Gaming Machines
Patent Information
- Application Number
- JP2022135705
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-08-29
- Publication Date
- 2025-02-25
- Estimated Expiration
- 2042-08-29
AI Technical Summary
【0008】 本発明によれば、遊技者に不信感を与えるおそれを低減することができる。
Smart Images

Figure 0007635184000001 
Figure 0007635184000002 
Figure 0007635184000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] For example, as shown in Patent Document 1, there is known a gaming machine in which information about a game is displayed on a display unit such as a monitor. In such a gaming machine, an operation check is performed to check whether the display unit is properly displayed, whether a signal is normally output to the outside, etc. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2022-79719 A Summary of the Invention [Problem to be solved by the invention]
[0004] If the above operational checks are not performed properly, the player will not be able to properly understand the information, which may lead to the player becoming distrustful.
[0005] An object of the present invention is to provide a gaming machine that can reduce the risk of causing players to feel distrustful. [Means for solving the problem]
[0006] In order to solve the above problems, the gaming machine of the present invention comprises: a game control means for controlling the progress of a game; a game ball number display means for displaying the number of game balls held by a player on a display unit; a confirmation means for executing an operation confirmation of the display unit after power is restored and before the game becomes available for play; a game board formed with a game area into which game balls flow; a launching device for launching game balls into the game area; a winning hole provided in the game area; and a payout means for paying out game balls to a player based on the entry of game balls into the winning hole, and at least the above. The game device is provided with a counting means for counting a count value based on the game balls released into the game area and the game balls paid out to the player, and a signal outputting means for outputting a predetermined signal, and the game control means stops the game when the count value reaches a predetermined value, and the signal outputting means starts outputting the predetermined signal before the count value reaches the predetermined value, continues outputting the predetermined signal even after the game has stopped, and does not output the predetermined signal if the power is cut off during output of the predetermined signal and is subsequently restored. stomach . Effect of the Invention
[0008] According to the present invention, the risk of players feeling distrustful can be reduced. [Brief description of the drawings]
[0009] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] FIG. 2 is a front view of the circulation unit with some parts removed. [Figure 4] FIG. 1 is a first diagram illustrating a rectifier. [Diagram 5] FIG. 2 is a second diagram illustrating a rectifier. [Figure 6] FIG. 4 is a diagram illustrating a rectifier outlet sensor. [Figure 7] FIG. 2 is a block diagram of the gaming machine. [Figure 8] FIG. 4 is a diagram illustrating a frame control board. [Figure 9]A sequence diagram showing processing in the main control board and the frame control board. [Figure 10] 13 is a flowchart illustrating a frame control start-up process. [Figure 11] 11 is a flowchart illustrating an information receiving process. [Figure 12] 11 is a flowchart illustrating a disconnection determination process. [Figure 13] A sequence diagram showing processing in the frame control board and the dedicated unit. [Figure 14] A sequence diagram showing the processing in the main control board and frame control board in the ball removal state. [Figure 15] 13 is a flowchart explaining processing during the ball removal state. [Figure 16] FIG. 13 is a diagram illustrating a frame control display. [Figure 17] A diagram explaining the game ball counting process. [Figure 18] FIG. 13 is a diagram illustrating a gaming machine status flag. [Figure 19] 11 is a first flowchart illustrating a CPU initialization process in a main control board. [Figure 20] 11 is a second flowchart illustrating the CPU initialization process in the main control board. [Figure 21] 13 is a flowchart illustrating a sub-command group setting process in the main control board. [Figure 22] 13 is a flowchart illustrating a main command analysis process in the main control board. [Diagram 23] 13 is a flowchart illustrating a timer interrupt process in the main control board. [Figure 24] 13 is a flowchart illustrating setting-related processing in a main control board. [Diagram 25] 13 is a flowchart illustrating an error management process in the main control board. [Figure 26] 13 is a flowchart illustrating an external information management process in the main control board. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] A preferred embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the embodiment are merely examples for facilitating understanding of the invention, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.
[0011] 1 is a front view of a gaming machine 100. The gaming machine 100 includes a gaming machine main body 102. The gaming machine main body 102 includes a main body frame and a front door supported by the main body frame so as to be freely opened and closed. A gaming board 104 is held by the main body frame, and a transparent plate is held by the front door. When the front door is closed relative to the main body frame, the transparent plate faces the gaming board 104 while maintaining a predetermined distance therebetween.
[0012] An operating handle 106 that protrudes from the front side of the gaming machine 100 is provided at the bottom of the front door. This operating handle 106 is provided so that it can be rotated by the player, and when the player rotates the operating handle 106 to perform a launch operation, a gaming ball is launched with a strength according to the rotation angle of the operating handle 106. The gaming ball thus launched rises between rails 104a, 104b provided on the gaming board 104 and is guided to a playing area 110.
[0013] The play area 110 is a space formed between the play board 104 and the transparent plate, and is an area in which the play balls can flow down or roll. The play board 104 is provided with a large number of nails and windmills, and the play balls guided to the play area 110 collide with the nails and windmills, causing them to flow down or roll in irregular directions.
[0014] The play area 110 includes a first play area 110a and a second play area 110b. The first play area 110a is located on the left side of the play area 110 as seen by a player facing the game machine 100, and the second play area 110b is located on the right side of the play area 110 as seen by a player facing the game machine 100. Since the rails 104a and 104b are located on the left side of the play area 110, a game ball launched with a launch strength less than a predetermined strength enters the first play area 110a, and a game ball launched with a launch strength equal to or greater than the predetermined strength enters the second play area 110b.
[0015] In addition, the game area 110 is provided with a general winning hole 118, a first starting hole 120, and a second starting hole 122 through which game balls can enter, and when game balls enter the general winning hole 118, the first starting hole 120, and the second starting hole 122, a predetermined prize ball is paid out to the player. The number of prize balls may be any number greater than or equal to one, and the number of prize balls paid out from the general winning hole 118, the first starting hole 120, and the second starting hole 122 may be different or may be set to the same number of prize balls. In this case, it is also possible to set the number of prize balls paid out when a game ball enters the first starting hole 120 to be less than the number of prize balls paid out when a game ball enters the second starting hole 122.
[0016] When a game ball enters the first start hole 120 or the second start hole 122, a lottery is held to determine one of a number of special symbols provided in advance. Each special symbol is associated with various game benefits, such as whether or not a big win game or a small win game that is advantageous to the player can be executed, and what kind of game state the game will be in the future. Therefore, when a game ball enters the first start hole 120 or the second start hole 122, the player not only gets a predetermined prize ball, but also gets the opportunity to acquire the right to receive various game benefits.
[0017] The first starting hole 120 is located at the bottom of the game area 110, and is either accessible to game balls flowing down the first game area 110a, or is located at a position where game balls that have entered the first game area 110a can enter more easily than game balls that have entered the second game area 110b.
[0018] The second starting hole 122 is located in the second game area 110b, and only game balls flowing down the second game area 110b can enter, or is located in a position where game balls that have entered the second game area 110b can enter more easily than game balls that have entered the first game area 110a. This second starting hole 122 is configured as a variable starting hole having a movable piece 122b, and the ease of entry of game balls into the second starting hole 122 can be changed.
[0019] Specifically, the second starting opening 122 is provided with a movable piece 122b that can be opened and closed, and when this movable piece 122b is in a closed state, it is impossible or difficult for a game ball to enter the second starting opening 122. The specific configuration of the second starting opening 122 is not particularly limited, but here, the movable piece 122b is recessed into the back side of the game board 104 in the closed state, and protrudes into the front side of the game board 104 in the open state. In the closed state with the movable piece 122b recessed, the second starting opening 122 is closed, and the game ball flows down the front side of the second starting opening 122.
[0020] In contrast, when a game ball passes through the gate 124 provided in the first game area 110a and the second game area 110b, it is determined whether or not to execute an auxiliary game in which the second start opening 122 is opened, and if execution of the auxiliary game is determined, the auxiliary game is executed in which the second start opening 122 is controlled to open and close. More specifically, on the condition that the game ball has passed through the gate 124, a lottery for a normal symbol is held, and if a winning combination is selected in this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time.
[0021] In the open state where the movable piece 122b protrudes, a game ball flowing down the front side of the second starting hole 122 falls onto the movable piece 122b. The game ball that falls onto the movable piece 122b is guided by the movable piece 122b and guided to the second starting hole 122. In this way, when the movable piece 122b is in the open state, the movable piece 122b functions as a tray that guides the game ball to the second starting hole 122, making it easier for the game ball to enter the second starting hole 122.
[0022] Furthermore, a large prize opening 126 is provided at the bottom of the game area 110. The large prize opening 126 is arranged at a position where at least the game ball flowing down the second game area 110b can enter. The large prize opening 126 is provided with an openable / closable door 126b, and the openable / closable door 126b usually closes the large prize opening 126, making it impossible for game balls to enter the large prize opening 126. In contrast, when the above-mentioned big prize game or small prize game is executed, the openable / closable door 126b is opened and functions as a tray, making it possible for game balls to enter the large prize opening 126. Then, when a game ball enters the large prize opening 126, a predetermined prize ball is paid out to the player.
[0023] In addition, at the bottom of the game area 110, there is a discharge outlet 130 that discharges game balls that do not enter any of the general prize opening 118, the first start opening 120, the second start opening 122, or the large prize opening 126 from the game area 110 to the back side of the game board 104.
[0024] Here, the gaming machine 100 of this embodiment is a managed gaming machine in which gaming balls circulate within the gaming machine main body 102. The gaming machine main body 102 is provided with a circulation unit 1, which will be described later. The circulation unit 1 is provided below the gaming board 104, and all gaming balls launched into the playing area 110 are collected by the circulation unit 1. The circulation unit 1 aligns the collected gaming balls and sends them to a launching device, which launches the gaming balls again into the playing area 110. The circulation unit 1 is described below.
[0025] Fig. 2 is a front view of the circulation unit 1, and Fig. 3 is a front view of the circulation unit 1 with some parts removed. The circulation unit 1 includes a circulation passage 3, a lifting screw 5, a lifting motor 5c, and a rectification passage 7. The circulation passage 3 is a passage that extends in a serpentine manner in the width direction (left-right direction in the figure) and in the front-rear direction (depth direction of the paper in the figure) of the circulation unit 1. The starting end of the circulation passage 3 is located higher than the terminal end, and it is gently inclined from the starting end to the terminal end.
[0026] A collecting passage is provided on the rear side of the game board 104, where game balls shot into the game area 110 collect. Specifically, all game balls that enter the general winning opening 118, the first starting opening 120, the second starting opening 122, the big winning opening 126, and the discharge opening 130 are guided to the collecting passage. The starting end of the circulation passage 3 is connected to the collecting passage, and the game balls are guided from the collecting passage to the circulation passage 3. The game balls guided to the starting end of the circulation passage 3 roll in the circulation passage 3 by their own weight and reach the end of the circulation passage 3.
[0027] The lifting screw 5 is located at the end of the circulation passage 3. The lifting screw 5 has a rotating shaft 5a extending vertically and a helical piece 5b extending helically around the rotating shaft 5a. The rotating shaft 5a, the helical piece 5b, and a case that houses the lifting screw 5 form a helical passage that extends helically around the rotating shaft 5a.
[0028] The lower end of the lifting screw 5 is located at the end of the circulation passage 3, and the game balls are guided from the circulation passage 3 to the spiral passage. When the lifting screw 5 is rotated by the drive of the lifting motor 5c, the game balls rise in the spiral passage from vertically downward to upward. The upstream end of the straightening passage 7 is located at the upper end of the lifting screw 5, and the game balls that have risen in the spiral passage by the lifting screw 5 are guided to the straightening passage 7.
[0029] The rectifying passage 7 is a passage surrounded by a case, and extends in the width direction of the circulation unit 1. The upstream end of the rectifying passage 7, which is connected to the spiral passage, is located higher than the downstream end. Therefore, the rectifying passage 7 is gently inclined from the upstream end to the downstream end. As a result, the game balls guided to the rectifying passage 7 roll from upstream to downstream under their own weight. In this way, in the circulation unit 1, the game balls roll in the order of the circulation passage 3, the lifting screw 5 (spiral passage), and the rectifying passage 7. Note that in the normal operating state of the gaming machine 100, a large number of game balls are retained in the circulation passage 3 and the rectifying passage 7, and the game balls are in contact with each other.
[0030] The circulation unit 1 also includes a rectifier 9. The rectifier 9 is provided at the downstream end of the rectifier passage 7, and serves to stop the supply of game balls from the rectifier 9 to the launching device and to supply game balls one by one to the launching device.
[0031] 4 is a first diagram illustrating the rectifier 9, and FIG. 5 is a second diagram illustrating the rectifier 9. The rectifier 9 includes a base plate 11. The base plate 11 is a flat member, and is arranged so as to divide a space in the front-rear direction of the circulation unit 1 (the depth direction of the paper in the figure). At this time, the rectification passage 7 is located on the front side of the circulation unit 1 relative to the base plate 11. Therefore, the game balls retained near the downstream end of the rectification passage 7 are located on the front side of the base plate 11.
[0032] The rectifier 9 also includes a rectifier solenoid 9c. The rectifier solenoid 9c is attached to the base plate 11 and is located near the downstream end of the rectifier passage 7. The rectifier solenoid 9c is provided at a distance from the rectifier passage 7 on the forward side in the rolling direction of the game ball in the rectifier passage 7 (the direction from the left side to the right side in the figure).
[0033] Furthermore, the rectifier 9 includes a rectifier member 13 provided on the front side of the base plate 11. The rectifier member 13 includes a stop surface 13a facing the base plate 11 and a pressing surface 13b substantially perpendicular to the stop surface 13a. The rectifier member 13 includes a rotation fulcrum 13c, which is supported rotatably on the base plate 11. This allows the rectifier member 13 to rotate around the rotation fulcrum 13c. The pressing surface 13b faces the rectifier solenoid 9c, and when the rectifier solenoid 9c protrudes, the pressing surface 13b is pressed by the rectifier solenoid 9c and rotates around the rotation fulcrum 13c. In other words, the rectifier member 13 is switched between the state shown in FIG. 4 and the state shown in FIG. 5 by the rectifier solenoid 9c.
[0034] The stop surface 13a is formed with a first ball-throwing groove 13d that is smaller than the diameter of the game ball, and a second ball-throwing groove 13e that is continuous with the first ball-throwing groove 13d and is larger than the diameter of the game ball. As shown in Fig. 4, when the rectifier solenoid 9c is in the immersed state, one game ball located at the downstream end of the rectification passage 7 falls from the second ball-throwing groove 13e to the back side of the base plate 11. The game ball that has fallen to the back side of the base plate 11 is guided to a launching device (not shown) and is launched by the launching device.
[0035] On the other hand, as shown in Fig. 5, when the rectifier solenoid 9c is in the protruding state, the game ball located at the downstream end of the rectifier passage 7 faces the first ball sending groove 13d. In this state, the stopping surface 13a stops the sending of the game ball to the launching device. Therefore, for example, when the player operates the operating handle 106, the rectifier solenoid 9c is intermittently controlled from the state shown in Fig. 5 to the state shown in Fig. 4, so that the game balls are sent to the launching device one by one at regular intervals.
[0036] In addition, a rectifier inlet sensor 15s is provided in the rectifier passage 7. The rectifier inlet sensor 15s detects the third game ball counting from the downstream end among the game balls staying in the rectifier passage 7. In other words, the rectifier inlet sensor 15s is disposed at a position where it detects the third game ball among the game balls sent to the launching device.
[0037] FIG. 6 is a diagram for explaining the rectifier outlet sensor 17s. FIG. 6 shows a state in which the rectifier 9 and the base plate 11 are removed. The rectifier outlet sensor 17s is provided on the rear side of the base plate 11. A ball throwing hole 19 through which one game ball can enter is formed on the rear side of the base plate 11. The rectifier outlet sensor 17s detects the game ball passing through the ball throwing hole 19. In the gaming machine 100, the number of game balls held by the player and the number of balls shot are counted by detecting the game balls by the rectifier inlet sensor 15s and the rectifier outlet sensor 17s.
[0038] As described above, in the gaming machine 100, gaming balls are circulated within the gaming machine main body 102 by the circulation unit 1. Next, the internal configuration of the gaming machine 100 will be described.
[0039] (Internal configuration of control means) 7 is a block diagram of the gaming machine 100. The gaming machine 100 includes a main control board 100A, a frame control board 200A, and a sub-control board 300A.
[0040] The main control board 100A controls the basic operation of the game. The main control board 100A is equipped with a main CPU 100a, a main ROM 100b, and a main RAM 100c. The main CPU 100a reads out the programs stored in the main ROM 100b and performs arithmetic processing based on input signals from each detection switch and timer, and also directly controls each device and display, or transmits commands to other boards according to the results of the arithmetic processing. The main RAM 100c functions as a data work area during the arithmetic processing of the main CPU 100a.
[0041] The gaming machine 100 is broadly divided into a special game that is started by a gaming ball entering the first start hole 120 or the second start hole 122, and a normal game that is started by a gaming ball passing through a gate 124. The main ROM 100b of the main control board 100A stores various programs for proceeding with the special game and the normal game, as well as data and tables required for various games.
[0042] The main control board 100A is connected to a general prize opening detection switch 118s which detects when a game ball has entered the general prize opening 118, a first start opening detection switch 120s which detects when a game ball has entered the first start opening 120, a second start opening detection switch 122s which detects when a game ball has entered the second start opening 122, a gate detection switch 124s which detects when a game ball has passed through the gate 124, and a special prize opening detection switch 126s which detects when a game ball has entered the special prize opening 126, and detection signals are input from each of these detection switches to the main control board 100A.
[0043] In addition, the main control board 100A is connected to a normal electric device solenoid 122c that operates the movable piece 122b of the second starting opening 122, and a large prize opening solenoid 126c that operates the opening and closing door 126b that opens and closes the large prize opening 126, so that the opening and closing of the second starting opening 122 and the large prize opening 126 is controlled by the main control board 100A.
[0044] Furthermore, the main control board 100A is connected to a number of indicators that show the game status, such as a first special symbol indicator that displays a special symbol, a second special symbol indicator, a first special symbol reserved indicator that displays the number of special 1 reserved or special 2 reserved, a second special symbol reserved indicator, a normal symbol indicator that displays a normal symbol, and a normal symbol reserved indicator that displays the number of normal reserved symbols. Here, each of these indicators is called a main indicator 128. The display of the main indicator 128 is controlled by the main control board 100A.
[0045] In addition, an abnormality detection sensor 132s is connected to the gaming machine 100. The abnormality detection sensor 132s is composed of, for example, a radio wave detection sensor that detects radio waves, a magnetic detection sensor that detects magnetism, etc. An abnormality detection signal is input from the abnormality detection sensor 132s to the main control board 100A.
[0046] Furthermore, a setting change switch 134s is provided on the back of the game board 104. The setting change switch 134s is configured to be accessible with a dedicated key. When the setting change switch 134s is turned on, the operation of changing and checking the setting value becomes possible. Although a detailed explanation is omitted, the gaming machine 100 stores one of six setting values with different advantageous degrees as a registered setting value in a setting value buffer, and the game progresses according to the stored registered setting value.
[0047] A setting value display 134 that displays the registered setting value is provided on the back of the game board 104. The main control board 100A displays the registered setting value on the setting value display 134 while the setting value is being changed or checked.
[0048] A RAM clear button is provided on the back of the game board 104 so that it can be pressed, and pressing of this RAM clear button is detected by a RAM clear switch 136s. The RAM clear switch 136s is connected to the main control board 100A, and a RAM clear operation signal is input from the RAM clear switch 136s to the main control board 100A. When the RAM clear operation signal is input from the RAM clear switch 136s at power-on, the main CPU 100a clears the main RAM 100c.
[0049] Furthermore, a frame control board 200A and a sub-control board 300A are connected to the main control board 100A.
[0050] The frame control board 200A includes a frame control CPU 200a, a frame control ROM 200b, and a frame control RAM 200c. The sub-control board 300A includes a sub-CPU 300a, a sub-ROM 300b, and a sub-RAM 300c. The sub-control board 300A mainly controls the presentation during the game. The frame control board 200A performs various controls related to the progress of the game together with the main control board 100A, such as control for launching game balls and control for paying out prize balls. The frame control board 200A is connected to the main control board 100A so as to be able to communicate in both directions. The frame control board 200A will be described in detail below.
[0051] 8 is a diagram illustrating the frame control board 200A. The frame control board 200A is provided with a ball removal switch 201s, an error reset switch 202s, a game ball count clear switch 203s, a RAM clear switch 204s, and a firing intensity volume 205s.
[0052] The ball removal switch 201s detects the operation of a ball removal button provided on the frame control board 200A. When the power is turned on with the ball removal button operated, the ball removal mode is set. The ball removal mode is a mode in which game balls can be ejected from the gaming machine main body 102. When replacing game balls for maintenance, etc., the ball removal mode can be set to eject game balls from the gaming machine main body 102.
[0053] The error reset switch 202s detects the operation of an error reset button provided on the frame control board 200A. The error state is reset by operating the error reset button.
[0054] The game ball count clear switch 203s detects the operation of a game ball count clear button provided on the frame control board 200A. The frame control board 200A counts the number of game balls held by the player, but when the power is turned on with the game ball count clear switch 203s operated, the number of game balls is cleared.
[0055] The RAM clear switch 204s detects the operation of a RAM clear button provided on the frame control board 200A. When the power is turned on with the RAM clear switch 204s operated, the frame control RAM 200c is cleared.
[0056] The launch intensity volume 205s controls the current value of a launch solenoid 231c, which will be described later, and launches the game ball with an intensity according to the operating angle of the operating handle 106.
[0057] In addition, a foul ball sensor 210s, a radio wave sensor 211s, an open switch 212s, a handle volume 213s, a launch stop switch 214s, a touch sensor 215s, an out switch 216s, an too few balls sensor 217s, an too many balls sensor 218s, a lifting motor sensor 5s, a rectifier inlet sensor 15s, a rectifier outlet sensor 17s, and a counting switch 219s are connected to the frame control board 200A.
[0058] The foul ball sensor 210s detects a game ball that is shot toward the play area 110 and does not reach the play area 110 but is guided to a foul passage. The radio wave sensor 211s detects radio waves. The opening switch 212s detects that the front door is open. The handle volume 213s detects the operation angle of the operating handle 106.
[0059] The launch stop switch 214s detects the operation of a launch stop button provided on the operating handle 106. When the launch stop button is operated, the launch of game balls is stopped regardless of the operating angle of the operating handle 106. The touch sensor 215s detects that the player's hand is touching the operating handle 106. The out switch 216s detects game balls discharged from the play area 110 to the back side of the game board 104.
[0060] The too few balls sensor 217s detects that the number of game balls circulating within the gaming machine body 102 is small. The too many balls sensor 218s detects that the number of game balls circulating within the gaming machine body 102 is large. The lift motor sensor 5s detects the rotation of the lift motor 5c. The rectifier inlet sensor 15s detects game balls in the rectifier path 7. The rectifier outlet sensor 17s detects game balls sent from the rectifier path 7 to the launching device side.
[0061] The counting switch 219s detects the game ball. The frame control board 200A outputs an LED control signal to the counting switch 219s.
[0062] As described above, various detection signals are input to the frame control board 200A from the foul ball sensor 210s, radio wave sensor 211s, open switch 212s, handle volume 213s, launch stop switch 214s, touch sensor 215s, out switch 216s, too few balls sensor 217s, too many balls sensor 218s, lifting motor sensor 5s, rectifier inlet sensor 15s, rectifier outlet sensor 17s, and counting switch 219s.
[0063] In addition, the lifting motor 5c, the rectifier solenoid 9c, and the launch solenoid 231c are connected to the frame control board 200A. The lifting motor 5c drives the lifting screw 5. The rectifier solenoid 9c sends the game balls retained in the rectification passage 7 to the launching device side one by one. The launching solenoid 231c is provided in the launching device and launches the game balls toward the game area 110. The lifting motor 5c, the rectifier solenoid 9c, and the launching solenoid 231c are controlled by the frame control board 200A.
[0064] In addition, the frame control board 200A is connected to a game ball number display device 240, a frame control display device 241, and a performance display monitor 242. The game ball number display device 240 is provided at a position where a player can see during a game, such as a front door. The game ball number display device 240 displays the number of game balls held by the player. The frame control display device 241 is provided at a position where a player cannot see during a game, such as the back of the game board 104. The frame control display device 241 displays the input state of signals from each sensor connected to the frame control board 200A, an error state, and the like. The performance display monitor 242 is provided at a position where a player cannot see during a game, and displays a base ratio, and the like. The game ball number display device 240, the frame control display device 241, and the performance display monitor 242 are controlled by the frame control board 200A.
[0065] Further, the frame control board 200A is connected to the dedicated unit 250 via a game ball etc. lending device connection terminal board 243. The frame control board 200A and the dedicated unit 250 are connected to be able to communicate bidirectionally.
[0066] The dedicated unit 250 includes, for example, a bill insertion slot for inserting bills, a card insertion slot for inserting an IC card, and a liquid crystal display for displaying the remaining balance, etc. The dedicated unit 250 updates the remaining balance on the IC card and lends game balls based on the player's operation. The dedicated unit 250 is also connected to the hall computer of the gaming facility, and transmits gaming machine information, etc., transmitted from the frame control board 200A to the hall computer.
[0067] The following describes the processing of the main control board 100A, the frame control board 200A, and the dedicated unit 250 in the gaming machine 100, which is a managed gaming machine. In this embodiment, characteristic processing of the main control board 100A, the frame control board 200A, and the dedicated unit 250 is extracted and described. Therefore, the processing described below is only a part of the processing performed by the main control board 100A, the frame control board 200A, and the dedicated unit 250.
[0068] FIG. 9 is a sequence diagram showing the processing in the main control board 100A and the frame control board 200A. FIG. 9 shows the processing in a state where no setting change or setting confirmation is performed and no abnormality occurs when the power is turned on. The main control board 100A and the frame control board 200A are each connected to a power supply board. When the power is turned on to the gaming machine 100, the main control startup process S1 is executed in the main control board 100A, and the frame control startup process s1 is executed in the frame control board 200A. The main control startup process S1 and the frame control startup process s1 are executed independently of each other.
[0069] In the main control startup process S1, confirmation of actuators controlled by the main control board 100A, such as the normal electric role solenoid 122c and the big prize opening solenoid 126c, confirmation of the main display 128 and other displays controlled by the main control board 100A, etc. are performed. The display confirmation operation includes confirmation of the set value display 134. In the main control startup process S1, the main CPU 100a blinks the set value display 134, making it possible to visually check whether there is an abnormality in the LED. This confirmation operation of the set value display 134 continues after the main control startup process S1 ends until the game transitions to a playable state in which play is possible.
[0070] In the frame control startup process s1, confirmation operations of each display device controlled by the frame control board 200A are performed. The frame control startup process s1 will be described with reference to FIG.
[0071] FIG. 10 is a flowchart illustrating the frame control start-up process s1.
[0072] (s1-1) When the power is turned on to the frame control board 200A, the frame control CPU 200a judges whether the game ball count clear switch 203s is on, that is, whether the power is turned on with the game ball count clear button operated. If it is judged that the game ball count clear switch 203s is on, the process proceeds to s1-2, and if it is judged that the game ball count clear switch 203s is not on, the process proceeds to s1-3.
[0073] (s1-2) The frame control CPU 200a clears a storage area in the frame control RAM 200c that stores the number of game balls owned by the player.
[0074] (s1-3) The frame control CPU 200a judges whether the ball removal switch 201s is on, that is, whether the power is turned on with the ball removal button operated. If it is judged that the ball removal switch 201s is on, the process proceeds to s1-4, and if it is judged that the ball removal switch 201s is not on, the process proceeds to s1-6.
[0075] (s1-4) The frame control CPU 200a judges whether the number of game balls owned by the player is 0. If it is judged that the number of game balls is 0, the process proceeds to s1-5, and if it is judged that the number of game balls is not 0, the process proceeds to s1-6.
[0076] (s1-5) The frame control CPU 200a sets the ball removal state and moves the process to s1-15. This transition to the ball removal state sets the internal state of the frame control board 200A to the ball removal mode. Thus, in this embodiment, the ball removal mode is set on the condition that the number of game balls held by the player is 0 and the power is turned on with the ball removal button operated. The ball removal mode will be described in detail later.
[0077] On the other hand, if the ball removal button has not been operated when the power is turned on, or if the number of game balls the player possesses is not 0, the confirmation operations from s1-6 onwards are carried out.
[0078] (s1-6) The frame control CPU 200a sets a confirmation timer and a post-startup elapsed time timer. The confirmation timer measures the time for which confirmation operations of various displays and the like continue, and here, for example, a timer value equivalent to 5 seconds is set in the confirmation timer. The post-startup elapsed time timer measures the time that has elapsed since the frame control board 200A has been started, and here, for example, a timer value equivalent to 3 minutes is set in the post-startup elapsed time timer. The times set in the confirmation timer and the post-startup elapsed time timer are not limited. It is sufficient that the time set in the post-startup elapsed time timer is longer than the time set in the confirmation timer.
[0079] (s1-7) The frame control CPU 200a performs a checking operation of the game ball number display device 240. Here, the frame control CPU 200a controls the game ball number display device 240 to light up or blink.
[0080] (s1-8) The frame control CPU 200a performs a checking operation of the performance display monitor 242. Here, the frame control CPU 200a controls the performance display monitor 242 to light up or blink.
[0081] (s1-9) The frame control CPU 200a executes wait processing and waits until a predetermined time (for example, several ms to several hundreds ms) has elapsed.
[0082] (s1-10) When a predetermined time has elapsed, the frame control CPU 200a subtracts the timer value of the confirmation timer.
[0083] (s1-11) Furthermore, the frame control CPU 200a subtracts the timer value of the post-startup elapsed time timer.
[0084] (s1-12) The frame control CPU 200a judges whether the timer value of the confirmation timer is 0. As a result, if it is judged that the timer value of the confirmation timer is 0, the process proceeds to s1-13, and if it is judged that the timer value of the confirmation timer is not 0, the process proceeds to s1-7.
[0085] (s1-13) The frame control CPU 200a ends the confirmation operation of the game ball number display device 240 and the performance display monitor 242. As a result, the confirmation operation of the game ball number display device 240 and the performance display monitor 242 is performed until the time set in the confirmation timer (for example, 5 seconds) has elapsed.
[0086] (s1-14) The frame control CPU 200a turns on a command permission signal that permits transmission and reception of information with the main control board 100A.
[0087] (s1-15) The frame control CPU 200a clears the difference balls counted in the frame control board 200A and ends the frame control startup process. Although the details will be described later, the difference balls is the difference between the number of paid-out game balls and the number of shot game balls. When the difference balls reaches a predetermined value (for example, 90,000), the complete function is activated and the game is stopped.
[0088] 9, when the frame control startup process s1 ends in the frame control board 200A, various processes are executed by timer interruption. At this time, the frame control board 200A executes an information reception process s2 and a dedicated unit connection confirmation process s4 for each timer interruption.
[0089] FIG. 11 is a flowchart illustrating the information receiving process s2.
[0090] (s2-1) The frame control CPU 200a judges whether gaming machine installation information has been received from the main control board 100A. After the main control startup process S1 in the main control board 100A is completed, the gaming machine installation information is repeatedly transmitted to the frame control board 200A at a predetermined interval (for example, 100 ms). If it is judged that the gaming machine installation information has been received, the frame control CPU 200a shifts the process to s2-2, and if it is judged that the gaming machine installation information has not been received, the frame control CPU 200a shifts the process to s3.
[0091] (s2-2) The frame control CPU 200a transmits response information to the main control board 100A. This response information informs the main control board 100A that the gaming machine installation information has been properly received. The information reception process s2 is also executed during the ball removal mode. The response information is configured to be able to identify whether or not the board is in the ball removal state, and the main control board 100A can determine whether or not the frame control board 200A is in the ball removal mode based on the response information.
[0092] (s2-3) The frame control CPU 200a sets a post-transmission elapsed time timer. The post-transmission elapsed time timer measures the elapsed time from the transmission of the response information, and here, for example, a timer value equivalent to one second is set in the post-transmission elapsed time timer.
[0093] (s2-4) The frame control CPU 200a judges whether the timer value of the post-startup elapsed time timer is greater than 0. As a result, if it is judged that the timer value is greater than 0, the frame control CPU 200a moves the process to s2-5, and if it is judged that the timer value is not greater than 0, the frame control CPU 200a ends the information reception process.
[0094] (s2-5) The frame control CPU 200a resets the post-startup elapsed time timer.
[0095] (s2-6) The frame control CPU 200a displays the number of game balls on the game ball number display device 240. That is, after the frame control startup process s1 is completed, in other words, after the frame control board 200A is powered on and before the start-up time (e.g., 3 minutes) has elapsed, when gaming machine installation information is first received from the main control board 100A, the number of game balls is displayed on the game ball number display device 240. In this way, the number of game balls is displayed on the game ball number display device 240 after the confirmation operation is completed.
[0096] (s2-7) The frame control CPU 200a starts the performance display on the performance display monitor 242. That is, after the frame control start-up process s1 is completed, in other words, after the frame control board 200A is powered on, until the start-up time (for example, 3 minutes) has elapsed, when the gaming machine installation information is first received from the main control board 100A, the performance display on the performance display monitor 242 starts.
[0097] 12 is a flow chart for explaining the disconnection determination process s3. When it is determined in s2-1 that the gaming machine installation information has not been received, the disconnection determination process s3 is executed.
[0098] (s3-1) The frame control CPU 200a judges whether the timer value of the post-startup elapsed time timer is greater than 0. As a result, if it is judged that the timer value is greater than 0, the process proceeds to s3-2, and if it is judged that the timer value is not greater than 0, the process proceeds to s3-5.
[0099] (s3-2) The frame control CPU 200a subtracts the timer value of the startup time elapse timer.
[0100] (s3-3) The frame control CPU 200a judges whether the timer value updated in s3-2 is 0. As a result, if it is judged that the timer value is 0, the frame control CPU 200a moves the process to s3-4, and if it is judged that the timer value is not 0, the frame control CPU 200a ends the disconnection judgment process.
[0101] (s3-4) The frame control CPU 200a determines that a disconnection error has occurred between the frame control board 200A and the main control board 100A, and executes disconnection error processing. In the disconnection error processing, the frame control CPU 200a, for example, displays a predetermined error on the frame control display 241. In addition, in the disconnection error processing, processing for stopping the game, such as stopping the launch or lending of game balls, may be executed.
[0102] (s3-5) On the other hand, if it is determined in s3-1 that the timer value of the post-startup elapsed time timer is 0, the frame control CPU 200a subtracts the timer value of the post-transmission elapsed time timer.
[0103] (s3-6) The frame control CPU 200a judges whether the timer value updated in s3-5 is 0. As a result, if it is judged that the timer value is 0, the process proceeds to the above-mentioned s3-4, and if it is judged that the timer value is not 0, the disconnection judgment process is terminated.
[0104] According to the above-mentioned disconnection judgment process, if gaming machine installation information cannot be received from the main control board 100A during the time from when the frame control board 200A is powered on until the time after startup (for example, 3 minutes) has elapsed, a disconnection error process is executed. The time required for the main control startup process S1 is less than 3 minutes, and when the main control startup process S1 ends, the gaming machine installation information is transmitted, for example, at intervals of 100 ms. Therefore, when the main control startup process S1 ends in the main control board 100A and it is the timing when the gaming machine installation information can be transmitted, if the gaming machine installation information cannot be received, it is determined that a disconnection error has occurred in the frame control board 200A.
[0105] In addition, when the reception interval of the gaming machine installation information exceeds the elapsed time after transmission (for example, 1 second), the disconnection error process is also executed. Therefore, for example, since the gaming machine installation information is transmitted at 100 ms intervals, if the gaming machine installation information cannot be received 10 times in a row, it is determined that a disconnection error has occurred in the frame control board 200A.
[0106] FIG. 13 is a sequence diagram showing the processing in the frame control board 200A and the dedicated unit 250. After the frame control startup processing s1 ends, the frame control CPU 200a executes the dedicated unit connection confirmation processing s4 (see FIG. 9) at predetermined time intervals. As shown in FIG. 13, in the dedicated unit connection confirmation processing, the frame control CPU 200a transmits connection confirmation information to the dedicated unit 250 at predetermined time intervals. Furthermore, when the dedicated unit 250 receives the connection confirmation information, it transmits response information to the frame control board 200A. In this way, by repeating the transmission and reception of the connection confirmation information and the response information at predetermined time intervals, it is confirmed that communication between the frame control board 200A and the dedicated unit 250 has been established.
[0107] If the frame control board 200A fails to receive response information from the dedicated unit 250 for a predetermined period of time, it determines that a disconnection error has occurred between the frame control board 200A and the dedicated unit 250, and the frame control CPU 200a executes disconnection error processing similar to that described above. In addition to the above, various other pieces of information are transmitted and received at predetermined time intervals between the frame control board 200A and the dedicated unit 250. Other pieces of information transmitted and received between the frame control board 200A and the dedicated unit 250 will be described later.
[0108] 9, when the main control startup process S1 ends in the main control board 100A, the main CPU 100a transmits gaming machine installation information to the frame control board 200A at predetermined intervals (for example, 100 ms) (S2). In the frame control board 200A, an information reception process s2 is executed for each timer interrupt, and when the frame control board 200A receives gaming machine installation information, it transmits response information to the main control board 100A.
[0109] When the main control board 100A receives the response information from the frame control board 200A for the first time, it sets the internal state to a playable state and also sets the internal state to a launch permission state that permits the launch of game balls (S3). In addition, the main CPU 100a ends the confirmation operation of the setting value display 134 along with setting the playable state, and turns off the setting value display 134. This enables play thereafter. In addition, even after the playable state is set, the main control board 100A and the frame control board 200A repeatedly transmit and receive gaming machine installation information and response information at predetermined time intervals.
[0110] Next, the ball removal mode will be described. Figure 14 is a sequence diagram showing the processing in the main control board 100A and the frame control board 200A in the ball removal state. As described above, when the power is turned on while the ball removal button is operated, the frame control board 200A executes the frame control start-up processing s1, followed by the ball removal state processing s5, and is set to the ball removal mode. Although not shown in the figure, the dedicated unit connection confirmation processing s4 described above is repeatedly executed at predetermined intervals even during the ball removal mode.
[0111] 15 is a flow chart for explaining the ball removal state process s5. The ball removal state process s5 is executed for each timer interrupt.
[0112] (s5-1) The frame control CPU 200a checks input signals from predetermined sensors connected to the frame control board 200A.
[0113] (s5-2) Next, the frame control CPU 200a updates the detection information based on the check result of s5-1. Here, for the sensor that detected the input signal, the fact that the input signal has been detected is stored.
[0114] (s5-3) Next, the frame control CPU 200a turns on the lamp indicating the input state of the frame control display 241 based on the results of s5-1 and s5-2.
[0115] (s5-4) Next, the frame control CPU 200a turns on the lamp of the frame control display 241 which indicates the ball removal state.
[0116] FIG. 16 is a diagram for explaining the frame control display 241. As shown in FIG. 16(a), the frame control display 241 includes six LED configuration groups 241a. One LED configuration group 241a is composed of seven LEDs (so-called 7-segment) arranged to show the number 8, and a dot-shaped LED arranged at the lower right. The six LED configuration groups 241a are arranged in parallel on the frame control display 241, and the left three LED configuration groups 241a constitute an error state notification unit that notifies an occurring error state. The fourth and fifth LED configuration groups 241a from the left constitute an input state notification unit that notifies an input state, and the rightmost LED configuration group 241a constitutes a ball removal state notification unit that notifies a ball removal state.
[0117] An error code corresponding to an occurring error state is displayed on the error state notification section consisting of three LED configuration groups 241a. Of the input state notification section consisting of two LED configuration groups 241a, the right LED configuration group 241a (fifth from the left) indicates the detected state of the input signal from each sensor. Of the input state notification section consisting of two LED configuration groups 241a, the left LED configuration group 241a (fourth from the left) indicates the current detection state of the input signal from each sensor.
[0118] Among the input state notification units, the eight LEDs constituting the LED configuration group 241a indicating the detected state of the input signal are each associated with one of the sensors connected to the frame control board 200A. The LED corresponding to the sensor in the detected state of the input signal is turned on. Also, among the input state notification units, the eight LEDs constituting the LED configuration group 241a indicating the current detected state of the input signal are each associated with one of the sensors connected to the frame control board 200A. The LED corresponding to the sensor currently detecting the input signal is turned on.
[0119] The ball removal state notification unit notifies the user that the ball removal mode is currently set by turning on a specific LED during the ball removal state. For example, while the ball removal mode is set, some of the LEDs of the input state notification unit and the ball removal state notification unit are turned on as shown in FIG. 16(b).
[0120] (s5-5) 15, the frame control CPU 200a judges whether or not it is not connected to the dedicated unit 250. As a result, if it is judged that it is not connected to the dedicated unit 250, the process proceeds to s5-6, and if it is judged that it is not not connected to the dedicated unit 250 (it is connected), the process proceeds to s5-9.
[0121] (s5-6) The frame control CPU 200a maintains the launch prohibition state that prohibits the launch of game balls. In the launch prohibition state, it is impossible to launch game balls. Although detailed explanation is omitted, when a communication connection with the dedicated unit 250 is not established, the launch prohibition state is in effect not only during the ball removal mode but also during normal play.
[0122] (s5-7) The frame control CPU 200 a displays an error code indicating a disconnection error with the dedicated unit 250 in an error state notification section of the frame control display 241 .
[0123] (s5-8) The frame control CPU 200a executes a ball removal process for discharging game balls from the gaming machine main body 102, and ends the ball removal state process.
[0124] (s5-9) Also, if a communication connection with the dedicated unit 250 has been established (NO in s5-5), the frame control CPU 200a maintains the launch permission state in which the launch of the game ball is permitted, and shifts the process to s5-8.
[0125] Here, in a controlled gaming machine in which gaming balls circulate within the gaming machine body 102, a firing operation is required to discharge gaming balls that are retained within the gaming machine body 102, such as the straightening passage 7. Therefore, while the ball removal mode is set, both the main control board 100A and the frame control board 200A need to be maintained in a firing permitted state.
[0126] Returning to FIG. 14, even in the ball removal state, when gaming machine installation information is sent from the main control board 100A to the frame control board 200A (S2), response information is sent from the frame control board 200A to the main control board 100A. As described above, the response information is configured to be able to identify whether or not the ball removal state is in progress. When response information corresponding to the ball removal state is received, the main control board 100A is set to a launch permission state, and thereafter, an infinite loop is established (S3). As a result, both the main control board 100A and the frame control board 200A are in the launch permission state, and gaming balls can be discharged from within the gaming machine body 102.
[0127] The ball removal mode is cancelled by turning off the power. In other words, the ball removal mode cannot be ended while the power is on, and can only be ended by turning off the power.
[0128] Here, the ball removal mode in which game balls are discharged from the gaming machine main body 102 must be performed with the front door open. When the front door is opened, a signal input from the opening switch 212s determines that a door open error state has occurred. Also, in the ball removal mode, the number of game balls circulating in the gaming machine main body 102 decreases, and therefore a signal input from the insufficient ball count sensor 217s determines that an insufficient game ball error state has occurred. In this way, during the ball removal mode, various error states overlap.
[0129] However, during the ball removal mode, these error states do not occur due to malfunctions or fraud, but occur appropriately. Therefore, it is not desirable to notify various errors on the frame control indicator 241 during the ball removal mode. Therefore, during the ball removal mode, the frame control indicator 241 does not basically notify errors.
[0130] On the other hand, as described above, if a disconnection occurs between the frame control board 200A and the dedicated unit 250, it becomes impossible to launch the game ball under any circumstances. If a disconnection occurs between the frame control board 200A and the dedicated unit 250 during the ball ejection mode, it becomes impossible to launch the game ball, and it becomes impossible to eject the game ball from the gaming machine main body 102. At this time, if an error code is not displayed on the error state notification unit, it becomes unclear why the game ball cannot be launched, and it is also impossible to eliminate the disconnection.
[0131] In this embodiment, if a disconnection error occurs during ball removal mode, in s5-7 of the ball removal state processing, an error code corresponding to the disconnection error is displayed in the error state notification section of the frame control display 241. At this time, for example, as shown in FIG. 16(c), "H04." is displayed in the error state notification section of the frame control display 241. In this way, since a disconnection error state is notified during ball removal mode, it is possible to grasp and resolve the disconnection error state early.
[0132] Next, the game ball counting process in the frame control board 200A will be described. In the frame control board 200A, a game ball counting process is executed to count and manage the number of game balls owned by the player (hereinafter, the number of balls owned). This game ball counting process is executed every time the timer of the frame control board 200A is interrupted.
[0133] FIG. 17 is a flowchart illustrating the game ball counting process.
[0134] (s10-1) The frame control CPU 200a judges whether a payout number designation command has been received from the main control board 100A. As described above, the main control board 100A receives detection signals of game balls from the general winning hole detection switch 118s, the first start hole detection switch 120s, the second start hole detection switch 122s, and the large winning hole detection switch 126s. Although detailed explanation is omitted, when a detection signal of a game ball is input, a payout number designation command requesting the payout of a predetermined number of game balls is transmitted from the main control board 100A to the frame control board 200A. This payout number designation command includes information indicating the number of game balls to be paid out. In other words, when a game ball enters a winning hole, a payout number designation command requesting the payout of the number of game balls corresponding to the winning hole is transmitted from the main control board 100A to the frame control board 200A. If a dispensed quantity designation command has been received, the process proceeds to s10-3, and if a dispensed quantity designation command has not been received, the process proceeds to s10-7.
[0135] (s10-3) The frame control CPU 200a updates the counter that counts the number of balls held. Here, the value corresponding to the received payout number designation command is added to the current counter value of the counter. In this way, game balls are paid out to the player by updating the counter value of the counter.
[0136] (s10-5) The frame control CPU 200a transmits a payout number main command to the main control board 100A to inform the main control board 100A that the requested number of game balls has been paid out. This allows the main control board 100A to grasp that the requested number of game balls has been paid out.
[0137] (s10-7) The frame control CPU 200a judges whether the update condition of the possession number is satisfied. The update condition of the possession number includes a subtraction condition and an addition condition. The subtraction condition is, for example, that the gaming ball is continuously detected for a predetermined time or more after the gaming ball becomes undetectable by the rectifier inlet sensor 15s. In this embodiment, when the gaming ball is continuously detected by the rectifier inlet sensor 15s, it is judged that one gaming ball has been released.
[0138] The condition for addition is that a detection signal of a game ball is input from the foul ball sensor 210s. As described above, the foul ball sensor 210s detects a game ball that does not reach the game area 110 and is guided to the foul passage.
[0139] (s10-9) The frame control CPU 200a updates the counting counter according to the established update condition. Specifically, when the subtraction condition is established, the frame control CPU 200a subtracts 1 from the counter value of the counting counter. Also, when the addition condition is established, the frame control CPU 200a adds 1 to the counter value of the counting counter.
[0140] (s10-11) The frame control CPU 200a transmits a game ball number update main command for transmitting the updated number of game balls to the main control board 100A. This allows the main control board 100A to grasp the updated number of game balls.
[0141] (s10-13) The frame control CPU 200a adds the number of game balls added in s10-3 to the counter value of the difference ball counter.
[0142] (s10-15) The frame control CPU 200a judges whether a detection signal of a game ball is input from the out switch 216s. If it is judged that a detection signal is input, the process proceeds to s10-17, and if it is judged that a detection signal is not input, the process proceeds to s10-19.
[0143] (s10-17) The frame control CPU 200a subtracts 1 from the difference ball counter. The lower limit of the counter value of the difference ball counter may be 0, or the lower limit may not be set and the counter value may be updated to minus.
[0144] (s10-19) The frame control CPU 200a transmits a difference ball main command capable of identifying the current counter value of the difference ball counter to the main control board 100A.
[0145] (s10-21) The frame control CPU 200a checks the counter value of the difference ball counter and judges whether the difference ball has exceeded 74999, or more precisely, whether the difference ball has been updated from 74999 to 75000 or more. If it is judged that the difference ball has exceeded 74999, the process proceeds to s10-23, and if it is judged that the difference ball has not exceeded 74999, the process proceeds to s10-25.
[0146] (s10-23) The frame control CPU 200a transmits the pre-end main command to the main control board 100A. In other words, the pre-end main command is a command to inform the main control board 100A that the difference in balls has exceeded 74999.
[0147] (s10-25) The frame control CPU 200a checks the counter value of the difference ball counter and judges whether the difference ball is 90000 or more. As a result, if it is judged that the difference ball is 90000 or more, it moves the process to s10-27, and if it is judged that the difference ball is not 90000 or more, it ends the game ball number counting process.
[0148] (s10-27) The frame control CPU 200a transmits a difference ball error main command to the main control board 100A. In other words, the difference ball error main command is a command that transmits to the main control board 100A that the difference ball is 90000 or more.
[0149] (s10-29) The frame control CPU 200a executes a game stop process and ends the game ball counting process. Here, a process for stopping the game, such as stopping the launch of the game balls, is executed.
[0150] In this way, in this embodiment, when the difference in balls becomes 90000 or more, the game is stopped. In addition, information about the difference in balls and the number of possessions is transmitted from the frame control board 200A to the main control board 100A. As a result, the main control board 100A and the frame control board 200A share information about the number of possessions and the difference in balls.
[0151] Next, the process for progressing the game in the main control board 100A will be described. In this embodiment, the process when the power is turned on, the process for stopping the game, and the process for errors will be described, and the other processes will not be described.
[0152] FIG. 18 is a diagram explaining the gaming machine status flag. In the main control board 100A, the internal state is managed by the gaming machine status flag. The gaming machine status flag is composed of one byte consisting of upper 4 bits and lower 4 bits. The lower 4 bits indicate the internal state of the main control board 100A, and the upper 4 bits indicate the internal state of the frame control board 200A. In the following, of the gaming machine status flag, the lower 4 bits indicating the internal state of the main control board 100A are referred to as the main control status flag, and the upper 4 bits indicating the internal state of the frame control board 200A are referred to as the frame control status flag.
[0153] A 0H main control status flag indicates a playable state. When the main control status flag is set to 0H, indicating a playable state, game play can proceed. A 1H main control status flag indicates a setting change state. When the main control status flag is set to 1H, indicating a setting change state, the registered setting value can be changed. A 2H main control status flag indicates a setting confirmation state. When the main control status flag is set to 2H, indicating a setting confirmation state, the registered setting value is displayed on the setting value display 134, making it possible to confirm the registered setting value.
[0154] The main control status flag 3H indicates an abnormal setting state. When the main control status flag is set to 3H, which indicates an abnormal setting state, the registered setting value is deemed abnormal and play is stopped. The main control status flag 4H indicates an abnormal RWM (read write memory) state. When the main control status flag is set to 4H, which indicates an abnormal RWM state, play is stopped. The main control status flag 5H indicates an abnormal checksum state. When the main control status flag is set to 5H, which indicates an abnormal checksum state, play is stopped. The main control status flag 7H indicates the complete function is operating. When the main control status flag is set to 7H, which indicates the complete function is operating, play is stopped as the complete function is operating.
[0155] In addition, the 0H of the frame control status flag indicates a playable state in the frame control board 200A. In addition, the 1H of the frame control status flag indicates a standby state in which a command is awaited from the frame control board 200A. In addition, the 2H of the frame control status flag indicates a ball removal state in the frame control board 200A.
[0156] The gaming machine status flag is configured by multiplying the frame control status flag and the main control status flag. In other words, the gaming machine status flag is provided with a total of 21 types, which are a combination of three types of frame control status flags, 0H, 1H, and 2H, and seven types of main control status flags, 0H to 5H and 7H. In the main control board 100A, when the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is other than 00H, the game is stopped.
[0157] (CPU initialization process of main control board 100A) Fig. 19 is a first flowchart for explaining the CPU initialization process in the main control board 100A, and Fig. 20 is a second flowchart for explaining the CPU initialization process in the main control board 100A. The main control startup process S1 in the main control board 100A described above includes the CPU initialization process.
[0158] When power is supplied from the power supply board, a system reset occurs in the main CPU 100a, and the main CPU 100a performs the following CPU initialization process (S100).
[0159] (S100-1) When the power is turned on, the main CPU 100a reads a boot program from the main ROM 100b as an initial setting process, and also performs setting processes necessary for executing various processes.
[0160] (S100-3) The main CPU 100a sets a wait processing time in a timer counter.
[0161] (S100-5) The main CPU 100a judges whether a power-off warning signal has been detected. The main control board 100A is provided with a power-off detection circuit, and when the power supply voltage falls below a predetermined value, the power-off detection circuit outputs a power-off warning signal. If a power-off warning signal has been detected, the process proceeds to S100-3, and if a power-off warning signal has not been detected, the process proceeds to S100-7.
[0162] (S100-7) The main CPU 100a judges whether the wait time set in the above S100-3 has elapsed or not. If it is judged that the wait time has elapsed, the process proceeds to S100-9, and if it is judged that the wait time has not elapsed, the process proceeds to S100-5.
[0163] (S100-9) The main CPU 100a executes the processes required to permit access to the main RAM 100c.
[0164] (S100-11) The main CPU 100a loads the flag values of the gaming machine status flags before the power is cut off and stores them in the D register. However, here, among the gaming machine status flags, the frame control status flag is set to 0H regardless of the value before the power is cut off. Also, if the main control status flag before the power is cut off was 7H, the main control status flag is set to 0H. Therefore, if the complete function was in operation before the power is cut off, the gaming machine status flag after the power is restored will be 00H.
[0165] (S100-13) The main CPU 100a calculates the checksum and determines whether the calculated checksum matches the checksum saved at the time of power off (is normal) and whether the backup flag is normal. If it is determined that the backup flag and the checksum are normal, the process proceeds to S100-15, and if it is determined that either one or both are not normal, the process proceeds to S100-25.
[0166] (S100-15) The main CPU 100a sets an address that does not include a setting value or a gaming machine status flag as the first address to be cleared in the main RAM 100c.
[0167] (S100-17) The main CPU 100a judges whether a RAM clear operation signal has been input from the RAM clear switch 182s (whether the RAM clear button has been pressed down). If it is judged that a RAM clear operation signal has been input, the process proceeds to S100-31, and if it is judged that a RAM clear operation signal has not been input, the process proceeds to S100-19.
[0168] (S100-19) The main CPU 100a judges whether the flag value of the gaming machine status flag loaded in S100-11 is 00H (playable state), the setting change switch 134s is on, and the middle frame 104 is open. If it is judged that all three conditions are met, the process proceeds to S100-21, and if it is judged that any one of the three conditions is not met, the process proceeds to S100-23.
[0169] (S100-21) The main CPU 100a sets the gaming machine status flag to 02H (setting confirmation status). That is, when the power is normally turned on while the middle frame 104 is open, the setting change switch 134s is on, and the RAM clear button is not pressed, the gaming machine enters the setting confirmation status.
[0170] (S100-23) The main CPU 100a executes an initialization process to clear the areas of the main RAM 100c that are to be cleared when the power is restored, which are areas subsequent to the top address set in S100-15 above, and then proceeds to S100-51.
[0171] (S100-25) The main CPU 100a sets 05H (checksum abnormal state) in the D register.
[0172] (S100-27) The main CPU 100a performs an outside area read / write check process for checking and clearing the read / write memory in the unused area.
[0173] (S100-29) The main CPU 100a sets an address including a setting value and a gaming machine status flag as the first address to be cleared in the main RAM 100c.
[0174] (S100-31) The main CPU 100a checks and clears the read / write memory of the used area.
[0175] (S100-33) The main CPU 100a judges whether the check result of the read / write memory in the above S100-31 is normal or not. If it is judged as normal, the process proceeds to S100-37, and if it is judged as not normal, the process proceeds to S100-35.
[0176] (S100-35) The main CPU 100a sets 04H (RWM abnormal state) in the D register and moves the process to S100-45.
[0177] (S100-37) The main CPU 100a judges whether 02H (setting confirmation state) is set in the D register. If it is judged that 02H is set, the process proceeds to S100-39, and if it is judged that 02H is not set, the process proceeds to S100-41.
[0178] (S100-39) The main CPU 100a sets the D register to 00H (playable state).
[0179] (S100-41) The main CPU 100a judges whether the setting change conditions are satisfied. If it is judged that the setting change conditions are satisfied, the process proceeds to S100-43, and if it is judged that the setting change conditions are not satisfied, the process proceeds to S100-45. Note that the setting change conditions here include at least that the setting change switch 134s is turned on, that the middle frame 104 is open, and that a RAM clear operation signal is input from the RAM clear switch 182s.
[0180] (S100-43) The main CPU 100a sets the D register to 01H (setting changed state).
[0181] (S100-45) The main CPU 100a saves the value set in the D register in the gaming machine status flag.
[0182] (S100-47) The main CPU 100a executes an initialization process for clearing the items in the main RAM 100c that are to be cleared when the RAM is cleared, and then the process proceeds to S100-51.
[0183] (S100-51) The main CPU 100a judges whether a predetermined error occurred at the time of power interruption. If it is judged that a predetermined error occurred, the process proceeds to S100-53, and if it is judged that a predetermined error did not occur, the process proceeds to S100-55. The predetermined error may be a magnetic error, a radio wave error, or other error that may indicate fraud, or a serious error that requires the immediate halt of gameplay. When an error occurs, error information that identifies the content of the error that occurred is stored in the main RAM 100c. This error information is not included in the target to be cleared in the initialization process of S100-23.
[0184] (S100-53) The main CPU 100a turns on the ball difference monitoring flag. In addition, when the ball difference monitoring flag is on, the ball difference before the power cut is updated based on the increase or decrease of the game ball after the power cut is restored. In other words, when the ball difference monitoring flag is on, the ball difference before the power cut is carried over even after the power is restored. Therefore, the information on the ball difference is not included in the clearing target of the initialization process of S100-23.
[0185] (S100-55) The main CPU 100a judges whether the pre-termination flag is on. The pre-termination flag is turned on when a pre-termination main command is received from the frame control board 200A, as will be described in detail later. If it is judged that the pre-termination flag is on, the process proceeds to S100-57, and if it is judged that the pre-termination flag is not on, the process proceeds to S110.
[0186] (S100-57) The main CPU 100a turns off the pre-termination flag.
[0187] (S100-59) The main CPU 100a clears the difference balls stored in the main RAM 100c.
[0188] (S110) The main CPU 100a performs a sub-command group set process, which will be described later.
[0189] (S100-61) The main CPU 100a rewrites the gaming machine status flag. Specifically, the main CPU 100a updates the upper 4 bits of the frame control status flag of the gaming machine status flag to "1H". As a result, the internal state of the main control board 100A becomes a frame command waiting state, and thereafter, the main control board 100A remains in a waiting state until communication with the frame control board 200A is established.
[0190] (S100-63) The main CPU 100a transmits gaming machine installation information to the frame control board 200A.
[0191] (S100-65) The main CPU 100a sets the timer interrupt period.
[0192] (S100-67) The main CPU 100a performs processing to disable interrupts.
[0193] (S100-69) The main CPU 100a updates the initial value update random number for the winning symbol random number. The initial value update random number for the winning symbol random number is for determining the initial value and the end value of the winning symbol random number. In other words, when the winning symbol random number goes through one cycle from the initial value update random number for the winning symbol random number to the initial value update random number for the winning symbol random number -1 by the updating process of the winning symbol random number described later, the winning symbol random number is updated to the initial value update random number for the winning symbol random number at that time.
[0194] (S120) The main CPU 100a analyzes the received data (main command) received from the frame control board 200A and executes various processes according to the received data. This main command analysis process will be described later.
[0195] (S100-71) The main CPU 100a performs processing for transmitting the sub-commands stored in the transmission buffer to the sub-control board 300A.
[0196] (S100-73) The main CPU 100a performs processing for permitting an interrupt.
[0197] (S100-75) The main CPU 100a updates the reach group determining random number, the reach mode determining random number, and the variation pattern random number, and thereafter repeats the process from S100-67 above.
[0198] FIG. 21 is a flow chart explaining the sub-command group setting process (S110) in the main control board 100A.
[0199] (S110-1) The main CPU 100a loads the flag value of the gaming machine status flag.
[0200] (S110-3) The main CPU 100a sets in the transmission buffer the gaming machine state command corresponding to the flag value loaded in S110-1.
[0201] (S110-5) The main CPU 100a judges whether the gaming machine state flag is 00H (playable state). If it is judged to be 00H, the process proceeds to S110-7, and if it is judged not to be 00H, the sub-command group set process is terminated.
[0202] (S110-7) The main CPU 100a performs a model command setting process for setting a model command indicating model information of the gaming machine 100 in a transmission buffer.
[0203] (S110-9) The main CPU 100a performs a setting value designation command setting process for setting a setting value designation command indicating a registered setting value in a transmission buffer.
[0204] (S110-11) The main CPU 100a performs a special chart 1 reservation designation command setting process that sets a special chart 1 reservation designation command indicating the special chart 1 reservation number in a transmission buffer.
[0205] (S110-13) The main CPU 100a performs a special chart 2 reservation designation command setting process that sets a special chart 2 reservation designation command indicating the special chart 2 reservation number in a transmission buffer.
[0206] (S110-15) The main CPU 100a performs a count command setting process for setting a count command indicating the remaining number of times in the time-shortened gaming state in a transmission buffer.
[0207] (S110-17) The main CPU 100a performs a fluctuation pattern selection state designation command setting process for setting a fluctuation pattern selection state designation command indicating a fluctuation pattern selection state in a transmission buffer.
[0208] (S110-19) The main CPU 100a performs a special game phase designation command setting process for setting a special game phase designation command indicating a special game management phase in a transmission buffer.
[0209] (S110-21) The main CPU 100a judges whether the special game management phase is in a special symbol variation waiting state. If it is judged that the special symbol variation waiting state is in effect, the process proceeds to S110-21, and if it is judged that the special symbol variation waiting state is not in effect, the process proceeds to S110-25.
[0210] (S110-23) The main CPU 100a sets a customer waiting designation command in the transmission buffer. (S110-25) The main CPU 100a judges whether the pre-termination flag is on. If it is judged that the pre-termination flag is on, the process proceeds to S110-27, and if it is judged that the pre-termination flag is not on, the sub-command group set process is terminated.
[0211] (S110-27) The main CPU 100a executes an attention designation command setting process for setting the attention designation command in the transmission buffer, and ends the sub-command group setting process.
[0212] FIG. 22 is a flowchart illustrating the main command analysis process (S120) in the main control board 100A.
[0213] (S120-1) The main CPU 100a judges whether or not response information has been received from the frame control board 200A. If response information has been received, the process proceeds to S120-3, and if response information has not been received, the process proceeds to S120-11.
[0214] (S120-3) The main CPU 100a checks the received response information.
[0215] (S120-5) The main CPU 100a judges whether the frame control board 200A is in the ball-removing state based on the received response information. If it is judged to be in the ball-removing state, the process proceeds to S120-7. If it is judged not to be in the ball-removing state, the process proceeds to S120-9.
[0216] (S120-7) The main CPU 100a updates the frame control status flag, which is the upper 4 bits of the gaming machine status flag, to 2H.
[0217] (S120-9) The main CPU 100a updates the upper 4 bits of the frame control status flag among the gaming machine status flags to 0H. As a result, when the lower 4 bits of the main control status flag are 0H, the gaming machine status flag becomes 00H, and thereafter, the gaming machine is set to a playable state, and the progress of the game becomes possible.
[0218] (S120-11) The main CPU 100a judges whether the difference ball monitoring flag is on. As a result, if it is judged that the difference ball monitoring flag is on, the process is transferred to S120-17, and if it is judged that the difference ball monitoring flag is not on, the process is transferred to S120-13.
[0219] (S120-13) The main CPU 100a judges whether or not the difference ball main command has been received from the frame control board 200A. As a result, if it is judged that the difference ball main command has been received, the process proceeds to S120-15, and if it is judged that the difference ball main command has not been received, the process proceeds to S120-27.
[0220] (S120-15) The main CPU 100a updates the difference ball to the difference ball indicated by the received difference ball main command in the main RAM 100c. In other words, in the main control board 100A, when the difference ball monitoring flag is off, the difference ball counted by the frame control board 200A is stored as it is.
[0221] (S120-17) The main CPU 100a judges whether the dispense number main command has been received. If the dispense number main command has been received, the process proceeds to S120-21. If the dispense number main command has not been received, the process proceeds to S120-19.
[0222] (S120-19) The main CPU 100a judges whether or not the main command for updating the number of game balls has been received. If the main command for updating the number of game balls has been received, the process proceeds to S120-21. If the main command for updating the number of game balls has not been received, the process proceeds to S120-27.
[0223] (S120-21) The main CPU 100a updates the difference in balls in the main RAM 100c. Specifically, the number of game balls indicated by the received payout number main command or game ball number update main command is added to or subtracted from the difference in balls stored in the main RAM 100c.
[0224] (S120-23) The main CPU 100a judges whether the difference in balls updated in the above S120-21 is 90000 or more. If the difference in balls is 90000 or more, the process proceeds to S120-25. If the difference in balls is not 90000 or more, the process proceeds to S120-27.
[0225] (S120-25) The main CPU 100a executes a game stop process to stop the game. Here, for example, a launching disallowed state is set to stop the launching of the game ball. This stops the game from continuing.
[0226] (S120-27) The main CPU 100a judges whether the pre-termination main command has been received, and if so, proceeds to S120-29, whereas if not, proceeds to S120-31.
[0227] (S120-29) The main CPU 100a turns on the pre-end flag.
[0228] (S120-31) The main CPU 100a judges whether the difference ball error main command is received. As a result, if the difference ball error main command is received, the process is transferred to S120-33, and if the difference ball error main command is not received, the main command analysis process is terminated.
[0229] (S120-33) The main CPU 100a updates the main control status flag, among the gaming machine status flags, to 7H.
[0230] (S120-35) The main CPU 100a executes a game stop process to stop the game, and ends the main command analysis process. Here, for example, a launch disallowed state is set to stop the launch of the game ball. This stops the game from continuing.
[0231] According to the above-mentioned main command analysis process, when the power is cut off in a state where a certain error occurs and then the power is restored, the count of the difference balls is updated from the difference balls before the power is cut off in the main control board 100A. On the other hand, in the frame control board 200A, when the power is restored, the difference balls are cleared in the frame control startup process (s1-15).
[0232] If the difference balls are cleared when the power is restored in both the main control board 100A and the frame control board 200A, there is a risk that the player will intentionally cause a specified error when the difference balls are approaching the upper limit of 90,000. In this case, the difference balls will be cleared due to the occurrence of a specified error, so the game will continue even though the difference balls actually exceed 90,000. According to this embodiment, when a specified error occurs, the difference balls before the power outage are carried over even after the power is restored, so there is no risk of the difference balls being cleared by intentionally causing an error as described above.
[0233] On the other hand, even in the above state, the frame control board 200A will properly count the difference balls after the power is restored, separately from the main control board 100A.
[0234] In the above process, for example, between S120-21 and S120-23, a process may be added to determine whether the difference in balls exceeds 74999, and to turn on the pre-end flag if the difference in balls exceeds 74999. In this case, even if a predetermined error is intentionally generated when the difference in balls approaches 75000, a warning will be issued after the game is resumed.
[0235] (Timer interrupt processing of main control board 100A) 23 is a flow chart explaining the timer interrupt process in the main control board 100A. The main control board 100A is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (4 milliseconds in one reference example, hereinafter referred to as "4 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, the CPU initialization process (S100) is interrupted and the following timer interrupt process is executed.
[0236] (S400-1) The main CPU 100a saves the registers.
[0237] (S400-3) The main CPU 100a performs processing for permitting an interrupt.
[0238] (S400-5) The main CPU 100a outputs the common data set in the common output buffer to the output port, and executes dynamic port output processing for controlling the lighting of the main display 128.
[0239] (S400-7) The main CPU 100a reads various types of input port information and executes port input processing to accurately obtain the latest switch states.
[0240] (S400-9) The main CPU 100a loads the flag value of the gaming machine status flag.
[0241] (S400-11) The main CPU 100a judges whether the flag value loaded in S400-9 is 00H (playable state). If it is judged to be 00H, the process proceeds to S400-15. If it is judged not to be 00H, the process proceeds to S400-13.
[0242] (S400-13) The main CPU 100a judges whether the lower 4 bits of the flag value loaded in S400-9, i.e., the main control status flag, is 3H (abnormal setting status) or more. If it is judged to be 3H or more, the process proceeds to S1000, and if it is not 3H or more, the process proceeds to S450.
[0243] (S450) The main CPU 100a executes the setting-related processing, and moves the process to S1000. The setting-related processing will be described later.
[0244] (S400-15) The main CPU 100a performs a timer update process to update various timer counters. Here, the timer counters are decremented every time the main control board 100A executes a timer interrupt process, and the decrement stops when the counters reach 0.
[0245] (S400-17) The main CPU 100a executes the update process of the initial value update random number for the winning symbol random number, similarly to S100-69 above.
[0246] (S400-19) The main CPU 100a performs a process to update the winning symbol random number. Specifically, the random number counter is updated by adding 1, and if the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to 0, and if the random number counter has completed one cycle, the random number is updated from the value of the initial value update random number for the winning symbol random number at that time.
[0247] (S400-21) The main CPU 100a executes a switch management process to determine whether or not a signal is input from the first start hole detection switch 120s, the second start hole detection switch 122s, the gate detection switch 124s, and the big prize hole detection switch 126s. In this switch management process, if a signal is input from the first start hole detection switch 120s, a special 1 reserve used in a special game is acquired, if a signal is input from the second start hole detection switch 122s, a special 2 reserve used in a special game is acquired, and if a signal is input from the gate detection switch 124s, a regular reserve used in a normal game is acquired.
[0248] (S400-23) The main CPU 100a executes a special game management process for controlling the progress of the special game. Although detailed explanation is omitted, the special game is a game that is executed due to the entry of a game ball into the first start hole 120 or the second start hole 122. As described above, when a game ball enters the first start hole 120, a special 1 reservation is acquired, and when a game ball enters the second start hole 122, a special 2 reservation is acquired.
[0249] Then, when the start condition is established, a big role lottery is executed to determine whether or not a big win or a miss is obtained based on the special 1 reserved or special 2 reserved. When the big role lottery is executed, a special symbol is determined based on the result of the win / loss determination, and a variation time is determined based on the determined special symbol. Then, after the variation display of the special symbol is performed for the determined variation time on the special symbol display device, which is the main display device 128, the special symbol is stopped and displayed on the special symbol display device as the variation time passes.
[0250] At this time, the special symbols include a big win symbol and a losing symbol, and when the big win symbol is stopped and displayed, a big win game is executed. In the big win game, a round game is executed in which a big win hole 126 provided in the game area 110 is opened. When a game ball enters the big win hole 126, a prize ball is paid out to the player. In addition, when the big win game ends, the subsequent game state is set based on the type of the big win symbol. In this way, in the special game management process, a process is executed to control the progress of a special game based on the entry of a game ball into the first start hole 120 or the second start hole 122.
[0251] (S400-25) The main CPU 100a executes a normal game management process for controlling the progress of a normal game. Although a detailed explanation is omitted, a normal game is a game that is executed due to a game ball entering the gate 124. When a game ball enters the gate 124, a normal game reservation is acquired.
[0252] Then, when the normal pattern start condition is satisfied, a normal pattern lottery is executed to determine whether the winning or losing is a hit or a miss based on the reserved normal pattern. When the normal pattern lottery is executed, the normal pattern is determined based on the result of the hit or miss determination, and the normal pattern change time is determined based on the determined normal pattern. Then, after the normal pattern change display, which is the main display 128, displays the normal pattern for the determined normal pattern change time, the normal pattern is stopped and displayed on the normal pattern display as the normal pattern change time passes.
[0253] At this time, the normal symbols include winning symbols and losing symbols, and when the winning symbols are stopped and displayed, the auxiliary game is executed. In the auxiliary game, the second start hole 122 is opened. Then, when a game ball enters the second start hole 122, the prize ball is paid out to the player, and the special 2 reservation is acquired as described above, and the player can obtain an opportunity to execute a special game based on the special 2 reservation. In this way, in the normal game management process, a process for controlling the progress of the normal game based on the entry of the game ball into the gate 124 is executed.
[0254] (S800) The main CPU 100a executes an error management process for determining various errors and making settings according to the error determination results, as will be described later.
[0255] (S400-27) The main CPU 100a checks the general prize hole detection switch 118s, the first start hole detection switch 120s, the second start hole detection switch 122s, and the large prize hole detection switch 126s, and executes prize hole switch processing to increment the corresponding counters for prize ball control, etc.
[0256] (S400-29) The main CPU 100a executes a payout control management process to create a payout command based on the counter value of the counter for controlling the winning balls set in S400-27 above, and to transmit the command to the frame control board 200A.
[0257] (S1000) The main CPU 100a executes an external information management process for setting output data for external information to be outputted to the outside from the game information output terminal board 312. This external information management process will be described later.
[0258] (S400-31) The main CPU 100a executes an LED display setting process for setting common data for controlling the lighting of the main display 128 in a common output buffer.
[0259] (S400-33) The main CPU 100a executes a solenoid output image synthesis process for synthesizing solenoid output images of the normal electric role solenoid 122c and the special prize opening solenoid 126c and storing the images in an output port buffer.
[0260] (S400-35) The main CPU 100a executes a port output process for outputting the values of the common output buffers stored in the respective output port buffers to the output ports.
[0261] (S400-37) The main CPU 100a performs processing to disable interrupts.
[0262] (S400-39) The main CPU 100a uses the unused area of the main RAM 300c to perform processing for calculating a base ratio to be displayed on the performance display monitor 242, and executes a performance display monitor control processing for setting common data for displaying the calculated base ratio on the performance display monitor 242 in a common output buffer. In the performance display monitor control processing, the base ratio is calculated at predetermined intervals. Also, the main CPU 100a displays the registered setting value set in the setting value buffer on the performance display monitor 242 when the lower 4 bits of the gaming machine status flag are 1H or 2H.
[0263] (S400-41) The main CPU 100a restores the registers and ends the timer interrupt process.
[0264] FIG. 24 is a flowchart illustrating the above-mentioned setting-related process (S450).
[0265] (S450-1) The main CPU 100a judges whether the main control state flag is 1H (setting change state). If it is judged to be 1H, the process proceeds to S450-3, and if it is judged not to be 1H, the process proceeds to S450-15.
[0266] (S450-3) The main CPU 100a loads the registered setting values stored in the setting value buffer into a predetermined processing area.
[0267] (S450-5) The main CPU 100a judges whether the RAM clear switch 182s is on (whether a RAM clear operation signal is input). If it is judged that the RAM clear switch 182s is on, the process proceeds to S450-7, and if it is judged that the RAM clear switch 182s is not on, the process proceeds to S450-9.
[0268] (S450-7) The main CPU 100a adds 1 to the setting value of the processing area.
[0269] (S450-9) The main CPU 100a determines whether the setting value of the processing area is in the range of 1 to 6. As a result, if it is determined that the setting value is in the range of 1 to 6, the process proceeds to S450-13, and if it is determined that the setting value is not in the range of 1 to 6, the process proceeds to S450-11.
[0270] (S450-11) The main CPU 100a sets the setting value of the processing area to 1.
[0271] (S450-13) The main CPU 100a sets the setting value of the processing area in the setting value buffer.
[0272] (S450-15) The main CPU 100a judges whether the setting change switch 134s is on. If it is judged that the setting change switch 134s is on, the setting-related process is terminated, and if it is judged that the setting change switch 134s is not on, the process proceeds to S450-17.
[0273] (S450-17) The main CPU 100a sets a setting-related end designation command indicating the end of the setting-related processing in the transmission buffer.
[0274] (S450-19) The main CPU 100a sets the main control status flag to 0H (playable status).
[0275] (S110) The main CPU 100a executes the subcommand group setting process of FIG. 21, and ends the setting-related process.
[0276] FIG. 25 is a flowchart illustrating the error management process (S800) in the main control board 100A.
[0277] (S800-1) The main CPU 100a judges whether the pre-termination flag is on. If it is judged that the pre-termination flag is on, the process proceeds to S800-3, and if it is judged that the pre-termination flag is not on, the error management process is terminated.
[0278] (S800-3) The main CPU 100a judges whether pre-termination transmission information is stored. The pre-termination transmission information is information indicating that the pre-termination designation command has been transmitted to the sub-control board 300A. If pre-termination transmission information is stored, the process proceeds to S800-5, and if pre-termination transmission information is not stored, the error management process is terminated.
[0279] (S800-5) The main CPU 100a sets the before-end designation command in the transmission buffer. Although not described in detail, when the sub-control board 300A receives the before-end designation command, a notification is issued that the end of the game is approaching.
[0280] (S800-7) The main CPU 100a stores the pre-termination transmission information and terminates the error management process.
[0281] FIG. 26 is a flowchart illustrating the external information management process (S1000) in main control board 100A.
[0282] (S1000-1) The main CPU 100a determines whether the pre-termination flag is on. If the pre-termination flag is on, the process proceeds to S1000-5. If the pre-termination flag is not on, the process proceeds to S1000-3.
[0283] (S1000-3) The main CPU 100a judges whether the gaming machine status flag is 07H. If the gaming machine status flag is 07H, the process proceeds to S1000-5. If the gaming machine status flag is not 07H, the external information management process is terminated.
[0284] (S1000-5) The main CPU 100a outputs a pre-complete function operation signal to the outside, and ends the external information management process.
[0285] According to the above external information management process, when the difference in balls exceeds 74999, the pre-operation signal of the complete function is output to the outside. In addition, the pre-operation signal of the complete function continues to be output even after the operation of the complete function, that is, after the difference in balls becomes 90000 or more and the game is stopped.
[0286] The above-mentioned processing of the main control board 100A and the frame control board 200A realizes the following action. That is, when the difference in the number of balls exceeds 74999, the main control board 100A outputs a pre-completion function activation signal to the outside. This allows, for example, during the testing stage of the gaming machine 100, to notify the tester that the game is about to stop, and to avoid a situation in which the completion function is activated during the test and the test is interrupted.
[0287] In addition, the pre-complete function activation signal continues to be output even after the complete function is activated. This allows signals to be shared before and after the activation of the complete function, and it is possible to reliably notify the examiner that the complete function has been activated and that activation of the complete function is imminent. In addition, the activation of the complete function eliminates the need to stop the output, reducing the processing load.
[0288] In addition, if the power is cut off while the complete function pre-activation signal is being output and then restored, the complete function pre-activation signal will not be output again. This eliminates the output of unnecessary signals and simplifies processing.
[0289] As described above, when the difference in the number of balls exceeds 74999, the sub-control board 300A notifies the user that the completion function is approaching. This notification is made, for example, by displaying "15000 balls left until the completion function is activated" on the performance display unit or the like on which the performance image is displayed. This notification may be made continuously or in stages after the difference in the number of balls exceeds 74999. In addition, the difference in the number of balls at which the output of the pre-activation signal for the complete function is started may be different from the difference in the number of balls at which the notification is made on the performance display unit or the like.
[0290] In addition, if a specified error occurs, the difference balls before the power is restored will be carried over even after the power is restored. In this case, for example, if the difference balls are 75,000 or more when the power is restored, a specified notification will be made on the performance display unit, etc. after the power is restored. However, the notification on the performance display unit, etc. will not start until the startup process on the sub-control board 300A is completed. On the other hand, the output of the pre-completion function activation signal will start immediately after the CPU initialization process is completed after the power is turned on. This makes it possible to notify early that the activation of the completion function is approaching.
[0291] In addition, in the external information management process, various external signals are output according to the state of the main display 128, in addition to the above-mentioned signal before the completion function is activated. Specifically, a special symbol changing signal is output while the special symbol is changing, and a normal symbol changing signal is output while the normal symbol is changing. In addition, a state signal is output during a predetermined game state, such as a time-saving game state in which the probability of winning the normal symbol lottery is high.
[0292] Then, when the difference balls reach 90,000 during the variable display of the special and normal symbols and the complete function is activated, the main display 128 is turned off. This is because the game machine status flag becomes 07H (S120-33) due to the activation of the complete function (game stop processing), and the special game management processing and normal game management processing are not executed in the subsequent timer interrupt processing (because NO is obtained in S400-11).
[0293] However, even in the above case, the special map changing signal, the normal map changing signal, and the status signal are output in the external information management process (S1000). This makes it possible to grasp the status when the complete function is activated by the signal output to the outside, even if the main display 128 is completely turned off. Therefore, for example, it can be used to obtain data during testing and development.
[0294] In the above case, when the power is restored, the special map changing signal, the general map changing signal, and the status signal may be output after the power is restored. In this way, the risk of information not being transmitted properly when the complete function is activated is reduced.
[0295] Although the preferred embodiment of the present invention has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such an embodiment. It is clear that a person skilled in the art can think of various modifications or alterations within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.
[0296] In the above embodiment, the case where it is determined that the gaming ball has been launched based on the detection signal of the rectifier inlet sensor 15s has been described. However, it may be determined that the gaming ball has been launched when the gaming ball is detected by the rectifier outlet sensor 17s or when the gaming ball is not detected by the rectifier outlet sensor 17s.
[0297] In the above embodiment, the difference ball counter is decremented based on the detection signal of the out switch 216s. However, the difference ball counter may be decremented based on the detection signal of the rectifier inlet sensor 15s or the rectifier outlet sensor 17s that the game ball has been released.
[0298] In the above embodiment, the sensors connected to the main control board 100A and the frame control board 200A are merely examples. In the above embodiment, the sensor connected to the main control board 100A may be connected to the frame control board 200A, and the sensor connected to the frame control board 200A may be connected to the main control board 100A.
[0299] In the above embodiment, the difference balls are counted in the frame control board 200A, and information on the difference balls is sent from the frame control board 200A to the main control board 100A. However, the difference balls may be counted in the main control board 100A. The processing of the main control board 100A and the frame control board 200A in the above embodiment is only an example, and part of the processing of the main control board 100A may be executed in the frame control board 200A, or part of the processing of the frame control board 200A may be executed in the main control board 100A.
[0300] Furthermore, the gameplay in the above embodiment is merely an example, and the above-described processing is applicable to gaming machines adopting any gameplay, such as a first type gaming machine, a second type gaming machine, a first type / two type mixed machine, etc.
[0301] The main CPU 100a in the above embodiment corresponds to the game control means of the present invention. Moreover, the frame control CPU 200a in the above embodiment corresponds to the game ball number display means of the present invention. In the above embodiment, the frame control CPU 200a that executes the process of s1-7 corresponds to the confirmation means of the present invention.
[0302] In the above embodiment, the frame control CPU 200a that executes the game ball number counting process corresponds to the counting means of the present invention. In the above embodiment, the main CPU 100a that executes the external information management process corresponds to the signal output means of the present invention. The complete function pre-activation signal in the above embodiment corresponds to the predetermined signal of the present invention. [Explanation of symbols]
[0303] 100 Gaming Machines 100a Main CPU 104 Game Board 110 Gaming area 118 General Winning Entrance 120 First starting point 122 Second starting point 126 Grand Prize Winner 200a Frame control CPU 240 Game ball count display device
Claims
[Claim 1] A game control means for controlling the progress of a game; a game ball number display means for displaying the number of game balls owned by a player on a display unit; A confirmation means for confirming the operation of the display unit before the game becomes available after the power is restored; A game board on which a game area in which game balls flow down is formed; A launching device that launches game balls into the game area; A winning port provided in the gaming area; a payout means for paying out game balls to a player based on the entry of the game ball into the winning hole; A counting means for counting a count value based on at least the game balls shot into the game area and the game balls paid out to the player; A signal output means for outputting a predetermined signal; Equipped with The game control means includes: Stopping the game based on the count value reaching a predetermined value; The signal output means is start outputting the predetermined signal before the count value reaches a predetermined value, continue outputting the predetermined signal even after the game is stopped, and if the power is cut off during output of the predetermined signal and is subsequently restored, do not output the predetermined signal; Amusement machine.
Citation Information
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