is modularized together with the Bluetooth module 315. It may be a single unit, or it may be mounted on a performance control board, or it may be a single base It may also be mounted on a board and connected to the performance control board. In that case, antenna 3 For example, 42 is located on the back side of the gaming machine 10, together with the performance control device 300. Furthermore, the antenna 342 is positioned away from the Bluetooth module 315. For example, it can be placed in the front frame 12 or glass frame 15 that is close to the player to whom it is connected. It may also be the case that it is done. Also, the front side components of the gaming machine such as the front frame 12 and the glass frame 15 When the antenna 342 is installed, the front side component is the part where the antenna 342 is installed. You may also provide guidance signs or illuminated displays to direct players to the location.

[0081] The Bluetooth module 315 stores the pairing information of the connected earphones. A non-volatile memory is provided. Pairing information is an identification number that identifies the earphones. This includes the earphone model number, key information used for encrypted communication with the earphones, etc. In terms of form, the non-volatile memory of the Bluetooth module 315 contains one pair of earphones. Only the ring information is stored, and the pairing information is deleted when communication with the earphones is lost. The pairing information is deleted, for example, in response to an instruction from CPU311. This may be done inside the Bluetooth module 315, or in the Bluetooth module 31 This may also be done by resetting step 5.

[0082] Furthermore, pairing information may be stored in non-volatile memory connected to CPU311. Furthermore, the pairing information includes various variations of the Bluetooth connection control process described later. Since there is no need to retain the data after the power to the gaming machine 10 is turned off, it is stored in volatile memory. It may also be used.

[0083] Furthermore, the performance control device 300 receives pairing-related information from the CPU 311. An external information board 19 is connected for outputting to a controller or hall computer. Pairing-related information includes, for example, whether the earphones are connected (encrypted communication) or not. Pairing status information indicating whether or not pairing is possible, and pairing information stored in the Bluetooth module 315. Pairing information holding status information, such as whether or not one or more is held, is output. The connected earphones, along with the earphone identification number and model name indicated by the pairing information, are displayed. This information may be isolated by a photocoupler on the external information board 19. It is output after being generated.

[0084] Furthermore, the performance control device 300 receives commands transmitted from the game control device 100. A communication interface chip (command I / F) 331 is provided. The special effects transmitted from the game control device 100 to the performance control device 300 via I / F331 Controlling the animation using commands such as the number of held figures command, decorative special figure command, variation command, stop information command, etc. It is received as a command signal (performance command). (Game control device 100's game microcontroller 111) It operates on DC 5V, and the main control microcontroller 311 of the performance control device 300 operates on DC 3.3V. To achieve this, the command I / F331 is equipped with a signal level conversion function.

[0085] Furthermore, the performance control device 300 is provided in the game board 30 (including the center case 40) A panel decoration device 46 having LEDs (light-emitting diodes) and the like is driven and controlled by a panel decoration LE D control circuit 332, frame having LED (light-emitting diode) provided in the glass frame 15 A frame decoration LED control circuit 333 drives and controls the decorative device (for example, frame decoration device 18, etc.). A display device 44 (for example, a display) is provided on the control panel 30 (including the center case 40). A control panel that drives and controls movable parts (etc.) that work in conjunction with the display in device 41 to enhance the performance effect. A movable body control circuit 334 is provided. It controls the operation of lamps, motors, solenoids, etc. These control circuits 332-334, which are controlled by the main control min, are connected via the address / data bus. It is connected to CON 311. Note that the glass frame 15 is connected to a motor (for example, a device for performances). A frame presentation device equipped with a drive source such as a motor is provided, and this frame presentation device is driven and controlled. It may also be equipped with a control circuit for the movable frame.

[0086] Furthermore, the performance control device 300 includes the performance button switch 25a of the performance button 25 and an optophone. The setting switch 29n of the setting setting unit 29 and the initial position of the motor in the control panel display device 44 are detected. The on / off state of the effect motor switch 47 (effect motor switch) is detected and the main control is activated. Functions for inputting detection signals to the microcontroller 311, and volume control provided in the performance control device 300 This function detects the state of the switch 335 and inputs a detection signal to the main control microcontroller 311. A switch input circuit 336 is provided. Note that in Figure 4, the option setting unit 2 For convenience, the nine switches are collectively referred to as setting switch 29n, but for details, see above. The state of each switch (directional pad, auxiliary keys) is individually controlled by the switch input circuit 336. They are connected to be detected separately, and each switch has a detection signal that indicates its respective state. This is input to the control microcontroller 311.

[0087] The normal power supply unit 410 of the power supply unit 400 is a performance control device 300 having the above configuration. To supply a desired level of DC voltage to the electronic components controlled by it, DC32V for driving motors and solenoids, a display device 41 consisting of an LCD panel, and a motor DC12V for driving lights and LEDs, and DC5V which is the power supply voltage for the command I / F331. In addition to V, it generates a DC 15V voltage to drive the motor, LED, and speaker 341. It is configured to operate at 3.3V or 1V as the main control microcontroller 311. When using an LSI that operates at a low voltage such as 2V, DC3 is used based on DC5V. A DC-DC converter for generating 0.3V and DC1.2V is provided in the performance control device 300. It can be done. Note that the DC-DC converter may normally be provided in the power supply unit 410.

[0088] The reset signal generated by the control signal generation unit 430 of the power supply unit 400 is used for the main control It is supplied to ICON 311 and resets the device. Also, the main control microcontroller Output from 311 are VDP312, sound source LSI313 and amplifier circuit 314. It is supplied to control circuits 332-334 that drive and control lamps, motors, etc., and resets them. To set it to that state. In addition, the performance control device 300 has cooling fans 45 to cool various parts of the gaming machine 10. When connected and the power to the performance control device 300 is turned on, the cooling fan 45 is activated. It is designed to be so. Also, the circuit board that makes up the performance control device 300 is a sub-control board (S It corresponds to a substrate (also called a circuit board).

[0089] Furthermore, some of the components of the performance control device 300 and its surroundings are shown in Figures 5 to 7 below. It may be transformed in this way. Figure 5 is a block diagram showing a first modified example of the configuration of the performance control device. Even if the Bluetooth module 315 is located outside the performance control device 300, Good. Such a performance control device 300 includes a Bluetooth module 315 as a frame component. It can be done this way.

[0090] Figure 6 is a block diagram showing a second modified example of the configuration of the performance control device. Example of Figure 6 So, as in Figure 5, the Bluetooth module 315 is installed outside the performance control device 300. In addition to this, there is a gap between the sound source LSI313 and the Bluetooth module 315. Communication is then performed via the external information board 19. Such a performance control device 300 Furthermore, the Bluetooth module 315 can be used as a frame component, and Bluetooth Because the connection with the Smodule 315 is made via the external information board 19, it offers flexibility in adapting to changes in mutual specifications. To enable compatibility.

[0091] Figure 7 is a block diagram showing a third modified example of the configuration of the performance control device. Example of Figure 7 So, outside the performance control device 300, in addition to the Bluetooth module 315, earphones are also connected. An amplifier circuit 316 for earphones is provided. The earphone amplifier circuit 316 is for wired earphones. An earphone jack 343 is connected to which earphones (or headphones) can be connected, and sound The audio generated by the source LSI313 is transmitted to the earphone amplifier circuit 316 via the earphone jack. The output comes from the earphones connected to the earphone jack 343. The earphone jack 343 is, for example, It is located at the bottom of the front frame 12 of the gaming machine 10. Such a performance control device 300 is a blue Tooth module 315, earphone jack 343, earphone amplifier circuit 316 This can be used as a frame component, and it also improves the convenience of using earphones for players.

[0092] The earphone jack 343 receives analog audio from the earphone amplifier circuit 316. The signal is digitized and wirelessly transmitted to earphones compliant with the Bluetooth module. It is also possible to connect a Root adapter. Additionally, there is an earphone amplifier circuit 316. This may be provided inside the performance control device 300.

[0093] Next, we will explain the game control performed in these control circuits. In the game control device 100, the CPU 111A of the game microcontroller 111 is used for the start gate 3 Based on the input of the game ball detection signal from the gate switch 34a provided in 4, Random values ​​for hit detection are extracted and compared with the detection values ​​stored in ROM111B, and the graph changes. The system performs a process to determine whether the displayed game is a hit or a miss. Then, the general diagram of the batch display device 50 is displayed. The pattern display unit 55 displays an identification pattern (identification information) for a predetermined period of time, and then displays a normal pattern change. The process of displaying the dynamic game is performed. If the result of this dynamic game is a win, The regular diagram display section 55 has special symbols corresponding to each of the first to third winning stop symbols. The result is displayed, and the ordinary electric solenoid 37c is activated, and the ordinary variable prize winning device 37 The movable member 37b is opened for a predetermined time (for example, 0.5 seconds or 1.7 seconds) as described above. The game control device 100 controls the conversion member (movable member 37b) This constitutes a conversion control execution means that performs conversion control. Note that the result of the regular display game is incorrect. In this case, control is performed to display the result of the miss on the regular diagram display unit 55.

[0094] Furthermore, the detection signal of the game ball from the start port 1 switch 36a provided in the start prize port 36 Based on the input, the system stores the start-up winning information (start-up memory), and based on this start-up memory, the first special symbol variation is performed. The random values ​​used for determining the jackpot in the displayed game are extracted and compared with the judgment values ​​stored in ROM111B. Compared to that, the process determines whether the first special feature variation display game is a win or a loss. Also, the normal variation Based on the input of the game ball detection signal from the start port 2 switch 37a provided in the prize winning device 37, The system stores the start memory, and based on this start memory, it determines whether the second special feature variation display game is a jackpot. The random values ​​used are extracted and compared with the judgment values ​​stored in ROM111B, and the second special figure variation is displayed. This process determines whether the game result is a win or a loss.

[0095] Furthermore, the CPU 111A of the game control device 100 controls the above-mentioned first special symbol variation display game and the Control signals (performance control commands, performance commands) including the judgment result of the special feature variation display game. The output is sent to the performance control device 300. Then, the special symbol 1 display unit 53 of the integrated display device 50 and In the special figure 2, the pattern display unit 54 displays an identification pattern (identification information) for a predetermined period of time, and then displays it as stopped. The process of displaying the special feature variation game is performed. That is, the game control device 100 performs the process of displaying the special feature variation game. The starting prize-winning area (starting prize-winning opening 36, normal variable prize-winning device 37) for the game ball flowing down the technique area 32. This system provides a game control mechanism that controls the progress of a variable display game based on the winners of the prizes.

[0096] Furthermore, the performance control device 300 displays based on the control signals from the game control device 100. Device 41 performs the process of displaying a decorative special feature variation display game that corresponds to the special feature variation display game. Now. Furthermore, the performance control device 300, based on the control signal from the game control device 100, This includes setting the performance state, outputting sound from speaker 341, or the Bluetooth module. It performs processes such as outputting sound via 315 and controlling the illumination of various LEDs. In other words, it performs The output control device 300 controls the effects related to the game (variable display game, etc.) Eggplant.

[0097] Then, the CPU 111A of the game control device 100 determines if the result of the special symbol variation display game is a jackpot. In the case of a minor win, the special result pattern or minor win will be displayed on the special symbol display section 53 or the special symbol display section 54. The system displays the result and processes that generate special game states and minor win game states. This involves performing special games and minor win games. 2. Processing to trigger a special game state when the result of the special symbol variation display game is a jackpot. In this case, the CPU 111A, for example, is specially variable by the large prize solenoid 38b. The control opens the opening / closing member 38c of the prize device 38, allowing game balls to flow into the large prize opening. This is performed. In this special game state, CPU 111A will, for example, place a predetermined number of items into the big prize slot (for example For example, when 9 game balls enter the winning slot, or when a predetermined period of time has elapsed since the opening of the main winning slot. One round consists of opening the grand prize gate until one of the following conditions is met. The control (cycle game) is performed to continue (repeat) for a predetermined number of rounds. The variable display game (special figure 1 variable display game) or the second special figure variable display game (special figure 2 variable display game) The process of generating a minor win game state when the result of the (animated display game) is a minor win. For example, CPU111A is controlled by the large prize slot solenoid 38b to enable special variable prizes. The control mechanism opens the opening / closing member 38c of the component 38, allowing game balls to flow into the large prize winning opening. Now.

[0098] Furthermore, the opening and closing patterns of the main prize slot that occur during these minor win game states (opening and closing operation) For example, the operation of keeping the opening / closing member in the open position for 200 milliseconds is performed at intervals of 1500 milliseconds. This is done four times. In this way, the game control device 100 determines the stopping result pattern. A control means for opening and closing the grand prize slot when a special outcome occurs. This is done. Also, if the result of the special feature variation display game is a loss, the CPU111A will display all at once. The display unit 53 of the special illustration 1 and the display unit 54 of the special illustration 2 of the device 50 will display the result of a miss. To perform control.

[0099] Furthermore, the game control device 100 of this embodiment controls probability fluctuations in special symbol fluctuation display games. However, it is acceptable to perform probability changes in a game that displays fluctuating figures. For example, the game control device 100 determines the special game state based on the result of the special symbol variation display game. After the end of the game, it becomes possible to enter a high-probability state as a game state. This high-probability state is special In the game with fluctuating display, the probability of getting a winning result is higher than in the normal probability state. Also, in either the first special feature variation display game or the second special feature variation display game Even if a high probability state is reached based on the result pattern of the first special symbol variation display game and the second special symbol Both the variable display game and the game will enter a high probability state.

[0100] Furthermore, the game control device 100 determines the special game state based on the result of the special symbol variation display game. After the state ends, it is possible to enter a time-saving state (specific game state, normal high probability state) as a game state. This is the case. In this time-saving state, the probability of getting a winning result in the regular figure variation display game (regular figure Let the probability be set to a high probability (normally high probability state) which is higher than the normal probability (normally low probability state) of 0. This makes it possible to... Furthermore, control it so that the opening time of the normal variable prize winning device 37 per unit time increases. In this embodiment, the normal variable prize winning device 37 is in the normal game state. Therefore, the probability of not opening the movable member 37b is set to "0".

[0101] Furthermore, in the time-saving state, the execution time of the regular display variation game (regular display variation time) is even Then, it becomes 500 milliseconds, and the time for displaying the results of the regular display variation game is, for example, the time for the regular display to stop. , at 600m seconds, the regular variation display game is determined to be a win and the regular variation prize device 37 opens. When released, the release time of the first stop symbol (normal release time) and the number of releases (for example, 500ms x 1 time), the opening time of the second winning stop symbol (normal opening time) and the number of times it opens (for example) (1700ms x 2 times), the opening time of the third winning stop symbol (normal opening time) and the number of openings ( For example, it is possible to set it to be 1700ms x 3 times.

[0102] Furthermore, control is used to put the regular variable display game and the regular variable prize winning device 37 into a time-saving operation state. To this end, the game execution time, normal display stop time, number of normal train releases, and normal train releases will be displayed as appropriate. You can set a time limit, for example, in the time-saving state, the actual display of the regular graph fluctuation game described above The rotation time (normal change time) is controlled so that the second change display time is shorter than the first change display time. It is possible to control it (for example, 10,000 milliseconds becomes 1,000 milliseconds). Also, time reduction state In this case, the normal stop time for displaying the results of the normal change display game is shorter than the first stop time. It is possible to control it so that the second stop time is 70 (for example, 1604ms is 70 4 minutes). Also, in the time-saving state, the normal variation display game results in a normal variation. When the prize-winning device 37 is opened, the opening time (normal 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 ( For example, 100 milliseconds becomes 1352 milliseconds). Also, in the time-saving state, the regular display changes game. For each winning result, the number of times the normal variable prize winning device 37 opens (normal electric opening count) is calculated as the first opening Set the second number of openings to a number greater than the initial number of openings (for example, 2 times) (for example, 4 times). It is possible. Also, in the time-saving state, the result of the regular display variation game is certain to be a win. The rate (normal probability) is the normal probability when the system is operating normally (normal low probability state, for example, 1 / It is possible to set a high probability (a generally high-probability state, for example, 250 / 251) that is higher than 251. It is possible.

[0103] In the shortened time state, the normal chart change time, normal chart stop time, number of normal electric train releases, normal electric train release time, normal By changing one or more of the probabilities shown in the diagram, the normal variable prize winning device 37 is set to the open state. The time required for the state change will be extended beyond the normal time. Also, multiple types of changes will be performed. It is also possible to set different time-saving states. In addition, if a win occurs, the first opening mode and the second You may choose one of the two opening modes. In this case, the first opening mode and the second opening mode The selection probabilities for each mode may be different. Also, the high-probability state and the time-saving state can be independent of each other. It is possible for both to occur, and it is also possible for both to occur simultaneously, or for only one of them to occur. This is also possible. Furthermore, the time-saving state is the normal power support state (normal power support in progress, or electric support in progress). ) can also be called.

[0104] Next, the configuration of the batch display device will be explained using Figure 8. Figure 8 is a batch display of the embodiment. This is a diagram showing an example of a display device. The batch display device 50 consists of a 7-segment LED_d1 and a 7-segment LED. It has 16 LEDs, including LED_d2 and LED_d3 through LED_d18. The combined display device 50 has 7-segment LED_d1 and 7-segment LED_d2, Various status indicators are displayed based on the lighting patterns of LED_d3 through LED_d18.

[0105] The batch display device 50 includes 7-segment LED_d1 and 7-segment LED_d2, and By assigning various status display functions to LED_d3 through LED_d18, round display Section 51, Special Feature 1 Reserve Display Section 52, Special Feature 1 Symbol Display Section 53, Special Feature 2 Symbol Display Section 54 , a regular diagram pattern display unit 55, a regular diagram hold display unit 56, a status display unit 57, and a special diagram 2 hold display unit It includes 58. The round display section 51 has four LEDs, LED_d3 to LED_d6. The lighting pattern indicates the number of rounds in the special feature game. Special Feature 1 Reserved Display Unit 52 Depending on the lighting patterns of the two LEDs, LED_d11 and LED_d12, in the game shown in Figure 1... The number of reserved symbols is displayed. The special figure 1 symbol display unit 53 has 8 L of 7-segment LED_d1 The lighting pattern of the ED (7 segment LEDs and 1 dot LED) determines the game shown in Figure 1. The symbols are displayed in the special figure 2 symbol display unit 54 has eight 7-segment LEDs d2 Depending on the lighting pattern of the LEDs (7 segment LEDs and 1 dot LED), Figure 2 The design is displayed in the window. The general design display unit 55 is LED_d8, LED_d10, The patterns in the Puzzle Game are displayed by the lighting patterns of the three LEDs, including LED_d18. The regular display unit 56 shows the lighting patterns of two LEDs, LED_d15 and LED_d16. This displays the number of reserved items in the regular game. The status display unit 57 uses LED_d7, LE The lighting patterns of the three LEDs D_d9 and LED_d17 determine the special feature game. The game status is displayed. The game status is indicated by the way the lights are illuminated, for example, a probability variation state, a time reduction state, etc. The status, right-hand shooting status, and other game statuses can be displayed. The special feature 2 reserve display unit 58 is an LED The lighting patterns of the two LEDs, _d13 and LED_d14, indicate the hold in Special Feature 2 game. Display the number.

[0106] The following describes the control of a gaming machine that performs this type of game. First, the gaming control device. This section describes the control performed by the 100 amusement microcontroller 111. The control processing by n111 mainly consists of the main processing and processing that occurs at predetermined time intervals (for example, 4 milliseconds). It consists of timer interrupt processing.

[0107] [Main process] First, the main processing of the game control device of this embodiment will be explained using Figures 9 to 13. Figure 9 is a flowchart (part 1) showing the main process of the embodiment. Figure 10 is This is a diagram (part 2) showing the flowchart of the main processing of the embodiment. Figure 11 is the implementation This is a diagram (part 3) showing the flowchart of the main processing of the state. Figure 12 shows the main of the embodiment. This is a diagram (part 4) showing the flowchart of the processing. Figure 13 shows the main processing of the embodiment. This is a diagram (number 5) showing a flowchart.

[0108] The main processing starts when the power is turned on, initiated by the control unit (gaming microcontroller 111). This is done. In this main process, first, a process to disable interrupts (step S1) is performed. Then, when an interrupt occurs, at the starting address of the area where register values ​​and other values ​​are saved, Perform a stack pointer setting process (step S2) to set a specific stack pointer. Next, specify register bank 0 (step S3), and specify a given register (for example, register D). Set the higher address of the RAM starting address to (Step S4). RAM11 The address range for 1C is 0000h to 01FFh, with 00h or 01h being the highest value. In step S4, set 00h, which is at the beginning of the address range of RAM111C. To do.

[0109] Next, a launch stop signal is output, setting the launch permission signal to the prohibited state (step S5). The launch permission signal is given when at least one of the game control device 100 and the payout control device 200 stops launching. When a stop signal is output, it is set to a prohibited state, and the launch of game balls is prohibited. It is.

[0110] After that, the state of input port 1 (first input port 122) is recorded in the first register (for example, B register). Load into the JISTA (step S6), then input port 3 (third input port 124) The state is read into the second register (for example, the C register) (step S7).

[0111] Here, a predetermined bit in the first register is masked, and the other bits are cleared (step (S8). For example, the B register corresponding to the detection signal from the RAM initialization switch 112. It retains only the 2nd bit, and the 0th bit, the 1st bit, and bits 3 through 7 are removed. Rearrange. Then, mask the specified bits in the second register and clear the other bits. (Step S9). For example, C register corresponding to the detection signal from the setting key switch 127. It only retains the 4th bit of the st, and bits 0 through 3 and bits 5 through 7. Clear it.

[0112] The information in the first register is integrated into the second register, and the information held by the second register is stored in RAM1. Keep it as reference information that does not rely on 11C (step S10). For example, B Regis The logical OR of the TA and C registers is stored in the C register, and the C register is used as a state reference register. To hold.

[0113] For example, the value of the state reference register (C register) "00000000B" is the 0th B The first bit, third bit, fifth bit through seventh bit are cleared and become "0". The second bit is "0", which corresponds to the detection signal ON from the RAM initialization switch 112. The fourth bit is "0", which corresponds to the detection signal ON from the setting key switch 127. This indicates that the value of the state reference register "00000000B" is the RAM initialization value. The setting change occurs when switch 112 is ON and setting key switch 127 is ON. Further status is indicated.

[0114] Furthermore, the value of the state reference register "00010000B" consists of the 0th bit and the 1st bit, The 3rd and 5th through 7th bits are cleared to "0", and the 2nd bit is RA This corresponds to "0" when the detection signal from the M initialization switch 112 is turned ON, and the 4th bit is set. This indicates a "1" corresponding to the detection signal from key switch 127 being off. The value of the state reference register "00010000B" indicates that the RAM initialization switch 112 is ON. (ON) indicates the RAM initialization state where the setting key switch 127 is off (OFF). .

[0115] Furthermore, the value of the state reference register "00000100B" consists of the 0th bit and the 1st bit, The 3rd and 5th through 7th bits are cleared to "0", and the 2nd bit is RA This corresponds to "1" for the detection signal from M initialization switch 112 being off, and the 4th bit is set. This indicates a value of "0" corresponding to the ON detection signal from key switch 127. The value of the state reference register "00000100B" indicates that the RAM initialization switch 112 is off. This indicates a setting confirmation state where (OFF) and setting key switch 127 is ON.

[0116] Furthermore, the value of the state reference register "00010100B" consists of the 0th bit and the 1st bit, The 3rd and 5th through 7th bits are cleared to "0", and the 2nd bit is RA This corresponds to "1" for the detection signal from M initialization switch 112 being off, and the 4th bit is set. This indicates a "1" corresponding to the detection signal from key switch 127 being off. The value of the state reference register "00010100B" indicates that the RAM initialization switch 112 is off. (OFF), and the setting key switch 127 is OFF, indicating a power restoration (power outage recovery) state. This indicates.

[0117] This allows the detection signal from the RAM initialization switch 112 and the setting key switch 127 to The detection signals from the RAM initialization switch 112 are stored in the C register. The storage position (2nd bit) in the B register of the output signal and the detection from the setting key switch 127 The B register and C register differ because the storage location (4th bit) of the output signal is different. The logical OR of the STRs also detects the signal from the RAM initialization switch 112 and the setting key switch. The detection signal from Chi-127 is saved without being lost.

[0118] After that, the process of setting the power-on delay timer is performed (step S11). In the process, by setting predetermined initial values, the game control device 100 which constitutes the main control means Subordinate control means that perform various controls according to their instructions (for example, the dispensing control device 200 and Waiting for the program of the performance control device 300 (or other subordinate control device) to start up normally. A time (for example, 3 seconds) is set. This allows the game control device 10 to be activated when the power is turned on. 0 is raised first, and the command is sent to the subordinate control means before the subordinate control means is raised. This prevents the subordinate control means from missing commands. In other words, the game control system When power is turned on, the device 100 delays the activation of the main control means and waits for the activation of the secondary control means. It provides a waiting means for setting a predetermined waiting time.

[0119] Furthermore, the timing of the power-on delay timer is determined by the validity of the data held in the RAM area. Memory areas that are not subject to checksum calculation (RAM areas or other areas not subject to validity determination) This is done using a GISTA (or similar device). This allows for checking the checksum of the RAM area, etc. When calculating data, there is no need to exclude certain RAM areas from the calculation, so when power is turned on... This prevents the control from becoming complicated.

[0120] The detection signal for the RAM initialization switch 112 is stored in the second register (C register). Although it is intended to be saved, it is saved before the start of the waiting period, thus initializing the RAM. The operation of switch 112 can be reliably saved. That is, RAM initialization after the waiting period has elapsed. If you configure it to read the state of switch 112, it will wait for the waiting time to elapse before initializing the RAM. The RAM initialization switch 112 is operated, or the RAM initialization switch is activated from power-on until the standby time has elapsed. You need to keep manipulating 112. However, you need to read the state before the waiting period starts. Therefore, you can perform operations immediately after powering on without having to go through such troublesome procedures. It will now be detected, and the initialization operation performed when the power is turned on will not be accepted. This can prevent such situations.

[0121] Furthermore, the detection signal of the setting key switch 127 is stored in the second register (C register). Although it is designed to be saved before the start of the waiting period, the setting key switch The operation of 127 can be reliably detected. That is, after the waiting time has elapsed, the setting key switch 12 If you configure it to read the state of 7, it will wait for the waiting time to elapse before setting key switch 127 You can operate the settings key switch 127 or continue operating it from power-on until the standby time has elapsed. It is necessary to read the state before the waiting period starts, thus eliminating this hassle. Without requiring any special operations, detection will occur immediately after power-on. Therefore, setting changes or setting confirmation operations performed when the power is turned on will not be accepted. This can prevent such situations.

[0122] Next, the process of setting the power-on delay timer (for example, about 3 seconds) (step S11) After performing the above, the system will start timing the waiting period and monitoring for any power outages during that time. Steps S12 to S14 are performed. Note that the power-on delay timer is used in the payout control system. A sufficient amount of time is set for the subordinate control unit, including unit 200, to start up.

[0123] If a power outage occurs (step S12; Y), wait for the power to the gaming machine 10 to be cut off. In this way, if a power outage monitoring signal is continuously received for a predetermined period, it will be determined that a power outage has occurred. By making this determination, it is possible to prevent false detection of power outages due to noise, etc., when the power is turned on. The malfunction can be dealt with appropriately. The power outage is detected by input from power supply unit 400. The power outage monitoring signal is read via the port and data bus, and the number of checks set (for example) For example, if the power outage monitoring signal remains ON for two consecutive times, it will be detected. In other words, the game system Device 100 serves as a power outage monitoring means that monitors for the occurrence of power outages during a predetermined standby period. This occurs during the period when the startup of the game control device 100, which constitutes the main control means, is delayed. This enables responses to power outages and allows for appropriate handling of malfunctions when power is turned on. This is possible. Note that access to RAM111C is not permitted until the waiting period ends. Because the memory contents from the previous power outage are retained, when a power outage occurs here... There is no need to perform backup processes, etc. Therefore, if a power outage occurs during the waiting period... This eliminates the need to back up RAM111C, thus reducing the control burden. ru.

[0124] On the other hand, if no power outage occurs (step S12;N), that is, if no power outage occurs In that case, update the power-on delay timer by "-1" (step S13), and the timer value Determine whether it is "0" or not (step S14). If the timer value is not 0 (step S14;N), that is, if the waiting time has not ended, a process to monitor for power outages occurs. The process returns to (step S12). Also, if the timer value is "0", (step S14 ;Y), that is, when the waiting time ends, read from RAM111C, EEPROM, etc. Grant write access permission for RWM (Read Write Memory) (step S15), all Off data is output to the output port (set to a state where there is no output) (step S16).

[0125] Next, the serial port (a port pre-installed on the gaming microcontroller 111) (Used for communication with the performance control device 300 and the payout control device 200) Set (Step S17) ).

[0126] In step S18, the timer interrupt in the game microcontroller 111 (clock generator) This process activates the CTC circuit, which generates a signal and a random number update trigger signal (CTC). Now.

[0127] In step S19, the process of setting the RAM error flag is performed. The setting of the permanent flag is temporary and will be used later to check for RAM anomalies. It may be updated in [location].

[0128] In step S20, the value of the power outage test area 1 in RWM is normal. Determine whether it is -1 (for example, 5Ah). If the value in power outage test area 1 is normal, (Step S20;Y) Check that the value of the blackout test area 2 in RWM is normal. Determine whether it is data 2 (for example, A5h) (step S21), and then check the power outage inspection area 2. If the value is normal (step S21; Y), calculate the checksum of a predetermined area in the RWM. The checksum calculation process (step S22) is performed.

[0129] In the checksum calculation process, data from the work area for game control and the work area for status display are used. The sum of the data in each region can be used to calculate a checksum, or a workpiece for game control. Checksums are calculated separately from the data in the area and the data in the work area for status display. Alternatively, the checksum may be calculated using only the data from the work area for game control. The work area for skill control is a work area within the RWM memory used for game control. Yes, there is. The status display work area is a part of the memory area within the RWM that is used for displaying the status. It is a business domain.

[0130] Next, check if the checksum calculated in step S22 matches the checksum at the time of power failure. The system determines whether or not (step S23), and if the checksum matches (it is normal), In case (step S23; Y), the RAM abnormality flag that was provisionally set in step S19 is flagged. Complete this (Step S24).

[0131] If the checksum is determined not to match (not normal) (step S23; N) skips step S24 and proceeds to step S25, which means that in step S19 The provisionally set RAM anomaly flag becomes definitive. Check data in the power outage test area. If the data is determined to be abnormal (step S20;N or step S21;N) However, by skipping step S24 and proceeding to step S25, a provisional result is obtained in step S19. The RAM anomaly flag that was set to the target becomes definitive.

[0132] In step S25, the second register (C register) is referenced to set the key switch 12 It is determined whether the detection signal of 7 is ON and the detection signal of the RAM initialization switch 112 is ON. Determined. The detection signal of the setting key switch 127 is ON AND the detection of the RAM initialization switch 112 is ON. If the output signal is ON, proceed to step S34, and the detection signal of the setting key switch 127 If the signal is ON and the detection signal of the RAM initialization switch 112 is not ON, then step S Proceed to 26.

[0133] Furthermore, the game control device 100 receives the detection signal from the setting key switch 127 and the RAM initialization switch Because the detection signal of key 112 is stored in the second register (C register), the setting key... The detection signal of switch 127 and the detection signal of RAM initialization switch 112 are to be determined simultaneously. This is possible. In addition, the game control device 100 receives the detection signal from the setting key switch 127 and the RAM Because the detection signal of the initialization switch 112 is stored in the second register (C register), Detection signal of the setting key switch 127 and RAM initialization before the RAM validity check is performed. The detection signal from switch 112 can be used as the target for determination.

[0134] In step S26, the control unit determines whether the RAM abnormality flag is on or off. , 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., RAM If the abnormal flag has been cleared, proceed to step S27.

[0135] In step S27, the control unit checks the setting change mode flag (probability setting change flag) Determine whether it is on or off. The control unit steps if the flag is on during setting change mode. Proceed to step S28, and if the flag for setting change mode is not turned on, proceed to step S49.

[0136] Steps S28 to S33 are performed in case of RAM abnormality or power outage during configuration. This process is executed when the system restarts without the RAM being cleared. Step S2 In step 8, the control unit sends a command for main abnormal error notification to the performance control device 300. As a result, the performance control device 300 responds to the performance system command for main abnormal error notification. To perform the operation. For example, the performance control device 300 receives a command for main abnormal error notification. If you trust it, display a message on the display device 41 instructing you to restart with a RAM clear. The speaker 341 outputs sound, and the performance control device 300 also detects the main abnormality. Upon receiving a notification command, the frame decoration device 18, the panel decoration device 46, and the panel display device 44 It will report a main abnormal error.

[0137] In step S29, the control unit displays the 7-segment display data at the time of game stop on the performance display device 135 Output to the performance display device 135. The system can display data. The control unit also confirms the 7-segment display data when the game is stopped. The rate setting value is output to the rate setting value display device 136. At this time, the control unit outputs to the probability setting value display device 136. It can display numbers or characters that are not included in the probability settings. The control unit also displays an L when the game stops. The 7-segment display data, including the ED display data, may be output to the batch display device 50. At this time, the control unit may turn off or turn on all of the combined display devices 50.

[0138] In step S30, the control unit sends the ON data of the security signal to the external information terminal board 71. Output from there. At this time, the control unit outputs other signals that are output from the external information terminal board 71. Turn off force data.

[0139] In step S31, the control unit performs a process to monitor for the occurrence of a power outage. While waiting for electricity generation (step S31;N), steps S29 and S30 are repeated. The machine executes and waits for the power to be cut off. In other words, the gaming machine 10 displays its performance until it waits for the power to be cut off. While displaying the status corresponding to the main abnormal error on device 135 (step S29) The security signal is output from the external information terminal board 71 (step S30). While waiting for the power to be cut off, the device 10 receives signals other than security signals from the external information terminal board 71. The number is not output. Furthermore, while waiting for the power to be shut off, the performance display device 135 displays a main error message. While displaying the corresponding status, a security signal is output from the external information terminal board 71. The processes performed (steps S29 and S30) are carried out in the timer processing described later. You may do so.

[0140] If a power outage is detected (step S31; Y), off data is output to all output ports. (Set to a state with no output) (Step S32), and read RAM111C, EEPROM, etc. By prohibiting writeable RWM access (step S33), the power supply is cut off. wait.

[0141] The control unit then repeats steps S29 and S30 until it waits for the power to be shut off. In this row, RAM access is not prohibited. As a result, the gaming machine 10 does not have NMI (No When an n-Maskable Interrupt occurs, the return address can be stored in RAM, preventing program crashes. The risk of accidents is reduced. In this way, the control unit waits for the power to be shut off in step S29. The contents of the RAM stored during the repeated execution of step S30 are protected by prohibiting RAM access. However, since clearing the RAM upon restart is a condition for starting game control, the contents of the RAM are... This limits the risk of the contents of the RAM being unprotected. In other words, the gaming machine 10 has limited protection. By accepting a limited number of unprotected risks, we can achieve a reduction in the risk of program malfunction. Furthermore, the control unit repeats steps S29 and S30 until it waits for the power to be shut off. In this row, by not prohibiting RAM access, steps S29 and S30 In this case, subroutines can be made callable to improve program efficiency. The gaming machine 10, after detecting a power outage, prohibits RAM access to the memory in the RAM. To protect the contents.

[0142] Steps S34 to S37 are processes related to preparing for configuration changes, and step S In 27, the detection signal of the setting key switch 127 is ON and the RAM initialization switch 11 This process is executed when the detection signal for item 2 is turned on.

[0143] In step S34, the control unit determines whether the RAM abnormality flag is on or off. If the RAM error flag is on, proceed to step S35, and the RAM error flag is on Otherwise, proceed to step S36.

[0144] In step S35, the control unit, because the RAM abnormality flag is on, clicks the set value. A. Note that the setting value can also be cleared by setting an invalid value as the setting value. Alternatively, from the perspective of preventing fraud, it may be acceptable to set the value that is most unfavorable to the player. .

[0145] In step S36, the control unit performs the process of setting the setting change mode flag. The setting change mode flag is a flag that indicates whether or not the gaming machine 10 is changing its settings. The setting change mode flag is set when a setting change is in progress, and when a setting change is not in progress. The flag is cleared (reset) while in constant change mode.

[0146] In step S37, the control unit sends a command to the performance control device 300 indicating that the setting is being changed. This allows the performance control device 300 to perform performance control corresponding to the command being changed. For example, the performance control device 300 receives a command to change the settings and changes the settings. A message indicating that it is inside is displayed on the display device 41, or a message is broadcast from the speaker 341. It outputs sound, etc. Also, the performance control device 300 receives a command during setting changes, The frame decoration device 18, panel decoration device 46, and panel display device 44 indicate that settings are being changed. ru.

[0147] Step S38 is performed after the preparation for setting changes (steps S34 to S37), or This process is executed after the setup confirmation preparation (steps S50 and S51). In step S38, the control unit sets the security signal control timer to 128ms. Therefore, the gaming machine 10 will continue until at least the security signal control timer has timed out. During this time, a security signal is output. Note that the security signal control timer maintains a minimum output level. Any duration exceeding a certain period (e.g., 50ms) is acceptable, and it is not limited to 128ms. It's okay to have it.

[0148] Steps S39 to S41 are for waiting for the configuration change to be completed or for the configuration confirmation to be completed. This is the process related to the following. In step S37, the gaming machine 10 outputs a security signal and sets it. This prevents the execution of processes related to waiting for the configuration change to finish or waiting for the configuration confirmation to finish. This information is made available to the department.

[0149] After enabling the interrupt (step S39), the control unit accesses the second register (C register). By doing so, it is determined whether the detection signal of the setting key switch 127 is off (step S 40) The control unit proceeds to step S5 if the detection signal of the setting key switch 127 is off. Proceed to step 6, and if the detection signal of the setting key switch 127 is not off, proceed to step S41. .

[0150] In step S41, the control unit determines whether or not a power outage has occurred. The occurrence of a power outage can be determined by detecting the power outage monitoring signal for a predetermined period of time. The control unit If a power outage occurs, proceed to step S42; if no power outage occurs, proceed to step S Proceed to 40. That is, the control unit, with interrupts enabled in step S39, detects a power outage. Until then, wait for the setting key to be turned off.

[0151] If the control unit determines that a power outage has occurred, it will disable interrupts (step S4). 2) The process of outputting off-data to all output ports is performed (step S43). Subsequently, the power outage inspection area check data 1 is saved to the power outage inspection area 1 (step S44). ), save the power outage inspection area check data 2 to power outage inspection area 2 (step S45). Furthermore, a checksum calculation process (step) is performed to calculate the checksum when the RWM power is cut off. S46) Process to save the calculated checksum to the checksum area (Step S47) After performing the above, a process to prohibit access to RAM (step S48) is performed. Then, wait for the power to the gaming machine to be cut off. In this way, check data in the power outage inspection area. In addition to saving the data, the checksum at the time of power cut-off is calculated, so that before the power cut-off... When the power is turned on, it can be determined whether the information stored in the RWM has been properly backed up. It can be determined.

[0152] Step S49 is performed when it is determined in step S27 that the flag for setting change mode is on. This is executed when the following occurs. In step S49, the control unit accesses the second register (C register). The control unit then determines whether the detection signal of the setting key switch 127 is ON or OFF. If the detection signal of the setting key switch 127 is on, proceed to step S50, setting key If the detection signal from switch 127 is not on, proceed to step S52.

[0153] Steps S50 and S51 are processes related to preparing for configuration verification. Step S5 In setting 0, the control unit performs the process of setting the setting confirmation mode flag. The "Dochu" flag indicates whether or not the gaming machine 10 is currently checking its settings. Sometimes the "In Settings Confirmation Mode" flag is set, and when not in settings confirmation mode, the "In Settings Confirmation Mode" flag is set. The flag is cleared (reset). In step S51, the control unit checks the frame during the setting confirmation. The signal is sent to the performance control device 300. As a result, the performance control device 300 checks the settings. It performs performance control corresponding to the command. For example, the performance control device 300 performs setting confirmation. The display device 41 receives a command from the device and displays a message indicating that the settings are being checked. It displays information and outputs sound from speaker 341. Furthermore, the performance control device 300... Upon receiving a command during configuration confirmation, the frame decoration device 18, panel decoration device 46, and panel display device 44 are configured to... The system then notifies that the settings are being checked. After this, the control unit proceeds to step S38.

[0154] On the other hand, in step S49, the control unit is turned on when the detection signal of the setting key switch 127 is ON. If it is determined that there is no such thing, step S52 is executed. In step S52, the control unit determines Referencing register 2 (C register), if the detection signal for RAM initialization switch 112 is ON The control unit determines whether it exists or not. If the detection signal for the RAM initialization switch 112 is not on, proceed to step S53. The process then proceeds to step S59. That is, the gaming machine 10 presses the RAM initialization switch 112. Upon startup detection involving an operation, the process proceeds to execute the RAM initialization (RAM clear) process, R Power outage recovery processing is performed by detecting startup without pressing the AM initialization switch 112. Proceed to execution.

[0155] Next, we will explain the RAM initialization process performed from step S53 onwards. In the process related to AM initialization, the control unit clears the RAM area other than the set value to 0 (zero-clear). a) (Step S53) The initial values ​​at the time of RAM initialization are saved in the area to be initialized. Step S54). For example, the control unit sets the starting address of the RAM when the RAM is cleared. Set the rear starting address 2 and access the storage area of ​​RWM (for example, RAM111C) The data of the area to be cleared (work area for game control) within the area that does not include the prohibited area. Reset to zero.

[0156] Note that the flags for setting change mode and setting confirmation mode are for the area to be cleared. Since it is included in the data, it will be cleared by zeroing out the data in the area to be cleared. .

[0157] In step S55, the control unit sends the RAM initialization command to the performance control device 300. I believe it. In step S55, multiple commands such as the machine specification command and the probability setting value information command are used. A number of commands are sent. This causes the performance control device 300 to send commands during RAM initialization. It performs performance control corresponding to the D. For example, the performance control device 300 performs performance control during RAM initialization. Upon receiving the command, a message indicating that the RAM has been initialized is displayed on the display device 41. It displays information and outputs sound from speaker 341. Furthermore, the performance control device 300... Upon receiving a command to initialize the RAM, the frame decoration device 18 and the panel mounting device will indicate that the RAM has been initialized. Notifications are provided by the display device 46 and the panel display device 44.

[0158] Furthermore, the control unit processes (steps) related to waiting for the completion of setting changes or the completion of setting confirmation. After the execution of steps S39 to S41, the detection signal of the setting key switch 127 is off. If a certain event is detected, step S56 is executed. The control unit disables interrupts (S56). After step S56, a notification termination command is sent to the performance control device 300 (step S 57).

[0159] As a result, the performance control device 300 starts the setting change upon receiving a command during the setting change. Configuration verification initiated by notification that changes are being made or by receiving a command indicating that configuration verification is in progress. We will now end the announcement regarding the situation.

[0160] Next, the control unit checks the setting change mode flag to determine whether or not it is in setting change mode. The control unit determines (step S58) if it is in setting change mode. The process proceeds to step 3, where it executes the RAM initialization process. Meanwhile, the control unit is in setting change mode. If not available, proceed to step S59 and perform the process related to restoring power.

[0161] In step S59, the control unit executes the power outage recovery process. The power outage recovery process initializes... The initial values ​​upon power restoration are saved in the designated area, and the special feature game is highly likely to be played by referring to the special feature status. It determines whether the probability is high or low, and if the special feature game is high probability, it places a high probability notification flag in the high probability notification area. This process saves the ON information and the ON data of the high-probability notification LED into the segment area. Includes.

[0162] The areas that need to be initialized during the power outage recovery process are the power outage check area and the checksum area. , flags for setting change mode, flags for setting confirmation mode, and areas related to error and malfunction monitoring That is the case. In addition, during the power outage restoration process, it is determined whether the dispensing control device 200 is in a state where it can accept commands. The busy signal status area, which stores the status of the payout busy signal (a signal indicating whether a payout is busy), is also cleared. Therefore, it is considered an indeterminate state, indicating that the status of the payout busy signal has not been determined. Similarly, The touch switch signal status monitoring area, which stores the state of the touch switch signal, is also cleared. This is considered an indeterminate state, indicating that the state of the switch signal has not been determined.

[0163] Next, the control unit sends a command corresponding to the special game processing number for power outage recovery to the performance control board. The signal is sent to the (performance control device 300) (step S60), and the process proceeds to step S61. In the Tepp S60, there are commands for specifying the model, the number of reserved symbols for Special Feature 1, and the number of reserved symbols for Special Feature 2. Multiple commands such as probability information commands, probability setting value information commands, and screen specification commands Send. Depending on the model, in addition to these commands, information on the number of times the effect has been performed and the number of high-probability rounds may also be sent. Numerical information will be sent. Note that the screen-specific commands refer to the Special Feature 1 variation display game and the Special Feature 2 variation. The control status of the displayed game is normally in processing (variation, jackpot (first special game state)), If the state is neither of the following (minor win state (second special game state)), then a customer waiting demo will be displayed. This command instructs the display of the screen; otherwise, it instructs the display of the recovery screen. This is a command.

[0164] In step S61, the control unit determines whether or not the safety device is activated. This implements what is known as a complete function, which involves a predetermined operating amount (a difference in the number of balls exceeding a predetermined value). The game stops upon detection of the occurrence of a problem. In other words, the complete function is activated when the predetermined conditions are met. As a result, the game changes from a playable state where it can be played to a playable state where it cannot be played (unplayable). It functions as a means of stopping the game that makes the state (state) possible. The control unit is activated when the safety device is in operation. If the safety device is not activated, proceed to step S62; otherwise, proceed to step S63.

[0165] In step S62, the control unit receives a command indicating that the safety device is activated from the performance control board (performance control The data is sent to device 300) and the process proceeds to step S63. Note that in step S62, the model is specified. Sends multiple commands, such as commands and screen-specific commands.

[0166] In step S63, the control unit saves the stack pointer for game control to RAM. To avoid changing the flag (zero flag), the system will switch to a process unrelated to gameplay. The flag register is saved to the game control stack area.

[0167] Furthermore, when the control unit performs processing unrelated to gameplay (safety device information initialization processing), Move the tack pointer from the game control stack area (in-area stack area) to the non-game control stack area. Switch to the stack area (outside the stack area) (executed within a process unrelated to gameplay), and then to the game. When returning to the relevant process, the stack pointer is moved to the non-game control stack area (outside the area stack). Switching from the stack area to the game control stack area (in-area stack area) (related to game (Executed within processes unrelated to the game). This allows the control unit to handle processes unrelated to the game in a way that does not affect the game. To prevent access to the same memory area, the memory area accessible for each process is divided into sections. It can be done. Further details about the memory map in the game control device 100 will be provided later. Let's explain using Figure 14.

[0168] In step S64, the control unit initializes information about the safety device. The initialization process is executed. Details of the safety device information initialization process will be explained later using Figure 15. In step S65, the control unit saves the flag registers in the game control stack area. Restore Ta.

[0169] In step S66, the control unit performs the process of starting up the random number generation circuit. When the power is turned on, the values ​​of predetermined registers (soft random number registers 1 to n) in the random number generation circuit are extracted. Outputs various random numbers corresponding to special symbol wins (special symbol win random numbers, special symbol pattern random numbers, regular symbol win random numbers, variable pattern random numbers). RWM is used as the initial value (start value) for Number 1, Random Number 2 (variation pattern), and Random Number 3 (variation pattern). After saving to a predetermined area (step S66), interrupts are disabled (step S67). .

[0170] In step S68, the control unit determines whether or not the game is stopped, and if the game is stopped If the game is not stopped, proceed to step S72, and if it is not stopped, proceed to step S69. The control unit In the event of a severe error (malfunction-related error) such as a magnet, radio waves, vibration, or abnormal discharge, The game will stop if the safety device is activated.

[0171] In step S69, the control unit checks the flag register before proceeding to processing unrelated to the game. The game control stack area is moved to the game control stack area. In step S70, the control unit controls the performance display device 1 The control unit executes a performance display editing process to edit the display content (game performance) shown in 35. Because the processing load for performance display editing is relatively high, interrupts are disabled for faster processing. The result is derived. As a result, the game state of the gaming machine 10 is updated by a timer interrupt. Until then, the processing results of the performance display editing process are guaranteed. The performance display editing process is out The four most recent periods are divided into intervals of 60,000 balls (for the most recent period, the number of outs is less than 60,000 balls). This process calculates the base values ​​for each of the following (which may not always be applicable) for performance display purposes. In S71, the control unit restores the flag register that was saved in the game control stack area.

[0172] In step S72, the control unit enables the interrupt. In step S73, the control unit... The control unit determines whether or not a power outage has occurred. This allows for the determination of whether a power outage has occurred. The control unit performs step S if a power outage occurs. Proceed to step 42, and if no power outage has occurred, proceed to step S67.

[0173] In other words, the control unit, unless a power outage occurs, proceeds from step S67 to step S73. The process is repeated. For details, the control unit, if no power outage occurs, performs The display editing process and the power outage monitoring signal check (loop process) are performed repeatedly. Then, By allowing interrupts (step S72), a timer interrupt occurs during power outage monitoring. Then the interrupt handler will be executed first.

[0174] Similarly, interrupts are disabled before the performance display editing process (step S70) (step S6 7) As a result, the performance display editing process will be executed in priority over timer interrupts. This avoids putting a strain on the performance display editing process. Furthermore, the control unit is for game control. Stack area (in-area stack area) and non-game control stack area (out-area stack area) This can suppress frequent switching between ) and .

[0175] Based on the above, the main control means (game control device 100) that comprehensively controls the game, and the main Subordinate control means (dispensing control device 200) that perform various controls according to instructions from the control means. In a gaming machine equipped with a performance control device 300, etc., the main control means, when power is turned on, A predetermined waiting time is set to delay the activation of the main control means and wait for the activation of the subordinate control means. A standby means (game control device 100) that determines the standby time and monitors for the occurrence of a power outage during the predetermined standby time. The system will be equipped with a means for monitoring power outages (game control device 100).

[0176] Furthermore, it is equipped with a power supply unit 400 that supplies power to various devices, and the power supply unit 400 is powered during a power outage. The system is configured to output a power outage monitoring signal when it detects the occurrence of a power outage, and the power outage monitoring means (game control The device 100) will detect if a power outage occurs when it continues to receive a power outage monitoring signal for a predetermined period of time. This means that the system is designed to make a judgment.

[0177] Furthermore, 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 Initialization means for initializing data stored in RAM111C based on the operation performed. (Game control device 100) and the operation state of the initialization operation unit before the start of the standby time This means it's set to load.

[0178] Furthermore, the game control device 100 performs initialization processing in case of data abnormality (first initialization processing), and A function that distinguishes and executes the initialization process during the periodization operation (second initialization process) (first initialization process) Because it has a second initialization means, it can perform optimal and efficient initialization processing according to the situation. It can be expressed.

[0179] Furthermore, the main control means (game control device 100) includes a RAM 111C capable of storing data, Externally operable setting control unit (setting value change switch 126, setting key switch 12 7) The setting value stored in RAM111C is changed based on the operation of the setting control unit. By providing a means for changing settings (game control device 100), it becomes possible to change settings. Furthermore, by providing a setting display unit (probability setting value display device 136), the setting (setting value) can be confirmed. It is enabled. Also, the main control means (game control device 100) after the waiting time has elapsed, RAM This means you are allowing access to port 111C.

[0180] Furthermore, the main control means (game control device 100) accesses the RAM (RAM 111C) Prohibit (step S48) and wait for all processes to stop executing during a power outage ( (Loop after step S48) and allow access to RAM (RAM111C) (step RAM abnormality waiting process (step S15) waits for all processes to stop while the execution of all processes is stopped. This makes it possible to execute the loop from step S29 to step S31.

[0181] Here, we will explain the waiting process in the event of a power outage and the waiting process in the event of a RAM error. The machine processing is performed after access to RAM is prohibited in step S48 of the main processing. This is a loop process that waits for all processes to stop executing. Also, the waiting process in the event of a power outage is Since it is executed after interrupts are disabled in step S42 of the main process, NMI interrupt Non-interrupts (timer interrupts) are prohibited. Note that the standby process during a power outage is NMI. Since interrupts cannot be disabled, NMI interrupts can occur. Furthermore, since the power outage standby process is a process that is executed when a power outage occurs, the said process The risk of an NMI interrupt occurring during execution is low. Also, the standby process in case of a power outage is abnormal notification. This is a standby process that does not involve power cut-off. As a result, the gaming machine 10 does not process power until the power is cut off. It can be redirected to that. In addition, the gaming machine 10 performs standby processing when a power outage occurs, and access to RAM By disabling the cess, the risk of RAM data being altered due to unstable voltage is reduced. Yes, they are.

[0182] The RAM abnormality waiting process is performed in step S15 of the main process, when accessing RAM (RWM) This is a loop process that is executed after permission is granted and waits for all other processes to stop executing. Furthermore, the RAM abnormality waiting process is implemented after interrupts are disabled in step S1 of the main process. As a result, interrupts other than NMI interrupts (timer interrupts) are prohibited. The standby process during power generation cannot disable interrupts for NMI interrupts, therefore N MI interrupts may occur. The RAM abnormality waiting process is a process that waits for power cut-off. Furthermore, the risk of an NMI interrupt occurring during the execution of this process is greater than that of the power outage standby process. However, the RAM abnormality waiting process does not access RAM even if an NMI interrupt occurs. Since this is permitted, the return address can be stored in RAM, and an NMI interrupt occurs. The risk of program malfunction due to this is small. Also, in step S28, the gaming machine 10 Since a command to notify the performance control device 300 of an abnormal error is sent, when a RAM abnormality occurs During the standby process, the performance control device 300 can simultaneously issue an abnormality notification. This allows for a quick restart of the gaming machine 10.

[0183] Next, the memory map of RAM111C will be explained using Figure 14. Figure 14 is an actual This figure shows an example of a memory map for a game control device of the specified type. Memory map 111M is This is the memory map of RAM111C. RAM111C is configured in order from the beginning of the memory to the game Control work area (work area within the region), game control stack area (stack within the region) Area), non-game control work area (outside area work area), non-game control stack area Set up (out-of-bounds stack area).

[0184] The non-game control work area includes performance display-related information and safety device-related information. Furthermore, the non-game control work area contains information related to test signals and error monitoring. It may also contain information. In the non-game control work area, each type of information has a separate memory space. You can divide the area and arrange the data, or you can make the divisions between different types of information unclear and arrange them in the memory area. This is also fine. The non-game control stack area contains two or more processes unrelated to gameplay (for example, It is shared for processing related to the display function and processing related to safety devices, but separately for the first non-game control The work area and the second non-game control work area can be separated and dedicated to specific tasks. Furthermore, processes unrelated to gameplay include processes related to test signals and error monitoring. However, even in that case, the non-game control stack area may be partially or between each process. It can be shared by everyone, or it can be reserved for one person only.

[0185] The work area for game control has the probability setting value area at the beginning, so RAM clear The starting address 1 is the entire work area for game control (game control work area) and game control The stack area will be cleared. Also, the starting address 2 for RAM clearing is a probability setting value. The game control work area and game control stack area, excluding the specified area, are to be cleared. The RAM clear starting address 3 contains the probability setting value area, the variable pattern random number area, and the initial value random number. The game control work area and game control stack area, excluding the specified area, are to be cleared. , RAM clear start address 1, RAM clear start address 2, and RAM clear start In all of the addresses of 3, the area from power outage test area 1 to power outage test area 2 and the checksum The area will be cleared.

[0186] Furthermore, the game control program that performs processing related to the game is called the game control program. Non-game control programs, which are stored in an area and perform processes unrelated to gameplay, are non-game control programs. It is stored in the control program area. For example, "related to the game" refers to the game result. "Having an impact" means that it does not affect the outcome of the game, while "not related to the game" means that it does not affect the game's result. For example, processing related to special feature games is such that the processing result affects the game result. This corresponds to processing related to techniques, and processing related to external information output will affect the game results. Since it has no impact, it is considered a process unrelated to the game.

[0187] [Safety device information initialization process] Next, the safety device information initialization process of the game control device 100 will be explained using Figure 15. Figure 15 is a flowchart showing the safety device information initialization process of the embodiment. The device information initialization process is a process that initializes information related to safety devices, and is performed as described above in the main process. This is the process that CPU111A executes in step S64 of the logic.

[0188] The safety device has three states: non-operational state, impending activation state, and safety device activation warning state. It is possible to transition between the safety device activated state and the non-activated state of the safety device counter. This is the state when the value is between 0 and 189999, and the safety device activation warning state is the safety device counter. This is the state when the value of TA is between 190000 and 194999. The safety device activation warning state is: The safety device counter value has reached 195,000, indicating the state before gameplay is stopped, and the safety device is activated. The state is that the safety device counter has reached 195,000 and the game is stopped. The counter value "195000" corresponds to a net gain of "95000".

[0189] The control unit, in the safety device information initialization process, accesses the memory area dedicated to the safety device. It is possible to access it. The memory area reserved specifically for the safety device is read and written to by processes related to the game. Possible and non-game-related processing is readable within the work area, and processing is not related to gameplay There is an area outside the main work area where the logic is readable and writable, and where the processing related to the game is readable. For example, within the work area specifically prepared for the safety device, there is 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 the safety device activation flag, and is activated when the RAM initialization switch 112 is turned on. The number of acquired game balls is reset to zero during the initialization process (step S53). This is the area where the RAM initialization switch 112 is turned on, and the initialization process (step It is reset to zero in S53.

[0190] The work area outside the designated area for safety devices includes the safety device counter area and the safety device operation area. There is a dynamic information area and an old operation information area. The safety device counter area is 3 bytes in size. It can store values ​​from 0 to 195000. The safety device counter area is for gameplay. Although it is not read by the processes related to this, when sending the difference in ball count via command This is referenced by the process. The safety device operation information area contains the current safety device operation information. The old operation information area contains the operation information of the safety device from the previous time (in principle, before the 1 interrupt). To deliver.

[0191] The control unit saves the stack pointer to the stack pointer storage area (step S81) ), set the value of the out-of-bounds stack area to the stack pointer (step S82). Therefore, when the control unit performs processing unrelated to gameplay (safety device information initialization processing), Move the button pointer from the game control stack area (in-area stack area) to the non-game control stack area. Switch to the K region (out-of-bounds stack region).

[0192] The control unit saves the register (step S83). The register to be saved is the one that needs to be protected. It may be limited to registers (registers used within the process in question), or it may be similar to out-of-bounds integration processing. It is also possible to save all general-purpose registers. The control unit uses the registers If you do not use this method and write directly to the memory area, you must save and restore the registers. It is also acceptable to do so. In this case, the processing related to the stack pointer and the flag register Avoidance and recovery can also be eliminated.

[0193] The control unit saves an initial value (100000) in the safety device counter area (step S8). 4) Save the information that the safety device is not activated (0) in the safety device activation information area (step S85) Then, the safety device non-operation information (0) is saved in the old operation information area (step S86).

[0194] The control unit restores the register (step S87) and reads from the stack pointer storage area. The value obtained is set as the stack pointer (step S88), and the safety device information initialization process is performed. Finish.

[0195] [Timer interrupt handling] Next, the timer interrupt processing of the game control device 100 will be explained using Figure 16. Figure 1 Figure 6 is a flowchart of the timer interrupt processing in the embodiment. The process takes place during the main process described above, from the time interrupts are enabled until they are disabled. (From step S39 to step S42, and from step S72 to step S67) This is the interrupt handling that occurs. Timer interrupt handling is a process executed by CPU111A.

[0196] Timer interrupt handling is performed by the periodic timers generated by the CTC circuit in the clock generator. The process is initiated when an interrupt signal is input to the CPU 111A. When a timer interrupt occurs, the system automatically enters an interrupt-disabled state, and the timer interrupt processing... The process begins.

[0197] When timer interrupt processing starts, first, register bank 1 is specified (step S9). 1) By switching to register bank 1, the specified register (for example, in the main process) The register save process is performed to transfer the values ​​held in the registers being used to the RWM. This is equivalent to the following. Next, the RAM start address is entered into a designated register (for example, register D). The higher address is set (step S92). In step S92, the main process is The same process as in step S4 is performed, but the register bank is different.

[0198] Next, inputs from various sensors and switches, and signal acquisition, i.e., each input port An input process (step S93) is performed to read the state. In step S94, the control unit... This refers to the flags for setting change mode and setting confirmation mode, and during setting change mode ( Determine whether the probability setting is being changed or whether the system is in setting confirmation mode (probability setting confirmation in progress). The control unit proceeds to step S95 if it is in setting change mode or setting confirmation mode. Then, the probability setting change / confirmation process is executed, and the timer interrupt process is terminated. Meanwhile, the control unit sets If the system is neither in constant change mode nor setting confirmation mode, proceed to step S96.

[0199] In step S96, the control unit, based on the output data set in the various processes, Drive of actuators such as solenoids (large prize solenoid 38b, general-purpose solenoid 37c) Executes output processing for control and other purposes.

[0200] Furthermore, if a signal to stop firing is output in step S5 of the main processing, this output processing This process outputs a launch permission signal, and the launch permission signal can be set to the permission state. This state is considered to be the launch permission signal. This launch permission signal is output to the launch control device via the payout control device. In this case, no signal processing or other modifications are performed. Furthermore, the launch permission signal is transmitted to the game control device 1. This is the first signal indicating the launch permission status as seen from 00, and the launch as seen from the payout control device 200. A second signal indicating the permission status (launch permission signal) is also generated within the dispensing control device 200, and the launch is initiated. It is output to the control unit. In other words, two launch permission signals are output to the launch control unit. The system is configured such that the game ball becomes ready to be launched when both parties have permission to launch. Next, the control unit issues commands set in the transmission buffer during various processes. The process of sending a payout command to output to unit 200 (step S97) is executed.

[0201] In step S98, the control unit checks the flag register before proceeding to processing unrelated to the game. The data is moved to the game control stack area. In step S99, the control unit moves the data that is not related to the game. The first error monitoring process is executed to monitor for minor anomalies (slight errors). The first error monitoring process is: A weak error that does not affect gameplay, or only slightly affects it (weaker than a strong error). Error monitoring of the (L) is performed as a non-game control program in the non-game control work area ( This is done using an out-of-bounds work area and a non-game control stack area (out-of-bounds stack area). For minor errors that do not affect gameplay, or have only a slight impact, for example, Swing Switch malfunction (connector disconnected, etc.), chute ball failure error, overflow error, payment There are non-malfunctioning errors such as abnormal exit errors, V-pass timing errors, and remaining ball errors. In step S100, the control unit saves the flag register in the game control stack area. Restore it.

[0202] In step S101, the control unit monitors the second error related to the game. The error monitoring process is executed. The second error monitoring process detects serious errors that affect gameplay. Ra monitoring is used as a game control program, in the game control work area (work area within the region). This is done using a game control stack area (in-area stack area). The serious errors that can occur include, for example, fraudulent systems such as magnet tampering, panel radio wave tampering, vibration tampering, and abnormal discharge. There is Ra.

[0203] In step S102, the control unit executes the process of setting the game stopped flag. The flag setting process includes detection of magnet malfunction, panel radio wave malfunction, vibration malfunction, abnormal ejection error, and safety device malfunction. This process controls the "Game Stopped" flag, with the occurrence of one or more activations as the condition for stopping the game. The "Game Stopped" flag is stored in the game control work area (work area within the area). Furthermore, the game stop flag setting process will be performed for all errors monitored by the second error monitoring process. The occurrence of one or more of the above may be used as a condition for stopping the game, or the above combination (magnet fraud, board power) may be used. One or more combinations of (wave irregularity, vibration irregularity, abnormal discharge error, and safety device activation) The occurrence of this event may also be used as a condition for stopping the game.

[0204] Next, the control unit has a start port 1 switch 36a, a start port 2 switch 37a, and the gates shown in the diagram. Switch 34a, Prize slot switch 35a, Large prize slot switch 38a, Specific area switch 38 e monitors whether there is a normal signal input, and also monitors for errors (such as when the front frame or glass frame is open). The prize slot switch / status monitoring process (step S103) checks whether it has been activated or not. Now.

[0205] Next, the control unit refers to the game stop flag to determine whether or not the game is stopped (step S104). The control unit, unless the game is stopped, steps to execute various game processes. Proceed to step S105. If the game is stopped, skip various game processes and proceed to step S109. .

[0206] Next, the control unit controls the special feature variation display game (special feature 1 variation display game, special feature 2 variation display game) Following the special game processing (step S105) which performs processing related to the so-called Type 2, Two types of game processing (step S106) are performed to handle game-related processing, and then The process for the regular display variation game (step S107) is executed. do.

[0207] Next, the control unit displays the special feature variation display game and various information related to the game. LEDs (for example, LEDs in the design display section 53 of the integrated display device 50) are used as desired. Perform segment LED editing processing (step S108) to drive the LEDs to display their content. cormorant.

[0208] In step S109, the control unit performs safety device-related processing. The performance control device 300 provides information regarding the operation of safety devices, including notification of operation, warning of operation, and indication that the device is in operation (game stop). This process involves editing commands for a specific purpose, and setting the safety device activation flag to "operating" when the safety device is activated. This includes the process of setting the information to be displayed. In step S110, the control unit performs the external information editing process. Execute. The external information editing process edits the external information output from the external information terminal board 71. That is logical.

[0209] In step S111, the control unit checks the flag register before proceeding to processing unrelated to the game. The data is moved to the game control stack area. In step S112, the control unit performs out-of-area integration. The process is executed. Out-of-bounds integrated processing is a process that integrates and executes processes unrelated to gameplay. The control unit restores the flag register that was saved in the game control stack area (step S1). 13) Then, terminate the timer interrupt processing.

[0210] [Main process] Next, the main processing of the performance control device 300 will be explained using Figure 17. Figure 17 is This diagram shows a flowchart of the main processing in the performance control device of the embodiment.

[0211] The main process involves controlling the performance control device 300 when the power supply to the pachinko machine 1 is started. This is a process executed by the CPU311. [Step D11] The control unit disables interrupts.

[0212] [Step D12] The control unit performs the initial setup of the CPU 311. [Step D13] The control unit performs the initial setup of the VDP312. [Step D14] The control unit enables the interrupt.

[0213] [Step D15] The control unit permits the generation of display data. That is, the control unit V The display circuit within DP312 (not shown) accesses the VRAM (not shown) within VDP312. Allow the system to perform the operation and generate display data.

[0214] [Step D16] The control unit sets a random number seed. This is done, for example, by the srand function. This is a process that sets a sequence of pseudorandom numbers using numbers. Here, the control unit performs the srand function You can use a fixed value such as 0 (zero) as an argument to the number, or it may differ depending on the gaming machine. You may use values ​​created based on the ID values ​​of the CPU, etc.

[0215] [Step D17] The control unit controls the RWM (e.g., RAM 322) of the performance control device 300. Area to be initialized in (for example, the performance flag area (the performance control device 300) The initial values ​​at power-on are set in the memory area used as various flags in the processing described later. To move.

[0216] [Step D18] The control unit clears the WDT (Watchdog Timer). [Step D19] The control unit executes the performance button input process. The performance button input process is Editing occurs when the effect button 25 (effect button switch 25a) is enabled. This is the current process. Note that the effect buttons are not turned on and off at high speed, so the control unit is the effect button The process for sensing the input may be performed within the performance button input process, or short (not shown) This can also be done within a periodic timer interrupt.

[0217] [Step D20] The control unit executes the hall / player setting mode processing. The operator setting mode processing involves setting the adjustable range of brightness, volume, etc. of the LEDs and display device 41, This process accepts operations from the player, such as changing the brightness and volume of the LEDs and display device 41. .

[0218] [Step D21] The control unit executes a random number update process. The random number update process is, for example, r The AND function is used to update the pseudorandom number at least once during each control cycle of the main process. This is the current process. The rand function recalculates based on the specified generation sequence each time a recalculation is performed. Since random numbers are generated, the control unit can obtain random numbers simply by executing the rand function. Furthermore, the counter that increments by "1" like the main board (game control device 100) You may use "Ta" as a random number.

[0219] [Step D22] The control unit performs a received command check process. The check process is a process that analyzes commands received from the game control device 100 in predetermined units. be.

[0220] [Step D23] The control unit executes the performance display editing process. The performance display editing process is V Various commands and parameters for instructing DP312 on the content to be drawn on the display device 41. This is the process of setting the parameters. For example, the control unit processes the output display editing process, and commands Set it up in a table shape.

[0221] [Step D24] The control unit executes the drawing command preparation completion setting. The end-of-preparation setting is the preparation of all commands to VDP312 that are set during the performance display editing process. This process sets the status as complete.

[0222] [Step D25] The control unit determines whether or not it is frame switching timing, and If it is a frame switching timing, proceed to step D26; otherwise, Wait for the frame switching timing. Here, the frame switching timing is the V-blank interrupt ( The processing cycle (also called a V-sync interrupt) is created based on the period (for example, 1 / 60 seconds). For example, this timing occurs at a time interval equivalent to 1 / 30th of a second (≒ 33.333 ms). The V-blank interrupt is triggered by the VDP312 during a single run of the entire screen for drawing. It occurs each time the inspection is completed. The occurrence period of this V-blank interrupt is, as mentioned above, for example For example, 1 / 60th of a second. In this embodiment, the same drawing is repeated twice, triggering a V-blank interrupt. When this occurs twice, a frame switch takes place, and the frame switch timing cycle is Vbra Twice the period of the link interrupt (for example, 1 / 60 second) (for example, 1 / 30 second ≈ 33.33 ms) ) However, this is not the only possible configuration, and the frame switching timing can be changed as appropriate. Yes, for example, you can switch frames (update images) at intervals of 1 / 30th of a second or longer. Alternatively, frame switching may be performed at intervals of less than 1 / 30th of a second.

[0223] The frame switching timing determination process determines the subsequent processing (step D26 to Step D32, and subsequent steps D18 through D24, are performed on this frame. This is executed at each of the above processing cycles at the switching timing. Note that it needs to be synchronized with the performance content. Time management is performed in units of this frame (i.e., the processing cycle units mentioned above). If the period is 1 / 30th of a second, then for example, 3 frames would be 100ms. This means that Similar to how the main board (game control device) manages time values ​​in 4ms units of the timer interrupt cycle. That is the case.

[0224] [Step D26] The control unit will operate according to the command set in Step D23, VDP3 The control unit instructs 12 to draw the screen. For example, the control unit sequentially executes the commands set in a table. The control unit sends a message to instruct the VDP312 to draw on the screen. In the Bluetooth connection control process and the sound control process of step D28, Bluetooth When settings related to sound connection or sound control are made, the corresponding settings screen is displayed. Send instructions to DP312.

[0225] [Step D27] The control unit communicates via Bluetooth module 315 Executes processing related to connection control with the device (earphones) (Bluetooth connection control processing). do.

[0226] [Step D28] The control unit executes sound control processing. The sound control processing is performed by From the Pika 341 or earphones connected wirelessly via the Bluetooth module 315 This is a process related to controlling the volume of the audio.

[0227] [Step D29] The control unit executes the decoration control process. The decoration control process is performed by the panel decoration device. This process controls various LEDs, such as those in the 46 and frame decoration device 18. [Step D30] The control unit executes the movable body control process. The movable body control process involves various motors Process for controlling a movable body (for example, a control panel display device 44) that includes a data controller or solenoid. That is the case.

[0228] [Step D31] The control unit executes launch information control processing. Launch information control processing is performed Based on the firing status flag, firing-related information is set, and the special rotation status (predetermined amount) is also set. Mode adjustments for the performance are applied according to the number of special symbol variations per minute (i.e., the predetermined number of balls dispensed) of gameplay. This is the process to be performed.

[0229] [Step D32] The control unit performs information disclosure processing. The information disclosure processing is performed for the player. This process involves disclosing performance information related to game performance. The control unit returns to step D18 after executing step D32, and thereafter, step D1 The process from step 8 to step D32 is repeated. That is, steps D18 to step The D32 is a loop process that is repeatedly executed in the above processing cycle after the activation of the performance control device 300. This constitutes the logic (sometimes called the main loop processing).

[0230] Furthermore, the control unit performs steps D28 to in the main loop processing in order to match the on-screen effects. The D30 process is being executed, but the signals and data generated or set by these control processes ( In particular, the process of actually outputting signals (such as those for driving and controlling various LEDs and motors) to the port is shown in the diagram. It is performed within a short-period timer interrupt that is not used. However, it is specialized for controlling various devices. If you are using the IC mentioned above, you can simply send a signal via serial communication, etc., and the timer interrupt will trigger the signal. In some cases, such outputs may not be produced.

[0231] Next, the game performance of the gaming machine 10 will be explained using Figure 18. Figure 18 shows the embodiment This is a diagram showing an example of a list of game performance specifications. Game machine 10 has a gameplay style described as 1 type + 2 type. Game machine 10 is a variable display game. These are the so-called Type 1 games: Special Feature 1 Game (First Special Feature Variable Display Game) and Special Feature 2 Game (The second special feature variation display game) is playable, and in addition to this, two other types of games are playable. The game machine 10 has four execution rights (standby reserves) for each of the special feature 1 game and special feature 2 game. It can store up to one. The game machine 10 is capable of storing both Special Feature 1 game and Special Feature 2 game. When you have the right to play, you will prioritize playing Special Feature 2 game.

[0232] In the game machine 10, the probability of winning a jackpot (low probability of winning a jackpot) is 1 / The value shall be 319. In addition, the game machine 10 will change the probability in special feature 1 game and special feature 2 game. Since it doesn't happen, there is no setting for a high probability of winning the jackpot. Also, in the first game of the special feature of the game machine 10 The probability of a minor win is set to 1 / 319, and the probability of a minor win in Special Feature 2 is set to 240 / 319. Thus, the gaming machine 10 has the same probability of winning a jackpot in both Special Feature 1 and Special Feature 2. However, in terms of the probability of a minor win, it is easier to derive a minor win in the second special feature game than in the first special feature game. It is.

[0233] Gaming machine 10 must distinguish between low-value time-saving and high-value time-saving states other than big wins. There are two states: one without time reduction and one with time reduction. Gaming machine 10 is in the state without time reduction and in the state with time reduction. A lottery is held to determine the transition to the next state, but no transition lottery is held in the state with reduced time, and the number of reduced time rounds is exhausted. Then it transitions to a state without time reduction.

[0234] Note that the low-value time reduction is one of the normal electric support states, and the normal variable prize winning device 37 (starting port) 2) Although there is an opportunity to win an award, it is not large enough (effectively there is no opportunity to win an award, or This is a time-saving measure that is considered to have low value because it is small and the expected probability of acquiring the right to execute is low. The value of time-saving is allocated to one of the following time-saving counts: "100 times", "200 times", or "300 times". High-value time reduction is one of the normal electric support states, and the normal variable prize winning device 37 (starting port) 2) Those that offer a good chance of winning an award (high actual chance of winning an award, high expectation of obtaining the right to perform) It is a time-saving method that is considered to have a large value. High-value time-saving methods do not have a limit on the number of times they can be used. It continues until the next big win.

[0235] Furthermore, low-value time-saving games are those in which the expected rate of obtaining the right to play the game is high-value time-saving games. It has aspects of being a relatively low-value game. Also, high-value time-saving games are time-saving games. Among these, high-value games have a relatively higher expected rate of acquiring the right to play the game compared to low-value time-saving games. It has aspects of that.

[0236] Next, the transitions in game states during gameplay of the gaming machine 10 will be explained using Figure 19. Figure 19 shows an example of a game state transition in the embodiment. The game machine 10 performs an RWM clear. When the power is turned on, game control is performed with state A as the initial state. If the machine 10 is powered on without RWM clearing, that is, if the game state is as it was before the power was cut off... If power is restored to a state that can be recovered, game control will be performed from the game state at the time of the power outage.

[0237] The game states of the gaming machine 10, distinguished from the probability state and time-saving state, are state A, state B, and There are three states: A, B, and C. In state A, the probability state is low probability, and the time reduction state is no time reduction. State B is a low probability state and a low value time reduction state. State C is a probability The probability state is low, and the time-saving state is high-value time-saving.

[0238] In State A, where there is no time reduction, the time reduction lottery (C) is conducted simultaneously with the big win lottery. In A, if you miss the big win, there is no loss, so you will always win the time-saving mode c, which is a low-value time-saving mode. Or it will be allocated to high-value time-saving. Note that the time-saving lottery, which is conducted at the same time as the big win lottery, will not Although it was stated that there should be no losers, it is also acceptable to include losers.

[0239] State A has transition conditions T10 to T14. Transition condition T10 is the occurrence of a jackpot without time reduction. It is raw, and after the jackpot ends, it enters state A. Transition condition T11 is a jackpot with high value time reduction. This is an occurrence, and the state becomes C after the end of the big win. Transition condition T12 is high value time reduction ( This is a shortened time event, and the state becomes C after the end of the big win. Transition condition T13 is low value This is a jackpot with a time-saving feature, and the state becomes B after the jackpot ends. Transition condition T14 is, This is a low-value time-saving (c time-saving) event, and the state will be B after the end of the big win.

[0240] State B has transition conditions T20 to T23. Transition condition T20 is a big win with low value time reduction. This is an occurrence, and the state becomes B after the end of the big win. Transition condition T21 is a big win without time reduction. This is an occurrence, and the state becomes A after the end of the big win. Transition condition T22 is low value time reduction The specified number of times has been used, and the state becomes A upon the end of the low-value time reduction. Transition condition T23 is high This is a jackpot with a value-saving bonus, and the game enters state C after the jackpot ends.

[0241] State C has transition conditions T30 and T31. Transition condition T30 is a big win with high value time reduction. This occurs, and the state becomes C after the end of the big win. Transition condition T31 is a big win without time reduction. This occurs, and the state becomes A after the jackpot ends.

[0242] Such a transition in game state occurs when the game machine 10 reaches state C, resulting in a jackpot without time reduction. The gameplay is designed to remain in state C until a problem occurs. For example, by setting it to 90%, the game achieves a gameplay experience where big wins occur consecutively without putting a burden on the player. Even if state C transitions to state A after the specified number of high-value time-saving actions have been completed, good.

[0243] Furthermore, if the amusement facility performs a power-on that includes RWM clearing at the start of business, The control state can be set to state A, which is the initial state. Such a gaming machine 10 is open for business. Players who start playing from the beginning are given the opportunity to be assigned to either state B or state C, and to state C Increased activity can be expected due to players hoping for a distribution of winnings.

[0244] Next, the game display screen will be explained using Figure 20. Figure 20 shows the game of the embodiment. This figure shows an example of a display screen. The display screen 500 shown in Figure 20(1) is the display screen when the symbols are stopped, and special feature 1 game ( In a variable display game, after the variable display ends, the symbols that represent the result of the variable display game are predetermined. This displays a period of suspension. Note that display screen 500 indicates state A (low probability, no time reduction: normal play). This is an example of a display screen in the skill state. Display screen 500 is a group of large decorative symbols 5 01, the group of small symbols 502 which are also decorative symbols, the special symbol 1 reserve number display 503, and special symbol 2 reserve The following are displayed: remaining count 504, pending status 505, and pending status completed 506.

[0245] Note that in Special Feature 1 game or Special Feature 2 game, this special feature is displayed on the integrated display device 50 as Special Feature 1 The symbols (LED lighting patterns) displayed in the symbol display unit 53 or the symbol display unit 54 of special figure 2 are Furthermore, the large symbol group 501 and the small symbol group 502 are decorative symbols corresponding to this special feature. However, the game machine 10 uses the following symbols in the special feature 1 game or special feature 2 game: Without distinguishing between the outcome modes of the game, the fluctuating state and the stopped state are shown, for example, with an LED. It has a fourth pattern that is indicated by flashing and solid illumination. The fourth pattern is displayed on the display device 41. In some cases, the fluctuating state and the stopped state are indicated by pictograms such as "○" and "-" or by switching between different colors. It may also be indicated by a display and a stop display.

[0246] The large symbol group 501 is responsible for game effects in order to enhance the entertainment value. Therefore, the large symbol group 5 01 is displayed largely by setting a variable display area approximately in the center of the display device 41. Large Symbol Group 501 includes the left, middle, and right symbols.

[0247] On display screen 500, the left symbol indicates that the symbol has stopped at "3", and the middle symbol is The symbol on the right indicates that the symbol has stopped at "5", and the symbol on the right indicates that the symbol has stopped at "7". This indicates that, on display screen 500, the large symbol group 501 is in a stopped state in the special symbol variation display game. This indicates that the symbols are currently stopped.

[0248] Note that the large symbol group 501 and the small symbol group 502 are determined at the same time (predetermined at the start of the variation). The timing is determined based on the reception of a command indicating the end of the variation. Stop display (ring).

[0249] The small symbol group 502 is designed to improve the ease with which players can understand the game state by displaying the fluctuating display state. It is responsible for the information. Therefore, the small symbol group 502 does not interfere with the display effects of the large symbol group 501. To ensure visibility, it is displayed in small size on the periphery of the display device 41. The small pattern group 502 is It includes the left symbol, the middle symbol, and the right symbol. On the display screen 500, the left symbol constitutes the small symbol group 502. The pattern, the middle symbol, and the right symbol all indicate that the corresponding special symbol variation display game is in a stopped state. vinegar.

[0250] Furthermore, the small symbol group 502 changes at a predetermined speed (constant speed) from the start of the change (constant speed change display). ) and displays a stop without a temporary stop at the end of the variation. Note that the small symbol group 502 is a stop table The display may include a predetermined acceleration fluctuation period from the initial indication to reaching the predetermined speed, or it may not include such a period. It may also be displayed. Furthermore, the small symbol group 502 is displayed in the time between the constant speed fluctuation display and the stop display. The display may include a set period for deceleration fluctuations, or it may not include one.

[0251] The small symbol group 502 forms the reach pattern and winning pattern when a constant-speed variation display is performed. If the display remains unchanged and fluctuates, it may give players false hope. At the start of the spin, the symbols are replaced with any combination (first symbol replacement), and at the end of the spin, the symbols correspond to this special symbol. The resulting combination of patterns is replaced (second pattern replacement).

[0252] Generally, the large symbol group 501 is displayed larger than the small symbol group 502, and the display position itself It has a high degree of freedom, and its display mode can be changed significantly. Conversely, the small pattern group 502 is large Compared to pattern group 501, it is displayed smaller and has less flexibility in its display position (for example, fixed position). ).

[0253] The Special Feature 1 Reserve Count Display 503 displays the number of reserved balls for Special Feature 1 game. Display screen 500 The special feature 1 reserve count display 503 indicates that the number of reserved memories for special feature 1 game is "0". The Special Feature 2 Reserved Count Display 504 displays the reserved count for the Special Feature 2 game. Display screen 500 The special feature 2 reserve count display 504 indicates that the number of reserved memories for the special feature 2 game is "0".

[0254] The hold display (standby hold display) 505 indicates the number of holds for Special Feature 1 game and Special Feature 2, depending on the game state. The number of pending games, either one of the pending games, is displayed by the pending waiting icon 507. The display screen 500 shows the number of reserved balls in Special Feature 1 game by displaying the reserved ball icon. The "Remaining Digestion" indicator (Digestion Hold Indicator) 506 changes the special game depending on the display of the reserved digestion icon. This is a display screen showing the game state (game state A) indicating that the game is in operation. Display screen 500 is a reserve The standby display 505 indicates the number of reserved memories for Special Feature 1 game or Special Feature 2 game. It indicates that it is "0". Also, the display screen 500 is particularly indicated by the pending consumption display 506. If there is no reserve consumption icon on the reserve consumption stand, then either Special Feature 1 game or Special Feature 2 game This indicates that the value of "Mu" is not currently fluctuating.

[0255] The display screen 510 shown in Figure 20(2) is the display screen after the variable display game has started. Display screen 510 is the screen that follows display screen 500, and is showing a variable display (three symbols are changing). The screen shown is an example. Note that display screen 510 is an example of the display screen in state A. On face 510, the left, middle, and right symbols of the large symbol group 501 are changing, and the special symbol change table This indicates that the game is currently being displayed in a variable state. Also, on the display screen 510, the small symbol group 502 The left, middle, and right symbols are changing, and the special symbol change display game is currently showing a change. This indicates.

[0256] On display screen 510, the Special Feature 1 Reserved Count Display 503 shows that the number of reserved balls for Special Feature 1 game is "1". This indicates that the number of reserved items in Special Figure 2, display 504, is "0". The pending display 505 indicates the game state, which shows the number of reserved symbols for Special Feature 1. This indicates that the number of reserved memories in the special feature variation display game (special feature 1 game) is "1". Also, On display screen 510, the pending consumption display 506 displays the pending memory display during consumption, and the special symbol variation. This indicates that the displayed game is currently showing a variable display.

[0257] Note that display screens 500 and 510 include background displays, character displays, and text displays that are not shown in the illustration. It may include visual effects such as text display, and these visual effects may also be animated. It may also be possible to create displays with movement through such means.

[0258] Additionally, the hold / wait display 505 corresponds to the hold / wait icon 507 of the special feature game. This shows how it is displayed. The pending display 506 is the pending display corresponding to the pending display in the special game. This shows how the digestion icon 508 is displayed. The pending standby icon 507 and the pending digestion icon... n508 is, for example, spherical in shape, and the pending standby icon 507 and the pending consumption icon 50 8 also displays with movement through animation (for example, deformation, color change, up and down movement, etc.). It is possible to create this. The pending standby icon 507 and the pending completion icon 508 are displayed in the following ways. This clearly indicates the number of reserved memories for the special feature variation display game, and also shows the game results for each reserved memory. It can inform the level of expectation for the result. Note that there are 507 pending icons and 50 pending consumption icons. Number 8 can be different in size, color, design, and actions (occur, wait, shift, disappear). It is also acceptable if it differs from the expected value notification. Note that the number of reserved or reserved memory refers to the special figure This represents the number of start memories for which the variable display game has not yet been executed.

[0259] The pending display 506 indicates, depending on its display mode, that the special feature variation display game is in a variation display state. It can indicate whether or not to proceed, and also inform the expected outcome of the game. Display screen 500 is The remaining consumption display 506 shows the frame as blank, indicating that the special feature variation display game is stopped. This indicates that... After this, the gaming machine 10 will determine the number of reserved memories for Special Feature 1 or Special Feature 2. The display of the variable value starts when the number of reserved memories reaches 1 or more.

[0260] The display screen 520 shown in Figure 20(3) indicates that the number of reserved memories in Special Figure 2 game is "1" or more. After that, the display screen started showing the changes based on the reserved memory. Screen 520 indicates a transition to either state B (low probability, low value, time reduction) or state C (low probability, high value, time reduction). This is an example of a later display screen. In this game, the game machine 10 has a hold memory in special feature 2 game. Since this is occurring (for example, "4"), it can be assumed that the player is playing with the right-hand side. It is possible.

[0261] Display screen 520 is the display screen during the variation display of Special Feature 2 game. Display screen 520 is, The performance display 521, the instructions on how to play 522, the large symbol group 501a, the small symbol group 502, The display content includes the number of reserved symbols for Special Feature 1 (503) and the number of reserved symbols for Special Feature 2 (504). On screen 520, the pending display 505 and the pending consumption display 506 are hidden, and the performance display 51 The aim is to improve the visual effects of the 5, but the pending display 505 and the pending consumption display 506 are always displayed. It may be one of the two, or it may be one of the two, or the predetermined conditions are met. It may also be displayed from time to time. When certain conditions are met, for example, the actual execution of a pre-announcement effect. This includes times when the game is running, and when the player makes a selection.

[0262] The display 521 is, for example, a display screen that shows a time-saving mode, and it shows the player the time This is a screen displaying that indicates that the game is in short-time mode. In short-time mode, one spin Each display may execute an independent animation, or it may be a movie animation spanning multiple variations. It may also be something that performs the task of attending.

[0263] The instructions display 522 guides the player on how to play. For example, it guides you to "shoot to the right," which means launching the game ball into the right-hand game area. Display 514, for example, indicates "left-handed shooting," which guides the player to launch the game ball into the left-hand game area. .

[0264] Large symbol group 501a is a decorative symbol that is displayed in place of large symbol group 501, and is used for performance display. 513 is designed to produce a visual effect and is displayed in a smaller display area than the large symbol group 501. Furthermore, both the large pattern group 501 and the large pattern group 501a are one form of decorative pattern. The large symbol group 501 is sometimes referred to as the large decorative symbol, and the large symbol group 501a is sometimes referred to as the small decorative symbol. Additionally, the decorative symbols and large symbol group 501a displayed during non-movie sequences are also used. Sometimes, these are used as decorative patterns during the show to distinguish them.

[0265] Next, the customer waiting state will be explained using Figures 21 to 23. Figure 21 shows the embodiment This diagram shows an example of state transitions during the customer waiting period. In the gaming machine 10, based on the fluctuating display state, The waiting state of the gaming machine 10 is determined by the gaming control device 100. (Performance control device 30) 0 is the operation of the gaming machine 10 based on a customer waiting command notified from the gaming control device 100. The state can be determined. The performance control device 300, upon receiving notification of a customer waiting command, enters a customer waiting state. The transition occurs. The waiting period includes waiting period A and waiting period B. The gaming machine 10 is In the waiting state, first set waiting period A, and after waiting period A, set waiting period B. do.

[0266] In the example shown in Figure 21, the gaming machine 10 changes from a variable display state to a variable stop state at timing t11. At this time, the gaming machine 10 transitions to a customer waiting state A, and corresponds to customer waiting state A. The display screen is shown on the display device 41. After that, the gaming machine 10 changes at timing t12. The display state is activated, and the corresponding display screen is displayed on the display device 41 during gameplay. Furthermore, the gaming machine At timing t13, 10 enters a state of variable stoppage and transitions to customer waiting period A, and customer waiting period A The corresponding display screen is displayed on the display device 41. Also, the gaming machine 10 at timing t14 The display enters a variable display state, and the corresponding display screen is shown on the display device 41 during gameplay. Machine 10 enters a variable stop state at timing t15 and transitions to passenger waiting period A. The corresponding display screen is displayed on the display device 41. Then, the gaming machine 10 enters a state of variable stoppage and At timing t16, when a predetermined amount of time has elapsed since then, customer waiting period A is completed and customer waiting period The system transitions to B, and the display screen corresponding to the customer waiting period B is displayed on the display device 41.

[0267] Furthermore, the gaming machine 10 includes image display (for example, screen brightness, delay amount, etc.) and sound output (for example, For example, the system accepts settings from players for various settings such as volume and latency. It is possible to retain the set values. The gaming machine 10 basically has a customer waiting period A The setting value is retained, but when the system then transitions to customer waiting period B, the setting value is changed to the corresponding setting item. Resets the eye to its default settings. In the example in Figure 21, the setting item is at timing t11. If the setting value for the eye is changed, the changed setting value will be at the time when customer waiting period A expires. The settings are retained until t16, and then reset to the default values ​​when transitioning to customer waiting period B. .

[0268] As a result, the gaming machine 10 will be affected by the settings changed by the player who was playing earlier. Without doing so, it is possible to provide first-time players with a game using the default settings. However, regardless of the settings changed by the previous player, It can provide sufficient entertainment for subsequent players. Also, the gaming machine 10 can provide entertainment for the player who was playing earlier. Since the settings changed by the technician are retained only during the waiting period A, the player can temporarily This prevents the settings from being reset to their default settings even when the game is stopped. Therefore, the gaming machine 10 causes the player who was playing earlier to frequently make settings changes. This is not necessary. Such a gaming machine 10 can be configured according to the player. At the same time, the settings made by one player (the earlier player) can attract the interest of other players (the later players). It won't cause you to miss an opportunity.

[0269] Figure 22 is a diagram illustrating an example of the operation of the customer waiting state in the embodiment. Figure 22 is an example, This indicates the customer waiting state when a customer waiting command is received after a no-reach variation. Note: Gaming machine 1 0 represents a transition from waiting period A to waiting period B, and then loops through waiting period B while in the waiting state. In addition, the gaming machine 10 changes the game state to a waiting state by receiving a variable display command. Since the system transitions from state to variable display state, the following will assume that no variable display command has been received. The waiting state is explained. Furthermore, the setting operation for the above setting items is performed using setting switch 29n. This is done using each key included in the setting switch 29n (up / down keys, left / right keys, and included keys). The ) indicates that the guidance display is enabled. Note that the guidance display is set to setting switch 29n. The LEDs, etc., located near each key, are illuminated or their illumination pattern is changed. This may involve performing an update, or displaying it in a predetermined area of ​​the display device 41. good.

[0270] When the gaming machine 10 transitions to a customer waiting state, the display state of the display device 41 is set to "Wait". The gaming machine 10 displays "Wait" as the display state of the display device 41, followed by "Waiting for customers a ", "waiting for customers b", "waiting for customers movie", "logo display a", "waiting for customers c", "customer The sequence is "waiting movie" followed by "logo display b". The gaming machine 10 is displayed on the display device 41. The state transitions from "waiting state c" to "waiting movie" and then to "logo display b". Then, the loop of "waiting for customers c", "waiting for customers movie", and "logo display b" is repeated.

[0271] The display state "Wait" is a total of 10 seconds, consisting of a 2-second first half and an 8-second second half. The "Wait" display state pauses the display of the symbols for 10 seconds, and the decorations that normally appear during fluctuations (for example) (The LEDs and lights will remain lit) and the audio output of the normally fluctuating BGM (Background Music) will be interrupted. Continue. As a result, even if the variation display in the special feature game is interrupted, the game machine 10 will continue to operate normally. By continuing the dynamic decorations and sound output, for the start of the prize while the display state is "wait," The display can be returned to its variable state with consistent presentation.

[0272] Furthermore, in the display state "Wait", the gaming machine 10 displays options (for example, operation The guidance display is not shown, and each key on the setting switch 29n is set to a non-guidance display mode. 0 disables the function of each key press for the first 2 seconds while in the "Wait" display state. The system then enables the function of pressing each key after the first two seconds have elapsed.

[0273] The displayed state "waiting for customers a" has a time value of 5 seconds. For a few seconds, the decoration corresponding to the waiting state a (waiting decoration a) is displayed. Display state: "waiting" State "b" is a time value of 115 seconds, consisting of the first 15 seconds and the second 100 seconds. Display state "Waiting state b" means that the decoration corresponding to waiting state b (waiting decoration b) will be displayed for 115 seconds. To do.

[0274] The gaming machine 10 is in the first half of the display state "waiting for customers a" and the display state "waiting for customers b". The audio output of the normally fluctuating background music fades out. Gaming machine 10 displays "waiting for customers". From the latter half of "b" onwards, the audio output is muted, and the option display (for example, the operation guide display) is set to " Switch from "none" to "yes". Note that when the option display for gaming machine 10 is set to "none" However, when the function of pressing each key of the setting switch 29n is enabled, each key The option display switches from "none" to "enabled" upon detection of a key press. Gaming machine 10 will not display options unnecessarily when the player's intention to change settings cannot be confirmed. This prevents the display content from being restricted.

[0275] Note that the option display being "none" at that time corresponds to setting switch 29n The option display can be invoked by detecting the press of a key (setting change invoked state). ) corresponds to. And, when a key is pressed, the option display is set to "on" in the gaming machine This corresponds to a state where the player is clearly informed that setting 10 can be changed (setting change indication state). .

[0276] Furthermore, the gaming machine 10 displays an option table regardless of whether the setting switch 29n is pressed. By providing a "Yes" state (setting change indication state), the gaming machine 10 has a setting change function. This allows the player to clearly understand what they are doing.

[0277] Furthermore, the gaming machine 10, from the display state "Wait" to the display state "Waiting for customers b", When a touch (touch switch signal) is detected on the control unit (handle) 24, the necessary voice (for example) If you disable the welcome message (which displays a message such as "Good luck"), It is activated from the display state "waiting for customers movie" onwards. Also, the gaming machine 10 is activated from the display state "waiting for customers movie". Between "waiting state a" and the display state "waiting for customers b", the decorative pattern is used as a visual effect. The animation is displayed on the display device 41.

[0278] Gaming machine 10 allows changes to the settings of the setting items during the last 100 seconds of the display state "waiting for customers b". Acceptance will be permitted. However, for gaming machine 10, during the last 100 seconds of the display state "waiting state b" It may also be a mechanism to restrict changes to settings.

[0279] The display state "Waiting for Customers Movie" has a duration of 30 seconds. Display state "Waiting for Customers Movie" For 30 seconds, decorations corresponding to the customer waiting movie will be displayed. Also, the gaming machine 10 will be During the "waiting for customers movie" display state, the movie animation is displayed on the display device 41.

[0280] The display state "Logo Display" has a time value of 3 seconds. The game machine 10 will then display decorations corresponding to the logo display. The manufacturer's logo and warnings about excessive gaming are then displayed on the display device 41. Machine 10 hides the image between the display state "waiting for customers movie" and the display state "logo display". do.

[0281] The displayed state "waiting for customers c" is a total of 120 seconds, consisting of a 30-second time slot and a 90-second time slot. The display state "waiting for customers c" is a decoration corresponding to waiting for customers c for 120 seconds. The customer waiting decoration c) is performed. Also, the gaming machine 10, while in the display state "customer waiting state c", The pattern animation is displayed on the display device 41. The gaming machine 10 displays "waiting for customers". During the latter half of "state c", the option display is set to "on", and each key on the setting switch 29n is lit up. Yes. The gaming machine 10 changes the settings of the setting items during the last 90 seconds of the display state "waiting for customers c". The system will accept the change. However, the gaming machine 10 will display a message indicating the timing at which the settings can be changed. It may also be limited to the latter 90 seconds of "waiting state c".

[0282] Furthermore, when the gaming machine 10 is in the display state "waiting for customers c", the above setting items are set within Reset the settings to default. The gaming machine 10 resets its settings to default. If the player then performs a setting operation, the waiting period B will transition to waiting period A. This allows the settings to be retained for a predetermined period (customer waiting period A).

[0283] Furthermore, the behavior when a customer waiting command is received after a reach-in-progress variation has been changed as follows: If the game transitions to a waiting state after a reach-in-the-money variation, the gaming machine 10 transitions to a waiting state. Up until the moment of the win, the machine displays animations corresponding to the reel spin. Continuing the eel-themed presentation even after transitioning to a waiting state may give players unnecessary misunderstandings. Therefore, if the gaming machine 10 transitions to a customer waiting state after a reach-in-the-sequence variation, the decorations and sounds will be turned off. Without continuing voice output, the transition to the customer waiting state is clearly indicated. Therefore, the gaming machine 10 , apply decorations corresponding to the display state "Waiting" to the display state "Waiting for customers a", and audio The output will be muted.

[0284] Such a gaming machine 10, while in a waiting state for customers, has a setting changeable setting waiting state Set a state where the settings cannot be changed, and a state where the customer is waiting for the settings to be changed. For example, a state where the settings can be changed The waiting state is set at all times except the first half of the displayed state "Wait," and this setting cannot be changed. The waiting state is set to the first half of the "Wait" display state.

[0285] Furthermore, in such a gaming machine 10, while in a state where settings can be changed and customers are waiting, the setting switch 29 A setting change call state is activated when the 'n' key is pressed, which allows the option display to be invoked. This sets the option display status to be shown regardless of key press detection, and the setting change explicit state. For example, the setting change call status is the first half of the displayed state "Wait" and the displayed state "Customer waiting state b". It is set to a timing that excludes the latter half of the display state "waiting for customers c". Also, the setting can be changed. Further explicit status is shown in the latter half of display status "waiting for customers b" and the latter half of display status "waiting for customers c". It will be set.

[0286] Next, the display screen during the customer waiting state will be explained using Figure 23. Figure 23 shows an embodiment. This figure shows an example of a customer waiting sign. The display screen 520 shown in Figure 23(1) is for the "Wait" display state during customer waiting period A. This is an example of a display screen. In this example, the customer is in the state where the symbols have stopped on display screen 500 in Figure 20. This shows the transition to waiting period A, and the content displayed on screen 500 is It remains stopped.

[0287] The display screen 530 shown in Figure 23(2) displays the customer waiting period A from the state of the display screen 520. This is an example of the display screen when the state transitions to "waiting state a". In this state, the display screen The animation 531 is displayed at 530. Note that this is the display status for customer waiting period B. Even in "waiting for customers c," it would be acceptable if a display screen with the same configuration as display screen 530 were displayed, but Figure The content displayed in pattern animation 531 may vary.

[0288] The display screen 540 shown in Figure 23(3) displays the customer waiting period A from the state of the display screen 530. This is an example of the display screen when the state transitions to "Waiting for Customers Movie". In this state, the display screen A customer waiting movie is displayed on the display unit 541 of surface 540, and a movie presentation is performed. When the display state transitions to "Logo display a", the logo is displayed on the display unit 541. During this time, information indicating a warning may be displayed inside or outside the display unit 541. The same applies to the display status of "waiting movie" and "logo display b" during the waiting period B. It seems so.

[0289] Note that display screens 530 and 540 are the large symbols that were included in the display content of display screen 500. 501, small symbol group 502, special symbol 1 reserve count display 503, special symbol 2 reserve count display 504, The pending display 505 and the pending completion display 506 are hidden. As a result, the display screen 5 30,540 is designed to make it easy for players to understand that the gaming machine 10 is in a waiting state for customers. It is possible to do so. Also, display screens 530 and 540 are the same as the display screens 500 were included in. The display area that was previously used to show content can be easily repurposed for other informational displays, etc.

[0290] [Bluetooth connection control processing] Next, the Bluetooth connection control process of the gaming machine 10 will be explained. The gaming machine 10 uses Wirelessly connects to Bluetooth-compliant earphones and transmits audio data via the Bluetooth module. The signal from 315 is transmitted wirelessly to the earphones via antenna 342, and the earphones output sound. It is possible to do so. The earphones receive output from speaker 341 at least. It is possible to output the same audio as that used for the performance.

[0291] Figure 24 is a diagram showing an example of state transitions related to Bluetooth communication. The gaming machine 10 is Regarding Bluetooth communication status, there are standby, scanning, and pairing. It can be in a state, a linked state, or a link lost state. The gaming machine 10 is Bluetooth It operates as the master (central) unit for the system.

[0292] Standby mode is a state where Bluetooth communication is completely disconnected. When a player initiates a connection to the gaming machine 10 from this state, the scan state is entered. The system transitions to the following state. In scan mode, the gaming machine 10 detects Bluetooth devices in its vicinity. Search. At this time, Bluetooth devices (peripherals) are searched for. Gaming machine 10 A device transmitting an advertising signal exists within the communication range where wireless communication is possible. If so, the gaming machine 10 in scanning mode will detect this device. The advertising signal includes The device model name is included, and the gaming machine 10 that detected the device receives the advertising signal. The device model name obtained from the device is displayed on the display device 41. If there are multiple devices within the communication range... If these devices exist and the gaming machine 10 detects them, the display device 41 will show the detected information. The model names of the multiple devices are displayed in a list.

[0293] The gaming machine 10 receives the player's operation to select the model name for the earphone from the displayed model names. The device is made compatible, and after the player selects a pairing, it transitions to the pairing state. In this process, the gaming machine 10 sends a connection request to the selected earphone and communicates with the earphone. Establish a connection. This connection is called a "BT connection" to distinguish it from a link-state connection. The game machine 10, once a Bluetooth connection with the earphones is established, will receive a message from these earphones. Obtain the corresponding profile. If the earphones support A2DP, the gaming machine 1 0 then sends a pairing request to the earphones.

[0294] If the earphones are set to pairing mode by the player's operation, the gaming machine 10 The earphones respond to the pairing request from the device. Key information for encrypted communication is exchanged between the gaming machine 10 and the earphone. The gaming machine 10, Pairing information that associates the earphone key information with the earphone identification number and model name, The data is stored in the non-volatile memory of the root module 315.

[0295] This completes the preparation for encrypted communication with the earphones, and the gaming machine 10 enters a linked state. The transition occurs. In the linked state, encrypted communication takes place between the gaming machine 10 and the earphones. Audio data is transmitted wirelessly to the earphones.

[0296] In scanning mode, the gaming machine 10 detects the earphones and establishes a Bluetooth connection. When a pairing response is received from the device, the model name of these earphones will be displayed on the display device 41. You may do so. In this case, when a selection operation is performed on the displayed earphones, the pairing will be The system transitions to a ping state, and key information is exchanged.

[0297] Next, in the linked state, the gaming machine 10 becomes unable to receive wireless signals from the earphones. Let's assume (signal loss). Then, the gaming machine 10 transitions to a link loss state. The transition to the strike state occurs, for example, when the player turns off the power to their earphones, or when the player This may occur if you move away from the gaming machine 10.

[0298] In a link-lost state, the gaming machine 10 searches for the earphones that were connected immediately before. If the gaming machine 10 fails to detect these earphones within a certain time, then... Delete the pairing information from the non-volatile memory of the Bluetooth module 315. The game transitions to a standby state. Such a transition to a standby state occurs, for example, when a player This can occur when the power to the earphones is turned off in order to disconnect communication with the gaming machine 10.

[0299] Meanwhile, the gaming machine 10 detects the above earphone within a certain time after transitioning to the link-lost state. If it is removed, it will reconnect with these earphones and transition to a linked state. When earphones are detected, the earphone model name is displayed on the display device 41 for confirmation from the player. When an operation is accepted, the system may transition to a linked state. Such a transition to a linked state. For example, if the player temporarily leaves the gaming machine 10 while the earphones are still powered on, This can occur if the earphones return to the communication range in a short time. Also, the earphones This can also occur if a player turns off the power and then turns it back on a short time later.

[0300] Regarding the transition from a link-lost state to a link state, in particular, when a player temporarily loses control of the gaming machine If you leave the device and return after a short time, the earphones will automatically or with a simple operation. This will allow the player to reconnect to the machine 10. This will improve convenience for the player. .

[0301] Furthermore, if an operation is performed on the gaming machine 10 to disconnect communication with the earphone while in a linked state, If this occurs, the gaming machine 10 will disconnect communication with the earphones and delete the earphones' pairing information. It then transitions to standby mode. However, in practice, if the player wants to disconnect the communication... It is likely that in many cases the earphones are turned off without operating the gaming machine 10. According to the state transition, the player turns off the power to the earphones and transitions to the link-lost state. Then, after a certain period of time, communication with the earphones is automatically disconnected. This causes the player to lose control of the gaming machine. It will now be possible to disconnect the communication by operating the earphones without having to operate device 10. This can improve convenience for players. However, if a player disconnects the connection, the player will be responsible for the loss of communication. This includes turning off the earphones, as well as when the player finishes playing and leaves the area outside of the communication range. It can be an object.

[0302] Next, we will explain the screen transitions when earphones are connected using Figures 25 to 29. ru. Figure 25 is an example of the display screen when earphones are connected (part 1). Figure 26 is Figure 27 shows an example of the display screen when earphones are connected (Figure 27). Figure 28 shows an example of the display screen (part 3). Figure 28 is an example of the display screen when earphones are connected. This is a diagram (part 4) illustrating this. Figure 29 is a diagram (part 4) illustrating an example of the display screen when earphones are connected. 5)

[0303] In this embodiment, the operation of connecting and disconnecting earphones is possible only when waiting for customers. The display screen 550 shown in Figure 25(1) is displayed on the display device 41 when waiting for customers. This is an example of a display screen. Specifically, display screen 550 shows the waiting period in the customer waiting state. This is an example of a display screen shown when the display state is "Waiting for Customers Movie" during either Interval A or Waiting Period B. Similarly to the display screen 540 shown in Figure 23(3), a display unit where a waiting movie for customers is displayed. It includes 551. Also, as an example, on the lower right side of the display unit 551, via Bluetooth A message image 552 is displayed, which includes a message instructing you to connect the earphones. At this time, the Bluetooth communication status of the gaming machine 10 will be in standby mode. It is.

[0304] The player presses the select button on the directional pad according to the content displayed in message image 552. Then, the connection start screen 610 shown in Figure 25(2) is displayed. The display is superimposed on the front layer of the display screen 550. At this time, the gaming machine 10 is in standby mode. The device transitions from state to scan state and searches for devices (Bluetooth slaves) within communication range. Search. The connection start screen 610 includes a device display unit 611, and when a device is detected... In the event of detection, the model name of the detected device is displayed on the device display unit 611. If a device is detected, the device display unit 611 will display a list of the model names of each detected device. For example, if multiple devices are detected, they will be listed from top to bottom in order of highest signal strength. The name is displayed. This allows the model name of the earphones of the player positioned in front of the gaming machine 10 to be displayed. It is highly likely that it will be displayed at the top of the vice display unit 611.

[0305] The player moves the cursor 612 on the device display unit 611 using the up and down keys on the directional pad. By moving the device, the player selects the model name of their earphones, and then presses the select key on the directional pad. Then, the gaming machine 10 establishes a Bluetooth connection with the earphones and further pairs the earphones. Sends a connection request. However, the device that established the BT connection does not support A2DP. In some cases, an error message such as "Connection failed" may be displayed, and the device... Communication with the chair is cut off.

[0306] Here, for example, a player who already knows the procedure for connecting Bluetooth earphones If available, follow the instructions in message image 552 before pressing the OK key, or after pressing the OK key. When the connection start screen 610 is displayed, or when the player selects the model name of their earphones, Immediately afterward, set the earphones to pairing mode. This is how the earphones pair. When set to this mode, the earphones will respond to pairing requests with a pairing response. A reply is sent. Then, the gaming machine 10 transitions to a pairing state and exchanges key information with the earphones. Replace the earphones and store the pairing information in the non-volatile memory of the Bluetooth module 315. Remember it.

[0307] Once the processing steps in this pairing state are complete, the gaming machine 10 transitions to a linked state. Then, encrypted audio output to the earphones is initiated. At this time, for example, Figure 2 As shown in 6(1), a message image containing a message indicating that the earphones are connected. 553 is displayed on screen 550. Message image 553 is displayed for a certain period of time, such as a few seconds. After being shown, as shown in Figure 26(2), the display screen 550 changes to a message image 553. Then, a connection image 554 is displayed, indicating that the earphones are connected.

[0308] Note that Figure 26 shows an example of the customer waiting status display screen 550, but as will be explained later in Figure 30... The connection image 554 is displayed even during gameplay. Therefore, the connection image 554 is displayed during gameplay. To avoid obstructing the visibility of necessary display information, symbols and logos are used instead of text. Information is displayed using the pips, etc. (for example, the group of small symbols 502 or the number of reserved symbols for special symbol 1 503) The image must be displayed in a position and size that does not interfere with the display of the number of reserved items in Special Feature 2 (504). That is preferable.

[0309] By the way, according to the display on the connection start screen 610 in Figure 25, enter the model name of your earphones. If the selected player has not set their earphones to pairing mode, the gaming machine 10 could not obtain pairing information (in this case, key information) from the earphones, link The state cannot be transitioned. In this case, for example, as shown in Figure 27, the earphones are paired. A message image 613 containing a message prompting the user to set the code appears on the connection start screen 610. It will be displayed above. The player will use earphones according to the message in message image 613. When set to pairing mode, the gaming machine 10 becomes able to acquire earphone pairing information. Then, a screen like Figure 26 will be displayed, and audio output to the earphones will begin. By displaying message image 613, you can get used to using Bluetooth earphones. For players who haven't set their headphones to pairing mode or have forgotten to do so, the earphone connection process is smooth. It becomes possible to have the process run automatically.

[0310] Furthermore, if the player presses the confirm key according to the content displayed in the message image 552 in Figure 25 When this happens, the player's earphones come into contact with other Bluetooth devices such as the player's smartphone. It is possible that this is continuing. Furthermore, when the player presses the confirm key, the player's It's also possible that the Yahoo! headphones are not turned on. In this case, proceed to connection start screen 6. The device display unit 611 of unit 10 does not display the model name of the player's earphones.

[0311] Therefore, the gaming machine 10 displays the connection start screen 610 in Figure 25 for a certain period of time. If no input is received from the player after a certain period of time, a message like the one shown in Figure 28(1) will be displayed. Image 614 is displayed on the connection start screen 610. Message image 614 contains the device table. This guide provides instructions on how to operate the device when the model name of the player's earphones is not displayed on the display unit 611. A message will appear, and here, as an example of how to operate it, press the left or right arrow keys on the directional pad. This will be announced.

[0312] When the left or right key is pressed, the display screen 620a shown in Figure 28(2) is displayed. Surface 620a provides instructions on how to display the model name of the player's earphones. The message display unit 621 is displayed. In Figure 28, as an example, the message display unit 62 1. Disconnect the player's earphones if they are connected to another Bluetooth device. A message prompting them to do so is displayed. Also, the message display unit 621 displays the following: A message may appear along with the message prompting you to turn on the earphones. stomach.

[0313] In the example in Figure 28, after the display screen 620a is shown, the player presses the confirm key. Then, the display screen changes. As another example, after display screen 620a is displayed for a certain period of time... The system may then automatically transition to the next display screen. In either case, the next display screen will be: For example, the display screen 620b shown in Figure 29(1) is displayed. Display screen 620b is a message The unit includes a message display unit 622, and the message display unit 622 is set to earphone pairing mode. A message prompting you to confirm will be displayed.

[0314] In the example in Figure 29, after display screen 620b is shown, the player presses the confirm key. Then, the connection start screen 610a shown in Figure 29(2) is displayed. The connection start screen 610a is In the connection start screen 610 shown in Figure 25(2), only the device display unit 611 is displayed. This is the displayed screen. At this time, the gaming machine 10 restarts the device search and displays the device A message indicating that the earphones are being searched for is displayed in section 611.

[0315] When earphones are detected, the model name of the detected device will be displayed, as shown in Figure 25(2). The connection start screen 610 is displayed, and the player selects the model name of their earphones. This will be done. If the earphones are set to pairing mode at this point, The device 10 transitions to a pairing state and exchanges key information with the earphones, and the earphones pair The ring information is stored in the non-volatile memory of the Bluetooth module 315. Encrypted audio output to the Yahoo! device begins, and a screen display similar to that shown in Figure 26 appears. It can be done.

[0316] As shown in Figures 28 and 29 above, the screen display will be shown so that the player's earphones will play If the player is connected to another Bluetooth device such as their smartphone, or if the player's Even if the headphones are not turned on, the player can smoothly connect the headphones. It becomes possible to execute it.

[0317] For example, if the message image 614 in Figure 28(1) is displayed and then the OK key is pressed... If pressed and held (for a certain period of time or longer), a screen like Figure 28(2) or Figure 29(1) will appear. The display may be skipped. This way, for example, the player will not be able to see the device display. At the point when the model name of the player's earphones was not displayed in section 611, or in message image 61 When "4" is displayed, it means the earphones are connected to another device and the earphones are powered on. If you notice that the connection is not active, you can activate it by long-pressing the select key. The process will proceed, allowing the connection to be completed in a short amount of time.

[0318] Furthermore, the device display section 611 of the connection start screen 610 shows that the device was detected simply by scanning. It will display the model name of the device that is sending the advertisement signal. The model name of the device that responded to the pairing request may also be displayed. In this case, Multiple players located near the gaming machine 10 (for example, players located in front of the gaming machine 10) The player and the player in front of the adjacent gaming machine 10 paired their earphones almost simultaneously. When in this mode, multiple model names may be displayed on the device display unit 611. Even in this case, as described above, the device display unit 611 displays the model names from top to bottom in order of strongest radio signal strength. By displaying this information, the model name of the player's earphones located in front of the gaming machine 10 will be displayed on the device. It is more likely to appear at the top of section 611.

[0319] Furthermore, the screen display when earphones are connected may be as follows: For example, "Waiting for customers" In this state, the message image displayed on the display screen (for example, display screen 550 in Figure 25) To connect Bluetooth earphones, set the earphones to pairing mode. Then, a message will appear instructing you to press the designated operation key. Accordingly, the player sets the earphones to pairing mode and presses the designated operation key. Then, the gaming machine 10 transitions to a scanning state to search for devices, and when it detects a device, The game machine 10 sends a pairing request to the device. When a message is sent, the device model name will be displayed on the screen, and the device indicated by this model name will be... A message is displayed to the player asking if it is okay to connect to the chair. The displayed model name is the player If the model name of the technician's earphones is used, the player will perform an operation to confirm (permit connection). In response to this operation, the gaming machine 10 exchanges earphones and key information, and uses encrypted communication. Output audio to the headphones.

[0320] Figure 30 shows an example of the display screen when earphones are connected. When earphones are connected, the connection image 554 is displayed. Connection image 554 This display continues to appear even when transitioning from a waiting state to an operational state (a state where a game is being played). Figure 30(1) For example, the connection image 554 is displayed on the display screen 510 shown in Figure 20(2). This shows the case where the large symbol group 501 and the small symbol group 5 The image 554 is displayed in the empty space between 02 and the game, and the display information necessary for the game is shown. It is possible to inform the player that earphones are connected without obstructing the player's view of the information. It has become that way.

[0321] Note that if the earphones remain connected, the game will proceed from the state shown in Figure 30(1) during gameplay to the state of waiting for customers. If a transition occurs, a larger image will be displayed indicating that earphones are connected, compared to the state during gameplay. It may be announced. For example, when the system transitions to a customer waiting state, the connected image 554 is enlarged. It may also be displayed, along with a message indicating that it is connected, in the vicinity of the connected image 554. It is acceptable for this to be displayed.

[0322] Furthermore, when earphones are connected, during customer waiting and operation, the operation of a designated switch (for example) For example, by pressing the confirm key on the directional pad, you can display the settings screen 630. In Figure 30(2), the settings screen 630 is superimposed on the front layer of the display screen 510 in Figure 30(1). This is an example of when it is displayed. The settings screen 630 in Figure 30(2) shows speaker volume, The items "Headphone volume," "Advanced settings," and "Close" are displayed, and you can use the up and down keys on the directional pad to access them. - By moving Sol 631, one of the items can be selected. Speaker volume If selected, the volume of speaker 341 can be adjusted using the left and right keys on the directional pad. Yes. If earphone volume is selected, use the left and right keys on the directional pad to adjust the earphone volume. It can be adjusted. If advanced settings are selected and the confirm key on the directional pad is pressed, For example, it displays a detailed settings screen that includes various settings related to audio output, image output, etc. This is possible. If "Close" is selected and the OK key is pressed, the settings screen 6 will be displayed. 30 can be closed.

[0323] Furthermore, as will be described later, the gaming machine 10 of this embodiment can also be used when earphones are connected. It is also possible to output sound from speaker 341. Therefore, Figure 30(2 In the settings screen 630, you can adjust not only the volume of the earphones but also the volume of the speaker 341. It is.

[0324] Also, images related to connecting and disconnecting earphones (for example, the connection start screen 6 in Figure 25(2)) 10. Message image 553 in Figure 26(1), Connecting in Figures 26(2) and 30(1) Image 554, display screen 620a in Figure 28(2), display screen 620b in Figure 29(1), Figure 2 The connection start screen 610a in 9(2) and the settings screen 630 in Figure 30(2) are of the display device 41. It is desirable that the display be positioned so as not to overlap with the range of motion of the mechanism when viewed from approximately the front.

[0325] Next, a flowchart illustrating an example of the control process procedure for connecting and disconnecting earphones is provided. This will be explained using the following. The connection control process described below is the Bluetooth connection in step D27 of Figure 17. In the control processing, it is executed by the control unit (CPU 111) of the performance control device 300. The subsequent control process consists of the operation detection process shown in Figure 31, the connection start process shown in Figure 32, and the process shown in Figure 33. The connection process, the earphone recovery waiting process shown in Figure 34, and the handle touch recovery process shown in Figure 36. It can be broadly divided into waiting for return processing. Note that the processing shown in Figures 31 to 34 and Figure 36 is explained below. The processing is functionally grouped together to facilitate this, so it doesn't necessarily occur in units of one frame switch. This does not mean that the process is completed. The process is Bluetooth as shown in step D27 of Figure 17. In connection control processing, the transfer of control information is executed in a time-division manner, as shown in Figure 1. It may also be executed by an interrupt handler different from the main process shown in 7.

[0326] Figure 31 is a flowchart showing the operation detection process of the embodiment. The operation detection process is performed when the Bluetooth communication status is in standby mode and waiting for a customer. This is executed if the condition is met.

[0327] [Step D41] The control unit displays a message on the customer waiting status screen indicating that earphones should be connected. A guidance message (for example, message image 522 in Figure 25(1)) is displayed. [Step D42] The control unit receives a connection start operation from the player (for example, pressing the directional buttons). It determines whether a key press operation occurred. If a connection start operation occurred, the connection shown in Figure 32 is established. The startup process begins. The process proceeds to step D43. Meanwhile, the connection start operation is not performed. If so, the process proceeds to step D41.

[0328] Figure 32 is a flowchart showing the connection initiation process of the embodiment. [Step D51] The control unit displays the connection shown in Figure 25(2) on the customer waiting status display screen. The start screen 610 is overlaid on the display.

[0329] [Step D52] The control unit transitions from standby state to scanning state, Bluetooth The - module 315 is instructed to search for devices within the communication range. In this process, the address A device that transmits a batch signal is searched for.

[0330] [Step D53] The control unit will input the model name of the detected device as a Bluetooth module. The model name is obtained from 315 and displayed in the device display section 611 of the connection start screen 610. Display the model name of each device. If multiple devices are detected, the model name of each device will be displayed on the device display unit 6. The devices are listed in section 11. In this case, the control unit displays the radio wave strength from each device along with its model name. The device information is obtained from the Bluetooth module 315 and displayed on the device display unit 611. The model names are displayed from top to bottom in order of strongest signal strength.

[0331] [Step D54] The control unit selects the model name displayed on the device display unit 611. Determine if an operation occurred. If a selection operation occurred, the process proceeds to step D55. If no selection operation is performed, the process proceeds to step D57.

[0332] [Step D55] The control unit transitions from the scan state to the pairing state. The Bluetooth module 315 establishes a BT connection with the selected device (earphones). Establish a connection, send a pairing request to the device, and prepare for encrypted communication. This is executed. Key information is exchanged between the Bluetooth module 315 and the earphones. The earphone pairing information is stored in the non-volatile memory of the Bluetooth module 315. Once the preparatory process is complete, the process proceeds to step D56.

[0333] [Step D56] The control unit transitions from the pairing state to the link state and communicates with the earphones. Encrypted communication begins. Then, the connection processing shown in Figure 33 starts. Furthermore, in step D56, if sound is being output from speaker 341 at that point, The audio will be output through the earphones. When the earphones are successfully connected (encrypted When the game starts, if some sound is output from the earphones, the player will know You can intuitively recognize that the Yahoo! connection was successful, but at that point, you can not necessarily hear anything from the earphones. Audio output is not guaranteed. Therefore, in step D56, the control unit performs a dark signal to the earphones. When the signal communication is initiated, some kind of audio data is sent to the earphones and the audio is played through the earphones. It is desirable to output the following.

[0334] For example, the control unit may output a predetermined welcome message through the earphones. This welcome message is output in response to a touch on the steering wheel while the vehicle is waiting for a customer. The welcome message may be the same as the one displayed. Also, inside the earphones, there is a connected... Many earphones have a feature that outputs an audio message on the earphone side to indicate that a connection has been made. i. To prevent the timing of the audio message and output from the earphones from overlapping, The above welcome message, processed by device 10, will be displayed after a predetermined time (for example, 2-3) from the time of connection. The output may be delayed by a few seconds. Also, in step D56, control The unit returns the state of the gaming machine 10 to the customer waiting period A (see Figure 22) (for example, its beginning). This is also acceptable. As a result, the gaming machine 10 can, even if the earphones are connected during the customer waiting period B, It will be possible to output the normally variable background music through the earphones.

[0335] [Step D57] The control unit determines whether a predetermined time has elapsed since the execution of Step D53. If the predetermined time has not elapsed, the process proceeds to step D54, and the selection operation is performed. It is determined that there is nothing. On the other hand, if a predetermined time has elapsed, that is, the model of the detected device If the player does not select a device within a specified time after the names are displayed in the list, If this is not the case, the process proceeds to step D58.

[0336] [Step D58] The control unit displays a screen to guide the user on how to connect the earphones. For example, screen displays like those shown in Figures 28(1), 28(2), and 29(1). This is performed. After that, the process proceeds to step D52.

[0337] Although not shown in the diagram, the control unit receives a pairing response from the device in step D55. If reception fails, the message image 613 shown in Figure 27 will appear on the connection start screen 610. Display it above. Then the process proceeds to step D52.

[0338] Figure 33 is a flowchart showing the connection process in the embodiment. [Step D61] The control unit displays an image on the display screen indicating that the earphones are connected. To show, for example, the message image 553 shown in Figure 26(1) is displayed for a predetermined time. Subsequently, a smaller connecting image 554 is displayed in place of the message image 553. Image 554 will continue to be displayed until the earphones are disconnected.

[0339] [Step D62] The control unit will tell the gaming machine 10 if the player has disconnected the earphones. Determine if the cutting operation has been performed. If the cutting operation has not been performed, the process proceeds to step D66. If the process proceeds and the cutting operation is performed, the process proceeds to step D63.

[0340] For example, as shown in Figure 30(2), a predetermined switch (for example, the select button on the directional pad) When the key is pressed, setting screen 630 is set. This operation is performed while waiting for customers. If this is done, a "Disconnect" option will be added to the settings screen 630. In step D62, it is sufficient to determine whether the "cut" selection operation was performed.

[0341] [Step D63] The control unit communicates with the Bluetooth module 315 to the earphone. Disconnect and transition to standby mode. [Step D64] The control unit writes to the non-volatile memory of the Bluetooth module 315. Delete the stored pairing information. This process deletes the Bluetooth module 315. The processor may delete the pairing information upon request from the control unit. The control unit resets the Bluetooth module 315, thereby resetting the pairing information. The report may be deleted.

[0342] [Step D65] The control unit displays a message indicating that communication with the earphone has been disconnected. Display it on the screen. This message will be displayed for a certain period of time, and then the display will end. The process is completed. After this, the operation detection process shown in Figure 31 will begin.

[0343] [Step D66] The control unit is in customer waiting period B and a handle touch-off has occurred. Determine if the condition is met. If the condition is not met, the process proceeds to step D67. If the conditions are met, the handle touch return waiting process shown in Figure 36 is executed.

[0344] [Step D67] The control unit checks if the wireless signal from the connected earphones has been lost (electrical Determine if there is a signal loss. If no signal loss has occurred, proceed to step D62. On the other hand, if radio wave loss occurs, it transitions to a link loss state, as shown in Figure 34. The process of waiting for the phone to return to service will begin.

[0345] Figure 34 is a flowchart showing the earphone recovery waiting process in the embodiment. [Step D71] The control unit transitions from a linked state to a link-lost state, and the earphone and A message indicating that communication is being restored will be displayed on the screen. The Woosh module 315 is instructed to search for devices within the communication range.

[0346] [Step D72] The control unit detects when the device is detected by the Bluetooth module 315. Determine if the device has been released. If no device is detected, the process proceeds to step D73. If a device is detected, the process proceeds to step D77.

[0347] [Step D73] The control unit is in customer waiting period B and has been in a state since radio wave loss occurred. Determine if a set time has elapsed. If the set time has not elapsed, the process proceeds to step D72. The process will proceed. On the other hand, if a predetermined time has elapsed, that is, if a predetermined time has elapsed since the occurrence of radio wave loss, If no device is detected after a certain period of time, the process proceeds to step D74. As a result, the gaming machine 10 communicates with the earphones for a predetermined period of time in addition to the customer waiting period A. You can wait for it to return, and delete pairing information due to a brief interruption in gameplay (Step D7) 5) can be avoided.

[0348] [Step D74] The control unit initiates a device search for the Bluetooth module 315. Stop the process and transition to standby mode. [Step D75] The control unit records data in the non-volatile memory of the Bluetooth module 315. Delete the stored pairing information. This process is similar to step D64 in Figure 33. The pairing information is deleted by the processing of the processor in the Bluetooth module 315. It is also acceptable to reset the Bluetooth module 315, which can erase the pairing information. It may be removed.

[0349] [Step D76] The control unit displays a message indicating that communication with the earphone has been disconnected. Display it on the screen. This message will be displayed for a certain period of time, and then the display will end. The process is completed. Following step D76, the operation detection process shown in Figure 31 is initiated.

[0350] Through the processing from step D73 (YES) to step D76 described above, for example, the player If the player attempts to disconnect the earphones, the player will initiate the earphone disconnection operation on the gaming machine 10. If you leave the gaming machine 10 or turn off the earphones without performing the above steps, After a predetermined period of time has elapsed, communication with the earphones will be automatically disconnected.

[0351] [Step D77] The control unit determines that the detected device is the device that was previously connected to (i Determine if it is the same as (Yahoo). In this process, the advertised signal from the device The identification number of the device included and the identification number included in the stored pairing information. If these match, it is determined to be the same device that was previously connected.

[0352] If the device is not the same as the one that was connected last time, the process proceeds to step D78. On the other hand, if it is the same device that was connected last time, the process proceeds to step D55 in Figure 32. The process will proceed. In this case, encrypted communication with the detected device (earphones) will automatically resume. This means that, for example, if a player temporarily leaves their seat and returns within a set time, In such cases, it becomes possible to automatically resume audio output from the player's earphones.

[0353] A message will appear asking whether or not to reconnect the detected device to the gaming machine 10. If the screen displays an operation to reconnect and an operation to reconnect is performed, step D5 The process in step 5 may be executed and encrypted communication may be resumed. In this case, for example, if the player When the player leaves their seat temporarily and returns within the specified time, the audio output from the player's earphones will be simplified. It becomes possible to resume with a simple operation. In this case, see Figure 35(3) explain.

[0354] [Step D78] The control unit confirms whether or not to connect to the detected device. A message image containing an acknowledgment message will be displayed on the screen. This message image contains: For example, the model name of the detected device is displayed, and the player is given the option to choose whether or not to connect. A display section will appear. In addition, the message image will show a different device than the one that was connected immediately before. It may be explicitly stated that a device has been detected.

[0355] [Step D79] The control unit initiates connection, indicating that the player is connecting the device. Determine if an operation has been performed. If a connection start operation has been performed, the process proceeds to step D. The process will proceed to 80. On the other hand, if the connection start operation is not performed (an operation indicating that a connection will not be established) If the operation is performed, the device will not be connected and the process will proceed to step D72. It can be advanced.

[0356] [Step D80] The control unit records data in the non-volatile memory of the Bluetooth module 315. Delete the stored pairing information. This process deletes the Bluetooth module 315. The pairing information is deleted by the processor's processing. After this, the processing is as shown in Figure 32. The process proceeds to step D55. In this case, encryption with the detected device (new earphones) Communication is initiated.

[0357] In cases where the process proceeds to step D79 "YES" and then step D80, the connection made immediately before was A new pair of earphones, different from the original ones, has been detected, so the connection process will begin in step D79. The player performing the action is likely another player who owns new earphones. One such case is when the previous player disconnects the earphone communication. If a player leaves the gaming machine 10 and another player attempts to start playing on the same gaming machine 10: This can occur. In this embodiment, in such cases, a new player can perform a simple operation Then you can connect earphones and start playing.

[0358] For example, restrictions on the user interface during variable display and sound output during variable display. If there are any restrictions imposed by the manufacturer, and step D77 determines NO, a new earphone will be required. There are cases where it is better not to connect it. For this reason, if the result in step D77 is NO This means that the process will proceed to step D72 without allowing the connection of any new earphones at this point. This is acceptable. In this case, a predetermined amount of time has elapsed since the previous player left their seat and the signal was lost. After this (step D73 "YES"), it becomes possible to connect the earphones of a new player. Alternatively, if the result is NO in step D77 and YES in step D79... If the above restrictions apply when this occurs, please wait to connect new earphones until the restrictions are lifted. You can also make it so that it is raised.

[0359] Figure 35 shows an example of the display screen when a player leaves their seat. Here, the player When the earphones are connected to the gaming machine 10, the power to these earphones is turned off and the player Either the user left their seat, or the user performed a disconnection operation on the gaming machine 10 while the earphones were still powered on. This shows an example of the display screen when the player leaves their seat without taking action. Figure 35(1) shows this This is an example of the display screen at that time, where radio wave loss occurs from the display state shown in Figure 30(1), and the display A message image 641 is displayed on screen 510. This message image 641 is, This is the image displayed in step D71 of Figure 34, showing the communication with the earphones that were connected immediately before. Includes a message indicating that they are waiting for Shin's return.

[0360] If the gaming machine 10 fails to detect the device after a predetermined time has elapsed (step (P D73 "YES"), the gaming machine 10 finishes searching for devices and transitions to standby mode. (Step D74), delete the pairing information (Step D75). As shown in Figure 35(2). Therefore, the display screen 510 includes a message indicating that communication with the earphones has been disconnected. Message image 642 is displayed (step D76).

[0361] On the other hand, if the same earphone is detected within a predetermined time (step D77 "YES"), For example, as shown in Figure 35(3), whether or not to reconnect the detected device to the gaming machine 10. A message image 643 containing a confirmation message is displayed on the display screen 510. The player selects "Yes" or "No" displayed in message image 643 using the left or right directional buttons. By moving cursor 644 using the keys and selecting, then pressing the OK key, reconnection is achieved. You can enter whether to do so or not. If "Yes" is entered, encryption will be transmitted between you and the detected earphones. The communication will automatically resume and audio output from the earphones will begin.

[0362] In this way, a player who temporarily leaves the gaming machine 10 will return to the same gaming machine 10 in a short time. In such cases, audio output from the earphones can be resumed with a simple operation. Also, see Figure 35. (3) The model name of the detected device (earphones) (shown as "xxxx" in the diagram) By displaying this in image 643, the player will be aware that their earphones are being reconnected. You can perform a reconnection operation in this state.

[0363] Figure 36 is a flowchart showing the handle touch return waiting process in the embodiment. [Step D91] The control unit includes a message to confirm whether or not to disconnect the earphones. Display the image on the screen.

[0364] [Step D92] The control unit determines whether there was a handle touch (whether it was restarted). If the handle is touched, the connection process shown in Figure 33 is executed, and the earphone connection is maintained. On the other hand, if there is no handle touch, the process proceeds to step D93.

[0365] [Step D93] The control unit determines whether radio wave loss has occurred. Radio wave loss has occurred. If this occurs, the earphone recovery waiting process shown in Figure 34 will be executed. For example, the status in Figure 34 The judgment threshold (time) used in the judgment of pp D73 is the time when the handle is touched during the customer waiting period B. The elapsed time from when the chip off occurred (step D66 in Figure 33) to the present is set in advance. It may also be the time subtracted from a set time. On the other hand, if no radio wave loss occurs The process then proceeds to step D94.

[0366] [Step D94] The control unit responds to the message displayed in step D91 with Determine if the phone has been disconnected. If the disconnection operation has been performed, the process will proceed. If the process proceeds to step D96 and no cutting operation has been performed, the process proceeds to step D95. It can be advanced.

[0367] For example, the image displayed in step D91 shows a message asking whether or not to cut. The message includes "Yes" and "No" options, and "Yes" can be selected by pressing a key. If selected, the result in step D94 is determined to be YES. On the other hand, if the key is pressed, the result is "No". If '' is selected, or if no selection operation is performed for any item, then Step D94 is determined to be NO. If "No" is selected, then step D The process in step 94 may be skipped.

[0368] [Step D95] The control unit detects when a handle touch-off occurs during the waiting period B (Figure 3) 3) Determine if a predetermined time has elapsed since step D66). If the waiting period B and If the dollar touch remains off for a predetermined time, the process proceeds to step D96, and the If the conditions are not met, the process proceeds to step D92.

[0369] [Step D96] The control unit communicates with the Bluetooth module 315 to the earphone. Disconnect and transition to standby mode. [Step D97] The control unit records data in the non-volatile memory of the Bluetooth module 315. Delete the stored pairing information. This process is similar to step D64 in Figure 33. The pairing information is deleted by the processing of the processor in the Bluetooth module 315. It is also acceptable to reset the Bluetooth module 315, which can erase the pairing information. It may be removed.

[0370] [Step D98] The control unit displays a message indicating that communication with the earphone has been disconnected. Display it on the screen. This message will be displayed for a certain period of time, and then the display will end. The process is completed. Following step D98, the operation detection process shown in Figure 31 is initiated.

[0371] In the above steering wheel touch recovery waiting process, during the customer waiting period B, the steering wheel touch is released from a predetermined position. If time elapses (step D95 "YES"), communication with the earphones will be automatically disconnected. On the other hand, if steering wheel touch is detected within a predetermined time after steering wheel touch-off, The earphone communication continues. This allows the player to listen to audio through the earphones while playing. The technique can be continued.

[0372] Furthermore, the determination of at least one of step D73 in Figure 34 or step D95 in Figure 36 The judgment threshold (time) used can be set by the player and the hall administrator. This is acceptable. This threshold can be selected, for example, from a set of predetermined values. This is also acceptable. For example, it may be possible to choose from 10 minutes, 30 minutes, or 1 hour.

[0373] Furthermore, the setting value selected by the hall administrator is one of the above multiple setting values ​​for the player You may also set a limit on the maximum value that can be set. For example, an administrator can set a limit on the maximum value that can be set per hour. In this case, the player can set the time to 10 minutes, 30 minutes, or 1 hour. If the administrator sets it to 30 minutes, the player can set it to either 10 minutes or 30 minutes, but 1 It cannot be set in between.

[0374] Next, we will explain two modified examples 1 and 2, which are variations of the Bluetooth connection control process described above. do. [Example 1] In variation 1, the connection and disconnection of earphones are possible not only when waiting for customers but also while playing (operating). It enables disconnection.

[0375] For example, an operating switch for players to request the connection and disconnection of earphones during gameplay. This is predetermined. As an example, the directional pad can be used as a confirmation switch. - is assigned. When the player presses the confirm key while playing and with earphones not connected, When pressed, a device scan is performed and the connection start screen 61 shown in Figure 25(2) is displayed. 0 is displayed, and the earphone connection process is performed in the same procedure as in the above embodiment. When the player presses the confirm key during a move and with earphones connected, the earphones will be... A message image will be displayed to ask whether or not to disconnect. For example, a message image Then, the player can choose either "yes" or "no," and the player's actions determine the outcome. If "Yes" is selected, communication with the earphones will be disconnected.

[0376] Another example is accessing the settings screen to make various adjustments during gameplay. The operation switches are predetermined, and connecting and disconnecting the earphones requires accessing the settings screen. It may be requested. An example of such a settings screen is shown in Figure 37 below.

[0377] Figure 37 shows an example of the settings screen during gameplay in Modification Example 1. The settings screen will be brought up by pressing the confirm key on the directional pad. Figure 37(1) shows an example of the settings screen displayed during gameplay and when earphones are not connected. For example, when the display screen 510 is shown during gameplay, the player presses the confirm key. When pressed, the settings screen 650 is superimposed on the display screen 510. Settings screen 650 The following items are displayed: speaker volume, advanced settings, headphone connection, and "close". You can select any item by moving the cursor 651 using the up and down keys. And when the earphone connection is selected, a device scan is performed as shown in Figure 2. The connection start screen 610 shown in 5(2) will be displayed, and the earphones will be connected using the same procedure as in the above embodiment. The connection process is executed.

[0378] Figure 37(2) also shows an example of the settings screen display while playing and with earphones connected. For example, when the display screen 510 is shown during gameplay, the decision is made by the player. When a key is pressed, the settings screen 660 is superimposed on the display screen 510. Settings screen 6 In section 60, the following items are displayed: headphone volume, advanced settings, headphone disconnection, and close. You can select any of the items by moving the cursor (6, 6, or 1) using the up and down arrow keys on the keyboard. This is the current state. Furthermore, if "Disconnect Earphones" is selected, communication with the earphones is terminated.

[0379] Please note that during gameplay, earphone connection is only permitted during limited periods, such as during a jackpot. It could also be considered a Noh play. [Differentiation 2] In the Bluetooth connection control process described above, the gaming machine 10 checks the link status and link cross. It retains pairing information only in the linked state, and switches from the linked state to the standby state. When transitioning to state I, the pairing information that was being held was deleted. In contrast to this, transformation In Example 2, when transitioning from the link state and link-lost state to the standby state, the data is retained. Allows the pairing information to be retained without being deleted. The following patterns P1a, P1b, P2a, and P2b are possible.

[0380] (Pattern P1a) The gaming machine 10 holds only one pairing information, and the power of the gaming machine 10 The pairing information is retained until the power source is turned off. (Pattern P1b) The gaming machine 10 retains only one pairing information for a predetermined period of time. .

[0381] In these patterns P1a and P1b, the steps in Figure 33 when transitioning to the standby state Steps D64, D75 in Figure 34, and D97 in Figure 36 are skipped. Furthermore, the gaming machine 10 retains the pairing information for new earphones. When saving the pairing information, delete the former pairing information and save the latter pairing information. Specifically, in step D65 of Figure 32, the pairing information for another earphone is already If it is already stored, this pairing information will be deleted and new pairing information will be stored. It will be done.

[0382] (Pattern P2a) The gaming machine 10 holds multiple pairs of pairing information, and the power of the gaming machine 10 It retains each pairing information until it is turned off. (Pattern P2b) The gaming machine 10 holds multiple pairs of pairing information, and each pairing information It will only be held for a specified period of time.

[0383] In these patterns P2a and P2b, the steps in Figure 33 when transitioning to the standby state Steps D64, D75 in Figure 34, and D97 in Figure 36 are skipped. Furthermore, in step D65 of Figure 32, new pairing information is added and stored. However, The maximum number of pairing information entries that can be retained may be determined. In this case, step D6 In step 5, if the number of stored pairing information entries reaches the upper limit, the stored information will be deleted. The oldest pairing information among the existing pairing information will be deleted, and a new pairing will be created. The information is stored.

[0384] Figure 38 is the first diagram showing the flowchart of the connection initiation process in modified example 2. Figure 38 shows the case of patterns P1a and P1b (when only one pairing information can be held). This shows the connection initiation process for the connection initiation process shown in Figure 32. Steps D101 to D103 are added. First, after executing step D52, step D Process 101 is executed.

[0385] [Step D101] The control unit holds the pairing information of the detected device. Determine if it is a device. The device identification number included in the advertisement signal from the detected device. The pairing information stored in the non-volatile memory of the Bluetooth module 315 is If it matches the device identification number included in the report, the corresponding pairing information is retained. It is determined that it is present. If the corresponding pairing information is held, the process proceeds to step D10. The process proceeds to step 2, and if the data is not held, the process proceeds to step D53.

[0386] [Step D102] The control unit connects to the detected device (in this case, the earphones). A connection confirmation message will be displayed on the screen to confirm whether or not the connection is established. For example, the model name of the detected earphones will be displayed.

[0387] [Step D103] The control unit determines the player's response to the connection confirmation message. If an action is taken to indicate that the detected earphones will not be connected, the process will be stopped. The process proceeds to step D53. Meanwhile, the connection start operation indicates that it will connect to the detected earphones. If this is done, the process proceeds to step D56. In this case, the held pen Encrypted communication with the earphones is initiated using the ring information, and the gaming machine 10 switches to a linked state. Move it.

[0388] In the above process, if earphones with pairing information are detected, The earphone is connected to the gaming machine 10 without the exchange of key information for step D55 occurring. Therefore, players attempting to connect earphones must set the earphones to pairing mode. Since the need for earphones is eliminated, the player's operability improves. For example, in a certain gaming machine 10, earphones After a player who was playing while connected moves to another gaming machine 10 and plays, the player returns to the original gaming machine 1 When I tried to go back to 0 and connect the earphones (however, other players had already connected the earphones) (If not connected) The player does not need to set the earphones to pairing mode. It will be possible to connect Yahoo! headphones to the gaming machine 10.

[0389] Note that after determining YES in step D101, steps D102 and D103 are processed. The above procedure may not be performed, and the earphones may be automatically connected to the gaming machine 10. In this case, the above procedure may not be performed. Such players can connect earphones to the gaming machine 10 with even simpler operation.

[0390] Figure 39 is a second diagram showing the flowchart of the connection initiation process in modified example 2. Figure 39 shows the case of patterns P2a and P2b (when multiple pairs of information can be held). This shows the connection initiation process. In this case, the following steps apply to the connection initiation process shown in Figure 32. Steps D111 to D113 are added. First, after executing step D52, step D11 Process 1 is executed.

[0391] [Step D111] The control unit holds the pairing information of the detected device. Determine if it is a device. The device identification number included in the advertisement signal from the detected device. The pairing information stored in the non-volatile memory of the Bluetooth module 315 is If it matches the device identification number included in the report, the corresponding pairing information is retained. It is determined that there is a device. In this step D111, multiple devices were detected in step D52. When this happens, the pairing information of at least one of those devices is retained. If necessary, the process proceeds to step D112, and the pairing information of all detected devices is processed. If no information is retained, the process proceeds to step D53.

[0392] [Step D112] The control unit selects the devices that have pairing information from among the detected devices. The names of the connected devices (in this case, earphones) are displayed in a list on the screen. [Step D113] The control unit determines whether a selection operation was performed for the displayed model name. If a selection operation is made for any of the model names, the process proceeds to step D56. Then, using the pairing information stored between the selected model name and the earphones, Encrypted communication is initiated, and the gaming machine 10 transitions to a linked state. Meanwhile, the model name is displayed. If no selection operation is performed (for example, if no selection operation is performed for a certain period of time, or if connection is not made) If there is an operation indicating not to proceed, the process proceeds to step D53.

[0393] Even with the above process, similar to the process in Figure 38, the earphones that hold the pairing information If detected, the key information exchange in step D55 will not take place and the earphone will not connect to the gaming machine. It connects to 10. Therefore, players who want to connect earphones should pair the earphones. Since there is no longer a need to set the game to a specific mode, the user experience for players is improved.

[0394] Note that in the case of patterns P2a and P2b, the result is determined to be NO in step D77 of Figure 34. In this state, the gaming machine 10 retains the newly detected earphone pairing information. This is a possible scenario. Even in this case, the exchange of key information in step D55 may not occur. The device is connected to the gaming machine 10.

[0395] Furthermore, in the case of patterns P2a and P2b, instead of the processing shown in Figures 38 and 39 above, The connection initiation process in Figure 32 may be modified as follows: In step D53 of Figure 32, the following A connection start screen like the one shown in Figure 40 will be displayed.

[0396] Figure 40 shows an example of the connection start screen display in modified example 2. Connection shown in Figure 40 On the start screen 610b, similar to the connection start screen 610 shown in Figure 25(2), the device table is displayed. One of the model names displayed on the display unit 611 can be selected by moving the cursor 612. However, the device display unit 611 does not retain pairing information. The model name of the device (earphones) will have a designated mark (a star in Figure 40 as an example) added to it. In step D54 of Figure 32, if the model name with the mark is selected... In that case, the processing in step D55 is skipped, and in step D56, the held pe Encrypted communication is initiated using the link information, and the gaming machine 10 transitions to a linked state.

[0397] Even with the above process, the pairing information is retained, similar to the process in Figures 38 and 39. If earphones are detected, the exchange of key information in step D55 will not occur. The earphones are connected to the gaming machine 10. Therefore, a player who wants to connect earphones will need to use earphones. This eliminates the need to set the device to pairing mode, improving usability for the player. On the other hand, If a player attempts to connect new earphones that do not have pairing information stored, The procedure up to step D54, the selection operation, is performed on the earphones that have the pairing information stored. This is the same as what the player is trying to do. Therefore, when trying to connect new earphones... This eliminates any decrease in the player's ability to control the game.

[0398] Furthermore, the device pairing information is retained on the connection initiation screen 610b. The method of indicating this is not limited to adding a mark to the model name; for example, Other methods may be used, such as changing the display color or font weight of the model name.

[0399] Figure 41 is a flowchart showing the pairing information deletion process in modified example 2. The process in Figure 41 is performed in step D27 of Figure 17 in the case of pattern P2b, and involves the control unit. This is executed by (CPU311). Note that the pairing information includes the Bluetooth module. When data is registered in the non-volatile memory of Cycle 315, the registration time is added.

[0400] [Step D121] The control unit has one or more pairs of information registered in the non-volatile memory. Determine if one or more pairing information entries are registered. If one or more entries are registered, the process proceeds to step D. The process proceeds to step 122. However, if no pairing information is registered, a waiting period of time will be required. After the state is reached, the process in step D121 is executed again.

[0401] [Step D122] The control unit selects one of the registered pairing information entries. [Step D123] The control unit performs a predetermined procedure for the selected pairing information from the registration time. Determine if time has elapsed. If a predetermined time has passed since the registration time, the process will stop. The process proceeds to step D124, or to step D125 if the time has not elapsed.

[0402] [Step D124] The control unit deletes the selected pairing information from the non-volatile memory. ru. [Step D125] The control unit processes the pairing information registered in the non-volatile memory. Check if all are selected in D122. If there is unselected pairing information, the process will continue. The process proceeds to step D122, where one of the unselected pairing information is selected. Meanwhile, the pair If all ring information has been selected, the process in step D121 will be executed after a certain period of time. .

[0403] Furthermore, in the Bluetooth connection control process described above (including modified examples 1 and 2), The device 10 can communicate with the earphones (maintain a linked state) even when a minor error occurs. However, during severe errors, communication with the earphones may be considered impossible.

[0404] Thus, the gaming machine 10 capable of running the game is a gaming control system capable of comprehensively controlling the game. A means, a sound output means (for example, speaker 341) capable of outputting game sound effects, and a game A display output means (for example, a display device 41) capable of outputting a visual display, and a game control means A performance control means (for example, a performance control device) capable of controlling performance sounds and performance displays based on commands. The system includes (300) and the performance control means, which selects one sound from among wirelessly connectable sound output devices. It can be paired with an output device, and the performance sound that can be output from the sound output means can be paired. This allows output from a sound output device (such as earphones). This makes it possible to output sound in a gaming arcade environment. This enables the use of wirelessly connected sound output devices.

[0405] In this context, the gaming machines in a gaming arcade use wireless technology to connect to an unspecified number of people. It is a portable device (sound output device) owned by the player. Also, in the game hall, players' personal devices are available. There are multiple gaming machines that can be used as connection points for mobile devices. No consideration has been given to the interconnection between the machine and the mobile terminal. Therefore, the gaming machine 10 It can be paired with one sound output device from among wirelessly connectable sound output devices, and sound output The effect sound that can be output from the means can be output from the paired sound output device. Furthermore, in a gaming environment, a wirelessly connectable sound output device can be connected to the gaming machine 10 to enhance the gaming experience. It will tighten.

[0406] Furthermore, the gaming machine 10 displays a list of wirelessly connectable sound output devices on the display output means, and the list You may pair it with one of the sound output devices selected from the indicated sound output devices. With simpler operation, you can connect the sound output device to the gaming machine 10 and enjoy the effects. .

[0407] Furthermore, when the gaming machine 10 displays a list of wirelessly connectable sound output devices, it prioritizes those with high radio wave strength. The sound output devices may be displayed in order. This allows the player to see their own sound output device. This makes it easier to select and connect the sound output device to the gaming machine 10.

[0408] Furthermore, the gaming machine 10 selects one sound output device from the list of sound output devices and If pairing is unsuccessful, please provide instructions on how to enable pairing. The information to be guided may be displayed on the display output device. This ensures that the player can reliably use the sound output device. This will allow it to connect to the gaming machine 10.

[0409] Furthermore, the performance control means pairs with one sound output device selected from among the wirelessly connectable sound output devices. It is possible to pair the sound effects sound, which can be output from the sound output device, with the sound output device that has been paired. When output is enabled and pairing with the sound output device is disconnected, re-pairing with the sound output device is initiated. Prioritize the wireless connection. This allows the gaming machine 10 to connect wirelessly in the gaming hall environment. The sound output device offers excellent ease of use.

[0410] Here, in amusement arcades, the procedure for reconnecting wireless sound output devices to gaming machines is complicated. Therefore, the gaming machine 10 pairs the sound effects that can be output from the sound output means. When output is enabled from the output device and pairing with the sound output device is disconnected, the sound output Prioritize re-pairing with the device. This allows the player to temporarily leave the gaming machine 10. However, connect the sound output device to the same gaming machine 10 again and use the sound output device with the gaming machine 10. It becomes possible to do so.

[0411] Furthermore, after the gaming machine 10 unpairs with the sound output device, it will not produce the same sound within a certain period of time. If a force device is detected, the sound output device may be re-paired. This will allow the game to A player who temporarily left machine 10 connects a sound output device to the same machine 10 and continues playing. To make it easier to do something.

[0412] Furthermore, after the gaming machine 10 unpairs with the sound output device, it will not produce the same sound within a certain period of time. When a power device is detected, the display information indicating that the same sound output device has been detected will be displayed on the output device. The device displays a message, and when the player requests a reconnection, it reconnects the sound output device. It is also permissible to leave the gaming machine 10 temporarily. When returning to 10, the sound output device is reconnected to the gaming machine 10 with a simple operation. This will become possible.

[0413] Furthermore, the performance control means enables the execution of customer waiting performances when the game is not running. It can be paired with one sound output device from among the wirelessly connectable sound output devices, and the sound output device The sound effects that can be output from the stage can be output from the paired sound output device, and the sound output The device can be unpaired, and pairing and unpairing can be performed while waiting for customers. This makes it possible. As a result, the gaming machine 10 can wirelessly connect to a sound output device in a gaming hall environment. It offers excellent convenience in terms of placement.

[0414] Here, in the arcade, the operation of connecting and disconnecting the gaming machine and the sound output device is related to the progress of the game. Because it could interfere with the pattern changes, the appeal was low. Therefore, the game machine 10 The sound effects that can be output from the sound output means can be output from the paired sound output device, The system allows for unpairing with the sound output device, and the system is designed to allow both pairing and unpairing to be performed by the customer. To enable execution during operation. This allows for operations such as connecting and disconnecting the gaming machine and the sound output device. This allows the action to be executed at a time that does not disrupt the game's progress.

[0415] [Delay control processing] Next, the delay time of audio output from the earphones when the earphones are connected wirelessly. This section describes the image delay control process corresponding to the following. Figure 42 shows an example of the delay control process. In the gaming machine 10, the control unit (CPU 311) of the performance control device 300 controls the video screen. It controls the display and the corresponding audio output. The performance control device 300 has a display device 4 The video data 722 to be displayed on 1 and the audio synchronized with the video data 722 are played through speaker 3. Audio output to 41 (upper left speaker 341a1, upper right speaker 341a2) Audio data 723 is stored. The control unit generates audio data 723 by copying it. 1 can be used to output audio to earphone 701.

[0416] The video data 722 and audio data 721,723 to be displayed include, for example, the start of playback. A time code indicating the time from when each image or sound is played is set. The VDP31 is used so that images and audio with the same timecode are played simultaneously. This instructs the sound source LSI313 to begin playback. This results in the display of an image and the corresponding audio. The sound is played in sync with the other sounds.

[0417] Furthermore, if the earphone 701 is wirelessly connected to the gaming machine 10, the sound will be controlled by the sound effects control device. There is a time lag between when the 300 starts playing and when the sound is output from the earphone 701. There is a delay. When the sound corresponding to the displayed image is output from earphone 701 with a delay, It gives players a sense of unease.

[0418] For example, the control unit instructs the sound source LSI313 to play the audio data 721 for the earphones. The sound source LSI313 encodes the audio data 721, and the encoded audio data 721 Wireless transmission is performed. The earphone 701 receives the encoded audio data 721. Decoding of audio data, conversion of decoded audio data 721 to analog signal, analog signal Sound output is produced based on this. Encoding, wireless transmission, decoding, and other processing of these audio data 721 The delay time (actual delay time T) is determined by the principle. d 1) occurs. The sound of the wirelessly connected earphone 701 It is difficult to completely eliminate the output delay, and the sound output from the earphone 701 is slower than the speaker. A delay in sound output from the 341 is unavoidable.

[0419] Therefore, the control unit, regarding audio output to the earphone 701, sends video data 7 to the VDP312. When playing 22, the audio data 721 for the earphone 701 is played in advance on the sound source LSI 313. At this time, after starting the playback of the audio data 721 for the earphone 701, the time (correction delay time T d 2) until starting the playback of the video data 722 is set correctly so that the displayed image and the sound output from the player's earphone 701 can be synchronized correctly.

[0420] The correction delay time T d 2 is appropriately set to the same value as the actual delay time T d 1. However, the actual delay time T d 1 varies depending on the encoding method (codec) for encoding the audio data, the performance of the earphone 701, etc. Also, the actual delay time T d 1 is affected by the radio wave environment at the location where the gaming machine 10 is installed, the distance between the gaming machine 10 and the earphone 701, the presence or absence of obstacles between the gaming machine 10 and the earphone 701 and so on. Therefore, it is difficult to predict the actual delay time T 1 when the earphone 701 owned by the player is connected in a store with a large number of electronic devices. Thus, when the earphone 701 is wirelessly connected, d the control unit enables the player to change the correction delay time T 2 based on the player's operation. d

[0421] The control unit delays by the correction delay time T d 2 from the start of playback of the audio data for the earphone and starts the playback of the video data 722 and the playback of the audio data 723 for the speaker on the VDP 312 and the sound source LSI 313. The correction delay time T 2 is, for example, the reference correction time T d 0 delayed by the delay amount a set in advance d ​d It is the value obtained by multiplying by (T d 2=a d ×T d 0). Delay amount a d This is an integer value that can be arbitrarily set by input from the player.

[0422] The control unit, for example, when advanced settings are selected on the earphone connection settings screen, will then determine the delay amount. The delay setting screen 710 for changing the delay is displayed on the display device 41. This includes a sound generation timing display unit 711 and a delay amount display unit (delay amount setting area) 712. The sound generation timing display unit 711 indicates the appropriate timing for audio output from the earphone 701. This is a display area for visually representing the action through video.

[0423] For example, the sound generation timing display unit 711 is a horizontally elongated rectangular display area. A pronunciation marker 711a indicating the pronunciation position is displayed in the center of the timing display unit 711. The sound generation timing display unit 711 has a sound generation marker 711a on both sides, indicating the passage of time. The bars 711b and 711c that move along with it are displayed. c is a position that is symmetrical with respect to the vertical line that divides the sound generation timing display unit 711 into left and right halves. It is displayed in place. The position of the axis of symmetry coincides with the display position of the pronunciation marker 711a.

[0424] Bar 711b is positioned to overlap with the sound marker 711a and the sound generation timing display unit 711. It moves back and forth between the left end and the right end at a predetermined interval. Bar 711c overlaps with the sound marker 711a. The unit moves back and forth at a predetermined period between the position and the right end of the sound generation timing display unit 711. The two bars 711b and 711c overlap at the position of the sound marker 711a at a predetermined period. cormorant.

[0425] When the delay setting screen 710 is displayed, the control unit will produce sound from bars 711b and 711c. Correction delay time T is greater than the time of overlap at the position of marker 711a. d The sound source was two minutes earlier. The LSI313 is made to play a sound effect (for example, "beep") as audio for the headphones. Then, Actual delay time T d After 1 minute, the sound effect "Pi" is output from earphone 701.

[0426] The delay amount display unit 712 displays the current delay amount a d The following will be displayed. On the delay settings screen 710, A message prompting the player to set the delay amount is displayed. The message even says, When the markers 711b and 711c overlap at the position of the pronunciation marker 711a, the earphone 70 It is indicated that the delay should be set so that the sound effect "Pi" is heard from step 1.

[0427] The player, for example, controls the up and down movements of the directional pad, resulting in a delay amount a. d It can be changed. For example, the player can choose the time when bars 711b and 711c overlap, or the time when earphone 701 or If the "beep" sound effect is delayed (the delay is too small), press the upper part of the directional pad. This increases the delay value. Also, when bars 711b and 711c overlap, If you hear the "beep" sound effect from earphone 701 before the scheduled time (the delay is too great) Press the lower part of the directional pad. This will decrease the delay value. Delay amount a d Changed Then the correction delay time T d Number 2 will also be changed.

[0428] The player will determine the time when bars 711b and 711c overlap at the position of sound marker 711a, If the timing matches the output of the "beep" sound effect from earphone 701, the center of the directional pad Press the OK key. When the OK key is pressed, the control unit will then display the delay amount on the delay amount display unit 71 The value set to 2 is the delay amount a d Confirm the settings and close the delay setting screen 710 on the VDP312. To make someone do it.

[0429] Figure 43 shows the relationship between the position of the moving bars and the sound effects. Bars 711b, 71 1c is, for example, period T d In step 3, the position of the sound marker 711a and the sound generation timing display unit 7 It moves back and forth between the end of 11. The time t when the sound generation timing display unit 711 starts displaying d At 0, bars 711b and 711c are located at the ends of the sound generation timing display unit 711. t d From 0 to time t d 1, time t d As time progresses to step 2, bars 711b, 711c It moves toward the center of the sound generation timing display unit 711. And at time t d 3. At the position of sound marker 711a, bars 711b and 711c overlap. The time it takes for c to overlap in the center from its initial position is the period T. d Half the time of 3 (T d 3 / 2) ru.

[0430] Then, at time t ...

Claims

[Claim 1] A gaming machine capable of running games, A game control means capable of comprehensively controlling the aforementioned game, Sound output means capable of outputting sound effects for the aforementioned game, A volume adjustment means capable of adjusting the volume of the aforementioned sound effects, A display output means capable of outputting the game's visual effects, The sound effects and the display effects can be controlled based on commands from the game control means. A means of controlling the performance, Equipped with, The aforementioned performance control means is It is possible to pair with one sound output device from among the wirelessly connectable sound output devices, and the sound The sound effects that can be output from the output means can be output from the sound output device that is paired with them. do, Gaming machine.