Pachinko machine
The gaming machine improves program performance and efficiency by incorporating optimized gaming control means with advanced branching and subroutine capabilities, addressing the limitations of conventional gaming machines.
Patent Information
- Application Number
- JP2022019739
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-02-10
- Publication Date
- 2025-06-23
- Estimated Expiration
- 2042-02-10
AI Technical Summary
Conventional gaming machines have room for improvement in their programs regarding speed, size, and development efficiency.
The gaming machine includes gaming control means with program storage, arithmetic processing, registers, and update information storage, utilizing branch instructions and subroutine calls to optimize program execution.
This configuration enables improved program performance, reduced size, and enhanced development efficiency, resulting in a more effective gaming machine.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there have been gaming machines capable of executing games (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in conventional gaming machines, there has been room for improving the programs used for control and the like from the viewpoints of speeding up the programs, reducing the capacity (size) of the programs, and improving the development efficiency of the programs.
[0005] Therefore, an object of the present invention is to provide a gaming machine with improved programs.
Means for Solving the Problems
[0006] In a representative form of the present invention, the following gaming machine is provided. The gaming machine includes gaming control means capable of executing a game. The gaming control means includes program storage means for storing a program, arithmetic processing means configured to be capable of executing predetermined arithmetic processing by the program and jumping the addresses of instructions to be executed in the program storage means by a first branch instruction and a second branch instruction, a plurality of registers in which values are stored when performing arithmetic processing, and update information storage means capable of storing information updated by the arithmetic processing means. The first branch instruction is a branch instruction that determines a specific flag and performs a branch. The second branch instruction has a longer instruction length than the first branch instruction and is a branch instruction capable of jumping processing to an address farther from the address of the branch instruction than the first branch instruction. The arithmetic processing means is configured to be called by a specific call instruction and execute a specific subroutine including processing capable of changing a specific flag, and after returning from the specific subroutine, be capable of executing the first branch instruction without passing through processing capable of changing the specific flag Furthermore, it is made possible to branch by a first branch instruction based on the execution result of a process capable of changing a specific flag included in a specific subroutine to do.
Advantages of the Invention
[0007] According to one form of the present invention, an improved gaming machine for a program can be provided.
Brief Description of the Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] [First Embodiment] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. In the description of the gaming machine, the front, rear, left, and right refer to the directions as viewed by the player during the game.
[0010] [Overall View of the Gaming Machine] FIG. 1 is a diagram for explaining a gaming machine.
[0011] The gaming machine 10 includes an opening / closing frame that is attached to a frame 11 fixed to the island facility via a hinge 16 so as to be rotatable for opening and closing. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). Further, the left end side of the opening / closing frame is the shaft attachment end side attached to the hinge, and the right end side thereof is the opening end side that is opened by rotation. Note that the frame 11 and the front frame 12 constitute an outer frame unit 17.
[0012] A game board 30 (see FIG. 2) is disposed on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached. The cover glass 14 functions as a game visual recognition area that enables the game area 32 (see FIG. 2) formed on the game board 30 to be visually recognized. Note that the cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent member holding frame that holds the transparent member.
[0013] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, access can be gained to the game area 32 of the game board 30. Also, by opening the front frame 12 with the glass frame 15 not opened, access can be gained to the game control device (main board) 100 (see FIG. 3) etc. disposed on the back side of the game board 30.
[0014] Various frame components are arranged at the edge portion around the cover glass 14 of the glass frame 15.
[0015] Decorative devices 18a, 18b, 18c capable of performing light emission effects according to the game state are arranged at the upper center, right side, and left side of the glass frame 15. The decorative devices 18a, 18b, 18c house lighting members such as LEDs inside and are effect devices that perform light emission effects according to the game state. The lighting members arranged inside these decorative devices 18a, 18b, 18c constitute a part of the frame decorative device 18 (see FIG. 4).
[0016] The decorative device 18a is a top unit that extends in the left - right direction of the gaming machine 10 at the upper part of the glass frame 15 (or the opening - closing frame) and protrudes obliquely upward and forward. The decorative device 18a has a substantially flat front portion 456 with various displays such as the model name. Although the decorative device 18a is fixed and does not operate in this embodiment, in order to reduce the sense of pressure on the player, it may protrude from the retracted initial position (normal position) to the forward, upward, or diagonal operating positions only when necessary, or may move in the front - rear direction or up - down direction. When the decorative device 18a (here, the top unit) operates (moves), it becomes a frame effect device (movable accessory) that can operate from the initial position to the operating position.
[0017] The decoration device 18b is a protruding effect unit (front frame light-emitting unit) that extends vertically on the right side of the glass frame 15 and protrudes forward. The decoration device 18c is a protruding effect unit (front frame light-emitting unit) that extends vertically on the left side of the glass frame 15 and protrudes forward. The decoration devices 18b and 18c irradiate light toward the player on the central side (inside) of the gaming machine 10, and light leaks to the outside of the gaming machine 10 from a plurality of openings.
[0018] Upper speakers 19a are respectively disposed at the upper right corner portion and the upper left corner portion of the glass frame 15. Separately from these upper speakers 19a, two lower speakers 19b are provided at the lower part of the gaming machine 10. The lower speakers 19b are disposed at the lower left corner portion of the glass frame 15 and the lower right corner portion of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc. Note that the left and right upper speakers 19a are each covered by the right and left speaker decorative members 470.
[0019] A upper plate unit 20 having an upper plate 21 capable of storing game balls (game media) is attached to the lower part of the glass frame 15. The upper plate 21 is formed in a box shape that is open at the top. The game balls stored in the upper plate 21 are supplied one by one to the ball launching device.
[0020] The upper plate unit 20 further includes an effect operation device that receives an input operation from the player, a ball lending operation device that receives an input operation from the player, and a decoration device 22 that performs a light emission effect or the like according to the game state.
[0021] The performance operation device is an operation device including a performance button 25, a cross key switch 450, and volume adjustment button switches 451a and 451b, and is provided at the upper center and the left side of the upper plate unit 20 so that it is easy for the player to operate. The performance button 25 is arranged in the opening of the operation panel 490 so as to be surrounded by the operation panel 490. The operation panel 490 can reflect light by means of metal plating on the surface or making the whole made of metal, and has, for example, a metallic luster of silver (silver color). When the performance button 25 emits light, the light from the performance button 25 is reflected by the surrounding operation panel 490, and the light emission performance of the performance button 25 becomes effective.
[0022] The performance button 25 may include a built-in performance button switch 25a and a touch panel 25b provided on the surface.
[0023] The volume adjustment button switches 451a and 451b are provided on the upper left side of the operation panel 690 of the upper plate unit 20, and increase or decrease (+-) the volume of the speaker 19 (the upper speaker 19a and the lower speaker 19b) for adjustment. The cross key switch 450 (cross key SW) is provided adjacent to the volume adjustment button switches 451a and 451b on the upper left side of the operation panel 490 of the upper plate unit 20, and adjusts, for example, the brightness of the performance LED. The cross key switch 450 may also be called a direction key switch, and may be a general one composed of a plurality (for example, four) of switches arranged in the front, rear, left, and right directions. For example, in a predetermined state such as during waiting for customers and / or during a game (during the game), the volume adjustment button switches 451a and 451b may be pressed down to adjust the volume of the speaker 19, and the light amount (brightness, luminance) of the performance LED or the like may be adjusted by pressing down the switch in front of or behind the cross key switch 450. Note that, without providing the volume adjustment button switches 451a and 451b, the volume of the speaker 19 may be adjusted by pressing down the switch on the left or right of the cross key switch 450.
[0024] By the player operating the effect operation device (particularly the effect button 25), it is possible to perform an effect that intervenes the player's operation in a special figure variable display game or the like displayed on the display device 41 (see FIG. 2). For example, it is possible to select an effect pattern (effect mode) or execute a preview effect that previews the result of the variable display game corresponding to the start memory. Note that the variable display game includes a special figure variable display game, and when simply referred to as a variable display game, in this specification, it refers to a special figure variable display game.
[0025] Also, not only during the execution of the variable display game, but also when the player operates the effect operation device during non-execution, the effect pattern may be changed.
[0026] Note that the game states when the variable display game is executed consist of a plurality of game states. The normal game state (normal state) is a game state in which no special game state has occurred. Also, the special game state is, for example, a time-limited state as a specific game state, a state in which the probability of occurrence of a special result (for example, a big win) is high in a variable display game (probability variable state, probability variation state), a big win state (special game state), and a small win game state (small win state). Thus, the gaming machine 10 has a plurality of game states with different probabilities of occurrence of special results, and the game control device 100 (game state selection means, setting means) can select (set) one game state from among the plurality of game states as the current game state.
[0027] Here, the probability variable state (specific game state) includes those that continue until the next big win occurs (loop type), those that continue until a predetermined number of variable display games are executed (number cut type, ST), and those that continue until winning a predetermined probability drop lottery (drop lottery type), etc.
[0028] Furthermore, instead of determining whether or not to generate a probability variable state by a big win symbol random number, it may be configured to always generate a probability variable state when a big win occurs.
[0029] The ball lending operation device is an operation device that a player operates when borrowing a game ball, and is provided on the upper right side of the operation panel 490 of the upper plate unit 20. The ball lending operation device includes a balance display unit 490a, a ball lending button 27, and a return button 28. The balance display unit 490a is a display area where the balance of a prepaid card or the like is displayed. The ball lending button 27 is a button that a player operates when borrowing a game ball, and the return button 28 is a button that a player operates when discharging a prepaid card or the like from a card unit (not shown) arranged adjacent to the gaming machine 10.
[0030] The decoration device 22 houses lighting members such as LEDs inside, and is a device that performs light emission effects and the like according to the gaming state, and is provided on the upper plate unit 20. The lighting members arranged inside the decoration device 22 constitute a part of the frame decoration device 18 (see FIG. 4).
[0031] Below the glass frame 15 including the above-described upper plate unit 20 and the like, and at the lower part of the front frame 12, there are provided an operation handle 24 for controlling the operation of a ball launching device (not shown), and a lower plate unit 29 including a lower plate 23 capable of storing game balls and the like. The lower plate unit 29 and the upper plate unit 20 are conformable in shape and are arranged side by side in the vertical direction. By operating the upper plate operation unit 435 of the upper plate unit 20, the game balls on the upper plate 21 can be made to flow down to the lower plate 23.
[0032] The operation handle 24 is located at the lower right of the front frame 12 and is disposed below the lower right speaker 19b on the right side. By rotating the operation handle 24, the player can cause the ball launching device to launch the game balls supplied from the upper tray 21 into the game area 32 of the game board 30. The launching speed of the game balls launched from the ball launching device is set to increase as the amount of rotation of the operation handle 24 increases. That is, the ball launching device can change the launching force (speed), which is the force to launch the game balls into the game area 32, corresponding to the operation of the operation handle 24 by the player, and can launch the game balls in various launching modes with different launching forces. The launching modes include left hitting (normal hitting) to cause the game balls to flow downward on the left side of the game area 32 and right hitting to cause the game balls to flow downward on the right side of the game area 32.
[0033] The lower tray 23 of the lower tray unit 29 is disposed below the upper tray unit 20 with a predetermined interval therebetween. The lower tray 23 has a ball discharging hole 23a penetrating the bottom surface of the lower tray 23 in the vertical direction and an opening / closing operation part 23b for opening and closing the ball discharging hole 23a. By the player operating the opening / closing operation part 23b to open the ball discharging hole 23a, the game balls stored in the lower tray 23 can be discharged to the outside through the ball discharging hole 23a.
[0034] Also, on the back side of the front frame 12, there are arranged a power supply device 400 for supplying power to various devices, an upper tank 448 for storing the game balls replenished from a replenishing device (not shown) installed in the island equipment, a discharging device (discharging unit) for discharging the game balls flowing down from the upper tank 448 to the upper tray 21, and the like.
[0035] 〔Game Board〕 Subsequently, with reference to FIG. 2, the game board 30 of the gaming machine 10 will be described. FIG. 2 is a front view of the game board 30 provided in the gaming machine 10.
[0036] As shown in FIG. 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various members. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front surface of the game board body 30a. The gaming machine 10 is configured to play a game by launching a game ball from a ball launching device within the game area 32 surrounded by the guide rails 31. In the game area 32, members such as a windmill and obstacle pins are arranged as members for changing the flow direction of the game ball, and the launched game ball flows down through the game area 32 while changing its rolling direction by these members.
[0037] At approximately the center of the game area 32, a center case (front configuration body) 40 that forms a window portion serving as a display area for a variable display game is attached. Behind the window portion formed in the center case 40, a display device 41 is arranged as an effect display device (variable display device) for variably displaying a plurality of identification information. The display device 41 includes, for example, a liquid crystal display, and is arranged so that the display content can be viewed from the front side of the game board 30 through the window portion of the center case 40. Note that the display device 41 is not limited to one including a liquid crystal display, and may include a display such as an EL or a CRT.
[0038] A plurality of variable display areas are provided on the display screen (display portion) of the display device 41, and identification information (special symbols) and characters for producing a variable display game are displayed in each variable display area. In addition, an image (big win display, fanfare display, ending display, etc.) based on the progress of the game is displayed on the display screen.
[0039] Further, the center case 40 is provided with an inlet 40a to a warp passage 40e for guiding the game ball flowing down through the game area 32 to the inside of the center case 40, and a stage portion 40b on which the game ball that has passed through the warp passage 40e can roll. Since the stage portion 40b of the center case 40 is arranged above the start winning opening 36 and the normal variable winning device 37, the game ball rolling on the stage portion 40b is likely to win the start winning opening 36 or the normal variable winning device 37.
[0040] On the upper and right sides of the center case 40, an upper effect unit 40c and a side effect unit 40d are provided, respectively. The upper effect unit 40c and the side effect unit 40d constitute a part of the board decoration device 46 (see FIG. 4) and the board effect device 44 (see FIG. 4).
[0041] In the gaming area 32 to the right of the center case 40, a normal symbol start gate (normal symbol start gate) 34 is provided. Inside the normal symbol start gate 34, a gate switch (SW) 34a (see FIG. 3) for detecting a game ball that has passed through the normal symbol start gate 34 is provided. When a game ball thrown into the gaming area 32 passes through the normal symbol start gate 34, a normal symbol variable display game is executed.
[0042] A general winning opening 35 is arranged in the gaming area 32 at the lower left of the center case 40, and a general winning opening 35 is also arranged in the gaming area 32 at the lower right of the center case 40. The winning of a game ball into these general winning openings 35 is detected by winning opening switches (SW) 35a to 35n (see FIG. 3) provided in the general winning openings 35.
[0043] In the gaming area 32 below the center case 40, a start winning opening (start opening 1, first start winning area) 36 for giving the start condition of the special symbol variable display game is provided. In the gaming area 32 on the right side of the center case 40, below the normal symbol start gate 34, a normal variable winning device 37 (normal electric accessory, normal electric) having a second start winning opening (start opening 2, second start winning area) is provided. The normal variable winning device 37 includes a movable member (movable piece) 37b that rotates forward to convert to a state where game balls can easily flow in. When the movable member 37b is in the closed state, game balls cannot win the normal variable winning device 37. When a game ball wins the start winning opening 36 or the normal variable winning device 37, a special symbol variable display game is executed as an auxiliary game. Note that it is easier for a game ball to win the start winning opening 36 when hitting left, and it is easier for a game ball to win the normal variable winning device 37 when hitting right.
[0044] The movable member 37b is a so-called bell-type ordinary electric accessory. When the result of the general drawing variable display game assumes a predetermined stop display mode, it operates via the general solenoid 37c (see FIG. 3) and opens, changing to an open state (a winning-easy state advantageous to the player) in which the game balls can easily flow into the general variable winning device 37. If the movable member 37b is not in the open state (winning-easy state), it becomes a closed state (non-winning-easy state, winning-difficult state) in which the game balls hardly flow into the general variable winning device 37. In the present embodiment, unlike the general variable winning device 37, the start winning opening 36 does not have a movable member (opening / closing member) and is always in an open state (open state), but a configuration having a movable member (opening / closing member) is also possible.
[0045] Note that the movable member 37b is controlled by a game control device 100 described later. The game control device 100 increases the occurrence frequency of the winning-easy state by shortening the variable time of the general drawing variable display game or setting the winning probability of the general drawing variable display game to a higher probability than normal, or by making the occurrence time of the winning-easy state longer than that of the winning-easy state occurring in the normal game state where no special game is performed, thereby generating a time-saving state (general power support state) as the above-described specific game state. Note that the time-saving state (general power support state) also occurs repeatedly in the probability-variable state (excluding the latent probability-variable state).
[0046] In the game area 32 to the right of the start winning opening 36, there is provided a first special variable winning device 38 (special electric accessory) having an opening and closing door 38c of the attacking type that opens the lower large winning opening by being retracted from the front to the back by the lower large winning opening solenoid 38b (see FIG. 3). The first special variable winning device 38 converts from a state where the large winning opening is closed (a blocked state disadvantageous to the player) to an open state (a game state advantageous to the player) according to the result of the special figure variable display game, and facilitates the inflow of game balls into the lower large winning opening, so as to give the player a predetermined game value (for example, prize balls or the number of time-saving times / number of probability-variable times after the jackpot ends). In the lower large winning opening, a lower large winning opening switch 38a (count switch) is provided as a detecting means for detecting game balls that have entered the large winning opening. In the first special variable winning device 38, game balls are more likely to win when hitting the right side.
[0047] In the game area 32 above the normal variable winning device 37, there is provided a second special variable winning device 39 having an opening and closing door 39c that opens the upper large winning opening by rotating the upper end side in a direction to fall to the right by the upper large winning opening solenoid 39b (see FIG. 3). The second special variable winning device 39 converts from a state where the large winning opening is closed (a blocked state disadvantageous to the player) to an open state (a special game state advantageous to the player) according to the result of the special figure variable display game, and facilitates the inflow of game balls into the large winning opening, so as to give the player a predetermined game value (for example, prize balls or the number of time-saving times / number of probability-variable times after the jackpot ends). In the large winning opening, an upper large winning opening switch 39a (count switch) (see FIG. 3) is provided as a detecting means for detecting game balls that have entered the large winning opening. In the second special variable winning device 39, game balls are more likely to win when hitting the right side. Also, the lower large winning opening switch 38a and the upper large winning opening switch 39a are collectively referred to as the large winning opening switch 43.
[0048] Inside the second special variable winning device 39, a specific area 86 (so-called V winning port) is provided. When a game ball enters the specific area 86 (V winning port) after the opening / closing door 39c is opened by a small win, a big win is determined. The specific area 86 may be opened for a long time only during a small win so that the game ball can easily pass through. The game control device 100 can detect the passage (V winning) of the game ball into the specific area 86 via a sensor (specific area switch 72 described later) or the like. When detecting a V winning, it determines to shift to the big win state after the small win ends, and transmits information (such as a specific area passage command) indicating that there has been a V winning to the effect control device 300 described later. Then, the effect control device 300 can notify the V winning on the display device 41 or the like.
[0049] That is, in the present embodiment, the gaming machine 10 is a so-called one-two type mixed machine (1+2 type machine). In the present embodiment, when the second special variable winning device 39 is opened by a small win, a game ball makes a V winning in the specific area 86 (V winning port) in the second special variable winning device 39, and a big win occurs.
[0050] When a game ball wins at the general winning port 35, the start winning port 36, the normal variable winning device 37, and the big winning ports of the special variable winning devices 38 and 39, the payout control device 200 (see FIG. 3) discharges a corresponding number of prize balls from the payout device to the upper tray 21 according to the type of the winning port where the ball won. Also, in the lower game area 32, an out port 30b for collecting game balls that did not win at the winning ports or the like is provided. In addition, near the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning devices 38 and 39, LEDs (a part of the board decoration device 46 described later) that can emit light when a game ball wins are arranged.
[0051] Also, outside the game area 32 and at the lower right corner of the game board main body 30a, a collective display device 50 that executes a special figure variable display game (special figure 1 variable display game, special figure 2 variable display game) and a normal figure variable display game is provided. The collective display device 50 includes display units 51 to 60 that are composed of LED lamps (light emitting parts, light emitting members) and display information such as the current game state.
[0052] The collective display device 50 includes a first special figure variable display unit 51 (special figure display, lamp D1) and a second special figure variable display unit 52 (special figure 2 display, lamp D2) for variable display games composed of a 7-segment display (LED lamp), etc., a variable display unit 53 (general figure display, lamps D8, D10, D18) for general figure variable display games, and a storage display unit (special figure 1 hold display 54, special figure 2 hold display 55, general figure hold display 56) for notifying the stored number of starts (hold) of each variable display game. The special figure 1 hold display 54 is composed of lamps D11 and D12. The special figure 2 hold display 55 is composed of lamps D13 and D14. The general figure hold display 56 is composed of lamps D15 and D16.
[0053] In addition, the collective display device 50 is provided with a first game state display unit 57 (first game state display, lamp D7) for notifying whether it is a right hit (when a right hit should be made) or a left hit (normal hit), a second game state display unit 58 (second game state display, lamp D17) that lights up when a time shortening state occurs to notify the occurrence of the time shortening state, a third game state display unit 59 (third game state display, probability state display unit, lamp D9) for displaying that the probability state of a big win is in a high probability state when the gaming machine 10 is powered on, and a round display unit 60 (lamps D3 - D6) for displaying the number of rounds at the time of a big win (the number of times the special variable winning devices 38 and 39 are opened and closed).
[0054] In the special drawing 1 display 51 and the special drawing 2 display 52, the variable display game is executed by variable display that repeatedly turns on and off (flashes) identification information (for example, the central segment). Note that the special drawing 1 display 51 and the special drawing 2 display 52 are not limited to such segment type display units, and may be configured by an aggregate of a plurality of LEDs. When executing variable display, all-on all-off (simultaneous flashing of all LEDs), cyclic lighting (lighting and extinguishing in a predetermined order at predetermined time intervals from any one LED), or lighting and extinguishing (flashing) or cyclic lighting by a predetermined number of LEDs among a plurality of LEDs may be performed by all the LEDs provided as the display. Also in the general drawing display 53, the variable display game is executed by variable display (flashing) that repeatedly turns on and off the lamps D10 and D18. Also, the general drawing display 53 can be appropriately configured in the same manner as the special drawing 1 display 51 and the special drawing 2 display 52.
[0055] The lamp display device 80 has lamp display units 1 and 2 (LEDs) that execute variable display (flashing) that repeatedly turns on and off as symbols (the fourth special symbol and the 4th symbol described later), and lamp display units 3 - 6 (LEDs) for notifying the stored number of starts (hold) of each special drawing variable display game. Note that the lamp display device 80 is controlled by an effect control device 300 (described later).
[0056] The lamp display units 1 and 2 flash at a predetermined flashing period (for example, 200 msec (milliseconds)) as variable display. That is, the switching between the extinguishing and lighting of the lamp display units 1 and 2 is performed in a period of half of the flashing period (for example, 100 msec). While the variable display time in the special drawing 1 display 51, the special drawing 2 display 52, and the general drawing display 53 of the batch display device 50 is measured by the game control device 100, the variable display time of the lamp display units 1 and 2 of the lamp display device 80 is measured by the effect control device 300 (described later).
[0057] The lamp display units 3 and 4 (LED1 reserved in Special Drawing 1, LED2 reserved in Special Drawing 1) display the number reserved in Special Drawing 1 (the first start memory number) by combining the off state, on state, and blinking state. Similarly, the lamp display units 5 and 6 (LED1 reserved in Special Drawing 2, LED2 reserved in Special Drawing 2) display the number reserved in Special Drawing 2 (the second start memory number) by combining the off state, on state, and blinking state. The lamp display units 3 - 6 end the display of the reserved number when a big win occurs, but display the reserved number in cases other than during the big win state (including cases where a reach described later occurs in the display device 41).
[0058] Next, the flow of the game in the gaming machine 10 and the details of the normal variation display game and the special variation display game will be described.
[0059] In the gaming machine 10, the game is played by shooting a game ball from a ball shooting device (not shown) toward the game area 32. The shot game ball rolls down the game area 32 while changing its rolling direction by obstacle pins, windmills, etc. arranged at various places in the game area 32, and wins or enters the normal start gate 34, the general winning port 35, the start winning port 36, the normal variation winning device 37, or the special variation winning devices 38 and 39, or flows into the out port 30b provided at the bottom of the game area 32 and is discharged from the game area 32. When a game ball wins in the general winning port 35, the start winning port 36, the normal variation winning device 37, or the special variation winning devices 38 and 39, a corresponding number of prize balls are discharged to the upper tray 21 via the payout device according to the type of the winning port where the win occurred.
[0060] The normal start gate 34 is provided with a gate switch 34a (see FIG. 3) for detecting a game ball that has passed through the normal start gate 34. When a game ball passes through the normal start gate 34, it is detected by the gate switch 34a, and based on the determination result of the random number value for win determination extracted at this time, the normal variation display game is executed.
[0061] When it is not possible to start the general pattern variable display game, for example, when the general pattern variable display game is already in progress and has not ended, or when the result of the general pattern variable display game is a win and the normal variable winning device 37 has been converted to the open state, if a game ball passes through the general pattern start gate 34, if the general pattern start memory number (general pattern hold number) is less than the upper limit number, the memory number is incremented (+1).
[0062] In the general pattern start memory (general pattern hold), a random number value for win determination for determining the win or loss of the general pattern variable display game is stored. When this random number value for win determination matches the determination value, the general pattern variable display game is a win and a specific result mode (specific result) is derived.
[0063] The general pattern variable display game is executed on the general pattern display 53 provided in the batch display device 50. The general pattern display 53 is composed of LEDs that indicate a win when lit as normal identification information (general pattern) and a loss when extinguished. By blinking these LEDs, the variable display of the normal identification information is performed, and after the elapse of a predetermined variable display time, the result is displayed by lighting or extinguishing the LEDs.
[0064] When the general pattern random number value extracted when passing through the general pattern start gate 34 is a winning value, the normal symbol (general pattern) displayed on the general pattern display 53 stops in the winning state and becomes the winning state. At this time, when the general solenoid 37c (see FIG. 3) is driven, the movable member 37b is converted to the open state for a predetermined time (for example, 3 seconds × 2 times), and the entry of game balls into the normal variable winning device 37 is permitted.
[0065] The winning of game balls into the start winning opening 36 and the normal variable winning device 37 is detected by the start opening 1 switch 36a (see FIG. 3) and the start opening 2 switch 37a (see FIG. 3). Game balls that win in the start winning opening 36 are detected as start winning balls for the special pattern 1 variable display game and stored up to a predetermined upper limit number, and game balls that win in the normal variable winning device 37 are detected as start winning balls for the special pattern 2 variable display game and stored up to a predetermined upper limit number.
[0066] When detecting a starting winning ball in a special figure variable display game, random values such as jackpot random values, jackpot symbol random values, and each variable pattern random value are extracted. These random values are stored as special figure starting winning memories in the special figure hold memory area (a part of the RAM) of the game control device 100 for a predetermined number of times (for example, up to 8 times) each. The number of stored special figure starting winning memories is displayed on the special figure 1 hold display 54 and the special figure 2 hold display 55 for notifying the number of starting winning times of the integrated display device 50, and is also displayed on the display screen of the display device 41.
[0067] Based on winning at the starting winning port 36 or the first starting memory (special figure 1 starting memory, special figure 1 hold), the game control device 100 executes a special figure 1 variable display game on the special figure 1 display 51. Also, based on winning at the normal variable winning device 37 or the second starting memory (special figure 2 starting memory, special figure 2 hold), the game control device 100 executes a special figure 2 variable display game on the special figure 2 display 52.
[0068] The special figure 1 variable display game (the first special figure variable display game) and the special figure 2 variable display game (the second special figure variable display game) are performed by variably displaying identification information (special symbols, special figures) on the special figure 1 display 51 and the special figure 2 display 52 and then stopping and displaying a predetermined result pattern.
[0069] Also, on the display device 41, a decorative special figure variable display game is executed in which a plurality of types of identification information (for example, numbers, symbols, character symbols, etc.) are variably displayed corresponding to each special figure variable display game.
[0070] In the decoration special figure variable display game in the display device 41, the decoration special symbol (identification information) composed of the above-mentioned numbers and the like starts variable display (scroll display) in the order of left (first special symbol), right (second special symbol), and middle (third special symbol), and after a predetermined time, the symbols that are changing are sequentially stopped, and the result of the special figure variable display game is displayed. Also, in the display device 41, various effect displays such as the appearance of characters are performed to enhance the interest. Further, in the decoration special figure variable display game, as another decoration special symbol (identification information), in the lamp display parts 1 and 2 of the lamp display device 80, the fourth special symbol (Figure 4 symbol) changes by repeating lighting display and extinguishing display (flashing). The variable display of the lamp display parts 1 and 2 stops with "extinguishing" in the case of a miss and "lighting" in the case of a big win or a small win after a predetermined time from the start.
[0071] When a game ball wins a prize in the start winning opening 36 or the normal variable winning device 37 at a predetermined timing (when the big win random value at the time of prize detection is a big win value), a specific result mode (special result mode) is derived from the display symbol as the result of the special figure variable display game, and it becomes a big win state (special game state). Correspondingly, the display mode of the display device 41 becomes a special result mode (for example, a state where numbers such as "7,7,7" are aligned).
[0072] At this time, the special variable winning devices 38 and 39 convert the big winning opening from the closed state to the open state for a predetermined time (for example, 30 seconds) by energizing the big winning opening solenoids (38b, 39b) (see Figure 3). That is, the big winning openings provided in the special variable winning devices 38 and 39 open wide until a predetermined time or a predetermined number of game balls win a prize, and during this time, the privilege that the player can obtain many game balls is given.
[0073] When a game ball wins a prize at the first start winning opening 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a small win value), a specific result mode (small win result mode) is derived from the display symbols as the result of the special figure variable display game, and it becomes a small win state. Correspondingly, the display mode of the display device 41 becomes the small win result mode. In this embodiment, although the jackpot random value is also used for the determination of a small win, the small win value (small win determination value) is different from the jackpot value (jackpot determination value).
[0074] At this time, the special variable winning devices 38 and 39 convert the big winning opening from the closed state to the open state for a predetermined short time by energizing the big winning opening solenoids 38b and 39b (see FIG. 3). Since the total opening time of the big winning opening is shorter in the small win state (small win game state) than in the jackpot state (special game state), the player can obtain fewer game values (number of balls obtained) in the small win state than in the jackpot state. In both the small win state and the jackpot state, the big winning opening is in the open state. However, the jackpot state may be called the first special game state, and the small win state may be called the second special game state. For simplicity, in this embodiment, only the special variable winning device 39 (upper big winning opening) is converted to the open state in the small win state, and only the special variable winning device 38 (lower big winning opening) is converted to the open state in the jackpot state (including the jackpot state due to a V win during a small win).
[0075] Here, the difference between a jackpot and a small win will be explained.
[0076] A big win is a special result accompanied by the operation of a conditional device, and a small win is a specific result not accompanied by the operation of the conditional device. The conditional device is something that operates when a big win occurs (the stop display of the big win symbol) in a special figure variable display game. When the conditional device operates, for example, it means that a specific flag for continuously operating special variable winning devices 38 and 39 as special electric accessory devices is set when a big win state occurs. Also, when the conditional device operates, it may mean that there has been a passage of a game ball into a specific area 86 (V winning). When the conditional device does not operate, it means that, for example, the above-mentioned specific flag is not set as in the case of simply winning a small win lottery. However, as will be described later in this embodiment, when there is a V winning during a small win state, the conditional device will operate. Note that the "conditional device" may be software means such as a flag that is turned on and off software-wise as described above, or hardware means such as a switch that is turned on and off electrically. Also, the "conditional device" is a term generally used in the field of pachinko gaming machines as a device whose operation is a necessary condition for the continuous operation of electric accessory devices, and is used in this specification as a term having the same meaning.
[0077] Specifically, in the case of a big win, the special variable winning device is opened by setting a big win flag, while in the case of a small win, the special variable winning device is opened by setting a small win flag.
[0078] Note that the special figure 1 display 51 and the special figure 2 display 52 may be configured as separate displays or as the same display, but are set so that each special figure variable display game is not executed simultaneously. Note that the special figure 2 variable display game is set to be executed with priority over the special figure 1 variable display game, and there is start storage for the special figure 1 variable display game and the special figure 2 variable display game. When the state becomes such that the special figure variable display game can be executed, the special figure 2 variable display game is executed (special figure 2 hold priority digestion, special figure 2 priority variation).
[0079] Regarding the decorative special figure variable display game in the display device 41, the special figure 1 variable display game and the special figure 2 variable display game may be executed on separate display devices or in separate display areas, or may be executed on the same display device or in the same display area. In this case, the decorative special figure variable display games corresponding to the special figure 1 variable display game and the special figure 2 variable display game may not be executed simultaneously.
[0080] In the following description, when the special figure 1 variable display game and the special figure 2 variable display game are not distinguished, it is simply referred to as the special figure variable display game.
[0081] Also, although not particularly limited, for the start port 1 switch 36a in the start winning port 36, the start port 2 switch 37a in the normal variable winning device 37, the gate switch 34a, the winning port switch 35a, and the count switches (38a, 39a), a non-contact magnetic proximity sensor (hereinafter referred to as a proximity switch) that includes a coil for magnetic detection and detects a game ball by utilizing the phenomenon that the magnetic field changes when a metal approaches the coil is used. Further, for the glass frame opening detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10 and the front frame opening detection switch 64 (main body frame opening detection switch) provided on the front frame (gaming frame) 12 or the like, a microswitch having a mechanical contact can be used.
[0082] 〔Game control device〕 FIG. 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 includes a game control device 100 (main board), and the game control device 100 is a main control device (main board) that comprehensively controls the game, and includes a CPU unit 110 having a game microcomputer (hereinafter referred to as a game microcontroller) 111, an input unit 120 having an input port, an output unit 130 having an output port, a driver, etc., and a data bus 140 that connects between the CPU unit 110, the input unit 120, and the output unit 130.
[0083] The CPU unit 110 includes a game microcomputer (CPU) 111 called an amusement chip (IC), and an oscillator such as a crystal oscillator, and has an oscillation circuit (crystal oscillator) 113 that generates the operating clock of the CPU, timer interrupts, and the clock serving as a reference for the random number generation circuit. Electronic components such as the game control device 100 and solenoids and motors driven by the game control device 100 are operable by being supplied with DC voltages of predetermined levels such as DC32V, DC12V, and DC5V generated by the power supply device 400.
[0084] The power supply device 400 includes a normal power supply unit 410 having an AC-DC converter that generates a DC voltage of DC32V from an AC power supply of 24V and a DC-DC converter that generates lower-level DC voltages such as DC12V and DC5V from the DC voltage of DC32V, a backup power supply unit 420 that supplies a power voltage to the internal RAM of the game microcomputer 111 during a power failure, and a control signal generation unit 430 that has a power failure monitoring circuit and generates and outputs control signals such as a power failure monitoring signal and a reset signal for notifying the game control device 100 of the occurrence and recovery of a power failure.
[0085] In this embodiment, the power supply device 400 is configured separately from the game control device 100. However, the backup power supply unit 420 and the control signal generation unit 430 may be configured to be provided on a separate board or integrated with the game control device 100, that is, on the main board. Since the game board 30 and the game control device 100 are to be replaced when changing the model, by providing the backup power supply unit 420 and the control signal generation unit 430 on a board separate from the power supply device 400 or the main board as in the embodiment, they can be excluded from the replacement target to achieve cost reduction.
[0086] The backup power supply unit 420 can be composed of a single large-capacity capacitor such as an electrolytic capacitor. The backup power supply is supplied to the game microcomputer 111 (especially the built-in RAM) of the game control device 100 so that the data stored in the RAM is retained even during a power outage or after the power is turned off. The control signal generation unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and when it drops to, for example, 17V or less, it detects the occurrence of a power outage, changes the power outage monitoring signal, and outputs a reset signal after a predetermined time. Also, a reset signal is output after a predetermined time has elapsed from the time of power-on or power restoration.
[0087] In addition, the game control device 100 is provided with a RAM initialization switch 112. When the RAM initialization switch 112 is pressed and turned on, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111c in the game microcomputer 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read at power-on, and the power outage monitoring signal is repeatedly read in the main loop of the main program executed by the game microcomputer 111. The reset signal is a type of forced interrupt signal that resets the entire control system.
[0088] In addition, the game control device 100 (main board) is provided with a setting key switch 93. The setting key switch 93 is turned on by an operation such as a rotation operation of the operator, and the probability setting value (setting value) corresponding to the setting related to the game conditions (game) can be changed. Note that the RAM initialization switch 112 can also be used as a setting value change switch that can change the probability setting value according to the operation of the operator. In the present embodiment, the probability setting value is a setting value for setting winning probabilities such as the big win probability and the small win probability, but other game conditions (such as effects) other than the probability can also be changed according to the probability setting value. For example, the winning probability may be increased as the probability setting value increases. The setting key switch 93 and the RAM initialization switch 112 constitute a setting change means (setting change device 42, setting means) that can change the setting (probability setting value) related to the game conditions. Note that instead of the RAM initialization switch 112, another switch may be used as the setting value change switch, or a dedicated and independent setting value change switch may be provided.
[0089] The setting key switch 93 and the RAM initialization switch 112 are provided on the game control device 100 inside the gaming machine 10, and are arranged at a position (inaccessible position) where they cannot be operated unless the front frame 12 (main body frame) is opened. That is, an ordinary player cannot access and operate the setting key switch 93 and the RAM initialization switch 112.
[0090] As will be described later, when the gaming machine 10 is powered on (power restored after a power failure), the gaming machine 10 can shift to various states such as a setting variable state (setting change state, setting possible state, setting change mode) in which the probability setting value can be changed (settable), and a setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed, according to the on / off states of the setting key switch 93 and the RAM initialization switch 112.
[0091] In this embodiment, the probability setting value is defined, for example, in six levels, namely probability setting value 1 (setting 1), probability setting value 2 (setting 2), probability setting value 3 (setting 3), probability setting value 4 (setting 4), probability setting value 5 (setting 5), and probability setting value 6 (setting 6). Generally, setting 1 is the setting most disadvantageous to the player, and setting 6 is the setting most advantageous to the player. Settings 1 and 2 are low settings, settings 3 and 4 are intermediate settings, and settings 5 and 6 are high settings.
[0092] In the probability setting change process, each time the operator presses the RAM initialization switch 112, the working setting value (setting) in the working setting value area changes as follows: setting value 0 (setting 1, probability setting value 1) → setting value 1 (setting 2, probability setting value 2) → setting value 2 (setting 3, probability setting value 3) → setting value 3 (setting 4, probability setting value 4) → setting value 4 (setting 5, probability setting value 5) → setting value 5 (setting 6, probability setting value 6) → setting value 0 (setting 1) → setting value 1 (setting 2) → ···. Thus, the RAM initialization switch 112 also functions as a setting value change switch. For convenience of explanation, during the setting change state (setting change mode), working setting values 0 to 5 are provided corresponding to probability setting values 1 to 6 respectively, but the working setting value and the probability setting value may be aligned in the same numerical range (i.e., 0 to 5 or 1 to 6) and treated as the same (making the working setting value and the probability setting value the same numerical value).
[0093] Note that instead of operating the RAM initialization switch 112 (setting value change switch), the probability setting value may be changed by rotating the setting key switch 93 to a predetermined position. Also, the probability setting value is not limited to six levels. And the display probability setting value corresponding to the selected working setting value of 0 to 5 is displayed on a performance display device 152 such as a four - digit 7 - segment type (8 - segment type including dot Dp) display. Also, information about the setting value such as the display probability setting value (for example, a display from which probability setting values 1 to 6 can be read) may be displayed on the front surface of the gaming machine (for example, the collective display device 50). Also, information about the setting value such as the display probability setting value may be displayed on the front surface of the gaming machine (for example, the collective display device 50) not only during the setting variable state or the setting confirmation state, but also during the execution of the game control (during the execution of the game process described later).
[0094] The game microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111a, a read-only ROM (Read Only Memory) 111b, and a RAM (Random Access Memory) 111c that can be read and written at any time.
[0095] The ROM 111b stores non-volatilely the unchanging information (programs, fixed data, determination values of various random numbers, etc.) for game control. The RAM 111c is used as a work area for the CPU 111a and a storage area for various signals and random number values during game control. Information related to the game (game information) is stored therein, and it serves as a holding storage means capable of retaining the stored information even when a power failure occurs. As the ROM 111b or the RAM 111c, an electrically rewritable non-volatile memory such as an EEPROM may be used.
[0096] Also, the ROM 111b stores, for example, a variation pattern table for determining variation patterns (variation modes) that define the execution time of a special figure variation display game, the production content, the presence or absence of a reach state, etc. The variation pattern table is a table for the CPU 111a to determine the variation pattern by referring to the variation pattern random numbers 1 to 3 stored as start-up memory. Further, the variation pattern table includes a deviation variation pattern table selected when the result is a miss, a jackpot variation pattern table selected when the result is a jackpot, and the like. Furthermore, these pattern tables include tables for determining the latter half variation pattern, which is the variation pattern after the reach state (such as the latter half variation group table and the latter half variation pattern selection table), and tables for determining the former half variation pattern, which is the variation pattern before the reach state (such as the former half variation group table and the former half variation pattern selection table).
[0097] Here, "reach" (the reaching state) refers to a gaming machine 10 having a display device whose display state can change, the display device deriving and displaying a plurality of display results at different times, and when the plurality of display results assume a predetermined special result mode, the gaming state becomes a gaming state advantageous to the player (a special gaming state). It refers to a display state where, at a stage where some of the plurality of display results have not yet been derived and displayed, the display results that have already been derived and displayed satisfy the conditions for the special result mode. In other words, the reaching state refers to a display mode that does not deviate from the display conditions for the special result mode even at a stage before the variable display control of the display device progresses and the display results are derived and displayed. And, for example, a state where variable display is performed in a plurality of variable display areas while maintaining the state where the special result modes are aligned (so-called full rotation reach) is also included in the reaching state. Also, the reaching state is a display state at a stage before the display control of the display device progresses and the display results are derived and displayed, and refers to a display state when at least a part of the display results of a plurality of variable display areas determined before the display results are derived and displayed satisfy the conditions for the special result mode.
[0098] Therefore, for example, in the case where a decorative special figure variable display game displayed on the display device corresponding to the special figure variable display game varies and displays a plurality of identification information in each of the left, middle, and right variable display areas of the display device for a predetermined time and then stops the variable display in the order of left, right, and middle to display the result mode, a state where the variable display stops in the left and right variable display areas in a state satisfying the conditions for the special result mode (for example, the same identification information) becomes the reaching state. Additionally, when the variable display in all variable display areas is once stopped, a state where any two of the left, middle, and right variable display areas satisfy the conditions for the special result mode (for example, a state where the same identification information is obtained, excluding the special result mode) can be regarded as the reaching state, and the variable display of the remaining one variable display area may be performed from the reaching state.
[0099] The reach state includes a plurality of reach effects, and as types (kinds) of reach effects with different possibilities (different expectations) of deriving a special result mode (big win mode), a normal reach (N-reach), a special 1 reach (SP1-reach), a special 2 reach (SP2-reach), a special 3 reach (SP3-reach), and a premium reach are set. Note that the expectation (expected value) of a big win increases in the order of no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. Also, the reach state is included in the variable display mode at least when a special result mode is derived in a special figure variable display game (when a big win occurs). That is, it may also be included in the variable display mode when it is determined that a special result mode is not derived in a special figure variable display game (when it is a loss). Therefore, the state in which the reach state has occurred is a state with a higher possibility of a big win compared to the case where the reach state does not occur.
[0100] Note that the expectation of an effect (preview) suggests the probability of a big win when that effect is selected, and can be calculated based on the selection rate of that effect when it is a big win and the selection rate of that effect when it is not a big win (when it is a loss), etc.
[0101] CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the effect control device 300, and also generates and outputs drive signals for solenoids and display devices to control the entire gaming machine 10. Although not shown, the gaming microcomputer 111 includes a random number generation circuit for generating a jackpot random number for determining a jackpot in the special figure variable display game, a jackpot symbol random number for determining a jackpot symbol, a small win symbol random number for determining a small win symbol, a symbol random number per support for determining a short-time symbol (stop symbol per support) described later, a variable pattern random number for determining a variable pattern (including the execution time of the variable display game in various reaches and variable displays without a reach) in the special figure variable display game, etc., and a clock generator for generating a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) for the CPU 111a and a clock for giving an update timing to the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113.
[0102] Also, in the process related to the special figure variable display game, the CPU 111a acquires one of the plurality of variable pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and acquires one of the plurality of variable pattern tables based on the game result (jackpot or loss) of the special figure variable display game, the probability state (normal probability state or high probability state) of the special figure variable display game as the current game state, the start memory number, etc. Here, when executing the special figure variable display game, the CPU 111a serves as variable allocation information acquisition means for acquiring one of the plurality of variable pattern tables stored in the ROM 111b.
[0103] The payout control device 200 includes a CPU, a ROM, a RAM, an input interface, an output interface, etc., and drives the payout motor 91 of the payout unit according to a prize ball payout command (command or data) from the game control device 100 to perform control for paying out prize balls. Further, the payout control device 200 drives the payout motor 91 of the payout unit based on a ball lending request signal from the card unit 600 to perform control for paying out lent balls.
[0104] Connected to the input section 120 of the game microcomputer 111 are a radio wave sensor 62 (board radio wave sensor) that detects the emission of radio waves to the gaming machine, a gate switch 34a of the general drawing start gate 34, a start port 1 switch 36a within the first start winning port 36, a start port 2 switch 37a within the second start winning port 37 (ordinary variable winning device), a winning port switch 35a of the general winning port 35, and large winning port switches 43 (lower large winning port switch 38a, upper large winning port switch 39a) of the special variable winning devices 38 and 39. A negative logic signal such that the high level supplied from these switches is 11V and the low level is 7V is input, and an interface chip (proximity I / F) 121 that converts it to a positive logic signal of 0V - 5V is provided.
[0105] Furthermore, the interface chip (proximity I / F) 121 is connected to a specific area switch 72, a remaining ball discharge port switch 73, and an out ball detection switch 74. The specific area switch 72 detects the passage (V win) of a gaming ball into the specific area 86 (V winning port). The remaining ball discharge port switch 73 detects a gaming ball that has passed through the remaining ball discharge port that discharges gaming balls from the special variable winning devices 38 and 39. The out ball detection switch 74 detects all gaming balls that have been launched into the gaming area and have ended the game (i.e., all gaming balls that have passed through the winning port or the out port 30b).
[0106] The output of the proximity I / F 121 is supplied to the second input port 123, the third input port 124, or the fourth input port 126 and read into the game microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, the detection signals of the gate switch 34a, the start port 1 switch 36a, the start port 2 switch 37a, the winning port switch 35a, and the big winning port switch 43 are input to the third input port 124.
[0107] Also, among the outputs of the proximity I / F 121, the detection signal of the radio wave sensor 62 and the abnormality detection signal output when detecting an abnormality in the sensor or switch are input to the second input port 123.
[0108] Also, among the outputs of the proximity I / F 121, the detection signals of the specific area switch 72, the remaining ball discharge port switch 73, or the out ball detection switch 74 are input to the fourth input port 126.
[0109] Also, input to the second input port 123 are the detection signal of the magnetic sensor switch 61 for fraud detection provided on the front frame 12 etc. of the gaming machine 10, the glass frame opening detection switch 63 provided on the glass frame 15 etc. of the gaming machine 10, the signal from the front frame opening detection switch 64 (main body frame opening detection switch) provided on the front frame 12 (main body frame) etc., and the signal from the vibration sensor 65 that detects the vibration of the gaming machine 10.
[0110] Also, the second input port 123 takes in the setting key switch signal from the setting key switch 93 and supplies it to the game microcomputer 111 via the data bus 140.
[0111] Also, among the outputs of the proximity I / F 121, the output to the third input port 124 is also supplied to a test firing test device (not shown) from the game control device 100 via the relay board 70. Furthermore, among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a are configured to be input not only to the third input port 124 but also to the game microcomputer 111.
[0112] As described above, the proximity I / F 121 has a signal level conversion function. To enable such a level conversion function, in addition to a voltage such as 5V necessary for the operation of a normal IC from the power supply device 400, a voltage of 12V is supplied to the proximity I / F 121.
[0113] The data held by the third input port 124 can be read by the gaming microcomputer 111 asserting (changing to the active level) the enable signal CE2 by decoding the address assigned to the third input port 124. The same applies to the second input port 123, the fourth input port 126, and the first input port 122 described later.
[0114] Also, the input unit 120 is provided with a frame wave illegal signal, a payout busy signal, a status signal indicating payout abnormality, a shoot ball out switch signal indicating a shortage of game balls before payout, an overflow switch signal indicating an overflow, a touch switch signal based on the input of a touch switch provided on the operation handle 24, and a first input port 122 that captures a signal from the RAM initialization switch 112 and supplies it to the gaming microcomputer 111 via the data bus 140. The overflow switch signal is a signal output when it is detected that a predetermined amount or more of game balls are stored in the lower tray 23 (when it is full). The frame wave illegal signal is a signal output based on the detection of radio waves by a frame wave sensor provided on the front frame 12 (main body frame), and the payout busy signal is a signal indicating whether or not the payout control device 200 can receive a command.
[0115] In addition, the input unit 120 is provided with a Schmitt buffer 125 for inputting signals such as a power failure monitoring signal and a reset signal from the power supply device 400 to the game microcomputer 111 and the like. The Schmitt buffer 125 has a function of removing noise from these input signals. The power failure monitoring signal from the power supply device 400 is once input to the first input port 122 and then taken into the game microcomputer 111 via the data bus 140. That is, it is treated as a signal equivalent to the signals from the various switches described above. This is because there are restrictions on the number of terminals for receiving external signals provided in the game microcomputer 111.
[0116] On the other hand, the reset signal RST from which noise has been removed by the Schmitt buffer 125 is directly input to the reset terminal provided in the game microcomputer 111 and is also supplied to each port of the output unit 130. Further, the reset signal RST is directly output to the relay board 70 without passing through the output unit 130, so as to turn off the firing test signal held at the port (not shown) of the relay board 70 for output to the firing test device.
[0117] Also, it may be configured such that the reset signal RST can be output to the firing test device via the relay board 70. Note that the reset signal RST is not supplied to the ports 122, 123, and 124 of the input unit 120. The data set to each port of the output unit 130 by the game microcomputer 111 immediately before the reset signal RST is input needs to be reset to prevent malfunction of the system. However, the data read by the game microcomputer 111 from each port of the input unit 120 immediately before the reset signal RST is input is discarded due to the reset of the game microcomputer 111.
[0118] The output unit 130 is provided with a Schmitt buffer 132 arranged in the communication path from the game microcomputer 111 to the effect control device 300 and the communication path from the game microcomputer 111 to the payout control device 200. Data is transmitted from the game control device 100 to the effect control device 300 and the payout control device 200 by serial communication. Note that it is one-way communication such that a signal cannot be input from the side of the effect control device 300 to the game control device 100.
[0119] Furthermore, the output unit 130 is configured such that a buffer 133 connected to the data bus 140 and outputting data notifying the special figure symbol information of the variable display game and signals indicating the probability state of a big win to a test firing test device of a certification organization (not shown) via the relay board 70 can be mounted. The buffer 133 is a component that is not mounted on the game control device (main board) of a pachinko game machine as an actual machine (mass-produced and sold product) installed in a game parlor. Note that the detection signal of a switch that does not require processing, such as a start port switch output from the proximity I / F 121, is supplied to the test firing test device via the relay board 70 without passing through the buffer 133.
[0120] On the other hand, detection signals that cannot be directly supplied to the test firing test device, such as the magnetic sensor switch 61 and the radio wave sensor 62, are once taken into the game microcomputer 111 and processed into other signals or information, and are supplied from the data bus 140 to the test firing test device via the buffer 133 and the relay board 70 as, for example, an error signal indicating that the game machine is in a state where it cannot be game-controlled.
[0121] Note that the relay board 70 is provided with a port for taking in the signal output from the buffer 133 and supplying it to the test firing test device, a connector for relaying and transmitting the signal line of the detection signal of the switch not passing through the buffer, and the like. The chip enable signal CE output from the game microcomputer 111 is also supplied to the port on the relay board 70, and the signal of the port selectively controlled by the signal CE is supplied to the test firing test device.
[0122] In addition, the output unit 130 is provided with a second output port 134 for outputting on / off data of a segment line to which an anode terminal of an LED is connected according to the content to be displayed on the batch display device 50, and on / off data of a digit line to which a cathode terminal of the LED of the batch display device 50 is connected. Also, the output unit 130 is provided with a third output port 135 for outputting on / off data of a segment line to which an anode terminal of an LED is connected according to the content to be displayed on the performance display device 152, and a seventh output port 142 for outputting on / off data of a digit line to which a cathode terminal of the LED of the performance display device 152 is connected. Further, the output unit 130 is provided with a fifth output port 137 for outputting information related to the gaming machine 10, such as jackpot information, to the external information terminal 71. The external information terminal 71 is equipped with a photo relay and can be connected to an external device (such as an information collection terminal or a game hall internal management device (hall computer)) installed in a game arcade, etc., so that information related to the gaming machine 10 can be supplied to the external device. Also, a firing permission signal is output from the fifth output port 137 to the payout control device 200 via the Schmitt buffer 132.
[0123] In addition, the output unit 130 is provided with a solenoid (ordinary variable winning solenoid) 37c that is connected to the data bus 140 and releases the ordinary variable winning device 37, a lower big winning port solenoid 38b (big winning port solenoid 1) that releases the first special variable winning device 38, an upper big winning port solenoid 39b (big winning port solenoid 2) that releases the second special variable winning device 39, and a second output port 134 for outputting on / off data of a lever solenoid 86b that operates a lever and releases a specific area 86.
[0124] In addition, the output unit 130 is provided with a sixth output port 141 for outputting on / off data of a segment line to which an anode terminal of an LED is connected according to the content to be displayed on the performance display device 152, and a seventh output port 142 for outputting on / off data of a digit line to which a cathode terminal of the LED of the performance display device 152 is connected.
[0125] In addition, the output unit 130 is provided with a fifth output port 137 for outputting information related to the gaming machine 10, such as jackpot information, to the external information terminal 71. The external information terminal 71 is equipped with a photo relay and can be connected to an external device (such as an information collection terminal or a game hall internal management device (hall computer)) installed in a game arcade, etc., so that information related to the gaming machine 10 can be supplied to the external device. Also, a firing permission signal is output from the fifth output port 137 to the payout control device 200 via the Schmitt buffer 132.
[0126] Furthermore, the output unit 130 is provided with a first driver (drive circuit) 138a that receives opening / closing data signals such as the general power solenoid 37c, the big winning opening solenoids 38b and 39b output from the second output port 134, generates a solenoid drive signal, and outputs it; a second driver 138b that outputs an on / off drive signal for the segment lines on the current supply side of the batch display device 50 output from the third output port 135; a third driver 138c that outputs an on / off drive signal for the digit lines on the current drawing-in side of the batch display device 50 output from the fourth output port 136; and a fourth driver 138d that outputs an external information signal supplied to an external device such as a management device from the fifth output port 137 to the external information terminal 71.
[0127] Furthermore, the output unit 130 is provided with a performance display segment driver 150a that outputs an on / off drive signal for the segment lines on the current supply side of the performance display device 152 output from the sixth output port 141, and a performance display digit driver 150b that outputs an on / off drive signal for the digit lines on the current drawing-in side of the performance display device 152 output from the seventh output port 142.
[0128] In order to enable the first driver 138a to drive a solenoid operating at 32V, DC32V is supplied from the power supply device 400 as the power supply voltage. Also, DC12V is supplied to the second driver 138b that drives the segment lines of the batch display device 50. Since the third driver 138c that drives the digit lines is for drawing out the digit lines corresponding to the display data with current, the power supply voltage may be either 12V or 5V.
[0129] The second driver 138b that outputs 12V supplies current to the anode terminal of the LED via the segment line, and the third driver 138c that outputs the ground potential draws current from the cathode terminal via the digit line, so that the power supply voltage flows through the LEDs sequentially selected in the dynamic drive method in the batch display device 50 and lights them up. The performance display segment driver 150a that outputs 12V supplies current to the anode terminal of the LED via the segment line, and the performance display digit driver 150b that outputs the ground potential draws current from the cathode terminal via the digit line, so that the power supply voltage flows through the LEDs sequentially selected in the dynamic drive method in the performance display device 152 and lights them up. The fourth driver 138d that outputs the external information signal to the external information terminal 71 is supplied with DC 12V in order to give the external information signal a level of 12V. Note that the buffer 133, the second output port 134, the first driver 138a, etc. may be provided on the relay board 70 side instead of the output unit 130 of the game control device 100, that is, the main board.
[0130] Furthermore, the output unit 130 is provided with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 500. The photocoupler 139 is configured to enable two-way communication so that the game microcomputer 111 can transmit and receive data through serial communication with the inspection device 500. Note that since such data transmission and reception is performed using the serial communication terminal of the game microcomputer 111 in the same manner as a normal general-purpose microprocessor, ports such as the input ports 122, 123, and 124 are not provided.
[0131] In the present embodiment, the performance display device 152 is composed of a plurality (four) of 7-segment type (8-segment type including the dot Dp) displays (LED lamps), and the performance display drivers 150a and 150b are LED drivers, but the present invention is not limited thereto.
[0132] The performance display device 152 is provided on the game control device 100 (main board), but it may be provided elsewhere. For example, the performance display device 152 can display display probability setting values, accessory ratios, ball emission rates, and the number of discharged balls.
[0133] Here, the number of discharged balls is the number of game balls discharged from the game area 32 (also called the number of out balls), and is the sum of the number of game balls passing through the winning hole (number of wins) and the number of game balls passing through the out hole 30b. The number of discharged balls can be obtained by counting the signals of the out ball detection switch 74, etc. In this embodiment, the winning holes include a general winning hole 35, a start winning hole 36 (first start winning hole, start hole 1), a normal variable winning device 37 (second start winning hole, start hole 2), and special variable winning devices 38, 39 (big winning holes).
[0134] The ball emission rate is the ratio (percentage) of the total number of prize balls to the number of discharged balls (or the number of launched balls introduced into the game area 32), and is calculated by (number of acquired balls ÷ number of discharged balls) × 100 (%). That is, the ball emission rate is the number of acquired balls (total number of prize balls) per 100 discharged balls.
[0135] For example, the accessory ratio is the ratio (%) of the number of prize balls obtained by winning the big winning hole during the big win state among all the prize balls obtained by winning the winning hole during a predetermined period (for example, from the power-on of the gaming machine 10 to the present) (the number of prize balls obtained for each accessory). Note that the accessory ratio may be the ratio of the number of prize balls obtained by winning the big winning hole (during the big win state and the small win state) among all the prize balls (= big winning hole ratio), or the ratio of the number of prize balls obtained by winning the big winning hole and the normal variable winning device 37 (second start winning hole) (= the so-called accessory ratio (total accessory ratio) generally used).
[0136] Furthermore, the game control device 100 also has the function of a safety device. The safety device is a game stop means (a stop means) that can generate a game stop state (a game impossible state, a game prohibited state) in which games such as a special figure variable display game, a normal figure variable display game, and a round game (a game during a big win or a small win) cannot be executed when operating conditions (predetermined conditions) based on the number of safety balls and the number of discharged balls are satisfied. In the game stop state, a new special figure variable display game and a new normal figure variable display game cannot be started. With the safety device, it is possible to appropriately take countermeasures against fraud in cases such as when the number of safety balls is abnormally large due to fraud, and it is also possible to suppress the player's immersion in the game. When the immersion is suppressed, the player can play the game with peace of mind.
[0137] In the present embodiment, the safety device is a function realized by software (a program) in the game control device 100, and is also called a complete function (or an ending function, a stop function). Of course, the safety device may be provided as hardware such as an electric circuit or a circuit board.
[0138] In addition, in the present embodiment, the operating conditions of the safety device are that (1) the number of difference balls indicating the difference between the number of safe balls and the number of discharged balls reaches a difference ball reference value (predetermined value), and (2) it is neither during a big win nor during a small win. The number of difference balls is obtained by subtracting the number of discharged balls from the number of safe balls (number of difference balls = number of safe balls - number of discharged balls). Thus, the operating conditions of the safety device consist of two-stage conditions (1) and (2). Note that, as mainly described in the present embodiment, the number of difference balls related to condition (1) may simply be the difference between the number of safe balls and the number of discharged balls from the time of power-on, with the number of safe balls being zero at the time of power-on. However, the number of difference balls related to condition (1) may be the number of difference balls in a predetermined period from the time point of the minimum value of the number of difference balls to the present, that is, the number of difference balls based on the minimum value (the increase width of the number of difference balls increased from the minimum value), and may correspond to the maximum increase width of the number of difference balls in one day's business (so-called MY). Also, the operating conditions may be other things. For example, for condition (1), it is also possible to configure that the number of safe balls reaches a predetermined value. Also, for condition (2), it is possible to configure that the special variable winning device is not operating, or that the big winning opening is not in an open state.
[0139] In the present embodiment, the number of safe balls is the total number of prize balls (acquired balls, balls discharged) determined to be paid out in a predetermined period (for example, the period from power-on to the present). If there is an error in the payout of the prize balls (game balls), the total number of prize balls determined to be paid out will not be equal to the total number of prize balls actually paid out to the upper tray 21 via the payout device. However, the total number of prize balls actually paid out may be measured by a detection switch or the like and used as the number of safe balls. Also, the number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32 in a predetermined period, and can be counted by counting the signals from the out ball detection switch 74.
[0140] Note that the number of launched balls that are launched into and introduced into the game area 32 may be used instead of the number of discharged balls, and the number of difference balls may be the number of safe balls - the number of launched balls. The number of launched balls and the number of discharged balls of the game balls may be collectively referred to as the number of used balls (number of difference balls = number of safe balls - number of used balls). From the number of launched balls, foul balls that are launched by the ball launching device but do not reach the game area 32 are excluded, and the number of difference balls is subtracted by 1 when one game ball is launched by the ball launching device, and is added by 1 when one foul ball occurs. A detection switch (detection sensor) for counting the number of launched balls may be provided near the upper end of the guide passage of the game balls launched on the game board 30, that is, the entrance of the game balls into the game area 32.
[0141] 〔Effect control device〕 Next, with reference to FIG. 4, the configuration of the effect control device 300 (sub-board) will be described. FIG. 4 is a block diagram of the effect control system of the gaming machine 10.
[0142] The effect control device 300 includes a main control microcomputer (CPU) 311 composed of an amusement chip (IC) like the game microcomputer 111, a VDP (Video Display Processor) 312 as a graphic processor that performs image processing for video display on the display device 41 according to commands and data from the main control microcomputer 311, and a sound source LSI 314 that controls the output of sound to reproduce various melodies and sound effects from the speaker 19.
[0143] Connected to the main control microcomputer 311 are a program ROM 321 composed of a PROM (programmable read-only memory) that stores programs and various data executed by the CPU, a RAM 322 that provides a work area, a FeRAM 323 that can retain the stored content even when power is not supplied during a power failure, and an RTC (real-time clock) 338 that serves as a timing means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.). Note that a RAM that provides a work area is also provided inside the main control microcomputer 311.
[0144] In addition, a WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311. The main control microcomputer 311 analyzes commands from the game microcomputer 111, determines the display content, and instructs the VDP 312 on the content of the output video. It also executes processes such as instructing the sound source LSI 314 to play sounds, lighting decorative lamps, controlling the driving of motors and solenoids, and managing the production time.
[0145] The VDP 312 is provided with a RAM 312a that provides a work area and a scaler 312b for enlarging and reducing images. In addition, an image ROM 325 storing character images and video data and a super-fast VRAM (video RAM) 326 used for developing and processing image data such as characters read from the image ROM 325 are connected to the VDP 312.
[0146] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are configured to transmit and receive data in a parallel manner. By transmitting and receiving data in a parallel manner, commands and data can be transmitted in a shorter time than in the serial case.
[0147] From the VDP 312 to the main control microcomputer 311, a vertical synchronization signal VSYNC for synchronizing the video of the display device 41 with the lighting of the decorative lamps provided on the glass frame 15 and the game board 30 and a synchronization signal STS for giving the data transmission timing are input. Note that from the VDP 312 to the main control microcomputer 311, interrupt signals INT0~n for notifying the main control microcomputer 311 of the end of drawing to the VRAM and other processing statuses and a wait signal WAIT for notifying the main control microcomputer 311 that it is in a state of waiting to receive commands and data are also input.
[0148] The performance control device 300 is provided with a signal conversion circuit 313 that generates a video signal to be transmitted to the display device 41 in the LVDS (Low Voltage Differential Signaling) method. Video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.
[0149] An audio ROM 327 storing audio data is connected to the sound source LSI 314. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. Also, an interrupt signal INT is input from the sound source LSI 314 to the main control microcomputer 311. The performance control device 300 is provided with an amplifier circuit 337 including an audio power amplifier that drives the upper speaker 19a provided on the glass frame 15 and the lower speaker 19b provided on the front frame 12, and the audio generated by the sound source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337.
[0150] Also, the performance control device 300 is provided with an interface chip (command I / F) 331 that receives commands transmitted from the game control device 100. Via the command I / F 331, a decoration special figure hold number command, a decoration special figure command, a variation command, a stop information command, etc. transmitted from the game control device 100 to the performance control device 300 are received as performance control command signals (performance commands). Since the game microcomputer 111 of the game control device 100 operates at DC5V and the main control microcomputer 311 of the performance control device 300 operates at DC3.3V, the command I / F 331 is provided with a function for signal level conversion.
[0151] In addition, the effect control device 300 is provided with a panel decoration LED control circuit 332 for driving and controlling a panel decoration device 46 having an LED (light emitting diode) provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 for driving and controlling a frame decoration device (for example, the frame decoration device 18 etc.) having an LED (light emitting diode) provided on the glass frame 15, and a panel effect movable body control circuit 334 for driving and controlling a panel effect device 44 (for example, a movable accessory etc. that enhances the effect in cooperation with the effect display on the display device 41) provided on the game board 30 (including the center case 40). Note that the panel decoration device 46 may include the above-mentioned lamp display device 80.
[0152] These control circuits 332 to 334 for driving and controlling lamps, motors, solenoids, etc. are connected to the main control microcomputer 311 via the address / data bus 340. Note that a frame effect movable body control circuit for driving and controlling a frame effect device (for example, the top unit) of a motor etc. (a motor etc. for moving the top unit) provided on the glass frame 15 may be provided.
[0153] Furthermore, the effect control device 300 has a function of detecting the on / off state of an effect button switch 25a built in an effect button 25 provided on the glass frame 15, a touch panel 25b provided on the surface of the effect button 25, a cross key switch 450, volume adjustment button switches 451a, 451b, and an effect accessory switch 47 (effect motor switch) for detecting the initial position etc. of a motor in the panel effect device 44 and inputting a detection signal to the main control microcomputer 311, and a switch input circuit 336 for detecting the state of a volume adjustment switch 335 provided in the effect control device 300 and inputting a detection signal to the main control microcomputer 311 is provided.
[0154] The normal power supply unit 410 of the power supply device 400 supplies a DC voltage at a desired level to the effect control device 300 having the configuration as described above and the electronic components controlled thereby. In addition to DC32V for driving a motor and a solenoid, a display device 41 composed of a liquid crystal panel, DC12V for driving a motor and an LED, DC5V which is the power supply voltage of the command I / F 331, it is configured to generate a voltage of DC15V for driving a motor, an LED, and a speaker.
[0155] Furthermore, when an LSI operating at a low voltage such as 3.3V or 1.2V is used as the main control microcomputer 311, a DC-DC converter for generating DC3.3V or DC1.2V based on DC5V is provided in the effect control device 300. Note that the DC-DC converter may be provided in the normal power supply unit 410.
[0156] The reset signal generated by the control signal generation unit 430 of the power supply device 400 is supplied to the main control microcomputer 311 to reset the device. Also, in the form output from the main control microcomputer 311, it is supplied to the VDP 312 (VDPRESET signal), the sound source LSI 314, the amplifier circuit 337 (SNDRESET signal) for driving the speaker, and the control circuits 332 to 334 (IORESET signal) for driving and controlling a lamp, a motor, etc., to reset these. Further, a cooling FAN 45 for cooling various parts of the gaming machine 10 is connected to the effect control device 300, and the cooling FAN 45 is driven when the power of the effect control device 300 is turned on.
[0157] Next, the game control performed in these control circuits will be described. The CPU 111a of the game microcomputer 111 of the game control device 100 extracts a random number value for determining a win in the normal pattern based on the input of a detection signal of a game ball from the gate switch 34a provided in the normal pattern start gate 34, and compares it with the determination value stored in the ROM 111b to determine a win or a loss in the normal pattern variable display game.
[0158] Then, on the general pattern display 53, a general pattern variable display game is displayed in which the identification symbol is variably displayed for a predetermined time and then stopped. When the result of the general pattern variable display game is a win, a special result mode is displayed on the general pattern display 53, and at the same time, the general electric solenoid 37c is operated to control the movable member 37b of the normal variable winning device 37 to be released for a predetermined time (for example, 3 seconds × 2 times) as described above. That is, the game control device 100 forms conversion control execution means for performing conversion control of the conversion member (movable member 37b). When the result of the general pattern variable display game is a loss, control is performed to display a loss result mode on the general pattern display 53.
[0159] Also, based on the input of a detection signal of a game ball from the start winning port 1 switch 36a provided in the start winning port 36, start winning (start storage) is stored. Based on the start storage, a random number value for determining a jackpot in the special pattern 1 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special pattern 1 variable display game is a win or a loss.
[0160] Also, based on the input of a detection signal of a game ball from the start winning port 2 switch 37a provided in the normal variable winning device 37, start storage is stored. Based on the start storage, a random number value for determining a jackpot in the special pattern 2 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special pattern 2 variable display game is a win or a loss.
[0161] Then, the CPU 111a of the game control device 100 outputs a control signal (effect control command) including the determination results of the special pattern 1 variable display game and the special pattern 2 variable display game to the effect control device 300. Then, on the special pattern 1 display 51 and the special pattern 2 display 52, a special pattern variable display game is displayed in which the identification symbol is variably displayed for a predetermined time and then stopped. That is, the game control device 100 forms game control means for performing progress control of the variable display game based on the winning of the game ball flowing down in the game area 32 into the start winning area (the first start winning port 36, the normal variable winning device 37).
[0162] In addition, based on the control signal from the game control device 100, the effect control device 300 displays a decorative special figure variation display game corresponding to the special figure variation display game on the display device 41. Further, based on the control signal from the game control device 100, the effect control device 300 performs processes such as setting the effect state, outputting sound from the speakers 19a and 19b, and controlling the lighting of various LEDs. That is, the effect control device 300 forms effect control means for controlling effects related to the game (such as a variation display game).
[0163] When the result of the special figure variation display game is a win, the CPU 111a of the game control device 100 displays a special result mode on the special figure 1 display 51 and the special figure 2 display 52, and generates a special game state. In the process of generating the special game state, the CPU 111a performs control, for example, to open the opening and closing door 39c of the special variation winning device 39 by the big winning port solenoid 39b to allow the flow of game balls into the big winning port.
[0164] One round (R) is defined as keeping the big winning port open until either a predetermined number (for example, 10) of game balls are won in the big winning port or a predetermined openable time (for example, 27 seconds or 0.05 seconds) has elapsed since the opening of the big winning port, and this is continued (repeated) for a predetermined number of rounds (for example, 15 times, 11 times, or 2 times) of control (cycle game). That is, the game control device 100 forms big winning port opening and closing control means for performing control to open and close the big winning port when the stop result mode becomes the special result mode. When the result of the special figure variation display game is a loss, control is performed to display a loss result mode on the special figure 1 display 51 and the special figure 2 display 52.
[0165] In addition, based on the result pattern of the special figure variable display game, the game control device 100 can generate a high-probability state as a game state after the end of the special game state. The high-probability state (probability-variable state) is a state where the probability of a winning result in the special figure variable display game is higher compared to the normal probability state. Also, regardless of whether the high-probability state is based on the result pattern of either the special figure 1 variable display game or the special figure 2 variable display game, both the special figure 1 variable display game and the special figure 2 variable display game will be in the high-probability state.
[0166] In addition, based on the result pattern of the special figure variable display game, the game control device 100 can generate a time-saving state (specific game state) as a game state after the end of the special game state. In the time-saving state, control may be performed to set the general figure variable display game and the normal variable winning device 37 to the time-saving operation state, and in order to control so that the opening time of the normal variable winning device 37 per unit time is substantially longer than in the normal game state where no special game is played, it becomes the general power support state. Note that even in the high-probability state (normal probability-variable state) excluding the latent probability-variable state, the time-saving state is repeatedly set to execute the general power support.
[0167] Note that in the time-saving state, the execution time (special figure variable time) of the special figure variable display game can also be shortened compared to normal, and the time-shortening variation of the special figure variable display game can also be executed.
[0168] Also, in the time-saving state, for one winning result of the general figure variable display game, the number of opening times (general power opening times) of the normal variable winning device 37 can be set to a second number of opening times (for example, 4 times) that is more than the first number of opening times (for example, 2 times). Also, in the time-saving state, the probability (general figure probability, general figure winning probability) of a winning result in the general figure variable display game can be set to a high probability that is higher than the normal probability (low probability) in the normal operation state.
[0169] In the time-saving state, the time for state-converting the normal variation winning device 37 to the open state is extended more than usual by changing any one or more of the normal drawing variation time, normal drawing stop time, normal power release count, normal power release time, and normal drawing probability. As a result, in the time-saving state, winning in the normal variation winning device 37 becomes easier than in the normal game state where special games are not performed, and the number of executions of the special drawing variation display game per unit time can be increased compared to the normal game state. Also, it is possible to set a plurality of types of time-saving states where the things to be changed are different. Further, in the normal operation state, the movable member 37b may be set not to be released (the normal drawing probability is 0). Also, when a win occurs, either the first release mode or the second release mode may be selected. In this case, the selection probabilities of the first release mode and the second release mode may be made different. Also, the high-probability state and the time-saving state can occur independently of each other, and both can occur simultaneously or only one of them can occur.
[0170] 〔Transition state at power-on〕 As described above, depending on the on / off states of the RAM initialization switch 112 and the setting key switch 93 at power-on, the system transitions to four states (modes).
[0171] When the RAM initialization switch 112 and the setting key switch 93 are turned on at power-on, the system transitions to a setting variable state (setting change state, setting possible state, setting change mode) in which the probability setting value (setting value) can be changed (see A1030 - A1039 in FIG. 5B and FIG. 15).
[0172] Next, when the setting key switch 93 is turned on but the RAM initialization switch 112 is turned off at power-on, the system transitions to a setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed (see A1034 - A1039 in FIG. 5B and FIG. 15).
[0173] Also, when the power is turned on and the setting key switch 93 is off but the RAM initialization switch 112 is on, the system shifts to the RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) is executed to initialize the RAM 111c (see A1045 - A1047 in FIG. 5B).
[0174] When the power is turned on and both the setting key switch 93 and the RAM initialization switch 112 are off, the system shifts to the normal power - on state (normal power - on mode) and simply enters a state where it is just powered on again.
[0175] [Control of the Game Control Device] Hereinafter, the control of a gaming machine that performs such games will be described. First, the control executed by the game microcomputer (game microcontroller) 111 of the game control device 100 will be described. The control process by the game microcontroller 111 mainly consists of the main process shown in FIGS. 5A, 5B, and 5C and the timer interrupt process shown in FIG. 9 that is performed at a predetermined time period (for example, 4 msec).
[0176] [Main Process (Game Control Device)] First, the main process will be described. FIGS. 5A, 5B, and 5C are flowcharts showing the procedure of the main process by the game control device 100. The main process starts when the power is turned on. In the flowchart of the process executed by the game control device 100, the step numbers are represented as "A****".
[0177] As shown in FIG. 5A, when the game control device 100 starts the main process, it first executes a process to prohibit interrupts (A1001). Furthermore, it executes a stack pointer setting process to set the stack pointer, which is the starting address of the area for saving the values of registers and the like when an interrupt occurs (A1002).
[0178] Subsequently, register bank 0 is specified as the register bank to be used (A1003), and the upper address of the RAM start address is set in a predetermined register (A1004). For example, when the address of the RAM is in the range of 0000h to 01FFh, 00h is set as the upper address.
[0179] Next, the game control device 100 outputs a firing prohibition signal and sets the firing permission signal to the prohibited state (A1005). The firing permission signal is set to the prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a firing prohibition signal, and the firing of the game ball from the ball firing device is prohibited. Thereafter, the game control device 100 reads the states of the setting key switch 93 and the RAM initialization switch 112 (A1006). That is, the signals from the setting key switch 93 and the RAM initialization switch 112 are read.
[0180] Furthermore, the game control device 100 sets a power delay timer (A1007). By setting a predetermined initial value in the power delay timer, a waiting time (for example, 3 seconds) is set to wait until the programs of the slave control means (for example, the payout control device 200 and the effect control device 300) that perform various controls according to the instructions from the game control device 100 serving as the main control means start up normally. Thereby, when the power is turned on, even if the game control device 100 starts up first and sends a command to the slave control device before the slave control device (for example, the payout control device 200 or the effect control device 300) starts up, it is possible to avoid the slave control device missing the command. That is, the game control device 100 has a waiting means for setting a predetermined waiting time for delaying the start-up of the main control means (the game control device 100) and waiting for the start-up of the slave control device (the payout control device 200, the effect control device 300, etc.) when the power is turned on.
[0181] In addition, the power delay timer counts time using a storage area (RAM area outside the target for validity determination or a register, etc.) that is not subject to the validity determination (checksum calculation) of the RAM. As a result, when calculating check data such as the checksum of the RAM area, it is not necessary to exclude some of the RAM areas, thus preventing the control at power-on from becoming complicated.
[0182] Note that by reading the states of the setting key switch 93 and the RAM initialization switch 112 before the start of the standby time, the operations of the setting key switch 93 and the RAM initialization switch 112 can be reliably detected. That is, if the states of the setting key switch 93 and the RAM initialization switch 112 are read after the standby time has elapsed, it is necessary to operate the setting key switch 93 and the RAM initialization switch 112 after waiting for the standby time to elapse, or to continuously operate the setting key switch 93 and the RAM initialization switch 112 from power-on until the standby time has elapsed. However, by reading the states before the start of the standby time, it is possible to prevent a situation where the operations of the setting key switch 93 and the RAM initialization switch 112 performed at power-on are not accepted without performing such troublesome operations.
[0183] When the power delay timer is set (A1007), the game control device 100 executes the process of counting the standby time and monitoring the occurrence of a power failure during the standby time (from A1008 to A1010).
[0184] When the power failure monitoring process is started, the game control device 100 first determines whether a power failure has occurred by reading the power failure monitoring signal input from the power supply device 400 via the port and the data bus (A1008). If a power failure has occurred (the result of A1008 is "Y"), it waits until the power of the gaming machine is cut off.
[0185] When there is no power failure (the result of A1008 is "N"), the game control device 100 updates the power-on delay timer by -1 (A1009) and determines whether the value of the timer is 0 (A1010). If the value of the timer is not 0 (the result of A1010 is "N"), that is, when the standby time has not ended, the process returns to the process of step A1008.
[0186] That is, the game control device 100 serves as a power failure monitoring means for monitoring the occurrence of a power failure during a predetermined standby time. As a result, it becomes possible to respond to a power failure that occurs during the period when the startup of the game control device 100 serving as the main control means is delayed, and it is possible to appropriately handle problems at power-on. Note that access to the RAM is not permitted until the end of the standby time, and the stored content at the time of the previous power-off is kept as it is. Therefore, there is no need to perform backup processing or the like when a power failure occurs here. Therefore, even if a power failure occurs during the standby time, there is no need to take a backup of the RAM, and the control burden can be reduced.
[0187] On the other hand, when the value of the timer is 0 (the result of A1010 is "Y"), that is, when the standby time has ended, the game control device 100 permits access to a read / write memory (RWM) such as a RAM or an EEPROM that can be read from and written to (A1011), and outputs off data to all output ports (sets the output to a state where there is no output) (A1012).
[0188] Next, the game control device 100 sets a serial port (a port pre-mounted on the game microcomputer 111 and used for communication with the effect control device 300 and the payout control device 200 in this embodiment) (A1013).
[0189] Next, the game control device 100 activates a CTC (Counter / Timer Circuit) circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the game microcomputer 111 (clock generator) (A1014). Note that the CTC circuit is provided in the clock generator within the game microcomputer 111. The clock generator includes a frequency division circuit that divides the oscillation signal (original clock signal) from the oscillation circuit 113, and a CTC circuit that generates a timer interrupt signal with a predetermined period (for example, 4 milliseconds) for the CPU 111a and a signal CTC that gives a trigger for random number update to be supplied to the random number generation circuit based on the divided signal.
[0190] Subsequently, the game control device 100 sets a RAM abnormality flag indicating an abnormality in the RAM (here, RAM 111c) (A1015). Here, once, a flag assuming an abnormality is set in a predetermined register.
[0191] Next, the game control device 100 determines whether the value in the power failure inspection area 1 in the RWM is normal power failure inspection area check data (A1016). And if it is normal (the result of A1016 is "Y"), it determines whether the value in the power failure inspection area 2 in the RWM is normal power failure inspection area check data (A1017).
[0192] Furthermore, if the value in the power failure inspection area 2 is normal (the result of A1017 is "Y"), the game control device 100 executes a checksum calculation process to calculate the checksum of a predetermined area (for example, the in-area work area) in the RWM (A1018), and determines whether the calculated checksum matches the checksum at the time of power-off (A1019). If the checksums match (the result of A1019 is "Y"), the RAM is normal, and the RAM abnormality flag indicating an abnormality in the RAM is cleared (A1020). Then, the process proceeds to the process of step A1021.
[0193] Further, when it is determined that the check data in the power failure inspection area is not normal data (the result of A1016 is "N", or the result of A1017 is "N"), or when the checksum does not match (the result of A1019 is "N"), without clearing the RAM abnormality flag, the game control device 100 proceeds to the process of step A1021.
[0194] Next, the game control device 100 determines whether both the setting key switch 93 and the RAM initialization switch 112 are on (A1021). When both switches are on (the result of A1021 is "Y"), the game control device 100 shifts to the setting variable state (setting change mode) and executes the processes during the probability setting change in steps A1030 - A1040.
[0195] When at least one of the setting key switch 93 and the RAM initialization switch 112 is off (the result of A1021 is "N"), the game control device 100 determines whether a RAM abnormality flag indicating an abnormality of the RAM (here, RAM111c) is set (A1022). When the RAM abnormality flag is not set (the result of A1022 is "N"), it determines whether a probability setting change in progress flag is set (A1023). When the probability setting change in progress flag is not set (the result of A1023 is "N"), it executes the process during the probability setting confirmation (during the setting confirmation state, in the setting confirmation mode) in steps A1034 - A1040, the RAM initialization process (RAM clear process) in steps A1044 - A1047, or the process at the normal power - on time (power recovery time) in steps A1044, A1048 - A1051.
[0196] When the probability setting change in progress flag is set (the result of A1023 is "Y"), the game control device 100 transmits a main abnormality error notification command for notifying that there is an abnormality in the game control device 100 (main board, main substrate) to the effect control device 300 (A1024). The effect control device 300 that has received the main abnormality error notification command notifies that there is an abnormality in the game control device 100.
[0197] Subsequently, the game control device 100 outputs to the drivers 150a and 150b of the performance display device 152 in order to display the 7-segment display data (error display data of "E1") at the time of game stop on the performance display device 152 (A1025). Then, it outputs the on-data of the security signal for notifying an external device (such as a game hall internal management device (hall computer) or an information collection terminal) of an abnormality to the external information terminal 71 (A1026). Here, even if information regarding a big win remains in the RAM 111c, other signals to the external information terminal 71 such as the big win signal are maintained in the off state. After that, the processes of steps A1025 and A1026 are repeated for waiting, and it waits again for the power to be turned on after performing the operation of changing settings (the on operations of both the setting key switch 93 and the RAM initialization switch 112). During the repeated waiting by repeating the processes of steps A1025 and A1026, interrupts remain prohibited (A1001), and since the timer interrupt process (Fig. 9) capable of executing the special figure 1, 2 game processes and the general figure game process cannot be executed, games (such as special figure variable display games, general figure variable display games, round games, etc.) cannot be executed.
[0198] Thus, assuming that there is an abnormality when the probability setting change in progress flag is set without performing the operation of changing settings (the on operations of both the setting key switch 93 and the RAM initialization switch 112), the processes of A1024 - A1026 are executed. For example, when the power is turned off and restarted during the probability setting change (before the setting change is completed), the probability setting change in progress flag may be set without performing the operation of changing settings.
[0199] On the one hand, even when the RAM abnormality flag is set (when the result of A1022 is "Y"), the game control device 100 transmits a command for main abnormality error notification notifying that there is an abnormality in the game control device 100 (main board) to the effect control device 300 (A1024), outputs 7-segment display data at the time of game stop (data for error display of "E1") to the drivers 150a and 150b of the performance display device 152 (A1025), and outputs on-data of the security signal to the external information terminal 71 in order to notify an external device of the RAM abnormality (A1026). Note that, as described above, even when information regarding a big win remains in the RAM 111c, other signals to the external information terminal 71 such as the big win signal are maintained in the off state.
[0200] Thereafter, it is determined whether or not a power failure has occurred (A1027). When a power failure has not occurred (when the result of A1027 is "N"), the processes of steps A1025 and A1026 are repeated and waiting is performed. On the other hand, when it is determined that a power failure has occurred (when the result of A1027 is "Y"), off-data is output to all output ports (A1028), and access to RWMs (read write memories) such as the RAM and EEPROM that can be read from and written to is prohibited (A1029). Thereafter, it waits until the power of the gaming machine is turned off.
[0201] When both the setting key switch 93 and the RAM initialization switch 112 are on (the result of A1021 is "Y"), the game control device 100 starts the process during probability setting change (during the setting variable state), and first determines whether the RAM abnormality flag is set (A1030). When the RAM abnormality flag is set (the result of A1030 is "Y"), since the probability setting value may be incorrect or unknown, the probability setting value stored in the probability setting value area of the RAM 111c is cleared to the initial value (for example, the minimum setting value "1") (A1031), and then the probability setting change flag indicating that the probability setting is being changed is set (A1032). When the RAM abnormality flag is not set (the result of A1030 is "N"), the probability setting change flag is set without clearing the probability setting value (A1032). Next, a command during probability setting change is transmitted to the effect control device 300 (effect control board) (A1033), and the process proceeds to step A1037. Note that the effect control device 300 that has received the command during probability setting change notifies the display device 41 etc. that the probability setting is being changed.
[0202] When at least one of the setting key switch 93 and the RAM initialization switch 112 is off (the result of A1021 is "N"), the RAM abnormality flag is not set (the result of A1022 is "N"), and the probability setting change flag is not set (the result of A1023 is "N"), the game control device 100 determines whether the setting key switch 93 is on (A1034). When the setting key switch 93 is on (the result of A1034 is "Y"), it means that the RAM initialization switch 112 is off, and the process during probability setting confirmation (during the setting confirmation state) starts, and the probability setting confirmation flag indicating that the probability setting is being confirmed is set (A1035). Then, a command during probability setting confirmation is transmitted to the effect control device 300 (effect control board) (A1036), and the process proceeds to step A1037. Note that the effect control device 300 that has received the command during probability setting change notifies the display device 41 etc. that the probability setting is being confirmed.
[0203] After step A1033 or step A1036, the game control device 100 executes the processes from step A1037 to A1043 as common processes during probability setting change and probability setting confirmation.
[0204] First, in order to output a security signal during probability setting change and probability setting confirmation, the game control device 100 saves 128 ms (predetermined time) in the security signal control timer area (A1037). Note that the counting of the security signal control timer and the output of the security signal are executed in the probability setting change / confirmation process (Fig. 15) described later. However, if the probability setting change or probability setting confirmation ends early, the remaining counting of the security signal control timer and the output of the security signal are executed in the external information editing process (A1319). During probability setting change and probability setting confirmation, the security signal is output for at least 50 ms.
[0205] Next, the game control device 100 permits interrupts (A1038). Thereby, the timer interrupt process (Fig. 9) becomes executable. Then, it is determined whether the setting key switch 93 is off (A1039). If the setting key switch 93 is on (the result of A1039 is "N"), it is determined whether a power failure has occurred (A1040). If a power failure has not occurred (the result of A1040 is "N"), the process returns to step A1039. On the other hand, if a power failure has occurred (the result of A1040 is "Y"), the processes at the time of power failure in steps A1063 - A1069 are executed.
[0206] In this way, as long as the setting key switch 93 is on and a power failure has not occurred, the setting variable state (setting change state, setting change mode) in which the probability setting value can be changed, or the setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed is continued.
[0207] On the other hand, when the setting key switch 93 is off (the result of A1039 is "Y"), the game control device 100 prohibits interrupts (A1041) and transmits a notification end command to the effect control device 300 (effect control board) (A1042). Note that upon receiving the notification end command, the effect control device 300 ends the notification that the probability setting is being confirmed or the notification that the probability setting is being changed.
[0208] Next, the game control device 100 determines whether the probability setting change flag is set, that is, whether the probability setting has been changed so far (A1043). When the probability setting change flag is set (the result of A1043 is "Y"), that is, when the probability setting has been changed so far, the RAM initialization process (described later) in steps A1045 - A1047 is executed. On the other hand, when the probability setting change flag is not set (the result of A1043 is "N"), that is, when the probability setting has been confirmed so far, the normal process at power-on (power recovery) after step A1048 is executed.
[0209] When the setting key switch 93 is off (the result of A1034 is "N"), the gaming control device 100 determines whether the RAM initialization switch 112 is on (A1044). When the RAM initialization switch 112 is on (the result of A1044 is "Y"), in the RAM 111c, the RAM area other than the probability setting value area for storing the probability setting value is cleared to 0 (A1045). That is, except for the probability setting value stored in the probability setting value area, the game information stored in the RAM 111c is cleared to 0. Here, the aforementioned probability setting change in progress flag is also cleared here. Also, the acquired game ball number area for storing the number (total) of acquired prize balls obtained within a predetermined time period (here, within one interruption of the timer interruption) is also cleared to 0. And the safety device operation in progress flag area for storing the safety device operation in progress flag indicating whether the safety device (described above) is in operation is also cleared to 0 (safety device operation in progress flag = 0), and the operation of the safety device is released. Note that in step A1045, in either case of RAM clear with setting change (when the result of A1043 is "Y") and RAM clear without setting change (when the result of A1044 is "Y"), the operation of the safety device is released by clearing the safety device operation in progress flag area to 0, but the operation of the safety device may be released only in one case. That is, when clearing the RAM in step A1045, it may be the case that the safety device operation in progress flag area is not cleared to 0.
[0210] Also, here, in addition to the probability setting value area, there is a configuration where the stack area and the unused area are not cleared, and the performance display work area (a part of the out-of-area work area) related to the performance information and its display (performance display) and the stack area (out-of-area stack area) do not need to be cleared. Note that the performance information is derived based on the number of prize balls obtained by winning, and is, for example, the ball output rate, the base value (the ball output rate in the normal game state), the accessory ratio, the number of discharged balls, and the like.
[0211] Next, the game control device 100 saves the initial values at the time of RAM initialization in the area to be initialized (A1046). Then, it transmits the command at the time of RAM initialization to the effect control device 300 (effect control board) (A1047), and proceeds to the process of step A1052. Note that the area not cleared to 0 in step A1045 is excluded from the area to be initialized.
[0212] On the other hand, when the RAM initialization switch 112 is off (the result of A1044 is "N"), since both the setting key switch 93 and the RAM initialization switch 112 are off, the game control device 100 starts the process at the time of normal power-on (power recovery from a power failure), and saves the initial values at the time of power recovery (when power is restored) in the area to be initialized as the power recovery process (A1048). The area to be initialized here includes the power failure inspection area 1, the power failure inspection area 2, and the checksum area in the in-area work area (Fig. 6). In addition, since all errors are re-monitored at the time of normal power-on, the area to be initialized includes any area in the in-area work area and the out-of-area work area (Fig. 6) related to an error or error monitoring (such as the area of the test signal output data related to the error). Also, the aforementioned probability setting confirmation flag is cleared (initialized) here. The area to be initialized in step A1048 may be added as necessary. Note that, unlike at the time of RAM initialization, at the time of normal power-on, the safety device operation flag area in the in-area work area (Fig. 6) is not cleared (initialized) so that the operation of the safety device is not released, and the value is maintained.
[0213] In addition, the work areas related to the safety device regarding the safety device for the off-area work area (the safety device counter area, the safety device operation information area, and the old operation information area described later) are not initialized in step A1048, but are initialized in the safety device information initialization process (A1053) described later. Note that by initializing the safety device counter value (information regarding the number of balls) in the safety device counter area, the margin (the allowable range of the number of balls, the limit of the number of balls) until the operation of the safety device (the occurrence of the game stop state) regarding the number of balls can be increased. The work area for performance display in the off-area work area is also not initialized in step A1048, but may be initialized in the performance display editing process (A1059) as described later.
[0214] In addition, in step A1048 at the time of normal power-on without RAM initialization (power recovery from a power outage), the ceiling counter area (described later) that stores the ceiling counter value indicating the number of executions of the special figure variation display game in a state other than the probability-variable state after power-on or after the big win ends may not be cleared (initialized) so as not to disadvantage the player, and the value may be maintained. As described later, when the ceiling counter value reaches the ceiling number of times, the time shortening state occurs (Fig. 36B), but since the ceiling counter value is not cleared (initialized), the remaining number of game times until the occurrence of the time shortening state (until the ceiling number of times) does not change due to power-on, and the player does not suffer a disadvantage.
[0215] Note that when this number of executions (i.e., the ceiling counter value) or the remaining number of game times until the ceiling (ceiling number of times - number of executions) is displayed on the display device 41 by the variation number display 677 (see Figs. 92, 100, etc.) described later, the effect control device 300 may match the variation number display 677 with the ceiling counter value in the ceiling counter area at the time of normal power-on, or may display the variation number display 677 with the initial value 0 without matching. Note that when not matching, the variation number display 677 will display a value that does not reflect the ceiling counter value.
[0216] Similarly, in step A1048, so as not to cause disadvantage to the casino side (pachinko parlor side), the time reduction variation count 1 (described later) corresponding to the remaining execution counts of the special figure variation display games (special figure 1 variation display game and special figure 2 variation display game) in the time reduction state is stored in the time reduction variation count 1 area, and the time reduction variation count 2 (described later) corresponding to the remaining execution counts of the special figure 2 variation display game in the time reduction state is stored in the time reduction variation count 2 area may also be cleared (initialized) and the values may be maintained. Also, in models where there is a probability variation state of the type of count cut (ST), so as not to cause disadvantage to the casino side, the high probability variation count area (ST counter) where the high probability variation count corresponding to the remaining execution counts of the special figure variation display games (special figure 1 variation display game and special figure 2 variation display game) in the probability variation state is stored may also be cleared (initialized) and the values may be maintained. Also, in models where a limit is provided for the number of consecutive jackpot occurrences (which may also be the number of consecutive jackpots described later), so as not to cause disadvantage to the casino side, the jackpot count area where the number of consecutive jackpot occurrences is stored may also be cleared (initialized) and the values may be maintained.
[0217] Next, a command at power failure recovery corresponding to the process number prepared to reasonably execute the special figure game process and the like described later is transmitted to the effect control device 300 (effect control board) (A1049), and the process proceeds to the process of step A1050.
[0218] Note that the command at RAM initialization transmitted in the process of step A1047 and the command at power failure recovery transmitted in the process of step A1049 include a model designation command indicating the type of the gaming machine, a decorative special figure 1 reservation count command and a decorative special figure 2 reservation count command indicating the reservation counts of special figures 1 and 2, a probability information command indicating the state of probability (high probability state or low probability state) and the presence or absence of the time reduction state, an effect count information command indicating the number of times the special figure variation display game has been executed in a predetermined effect mode, and a power failure recovery command indicating that the power has been turned on.
[0219] Furthermore, the commands at the time of RAM initialization and the commands at the time of power failure recovery include a set value information command (probability set value information command) indicating the set value information (setting information) which is the probability set value (set value) of the gaming machine 10. The game control device 100 only needs to transmit the set value information command to the effect control device 300 once when the power is restored (turned on). Thereafter, the effect control device 300 can perform effect control by referring to the set value information stored by itself.
[0220] In addition, the commands at the time of RAM initialization also include a RAM initialization command (RAM clear command). The effect control device 300 that has received the RAM initialization command, for example, displays a customer waiting demo on the display device 41, and notifies the RAM initialization (RAM clear) for 30 seconds with the LEDs such as the panel decoration device 46 and the sound of the speaker. Also, the commands at the time of power failure recovery include a screen specification command for specifying the display content of the screen of the display device 41. Note that the screen specification command is a customer waiting demo command during normal processing (when it is neither changing nor in the middle) for both FIGS. 1 and 2, and may be a recovery screen command otherwise. Also, the commands at the time of power failure recovery may include a command indicating the ceiling counter value in order to match the fluctuation count display 677 and the ceiling counter value as described above.
[0221] Next, it is determined whether the safety device is operating (A1050). For example, as a safety device operation flag, when a "1" indicating that the safety device is operating is saved in the safety device operation flag area, it can be determined that the safety device is operating (safety device operation flag = 1). And when the safety device is operating (the result of A1050 is "Y"), a safety device operation command indicating that the safety device is operating is transmitted to the effect control device 300 (effect control board) (A1051), and the process proceeds to step A1052. When the safety device is not operating (the result of A1050 is "N"), the process directly proceeds to the process of step A1052.
[0222] Then, the information (value) of the flag register is saved (PUSH) in the in-area stack area (A1052), and a safety device information initialization process for initializing safety device information related to the safety device (such as the safety device counter value, safety device operation information, and old operation information described later) is executed (A1053). After that, the information of the flag register is restored (POP) (A1054). Note that, except when the game is stopped due to a RAM abnormality (A1025 - A1026), the safety device information (such as the safety device counter value) is initialized (cleared) unconditionally when the power is turned on. However, a count continuation switch is provided so that the safety device information does not need to be initialized (cleared) when the power is turned on while pressing the count continuation switch.
[0223] Note that, as described later, when shifting to the safety device information initialization process, the stack pointer is switched from the in-area stack area related to game control to the out-of-area stack area related to safety device information, performance information, and performance display (display of performance information). At that time, since the flag (especially the zero flag) of the flag register may change when saving the stack pointer for game control in the stack pointer save area of RAM111c, the information of the flag register is saved in advance in step A1052. The flag register is a flag in which each of the 8 bits takes a value of 0 or 1. Note that, for the flag register, those disclosed in Japanese Patent Application Laid-Open No. 2013-233299, Japanese Patent Application Laid-Open No. 2018-94101, etc. can be used.
[0224] Next, the game control device 100 activates and configures the random number generation circuit (A1055). Specifically, the CPU 111a sets a code (designated value) for activating the random number generation circuit in a predetermined register (CTC update permission register) within the random number generation circuit. Also, the setting of the bit permutation pattern of the hardware random number generated by the hardware of the random number generation circuit is performed. In this embodiment, the random number generation circuit generates jackpot random numbers, winning symbol random numbers (such as jackpot symbol random numbers, small winning symbol random numbers, support winning symbol random numbers, etc.), ordinary winning random numbers for general patterns, and variation pattern random numbers 1 to 3 as random numbers updated only by hardware. These random numbers may be so-called "high-speed counters" updated based on a clock with a speed equal to or higher than the operating clock.
[0225] The bit permutation pattern is a pattern that defines the way of swapping the bit arrangement of the extracted random number (the arrangement before bit permutation in the upper row) in a predetermined order and storing it as a different bit arrangement (the arrangement after bit permutation in the lower row).
[0226] In this embodiment, by swapping the bits of the random number according to the bit permutation pattern, the regularity of the random number can be disrupted and the secrecy of the random number can be enhanced. The bit permutation pattern may be a fixed single pattern, may be selected from a plurality of patterns prepared in advance, or may be set arbitrarily by the user.
[0227] Next, the game control device 100 prohibits interrupts (A1056) and determines whether the game is in a stopped state (A1057). When the safety device is activated (when the safety device activation flag = 1) or when a strong error 2 (described later) that requires stopping the game (such as a special symbol variation display game, a general symbol variation display game, a round game, etc.) has occurred, it can be determined that the game is in a stopped state.
[0228] When the game is not stopped (the result of A1057 is "N"), the information (value) of the flag register is saved (PUSH) to the in-area stack area (A1058), and performance display editing processing for calculating performance information such as the base value (payout rate) is executed (A1059). Here, performance information (such as the accessory ratio and payout rate) may be calculated. Also, if there is an abnormality in the performance display work area (a part of the out-of-area work area) related to the performance information and its display (performance display), it may be cleared. Thereafter, the information of the flag register is restored (POP) (A1060), and interrupts are permitted (A1061). In addition to the case where no error has occurred at all, when a weak error (described later) or a strong error 1 (described later), which is an error other than the strong error 2, has occurred, the game is not stopped, and the processing of steps A1058 - A1060 including the performance display editing processing is executed. Note that it is also possible to configure not to execute the processing of steps A1058 - A1060 when a weak error or a strong error 1 has occurred.
[0229] Note that, as described later, when shifting to the performance display editing processing, the stack pointer is switched from the in-area stack area related to game control to the out-of-area stack area related to safety device information, performance information, and performance display (display of performance information). At that time, since the flag of the flag register (especially the zero flag) may change when saving the stack pointer for game control to the stack pointer save area of RAM111c, the information of the flag register is saved in advance in step A1058.
[0230] On the other hand, when the game is stopped (the result of A1057 is "Y"), the game control device 100 permits interrupts (A1061) without executing performance display editing processing or the like. That is, when the safety device is activated or a strong error 2 has occurred, the performance display editing processing (especially the base value calculation processing during the performance display editing processing) is not executed, so the performance information such as the base value is not newly calculated and does not change. Note that even when a strong error 2 occurs, it is also possible to configure not to stop the game and to execute performance display editing processing or the like. Also, by permitting interrupts, the timer interrupt processing (Fig. 9) can be executed.
[0231] In this embodiment, errors are classified into three types: weak error, strong error 1, and strong error 2. Note that the effect control device 300 that has received an error / illegal command can set and execute error notifications of different intensities corresponding to the weak error, strong error 1, and strong error 2 in the error / illegal setting process (B1316).
[0232] For example, the effect control device 300 may increase the volume of the error notification sound from the speaker or the brightness (intensity) of the LED (the effect LED of the panel decoration device 46 or the frame decoration device 18) that emits light for error notification in the order of weak error < strong error 1 ≤ strong error 2. Note that the speaker volume or the LED brightness of strong error 1 and strong error 2 may be the same. Further, when a weak error occurs, the effect control device 300 may set the volume of the notification sound to the volume adjusted in the hall / game player setting mode process (B0011) (below the maximum volume), and when strong error 1 and strong error 2 occur, the effect control device 300 may set the volume of the notification sound to the maximum volume.
[0233] Weak errors include a shoot ball cut error in which a shoot ball cut switch signal is generated in response to a shortage of game balls before payout, and an overflow error in which an overflow switch signal is generated in response to the lower tray 23 being full. In the case of a weak error, the external information signal is not output to the external information terminal 71 (see FIG. 54A). Further, the weak error may include a switch abnormality error and a payout abnormality error in which a status signal indicating a payout abnormality is generated.
[0234] Strong error 1 is a frame opening error related to frame opening, and includes a glass frame opening error and a main body frame opening error (front frame opening error). In the case of strong error 1, the door / frame opening signal (A9305) is output as an external information signal to the external information terminal 71 (see FIG. 54A).
[0235] Strong error 2 is an illegal error related to irregularities and it is preferable to stop the game. It includes magnet irregularities, board radio wave irregularities, frame radio wave irregularities, vibration irregularities, abnormal discharge errors, V-pass errors, big winning opening irregularities, and general power irregularities. In strong error 2, a security signal (A9322) is output as an external information signal to external information terminal 71 (see Fig. 54A). Also, strong error 2 may include a remaining ball error. When strong error 2 has occurred, the game (such as a special figure variable display game, a general figure variable display game, or a round game) is stopped and it can be determined that the game is in a stopped state (A1057). Also, when strong error 2 has occurred, similar to when the safety device has operated, a game stop state (a game impossible state, a game prohibited state) in which games such as a special figure variable display game, a general figure variable display game, and a round game (a game during a big win or a small win) cannot be executed can be generated.
[0236] After step A1061, the game control device 100 determines whether a power failure has occurred (A1062). If a power failure has not occurred (the result of A1062 is "N"), the process returns to the process of step A1056. As a result, until a power failure occurs, the loop process of steps A1056 - A1062 is repeated. And until a power failure occurs, as long as the game does not stop, that is, as long as the safety device does not operate or strong error 2 does not occur, performance information such as the base value can be repeatedly calculated in the performance display editing process (A1059).
[0237] Note that since the cycle of repeating the loop process is much shorter than the interrupt cycle of the timer interrupt (a predetermined time cycle, for example, 4 msec), the performance display editing process is executed many times during the interrupt cycle. Therefore, when there is a winning of a game ball or a change in the number of discharged balls (entry of a game ball into out port 30b), etc., the performance information such as the base value can be changed immediately.
[0238] When a power failure occurs (when the result of A1062 is "Y"), the game control device 100 starts the processing at the time of power failure, once prohibits interrupts (A1063), and outputs off data to all output ports (A1064). Then, it saves the power failure inspection area check data 1 in the power failure inspection area 1 (A1065), and saves the power failure inspection area check data 2 in the power failure inspection area 2 (A1066). Further, it executes a checksum calculation process for calculating the checksum at the time of power-off of the RWM (A1067), and further saves the calculated checksum in the checksum area (A1068). Finally, it executes a process for prohibiting access to the RWM (A1069) and waits until the power of the gaming machine is turned off.
[0239] In this way, by saving the check data in the power failure inspection area and calculating the checksum at the time of power-off, it is possible to determine whether the information stored in the RWM before the power-off is correctly backed up when the power is restored.
[0240] As described above, the main process has been explained. For example, when the setting key switch and the RAM initialization switch are turned on during the processing of steps A1056 - A1062, a determination process similar to that of step A1021 is performed, and the probability setting change in progress flag is set in the same manner as in step A1032, so that the gaming machine 10 can be switched to the setting variable state (setting change mode) as many times as possible while it is running.
[0241] 〔Example of RAM area configuration〕 FIG. 6 is a diagram showing the configuration (memory map in the address space) of the RAM 111c of the game microcomputer 111. As shown in FIG. 6, from the head address of the RAM 111c, an in-area work area, an unused area, an in-area stack area, an unused area, an out-of-area work area, an unused area, and an out-of-area stack area are arranged in order in the address space. The unused area between the in-area work area and the in-area stack area (game control stack area, in-area stack area) and the unused area between the out-of-area work area and the out-of-area stack area (out-of-area stack area) may not exist.
[0242] The in-region work area (game control work area, first area) within the RAM is a work area for game control that is read and written by the in-region program and read by the out-of-region program. The in-region work area includes a probability setting value area, a test signal output data area (including the area for test signal output data related to errors), a random number area, a switch control area, a segment area, a power failure inspection area 1, a power failure inspection area 2, a checksum area, etc. In addition, it includes a safety device operation flag area indicating whether the safety device is operating (has operated) and an acquired game ball number area for storing the number of acquired game balls obtained as bonus balls within one interruption of the timer interruption (for example, 4 msec).
[0243] The out-of-region work area (second area) of the RAM is an area that is read and written by the out-of-region program and read by the in-region program. The out-of-region work area includes a safety device counter area for storing a safety device counter value corresponding to the number of balls (number of balls + initial value), a safety device operation information area for storing safety device operation information corresponding to the state of the safety device, and an old operation information area for storing old operation information, and can store safety device information related to the safety device. The safety device counter area (3-byte size) is basically not read by the in-region program, but may be read and referenced by the in-region program when transmitting the safety device counter value or the number of balls information to the effect control device 300 by the ball command. In this embodiment, the safety device counter value is a value obtained by adding a predetermined initial value (100,000) to the number of balls in proportion to the number of balls (safety device counter value = number of balls + 100,000). However, the safety device counter value is not limited to this as long as it is associated with the number of balls and suggests the number of balls. Separating the out-of-region work area from the in-region work area can improve the development efficiency of the program and also make it easier to distinguish the initialization of these areas.
[0244] Furthermore, the off-region work area includes a work area for performance display related to performance information and performance display, and can store performance information, information related to performance display, etc. In addition, the off-region work area may store information related to test signals and information related to error monitoring. Note that in the off-region work area, the safety device related work area related to safety device information (including the safety device counter area, the safety device operation information area, and the old operation information area) and the work area for performance display related to performance information and performance display may be clearly separated and arranged, or may be mixed.
[0245] And the off-region stack area is shared when performing processing related to performance information and performance display, and when performing processing related to safety devices. In addition, the off-region stack area is also used when performing processing related to test signals and error monitoring.
[0246] Note that the in-region program (the program for in-region processing) and the off-region program (the program for off-region processing) are arranged in this order from the head address side within the address space of ROM111b, and are distinguished by sandwiching an unused area between the area of the in-region program and the area of the off-region program. The in-region program of the ROM consists of a game control program, game control data, etc., and includes a main program corresponding to the main processing (Figs. 5A - 5C) and an interrupt processing program corresponding to the timer interrupt processing described later. An unused area may be sandwiched between the area of the game control program and the area of the game control data (data area). The subroutine of the main program or the interrupt processing program is basically an in-region program (an in-region program when not otherwise specified), but may exceptionally be an off-region program. The off-region program of the ROM includes a safety device information initialization program corresponding to the safety device information initialization processing, a performance display editing processing program corresponding to the performance display editing processing, and an off-region integration processing program corresponding to the off-region integration processing described later.
[0247] 〔Safety Device Information Initialization Processing〕 Next, the details of the safety device information initialization process (A1053) in the main process will be described. FIG. 7 is a flowchart showing the procedure of the safety device information initialization process. In the safety device information initialization process, the safety device counter area, the safety device operation information area, and the old operation information area are initialized or cleared, and the safety device information such as the safety device counter value, the safety device operation information, and the old operation information is set to the initial values (initial information). Note that the safety device operation information is information indicating the current state, and the old operation information indicates the previous state (mainly before the last interruption).
[0248] First, the game control device 100 saves the stack pointer in the stack pointer save area of the out-of-area work area (A1101), and sets the address value indicating the head of the out-of-area stack area as the value of the out-of-area stack area in the stack pointer (A1102). Thereby, the stack pointer indicating the stack to be used is switched from the in-area stack area to the out-of-area stack area.
[0249] Next, the game control device 100 saves (PUSHes) the information (values) of the registers in the out-of-area stack area (A1103). The registers to be saved may be only the registers to be protected (the registers used within the safety device information initialization process), or all general-purpose registers may be saved. To save all general-purpose registers, save (PUSH) both register bank 0 and register bank 1.
[0250] Subsequently, the game control device 100 saves the initial value (100,000) in the safety device counter area, and the safety device counter value becomes the initial value (A1104). When the number of balls decreases from 0, such as when a big win does not occur, the safety device counter value (= the number of balls + the initial value) may be smaller than the initial value. Therefore, the initial value is set to be greater than 0, but it may be a value other than 100,000. In this way, at the time of power restoration (when the power is turned on), the safety device counter value is initialized (cleared) so as not to disadvantage the player. However, the ceiling counter value indicating the number of times the special figure variable display game has been executed other than in the probability-variable state does not need to be initialized (cleared) at the time of power restoration unless the RAM initialization switch 112 is on. When the safety device counter value (information regarding the number of balls) is initialized (cleared), the margin (the allowable range of the number of balls, the limit of the number of balls) until the operation of the safety device (the occurrence of the game stop state) regarding the number of balls can be increased, which is beneficial to the player. On the other hand, as described above, since the ceiling counter value is not cleared (initialized) at the time of power restoration (when the power is turned on), the remaining number of game times until the occurrence of the time-saving state (until the ceiling number of times) does not change due to the power-on, which is beneficial to the player. Then, the safety device non-operation information (value 0) corresponding to the non-operation state (normal state) of the safety device is saved as the safety device operation information in the safety device operation information area (A1105). Furthermore, the safety device non-operation information (value 0) is saved as the old operation information in the old operation information area (A1106).
[0251] Next, the game control device 100 restores the saved register (A1107), loads it from the stack pointer save area and sets the stack pointer (A1108), and ends the safety device information initialization process. The set stack pointer indicates the address of the in-area stack area.
[0252] In the above-described safety device information initialization process, when writing information directly to the RAM without using a register, the register is not saved / retrieved. In this case, since the register is not saved to the RAM either, the processes related to the stack pointer (A1101, A1102, A1103, A1107, A1108) are also unnecessary. Also, the save / retrieve of the flag register (A1052, A1054) before and after the safety device information initialization process becomes unnecessary.
[0253] In this embodiment, when the safety device counter value is 0 to 189,999 (safety device counter = 0 to 189,999), the safety device operation information is the safety device non-operation information (value 0) corresponding to the non-operation state (pre-operation notice state, operation warning state, or normal state where the safety device is not in the operation state) in which the safety device is not operating (normal). When the safety device counter value is 190,000 to 194,999 (safety device counter = 190,000 to 194,999), the safety device operation information is the safety device pre-operation notice information (value 1) corresponding to the pre-operation notice state that warns of the operation of the safety device.
[0254] Also, when the safety device counter value reaches the counter reference value of 195,000 (safety device counter = 195,000) but the game cannot be stopped, the safety device operation information is the safety device operation warning information (value 2) corresponding to the operation warning state that warns of the operation of the safety device. In this case, even if the number of difference balls (= number of safe balls - number of discharged balls) reaches the difference ball reference value of 95,000, since it is during a big win or a small win, the above-mentioned condition (1) is satisfied but condition (2) is not satisfied, corresponding to the case where the operation condition of the safety device is not satisfied.
[0255] Furthermore, when the safety device counter value reaches 195,000 (safety device counter = 195,000) and the game is stopped, the safety device operation information is the safety device operation information (value 3) corresponding to the operation state (operation in progress state) in which the safety device is operating. In this case, since the number of difference balls reaches the difference ball reference value of 95,000 and it is neither during a big win nor a small win, it corresponds to the case where the operation condition of the safety device is satisfied because both of the above-mentioned conditions (1) and (2) are satisfied.
[0256] 〔Performance display editing process〕 Next, the details of the performance display editing process (A1059) in the main process will be described. FIG. 8 is a flowchart showing the procedure of the performance display editing process.
[0257] First, the game control device 100 saves the stack pointer in the stack pointer save area of the out-of-area work area (A1201), and sets, as the value of the out-of-area stack area in the stack pointer, the address value indicating the head of the out-of-area stack area (out-of-area use stack area) (A1202). Thereby, the stack pointer indicating the stack to be used is switched from the in-area stack area to the out-of-area stack area.
[0258] Next, the game control device 100 saves (PUSHes) the register information (values) in both register bank 0 and register bank 1 to the out-of-area stack area (A1203). Here, it is preferable to save all the general-purpose registers. Then, a validity determination for determining the validity of the performance display work area in the out-of-area work area is executed, and when it is not valid and abnormal, initialization (including initial value setting) of the performance display work area is executed (A1204).
[0259] In the validity determination, when the value stored in the work area for performance display is a value that cannot exist in design or deviates from the design value (when it is outside the predetermined range), it can be determined as invalid. For example, it is determined whether a specific value (e.g., 5Ah) is stored in the performance display RAM initialization flag indicating that the initialization of the work area for performance display has been completed, it is determined whether the number for managing the progress of the division process used for base value calculation, etc. is within the predetermined range, it is determined whether the value of the switch counter is within the range not exceeding the number of switches whose values are monitored, it is determined whether the display period management number indicating the current display period is within the range of the number of periods (0 to 3), and it is determined whether the aggregation interval number indicating the current aggregation interval is within the range of the number of intervals (0 to 4). Thus, in the validity determination, it is preferable to determine whether the value of the area used as a pointer to the data table is within the predetermined range. Thereby, it is possible to prevent in advance the program from running wild by acquiring a value outside the range. Also, since the validity determination is performed for each performance display editing process, it is effective.
[0260] Note that since the validity determination is executed each time the performance display editing process is executed, when the work area for performance display is invalid, its initialization can be immediately executed, and abnormal performance display (display of abnormal base value, etc.) can be prevented as much as possible.
[0261] Also, the initialization of the work area for performance display (including initial value setting) targets the area other than the stack pointer save area so as to protect the stack pointer save area. In this embodiment, the out-of-area stack area is not initialized, but it may be initialized. Even when the out-of-area stack area is initialized, the values of the registers saved in the out-of-area stack area are protected and not initialized. Since the initialization of the work area for performance display is executed separately from the initialization of the in-area work area (game control work area) and the in-area stack area (game control stack area), it does not affect the in-area work area and the in-area stack area.
[0262] Subsequently, the game control device 100 determines whether it is the timing to switch the aggregation period for aggregating data (such as the number of normal out balls and the number of normal prize balls) that serves as the basis for calculating the base value (out ball rate) (A1205). An aggregation period is provided for the total number of out balls (total discharged balls, total out balls) from power-on, and the aggregation period is switched every time the total number of out balls reaches a plurality of predetermined numbers (for example, every time it increases by 60,000).
[0263] For example, the timing to switch the aggregation period is the timing when the total number of out balls from power-on becomes 300, 60,300, 120,300, 180,300,... as the predetermined numbers. That is, the width of the aggregation period is basically 60,000 except for the first first aggregation period. The first aggregation period = 0 to 300, the second aggregation period = 300 to 60,300, the third aggregation period = 60,300 to 120,300, the fourth aggregation period = 120,300 to 180,300, the fifth aggregation period = 180,300 to 240,300,... The aggregation period numbers indicating the first to fifth aggregation periods are 0 to 4 respectively, and the aggregation period number is maintained at 4 for the sixth aggregation period and later. Note that the current aggregation period number is stored in the work area for performance display.
[0264] When it is the timing to switch the aggregation period (the result of A1205 is "Y"), the game control device 100 makes the switching setting of the aggregation period (A1206). In the switching setting of the aggregation period, it clears the total out counter that counts the total number of out balls (total out balls), the normal out counter that counts the number of normal out balls (normal out balls) which is the number of out balls (discharged balls) within each aggregation period, and the normal prize ball counter that counts the number of normal prize balls which is the total number of all prize balls (acquired balls) within each aggregation period, or shifts (moves) the final base value (or the latest base value) of each aggregation period to the base value storage area of the adjacent aggregation period.
[0265] When it is not the timing to switch the aggregation period (the result of A1205 is "N"), the gaming control device 100 determines whether there is an input of a switch to the input port to be monitored (A1207). In the present embodiment, the input ports to be monitored are the third input port 124 and the fourth input port 126 (see FIG. 3).
[0266] Here, for each input port to be monitored, the information on the switch rising edge copied to the performance display work area (copied in step A9603 of FIG. 58) is checked. For each input port to be monitored, there is an 8-bit area for storing the copied information on the switch rising edge. When the information on the switch rising edge is all 0 for all the input ports to be monitored, it can be determined that there is no input, and in other cases, it can be determined that there is an input. Note that as the information on the switch rising edge, unless masked at the time of copying, the bit corresponding to the switch with a new input (detection) in the input process (A1303) is set to 1, and the bit corresponding to the switch with no new input is set to 0.
[0267] When there is an input of a switch to the input port to be monitored (the result of A1207 is "Y"), the gaming control device 100 checks the input of the switch corresponding to the switch counter (target switch) to obtain input information (A1208). The target switches here are the lower big winning port switch 38a of the first special variable winning device 38, the upper big winning port switch 39a of the second special variable winning device 39, the start port 1 switch 36a of the first start winning port 36, the start port 2 switch 37a of the second start winning port 37 (ordinary variable winning device), the winning port switch 35a (left winning port switch, right winning port switch) of the general winning port 35, the out ball detection switch 74, etc., which can change the base value (or the ball output rate) by detecting the game balls.
[0268] Subsequently, the game control device 100 determines whether it is the valid period of the target switch (A1209). Note that when cheating at the big winning opening or cheating in the general winning occurs and winning at the big winning opening or the second start winning opening 37 becomes invalid, that is, when the big winning opening switches 38a, 39a or the start opening 2 switch 37a is not valid. Also, there are switches that are always valid, such as the first start winning opening 36 and the out ball detection switch 74.
[0269] When it is the valid period of the target switch (the result of A1209 is "Y"), the game control device 100 determines whether there is an input to the target switch corresponding to the switch counter (A1210). When it is not the valid period of the target switch (the result of A1209 is "N") or when there is no input to the target switch (the result of A1210 is "N"), the process proceeds to step A1218.
[0270] When there is an input to the target switch (the result of A1210 is "Y"), the game control device 100 clears the input information (1 bit) of the bit corresponding to the target switch (A1211) and determines whether it is in the normal base state (A1212). The normal base state (low base state) is a period in which the base value can be calculated and updated, and in this embodiment, it is the normal game state.
[0271] When it is in the normal base state (during the normal game state) (the result of A1212 is "Y"), if the target switch is a switch to which a bonus ball is awarded, the game control device 100 updates the normal bonus ball number, which is the total number of bonus balls within the aggregation period, by adding the number of bonus balls corresponding to the target switch (A1213). Subsequently, when the target switch is the out ball detection switch 74, the normal out ball number (normal out number, normal discharged ball number), which is the number of out balls within the aggregation period, is updated by adding 1 (A1214). Next, when the target switch is the out ball detection switch 74, the total out ball number (total out number, total discharged ball number) is updated by adding 1 (A1215).
[0272] In addition, in the present embodiment, the out-ball detection switch 74 detects all the game balls discharged from the game area 32 (that is, all the game balls that have passed through the winning port or the out port 30b). Not only the game balls that have entered the out port 30b, but also the game balls that have entered the winning ports (the first start winning port 36, the second start winning port 37, the big winning port, or the general winning port 35) are guided to the out-ball detection switch 74 via a passage or the like (not shown) and detected.
[0273] When the game control device 100 is not in the normal base state which is the normal game state (when the result of A1212 is "N"), it updates only the total number of out balls without updating the normal number of prize balls or the normal number of out balls (A1215). Therefore, in the high base state (the second game state, the time-saving state, the probability-variable state, or the special game state) which is not the normal base state, neither the normal number of prize balls nor the normal number of out balls is updated, and the base value (normal number of prize balls ÷ normal number of out balls) calculated from the normal number of prize balls and the normal number of out balls is not updated and remains unchanged. Note that it is also possible to configure such that the determination process regarding the normal base state in step A1212 is eliminated and the base value can be updated (changed) as the ball output rate in all game states.
[0274] Next, the game control device 100 updates the switch counter by +1 in order to change the target switch to the next one in the next performance display editing process (A1216). Note that the performance display editing process is executed at a time interval much shorter than the interrupt period of the timer interrupt (a predetermined time period, for example, 4 msec) (for example, several μsec) by the loop process in the main process. For this reason, during the interrupt period, the performance display editing process is repeatedly executed, and the switch counter (for example, from 0 to 7) covers all the bits of all the switches (for example, bit 0 to bit 7) for each input port to be monitored. Also, the switch counter is updated to 0 after the final value (for example, 7), and the input of the switch is started to be checked for the next input port to be monitored. For example, after the input of the switch regarding the third input port 124 is first checked, the input of the switch regarding the fourth input port 126 is then checked.
[0275] On the one hand, when there is no switch input to all monitored input ports (the result of A1207 is "N"), the gaming control device 100 executes a base value calculation process (predetermined process) for calculating the base value (A1217). Note that there may be cases where there is no switch input to the monitored input ports from the beginning. On the other hand, even if there was initially a switch input to some or all of the monitored input ports, after checking for switch inputs for all monitored input ports, the input information of the target switch with an input is cleared (A1211), so that there is no switch input to all monitored input ports.
[0276] In the base value calculation process, the base value is the ratio of the normal number of prize balls to the normal number of out balls, and is calculated as the normal number of prize balls ÷ the normal number of out balls. Therefore, when a game ball enters the start winning opening (start winning opening 36, normal variable winning device 37), the big winning opening, or the general winning opening 35, as a first step, the normal number of prize balls is updated and changed by the input (detection) of the switches 35a, 36a, 37a, 38a, 39a of the winning opening to which the prize balls are awarded, and the base value changes, and as a second step, the normal number of out balls is updated and changed by the input (detection) of the out ball detection switch 74, and the base value changes. That is, when one game ball enters the winning opening, the base value changes in two steps (is affected). When a game ball enters the out opening 30b that opens on the game board 30, the normal number of out balls is updated and changed by the input (detection) of the out ball detection switch 74, and the base value also changes. On the other hand, when a game ball enters the general pattern start gate 34, neither the normal number of prize balls nor the normal number of out balls is updated or changed by the entry of the ball itself, so the base value is maintained without change. Even if a game ball enters the general pattern start gate 34, since no prize balls are awarded, the normal number of prize balls is not updated.
[0277] Regardless of whether the base value changes or not, it will be output as a performance display to the performance display device 152 by the processing in steps A1624 - A1630 of the output process. However, when the safety device is operating and the game is stopped, or when a strong error 2 occurs and the game is stopped, the performance display device 152 outputs off data and turns off the light.
[0278] Note that, as a special example, the calculation of the base value may be executed only during the real-time value display period in which the real-time value (bL.) of the base value is displayed. In this special example, the normal winning ball number and the normal out ball number are updated until the real-time value display period arrives, but the base value is not calculated and does not change.
[0279] After step A1216 or A1217, the game control device 100 restores the saved register (A1218), loads it from the stack pointer save area and sets the stack pointer (A1219), and ends the performance display editing process. The set stack pointer indicates the address of the in-area stack area.
[0280] Note that in FIG. 8, the process of step A1217 may be performed immediately after step A1214, and a configuration is also possible in which the base value calculation process is performed immediately after the normal winning ball number or the normal out ball number is updated without waiting for the input check of all the switches of the input port to be monitored.
[0281] 〔Timer Interrupt Processing〕 Next, the timer interrupt processing will be described. FIG. 9 is a flowchart showing the procedure of the timer interrupt processing (interrupt processing program). The timer interrupt processing is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111a. When a timer interrupt occurs in the game microcomputer 111, the timer interrupt processing is started.
[0282] When the timer interrupt processing is started, the game control device 100 first designates register bank 1 as the register bank to be used (A1301), and sets the upper address of the RAM start address in a predetermined register (A1302). By switching from register bank 0 used in the main process to register bank 1 at the start of the timer interrupt processing, it is equivalent to saving the registers used in the main process. Note that when the timer interrupt processing is started, it automatically enters the interrupt prohibited state.
[0283] Next, the game control device 100 executes input processing (A1303) for reading the states of various sensors and switches, taking in signals, that is, the states of each input port. Next, based on the probability setting change flag and the probability setting confirmation flag, it determines whether it is in the process of changing the probability setting or confirming the probability setting (A1304). If it is in the process of changing the probability setting or confirming the probability setting (the result of A1304 is "Y"), it executes probability setting change / confirmation processing (A1305) for changing or confirming the probability setting value.
[0284] When the game control device 100 is neither in the process of changing the probability setting nor in the process of confirming the probability setting (the result of A1304 is "N"), based on the output data set in various processes, it executes output processing (A1306) for driving and controlling actuators such as solenoids (for example, the big winning port solenoid 39b) and driving and controlling LEDs (light emission control). Note that if a firing prohibition signal is output in the process of step A1005 in the main process, by performing this output processing, a firing permission signal can be output and the firing permission signal can be set to the permission state.
[0285] Next, the game control device 100 executes payout command transmission processing (A1307) for outputting commands (such as payout commands) set in the transmission buffer in various processes to the payout control device 200. After that, it executes winning port switch / status monitoring processing (A1308) for monitoring whether normal signals are input from the start port 1 switch 36a, the start port 2 switch 37a, the winning port switch 35a, and the big winning port switch 39a, and monitoring for errors (such as whether the front frame and the glass frame are not open).
[0286] Next, the game control device 100 determines whether the game is in a stopped state (A1309). When the safety device is activated (when the safety device activation flag = 1) or when a strong error 2 that requires the game to be stopped has occurred, it can be determined that the game is in a stopped state.
[0287] When the game is not stopped (the result of A1309 is "N"), the special drawing game process (A1310), accessory game process (A1311), general drawing game process (A1312), and segment LED editing process (A1313) are executed. Then, the processes after step A1314 are executed. In addition to the case where no error occurs at all, when a weak error and a strong error 1 occur, the special drawing game process (A1310), accessory game process (A1311), general drawing game process (A1312), and segment LED editing process (A1313) are also executed.
[0288] In the segment LED editing process, settings related to the driving of some of the plurality of segment LEDs constituting the batch display device 50 (such as the memory display unit and the round display unit: LED lamps D3 - D7, D11 - D17) are executed. In addition, settings related to the driving of another part of the batch display device 50 (the variable display unit: LED lamps D1, D2, D8, D10, D18) are executed in the symbol variation control processes (A2615, A2617, A7615). Settings related to the driving of another part of the batch display device 50 (the probability state display unit: LED lamp D9) are executed in the power failure recovery process (A1048) and the like.
[0289] When the game is stopped (the result of A1309 is "Y"), the game control device 100 proceeds to the processes after step A1314 without executing the special drawing game process (A1310), accessory game process (A1311), general drawing game process (A1312), and segment LED editing process (A1313). In this way, when the safety device is activated or when a strong error 2 occurs and the game is stopped, the special drawing game process (A1310) and the general drawing game process (A1312) are not executed, so the special drawing reservation numbers (A2906, A4611) and the general drawing reservation numbers (A7707, A7918) do not change. On the other hand, when a weak error or a strong error 1 occurs and the game is not stopped, and the special drawing game process (A1310) and the general drawing game process (A1312) are executed, the special drawing reservation numbers (A2906, A4611) and the general drawing reservation numbers (A7707, A7918) can change by +1 update (when a reservation occurs) or -1 update (when a reservation is cleared).
[0290] In addition, according to error types such as weak errors, strong error 1, and strong error 2, it is also possible to configure to execute some of the special figure game process (A1310), accessory game process (A1311), general figure game process (A1312), and segment LED editing process (A1313) and not execute the others. For example, when strong error 2 occurs, only the segment LED editing process may be executed.
[0291] Furthermore, the game control device 100 transmits safety device operation information corresponding to the state of the safety device to the effect control device 300 as an effect command, or executes a safety device related process (A1314) that can set a safety device operation flag. Then, it executes a magnet irregularity monitoring process (A1315) to check the detection signal from the magnetic sensor switch 61 and determine whether there is any abnormality. Furthermore, it executes a radio wave irregularity monitoring process (board radio wave irregularity monitoring process) (A1316) to check the detection signal from the radio wave sensor 62 of the game board and determine whether there is any abnormality.
[0292] After that, the game control device 100 executes a vibration irregularity monitoring process (A1317) to monitor irregularities due to vibration based on the input from the vibration sensor 65. Next, it executes an abnormal discharge monitoring process (A1318) to monitor abnormal discharge from the big winning opening. In the abnormal discharge monitoring process, based on the inputs from the big winning opening switch 39a, the specific area switch 72 (V winning opening switch), and the remaining ball discharge port switch 73 in the special variable winning device 39, the abnormal discharge of the special variable winning device 39 is monitored, and when abnormal discharge occurs, an abnormal discharge in progress flag is set. Note that the game balls that have passed through the big winning opening switch 39a of the special variable winning device 39 are discharged after passing through the specific area switch 72 (V winning opening switch) or the remaining ball discharge port switch 73.
[0293] Next, the game control device 100 executes an external information editing process (A1319) to set the signals output to various external devices in the output buffer. Then, similar to step A1309 and the like, it determines whether the game is in a stopped state (A1320).
[0294] When the game is not stopped (the result of A1320 is "N"), the game control device 100 saves the flag register in the in-region stack area (A1321), and executes out-of-region integration processing such as updating the safety device counter value (calculating the number of balls) and display control of the performance display device 152 (A1322). After that, the flag register is restored (A1323), and the timer interrupt process is terminated. When the safety device is not operating and strong error 2 has not occurred, the game is not stopped, and the processes of steps A1321 - A1323 including out-of-region integration processing are executed.
[0295] Note that, as described later, when shifting to out-of-region integration processing, the stack pointer is switched from the in-region stack area related to game control to the out-of-region stack area. At that time, since the flag (especially the zero flag) of the flag register may change when saving the stack pointer for game control in the stack pointer save area of RAM111c, the flag register is saved in advance in step A1321.
[0296] On the other hand, when the game is stopped (the result of A1320 is "Y"), the game control device 100 terminates the timer interrupt process without executing out-of-region integration processing or the like. That is, when the safety device is operating (when the safety device operation flag = 1) or when strong error 2 has occurred, out-of-region integration processing is not executed, so the safety device counter value is not updated and the display content of performance displays such as the base value is not updated. As a result, unnecessary control during game stop can be omitted.
[0297] Note that, different from the above, even when strong error 2 occurs, a configuration is also possible in which the game is not stopped and special figure game processing (A1310), accessory game processing (A1311), general figure game processing (A1312), and segment LED editing processing (A1313) are executed. Also, even when strong error 2 occurs, a configuration is also possible in which out-of-region integration processing or the like is executed.
[0298] Also, when returning from the timer interrupt process, the restoration of the interrupt disabled state and the restoration of the register bank specification are automatically performed. However, depending on the CPU used, after the external information editing process, a process of enabling interrupts or a process of returning the register bank specification to register bank 0 may be performed.
[0299] 〔Output Process〕 Next, the details of the output process (A1306) in the timer interrupt process (Fig. 9) will be described. Fig. 10 is a flowchart showing the procedure of the output process.
[0300] The game control device 100 first outputs off data to the output port 135 (segment output port) (see Fig. 3) that outputs the data of the segments of the batch display device (LED) 50 to reset the output port 135 (A1601). Subsequently, off output data for all solenoids (big winning port solenoids 38b, 39b, lever solenoid 86b, general power solenoid 37c) is set (A1602). Then, in the same way as in step A1309 and the like, it is determined whether or not the game is stopped (A1603). When the safety device is operating (when the safety device operation flag = 1) or when a strong error 2 that requires the game to be stopped has occurred, it can be determined that the game is stopped.
[0301] When the game control device 100 is not in the game stop state (the result of A1603 is "N"), it synthesizes the data to be output to the solenoid output port 134 that outputs the data of the big winning port solenoids 38b, 39b, lever solenoid 86b, and general power solenoid 37c (A1604). Then, it outputs the data to the solenoid output port 134 (A1605). When the game is in the stop state (the result of A1603 is "Y"), it does nothing and proceeds to the process of step A1605 to output off data (A1602) to the solenoid output port 134. As a result, when the game is in the stop state, the operation of all solenoids stops, and the big winning port, the specific area 86, the ordinary variable winning device 37, etc. are closed and enter the closed state. In this way, the big winning port is closed in the game stop state, and the round game (the game during big win or small win) cannot be executed.
[0302] Then, the game control device 100 updates the value of the digit counter for sequentially scanning the digit lines of the batch display device (LED) 50 by +1 within the range of 0 to 3 (it is only incremented by 1, but when it reaches 3, it is updated to 0) (A1606). Further, digit output data to the digit line of the LED corresponding to the value of the digit counter is acquired (A1607). Then, the acquired digit output data and the external information data are combined (A1608), and the combined data is output to the digit output / external information output port 136 (A1609).
[0303] Next, the game control device 100 sets off data as the segment output data to the segment lines (A1610). And the output data of firing prohibition is set (A1611). Further, in the same way as in step A1603 etc., it is determined whether or not the game is stopped (A1612).
[0304] When the game is not stopped (the result of A1612 is "N"), the game control device 100 loads the segment output data from the segment area in the RAM 111c corresponding to the value of the digit counter to the segment lines (A1613), sets the output data of firing permission (A1614), and outputs the loaded segment output data to the output port 135 for segment output (A1615). Note that this segment area may be included in the in-area work area (game control work area).
[0305] In this way, when the game is not stopped, every time the value of the digit counter is updated by +1 within the range of 0 to 3, a new digit line is selected, and segment output data is output to the eight segment lines of the digit connected by this digit line. Digits 0 to 3 (digit 0 to 3) are sequentially selected, and a dynamic drive method (dynamic lighting control) for the batch display device 50 is realized.
[0306] On the other hand, when the game is stopped (the result of A1612 is "Y"), the game control device 100 outputs off data (A1610) to the output port 135 for segment output without performing the processes of steps A1613 and A1614 (A1615). As a result, when the safety device is activated (when the safety device activation flag = 1) or when a strong error 2 has occurred, the batch display device 50 turns off in the game stop state. Thereby, the special figure variable display game and the general figure variable display game cannot be executed in the game stop state. Then, the player who sees the batch display device 50 can recognize that the game is stopped, that the safety device has been activated, or that a strong error 2 (illegal error) has occurred.
[0307] Subsequently, the game control device 100 loads and synthesizes the external information data output to the external information terminal 71 (A1616). Further, the synthesized external information data and the output data of launch permission or launch prohibition are synthesized (A1617), and finally the synthesized data is output to the external information / launch permission signal output port 137 (A1618). Here, when the game is not stopped, the output data is launch permission (A1614), and when the game is stopped, the output data is launch prohibition (launch stop) (A1611). As a result, in the game stop state when the safety device is activated or a strong error 2 has occurred, the launch of game balls from the ball launch device is prohibited, while if the game is not in the stop state, the launch of game balls from the ball launch device is permitted. Note that even in the game stop state, it is also possible to configure to permit the launch of game balls from the ball launch device and not prohibit (stop) the launch.
[0308] Next, the game control device 100 loads and synthesizes the data output to the test terminal output port 1 on the relay board 70 for outputting a test signal to the test firing test device, and outputs the synthesized data to the test terminal output port 1 on the relay board 70 (A1619). Thereafter, the data output to the test terminal output port 2 on the relay board 70 for outputting a test signal to the test firing test device is loaded and synthesized, and the synthesized data is output to the test terminal output port 2 on the relay board 70 (A1620).
[0309] Next, the game control device 100 loads and synthesizes the data to be output to the test terminal output port 3 on the relay board 70 that outputs the test signal to the firing test device, and outputs the synthesized data to the test terminal output port 3 on the relay board 70 (A1621). Further, the game control device 100 loads and synthesizes the data to be output to the test terminal output port 4 on the relay board 70 that outputs the test signal of the firing test device, and outputs the synthesized data to the test terminal output port 4 on the relay board 70 (A1622). Then, the game control device 100 loads and synthesizes the data to be output to the test terminal output port 5 on the relay board 70 that outputs the test signal to the firing test device, and outputs the synthesized data to the test terminal output port 5 on the relay board 70 (A1623).
[0310] Next, the game control device 100 outputs off data to the output port 141 (segment output port 2) that outputs the segment data of the performance display device (LED) 152 to reset the output port 141 (A1624). Next, the value of the digit counter 2 for sequentially scanning the digit lines of the performance display device 152 is updated by +1 in the range of 0 to 3 (only adding 1, but the next after 3 is updated to 0) (A1625). Further, digit output data to the digit lines of the LED corresponding to the value of the digit counter 2 is acquired (A1626). Then, the acquired digit output data is output to the output port 142 (digit output port 2) (A1627).
[0311] Next, the game control device 100 determines whether the game is in a stopped state, similar to step A1603 etc. (A1628). When the game is not in a stopped state (the result of A1628 is "N"), segment output data is loaded from the performance display device segment area in the RAM 111c corresponding to the value of the digit counter 2 (A1629). The performance display device segment area is included in the performance display work area related to performance information and its display (performance display). Then, the loaded segment output data is output to the output port 141 (segment output port 2) for the performance display device 152 (A1630), and then the output process ends.
[0312] On the other hand, when the game is stopped (the result of A1628 is "Y"), the game control device 100 ends the output process without executing the processes of steps A1629 and A1630. Therefore, when the safety device is activated and the game is stopped (when the safety device activation flag = 1) or when a strong error 2 occurs and the game is stopped, the segment output data in the segment area of the performance display device cannot be output to the output port 141. Thus, the off data in step A1624 is directly output to the output port 141 for the performance display device 152. And in this case, when the value of the digit counter 2 makes a full cycle within the range of 0 to 3, all the LEDs of the performance display device 152 are forcibly turned off and become non-displayed. The person in charge or staff in the game hall who sees the performance display device 152 can recognize that the game is stopped, the safety device has been activated, or a strong error 2 (illegal error) has occurred.
[0313] Also, even if a strong error 2 occurs, it is possible to configure the system not to stop the game and to execute the processes of steps A1629 and A1630 and the like.
[0314] 〔Winning Port Switch / Status Monitoring Process〕 Next, the details of the winning port switch / status monitoring process (A1308) in the timer interrupt process (Figure 9) will be described. Figure 11 is a flowchart showing the procedure of the winning port switch / status monitoring process.
[0315] The game control device 100 first clears the acquired game ball number area included in the in-area work area to 0 (A2001). As a result, the acquired game ball number area becomes an area for storing the number (total) of prize balls acquired within one interrupt (within a predetermined time period). Note that the acquired game ball number is equal to the increase in the number of safe balls within one interrupt. Then, a winning port monitoring table 1 corresponding to the upper large winning port switch 39a in the upper large winning port (special variable winning device 39) is prepared (A2002). And an illegal & winning monitoring process is executed to monitor whether there is an illegal winning in the upper large winning port and to detect a normal winning even though the upper large winning port is not open (A2003).
[0316] Thereafter, the game control device 100 prepares a winning port monitoring table 2 corresponding to the lower big winning port switch 38a in the lower big winning port (special variable winning device 38) (A2004). Then, it monitors whether there is any illegal winning in the lower big winning port even though the lower big winning port is not open, and executes an illegal & winning monitoring process to detect normal winning (A2005).
[0317] Then, the game control device 100 prepares a winning port monitoring table corresponding to the start port 2 switch 37a in the normal variable winning device 37 (A2006). Then, it monitors illegal winning and executes an illegal & winning monitoring process to detect normal winning (A2007). Subsequently, it prepares a winning port monitoring table for winning port switches that are always winable and do not require illegal monitoring (A2008). The winning port switches that are always winable are the start port 1 switch 36a, the general winning port 35, and the like.
[0318] Next, the game control device 100 executes a winning count counter update process to update the winning count (A2009). Then, it updates a state scan counter for sequentially specifying which switch or signal among a plurality of switches and signals whose states are to be monitored is the target of the current monitoring (A2010). The state scan counter is updated within the range from 0 to 3.
[0319] Thereafter, the game control device 100 prepares a game machine state monitoring table 1 for setting the state to be monitored according to the value of the state scan counter (A2011). Then, it executes a game machine state check process to determine states such as whether an error has occurred (A2012).
[0320] By referring to the value of the state scan counter in the gaming machine state monitoring table 1, when the value of the state scan counter is 0, monitoring of the state (switch abnormality error) based on the abnormality detection signal output due to occurrence such as disconnection of the switch connector is set, and when the value of the state scan counter is 1, monitoring of the state (shooting ball shortage error) based on the shooting ball shortage switch signal from the payout control device 200 is set. When the value of the state scan counter is 2, monitoring of the state (overflow error) based on the overflow switch signal is set, and when the value of the state scan counter is 3, monitoring of the state (payout abnormality error) based on the payout abnormality status signal is set. Thus, in the gaming machine state monitoring table 1, weak errors are monitored.
[0321] Next, the game control device 100 prepares a gaming machine state monitoring table 2 for setting the state to be monitored according to the value of the state scan counter (A2013). Then, it executes a gaming machine state check process for determining the state such as whether an error has occurred (A2014).
[0322] By referring to the value of the state scan counter in the gaming machine state monitoring table 2, when the value of the state scan counter is 0, monitoring of the state (glass frame opening error) based on the signal output from the glass frame opening detection switch is set, and when the value of the state scan counter is 1, monitoring of the state (main body frame opening error, front frame opening error) based on the signal output from the front frame opening detection switch is set. Also, when the value of the state scan counter is 2, monitoring of the state (frame radio wave irregularity) based on the frame radio wave irregular signal is set, and when the value of the state scan counter is 3, monitoring of the state based on the touch switch signal is set.
[0323] Next, the game control device 100 determines whether the value of the state scan counter is 0 (A2015). And when the value of the error scan counter is not 0 (the result of A2015 is "N"), it proceeds to the process of step A2017.
[0324] Also, when the value of the error scan counter is 0 (the result of A2015 is "Y"), the game control device 100 executes a payout busy signal check process for setting a busy signal status (payout busy signal flag) based on a payout busy signal indicating whether the payout control device 200 can start payout control (A2016), and proceeds to the process of step A2017.
[0325] Note that the process of step A2016 is executed only when the value of the status scan counter updated every timer interrupt is 0, so it is executed at a rate of once every four timer interrupts. That is, when the timer interrupt is performed every 4 ms, the process of A2016 is performed every 16 ms.
[0326] Next, the game control device 100 executes a V-pass timing monitoring process for monitoring whether a game ball has passed through the specific area switch 72 at an inappropriate timing (A2017). In the V-pass timing monitoring process, a V-pass error is determined when a detection signal of the specific area switch 72 is generated at an inappropriate timing.
[0327] Subsequently, the game control device 100 executes a remaining ball monitoring process for monitoring whether there is no game ball remaining at the specific area switch 72 (A2018), and ends the winning port switch / status monitoring process.
[0328] Note that the V-pass timing monitoring process and the remaining ball monitoring process in the winning port switch / status monitoring process are necessary for a so-called one-type two-type hybrid machine (1 + 2 types of machines) as in the present embodiment, and may not be necessary for a normal one-type pachinko machine.
[0329] 〔Cheating & Winning Monitoring Process〕 FIG. 12 is a flowchart showing the procedure of the cheating & winning monitoring process. The cheating & winning monitoring process is executed in steps A2003, A2005, and A2007 in the winning port switch / status monitoring process shown in FIG. 11.
[0330] The illegal winning monitoring process is a process performed on the lower large winning opening switch 38a in the special variable winning device 38, the upper large winning opening switch 39a of the special variable winning device 39, and the winning opening switch (start opening 2 switch 37a) in the normal variable winning device 37. For the second start winning opening (normal variable winning device 37) and the large winning opening (special variable winning devices 38 and 39), since it is easy to perform illegal acts such as forcibly opening the opening and closing member to put the game ball in and pay out the prize balls, in addition to detecting winning, illegal monitoring is also carried out.
[0331] First, the game control device 100 checks the illegal monitoring period flag of the winning opening switch to be error-monitored (A2101), and determines whether it is within the illegal monitoring period (A2102). For example, the illegal monitoring period is a period when the winning opening switch to be error-monitored does not originally detect a game ball. For example, when the winning opening switch is the lower large winning opening switch 38a, it is a period other than during the special game state in which the special variable winning device 38 is opened.
[0332] Then, when it is within the illegal monitoring period (the result of A2102 is "Y"), the game control device 100 determines whether there is an input to the target winning opening switch (A2103). When there is no input to the target winning opening switch (the result of A2103 is "N"), the target notification timer update information is loaded (A2112). When there is an input to the target winning opening switch (the result of A2103 is "Y"), the target illegal winning count is updated by +1 (A2104), and it is determined whether the added illegal winning count is equal to or greater than the illegal occurrence determination count (for example, 5) to be monitored (A2105).
[0333] The reason for setting the determination count to 5 is, for example, to prevent misjudging as illegal when the game ball is caught by the door member of the large winning opening when the open large winning opening is converted to the closed state and the game ball wins after passing the valid period of the count switch, or when noise is added to the signal, etc., and to prevent easily determining as an error even when it is not illegal.
[0334] Then, when the number of determinations is not more than the determined number (the result of A2105 is "N"), the game control device 100 prepares a winning port monitoring table for the target winning port switch (A2110). On the other hand, when the number of determinations is more than the determined number (the result of A2105 is "Y"), the number of illegal winnings is fixed at the number of illegal occurrence determinations (A2106), and an initial value (for example, 60000 ms) is saved in the target illegal winning notification timer area (A2107).
[0335] Next, the game control device 100 prepares the target illegal occurrence command as a production command (A2108), and further prepares an illegal winning occurrence flag as an illegal flag (A2109). Then, the prepared illegal flag is compared with the value in the target illegal flag area (A2120).
[0336] On the other hand, when it is not the illegal monitoring period (the result of A2102 is "N"), the game control device 100 prepares a winning port monitoring table for the target winning port switch (A2110), and executes a winning count counter update process for setting the number of winning balls (A2111). Details of the winning count counter update process will be described later.
[0337] Then, the game control device 100 loads the update information of the target notification timer (A2112), and determines whether or not the update of the notification timer is permitted (A2113). When the update of the notification timer is not permitted (the result of A2113 is "N"), the illegal & winning monitoring process is terminated. On the other hand, when the update of the notification timer is permitted (the result of A2113 is "Y"), if the target notification timer is not 0, it is updated by -1 (A2114). Note that the minimum value of the notification timer is set to 0.
[0338] The update of the notification timer is permitted when the winning port switch to be error-monitored is the winning port switch (start port 2 switch 37a) in the normal variable winning device 37. Also, when there are two winning port switches in one special variable winning device (big winning port), the update of the notification timer is permitted when the winning port switch to be error-monitored is one of them, and not permitted when the winning port switch to be error-monitored is the other. This prevents the update of the notification timer from occurring at twice the frequency for false notifications regarding one special variable winning device, which would cause it to time out in half the specified time (e.g., 60000 ms).
[0339] Thereafter, the game control device 100 determines whether the value of the notification timer is 0 (A2115). If the value is not 0 (the result of A2115 is "N"), that is, if it has not timed out, the fraud & winning monitoring process ends. Also, if the value of the notification timer is 0 (the result of A2115 is "Y"), that is, if it has timed out or has already timed out, it prepares the target fraud cancellation command as an effect command (A2116) and prepares the fraud winning cancellation flag as the fraud flag (A2117). Then, it determines whether it is the moment when the value of the notification timer has become 0 (A2118).
[0340] When the value of the notification timer has become 0 at the moment (the result of A2118 is "Y"), that is, when the value of the notification timer has become 0 in the current fraud & winning monitoring process, the game control device 100 clears the target fraud winning count (A2119).
[0341] Also, after the process of step A2119 ends, or when it is not the moment when the value of the notification timer has become 0 (the result of A2118 is "N"), that is, when the value of the notification timer became 0 in the fraud & winning monitoring process before the previous time, the game control device 100 compares the prepared fraud flag with the value in the target fraud flag area (A2120).
[0342] Then, when the prepared fraud flag matches the value of the target fraud flag area (the result of A2120 is "Y"), the game control device 100 ends the fraud & winning monitoring process. Also, when the prepared fraud flag does not match the value of the target fraud flag area (the result of A2120 is "N"), the game control device 100 saves the prepared fraud flag to the target fraud flag area (A2121), and executes the effect command setting process (A2122). After that, the game control device 100 ends the fraud & winning monitoring process.
[0343] Through the above processing, when fraud occurs, a fraud occurrence command is sent to the effect control device 300, and when the fraud is lifted, a fraud cancellation command is sent to the effect control device 300, so that the start and end of fraud notification are set.
[0344] Figure 13 is a flowchart showing the procedure of the winning count counter update process. The winning count counter update process is executed in step A2009 of the winning port switch / state monitoring process shown in Figure 11 or step A2111 of the fraud & winning monitoring process shown in Figure 12.
[0345] First, the game control device 100 determines whether the game is in a stopped state (A2201). When the safety device is activated (when the safety device activation flag = 1) or when a strong error 2 that requires the game to be stopped has occurred, it can be determined that the game is in a stopped state.
[0346] When the game control device 100 determines that the game is not in a stopped state (the result of A2201 is "N"), it acquires the number of winning port switches to be monitored from the winning port monitoring table (A2202), and determines whether there is an input to the target winning port switch (A2203). In the winning table among the winning port monitoring tables, for each winning port switch to be monitored, the number of prize balls, the address of the winning count counter area 1, the address of the winning count counter area 2, etc. are defined. When there is no input (the result of A2203 is "N"), the table address is updated to the address of the next record (A2215), and it is determined whether the monitoring of all switches has been completed (A2216).
[0347] On the other hand, when there is an input to the target winning port switch (the result of A2203 is "Y"), the gaming control device 100 loads the number of acquired game balls from the acquired game ball number area (A2204), adds the number of prize balls corresponding to the target winning port switch to the number of acquired game balls (A2205), and saves the added value to the acquired game ball number area (A2206). As a result, the number of acquired game balls stored in the acquired game ball number area is updated for each winning port switch, and the number of acquired game balls finally becomes the number (total) of prize balls acquired within one interruption.
[0348] Note that the acquired game ball number area is in the in-area work area, written by a program for updating the winning count counter (a part of the in-area program), and only read by a program for checking the difference balls (a part of the out-of-area program) described later. Note that even if there is an input to all the winning port switches at the same time, the total value of the prize balls is less than 255 (1 byte), so no upper limit check is performed on the number of acquired game balls.
[0349] Next, the gaming control device 100 loads the value of the target winning count counter area 1 (A2207), and updates the loaded value by +1 (A2208). Further, it determines whether an overflow occurs due to the updated value (A2209). The winning count counter area 1 has a size of 2 bytes (0 to 65535).
[0350] When no overflow has occurred (the result of A2209 is "N"), the gaming control device 100 saves the updated value to the winning count counter area 1 (A2210). After the processing of step A2210 is completed, or when an overflow has occurred (the result of A2209 is "Y"), the gaming control device 100 loads the value of the target winning count counter area 2 (A2211).
[0351] After that, the game control device 100 updates the loaded value by +1 (A2212), and determines whether an overflow occurs based on the updated value (A2213). If no overflow occurs (the result of A2213 is "N"), the updated value is saved in the winning count counter area 2 (A2214). The winning count counter area 2 has a size of 1 byte (0 to 255).
[0352] After the processing of step A2214 is completed, or when an overflow occurs (the result of A2213 is "Y"), the game control device 100 updates the table address to the address of the next record (A2215). Then, it determines whether the monitoring of all switches has ended (A2216).
[0353] If the monitoring of all switches has not ended (the result of A2216 is "N"), the game control device 100 returns to the process of step A2203 that determines whether there is an input to the target winning port switch. Also, if the monitoring of all switches has ended (the result of A2216 is "Y"), the winning count counter update process ends. As a result, until the monitoring of all switches ends, the processes of steps A2203 - A2216 are repeated, and the number of acquired game balls (total), which is the number of prize balls obtained within one interruption, is obtained. Also, based on the winnings to each winning port (each winning area) within one interruption, the winning count counter areas 1 and 2 are updated and the winning information is stored.
[0354] If the game is in a stopped state (the result of A2201 is "Y"), the game control device 100 does nothing and ends the winning count counter update process. As a result, in the game stopped state, the detection of game balls by the winning port switch becomes invalid, the number of acquired game balls is not updated, and since the winning count counter areas 1 and 2 are not updated, the winning information is not stored and no prize balls are obtained (paid out). Note that the payout of prize balls based on the winning information stored before the game stops (i.e., when the detection of game balls by the winning port switch is valid) continues even in the game stopped state.
[0355] The winning count counter area 1 is an area used to transmit a payout command (bonus ball command) for instructing the payout control device 200 to pay out bonus balls, and stores data on winnings corresponding to bonus balls for which the payout command has not yet been transmitted. That is, the winning count counter area 1 forms a bonus ball command counter capable of storing information regarding the bonus ball command.
[0356] The winning count counter area 2 is an area used to transmit a main bonus ball signal for outputting to an external device every time the number of bonus balls generated by winning at the winning port (number of payout planned) reaches a predetermined number (here, 10), and stores data on winnings corresponding to bonus balls for which the generation process of the main bonus ball signal has not been performed. That is, the winning count counter area 2 forms a main bonus ball signal counter capable of storing information regarding the main bonus ball signal.
[0357] In each of these winning count counter areas, winning count counter areas are provided for each number of bonus balls set for each winning port (for example, 3 bonus balls, 2 bonus balls, 10 bonus balls, 14 bonus balls), and the count number of the corresponding winning count counter area is incremented by 1 based on winning at the winning port. That is, the information on the winning is made storable in units of one winning at the winning port. Note that the winning count counter area 1 (2 bytes) is allocated a larger area than the winning count counter area 2 (1 byte) so that more winning data can be stored. This is because the main bonus ball signal can be transmitted regardless of the state of the transmission destination, whereas the payout command may be withheld from transmission depending on the state of the payout control device 200, which is the transmission destination, and there is a possibility that more untransmitted data will accumulate.
[0358] [Game machine state check process] FIG. 14 is a flowchart showing the procedure of the game machine state check process. The game machine state check process is executed in steps A2012, A2014, etc. in the winning port switch / state monitoring process shown in FIG. 11.
[0359] The game control device 100 first acquires a state monitoring table corresponding to the state scan counter (A2301). The state scan counter is set with a value in the range from 0 to 3 corresponding to the game state. Note that the relationship between the state monitoring table and the state scan counter is as described in the winning port switch / state monitoring process.
[0360] Subsequently, the game control device 100 determines whether the signal to be checked is on (A2302). If the signal to be checked is not on (the result of A2302 is "N"), that is, if the signal to be checked is off, it prepares a state off flag as a state flag (A2303), acquires and prepares the target state off command (A2304). Further, it acquires the target state off monitoring timer comparison value (A2305). The state off flag indicates a normal state for error-related signals and a non-touch state for touch switch signals.
[0361] On the other hand, when the signal to be checked is on (the result of A2302 is "Y"), the game control device 100 prepares a state on flag as a state flag (A2306), acquires and prepares the target state on command (A2307). Further, it acquires the target state on monitoring timer comparison value (A2308). The state on flag indicates an abnormal or illegal state for error-related signals and a touched state for touch switch signals.
[0362] When the process of step A2305 or step A2308 ends, the game control device 100 determines whether the value of the target signal control area matches the state of the acquired signal (A2309). If they match (the result of A2309 is "Y"), it proceeds to the process of step A2312. If they do not match (the result of A2309 is "N"), it saves the acquired signal state in the target signal control area (A2310) and clears the target state monitoring timer (A2311).
[0363] Subsequently, the game control device 100 updates the target status monitoring timer by +1 (A2312). Furthermore, it determines whether the value of the updated status monitoring timer is greater than or equal to the corresponding timer comparison value (A2313). If the value of the updated status monitoring timer is less than the corresponding timer comparison value (the result of A2313 is "N"), the game machine status check process ends.
[0364] On the other hand, when the value of the updated status monitoring timer is greater than or equal to the corresponding timer comparison value (the result of A2313 is "Y"), the game control device 100 updates the status monitoring timer by -1 and sets it to the value of timer comparison value - 1 (A2314). Furthermore, it determines whether the prepared status flag matches the value in the target status flag area (A2315). If they match (the result of A2315 is "Y"), the game machine status check process ends.
[0365] On the other hand, when the prepared status flag does not match the value in the target status flag area (the result of A2315 is "N"), the game control device 100 saves the prepared status flag in the target status flag area (A2316). Finally, it executes the effect command setting process for setting the effect command (A2317) and ends the game machine status check process.
[0366] The effect command here is either a status off command or a status on command. If the status on command is an error - related command, the effect control device 300 is made to start error notification. As status on commands for making the effect control device 300 start error notification, there are commands corresponding to payout errors (including weak errors) related to the payout of game balls, such as a shoot ball out - of - balls error, an overflow error, and a payout abnormality error, and commands corresponding to frame opening errors (including strong error 1), such as a glass frame opening error and a main body frame opening error, and commands corresponding to frame radio wave irregularity errors (including strong error 2).
[0367] 〔Probability Setting Change / Confirmation Process〕 Next, the details of the probability setting change / confirmation process (A1305) in the timer interrupt process will be described. FIG. 15 is a flowchart showing the procedure of the probability setting change / confirmation process. In the probability setting change / confirmation process, the probability setting value can be changed or confirmed.
[0368] The game control device 100 first determines whether the probability setting value is within the normal range (A2401). The probability setting value here is stored in the probability setting value area in the in-area work area of the RAM 111c.
[0369] When the probability setting value is within the normal range (the result of A2401 is "Y"), the game control device 100 sets the probability setting value display data corresponding to the probability setting value (A2402) and outputs it to the performance display device 152 via the drivers 150a and 150b (A2404). When the probability setting value is not within the normal range (the result of A2401 is "N"), the game control device 100 sets the off data as the probability setting value display data (A2403) and outputs it to the performance display device 152 via the drivers 150a and 150b (A2404).
[0370] Here, the probability setting value display data is the data of the display probability setting value displayed on the performance display device 152 and is stored in the probability setting value display data area. In order to prevent confusion among the hall-related personnel such as the person in charge and staff of the game arcade, if the jackpot probabilities (and small win probabilities) are the same even if the probability setting values are different, the display probability setting values may be associated with the jackpot probabilities (and small win probabilities) and made the same. That is, the same display probability setting value may mean the same jackpot probability (and small win probability).
[0371] Next, if the security signal control timer is not 0, the game control device 100 updates it by -1 (A2405). The security signal control timer is 128 ms (predetermined time) set in step A1037. Subsequently, the on data of the security signal for notifying an external device (such as the game arcade internal management device (hall computer)) of an abnormality is output to the external information terminal 71 (A2406). Here, other signals to the external information terminal 71 such as the jackpot signal are maintained in the off state.
[0372] Thereafter, the game control device 100 determines whether or not the probability setting change flag is set (A2407). If the probability setting change flag is not set (the result of A2407 is "N"), that is, if the probability setting is being confirmed, the probability setting change / confirmation process ends without doing anything.
[0373] When the probability setting change flag is set (the result of A2407 is "Y"), that is, when the probability setting is being changed, the game control device 100 determines whether or not it is the first timer interrupt process after power-on (A2408). If it is the first timer interrupt process after power-on (the result of A2408 is "Y"), the probability setting change / confirmation process ends. This is to prevent the situation where the probability setting value is updated unintentionally when the RAM initialization switch 112 is held down.
[0374] When it is not the first timer interrupt process after power-on (the result of A2408 is "N"), the game control device 100 determines whether or not there is an input to the RAM initialization switch 112 (A2409). If there is no input to the RAM initialization switch (the result of A2409 is "N"), the probability setting change / confirmation process ends.
[0375] When there is an input to the RAM initialization switch 112 (when the result of A2409 is "Y"), the working setting value in the working setting value area (in RAM111c or a register) is updated by +1 within the range where it can be obtained, and the probability setting value in the probability setting value area is updated by +1 corresponding to the working setting value (A2410). As a result, each time the RAM initialization switch 112 is operated, the probability setting value in the probability setting value area is updated by 1. Then, the probability setting change / confirmation process is terminated. Note that a value corresponding to the probability setting value read from the probability setting value area (a value obtained by subtracting 1 from the probability setting value) may be stored in the working setting value area (in RAM111c or a register) that stores the working setting value when entering the setting change mode. Note that when updated by +1 in the case of the working setting value 5 (probability setting value 6), it can return to the working setting value 0 (probability setting value 1). Therefore, the probability setting values 1 to 6 can be repeatedly updated by +1 and switched. Also, the range where the working setting value can be obtained is, for example, 0 to 1 or 0 to 5 in the case of multi-stage setting where there are multiple probability setting values, but is only 0 in the case of single-stage setting. In the case of multi-stage setting, each time the RAM initialization switch 112 is operated, the working setting value and the probability setting value are updated to different values, but in the case of single-stage setting, they remain the same value (are updated to the same value) even if updated.
[0376] Also, each time the probability setting value is updated by +1 or when there is a switch of the game state to a state where settings are variable or the like, a command (setting value information command) for notifying the effect control device 300 of the setting value may be transmitted. Similarly, each time the probability setting value is updated by +1 or when there is a switch of the game state to a state where settings are variable or the like, a test signal may be made outputtable to an external firing test device. Note that it is preferable to cancel these transmissions and outputs when there is an abnormality such as a main abnormality in the game control device 100. In addition, when there is a switch of the game state such as a probability variation state, a time shortening state, or a big win state, or at the start of a special figure variation display game, a command (setting value information command) for notifying the effect control device 300 of the setting value may be transmitted, or a test signal may be made outputtable to an external firing test device.
[0377] Incidentally, in the above description, every time the RAM initialization switch 112 is operated, the probability setting value in the probability setting value area is directly updated in response to the update of the working setting value. However, the probability setting value (working setting value) being changed in the working setting value area of the RAM 111c is stored, and when the setting key switch 93 is turned off and the setting change operation is completed (when the result of A1039 is "Y"), the value corresponding to the working setting value in the working setting value area is first stored in the probability setting value area. By doing so, when a power failure occurs during the setting change (when the result of A1040 is "Y"), it is possible to prevent a situation where the probability setting value (the probability setting value stored in the probability setting value area) used for game control, effect control, etc. is changed to an unintended value.
[0378] [Special Figure Game Processing] Next, the details of the special figure game processing (A1310) in the above-described timer interrupt processing will be described. FIG. 16 is a flowchart showing the procedure of the special figure game processing. In the special figure game processing, the inputs of the start port 1 switch 36a and the start port 2 switch 37a are monitored, the overall control of the processing related to the special figure variable display game is performed, and the display setting of the special figure is performed.
[0379] The game control device 100 first executes a start port switch monitoring process (A2600) for monitoring the winning of the start port 1 switch 36a and the start port 2 switch 37a. In the start port switch monitoring process, when a game ball wins the start winning port 36 or the normal variable winning device 37 forming the second start winning port, various random numbers (such as jackpot random numbers) are extracted, and a game result pre-judgment for pre-judging the game result based on the winning at the stage before the start of the special figure variable display game based on the winning is performed. The details of the start port switch monitoring process will be described later.
[0380] Subsequently, a specific area switch monitoring process (A2601) for monitoring the winning (entering the ball) of the game ball into the specific area 86 (V winning port) is executed. The details of the specific area switch monitoring process will be described later.
[0381] Next, the game control device 100 executes the upper big winning opening switch monitoring process (A2602). In the upper big winning opening switch monitoring process, detection of game balls by the count switch 39a provided in the special variable winning device 39 is monitored.
[0382] Next, if the special figure game process timer is not 0, the game control device 100 updates it by -1 (subtracts by 1) (A2603). The special figure game process timer will be timed by the interruption cycle (4 msec) of the timer interruption process due to the -1 update. Note that the minimum value of the special figure game process timer is set to 0. Next, it is determined whether the special figure game process timer is 0 (A2604). If the special figure game process timer is not 0 (the result of A2604 is "N"), the process proceeds to step A2619.
[0383] When the special figure game process timer of the game control device 100 is 0 (the result of A2604 is "Y"), that is, when the time is up or already up, the game control device 100 sets the special figure game sequence branch table, which is referred to for branching to the process corresponding to the special figure game process number, in the register (A2605). Furthermore, the branch destination address of the process corresponding to the special figure game process number is acquired using the special figure game sequence branch table (A2606). Subsequently, a subroutine call is made according to the special figure game process number to execute the game branching process corresponding to the special figure game process number (A2607).
[0384] When the game process number is "0" in step A2607, the game control device 100 monitors the start of the variation of the special figure variation display game, and executes the special figure normal process for setting the start of the variation of the special figure variation display game, setting the effects, and setting the information necessary for performing the process during the special figure variation, etc. The details of the special figure normal process will be described later.
[0385] When the game process number is "1" in step A2607, the gaming control device 100 executes a special figure variation process (A2609) for setting the stop display time of the special figure in the special figure and setting the information necessary for performing the process during the special figure display. For example, in the special figure variation process, necessary information such as a symbol stop command indicating the stop of the special symbol and the stop display time corresponding to the stop symbol pattern is set, the process number "2" related to the process during the special figure display is set, and it is saved in the special figure game process number area.
[0386] When the game process number is "2" in step A2607, the gaming control device 100 executes a special figure display process (A2610) for setting the information necessary for shifting to the jackpot state or the minor jackpot state. For example, in the special figure display process, if the result of the special figure variation display game is a jackpot, the condition device operation information indicating that the condition device is operating is set in the condition device operation information area, the process number "0" related to the normal special figure process is set, and it is saved in the special figure game process number area. If the result of the special figure variation display game is a minor jackpot, necessary information such as a minor jackpot fanfare command and the time before the minor jackpot opening is set, the process number "3" related to the process before the minor jackpot opening is set, and it is saved in the special figure game process number area. If the result of the special figure variation display game is a loss, the process number "0" related to the normal special figure process is set, and it is saved in the special figure game process number area.
[0387] When the game process number is "3" in step A2607, the gaming control device 100 executes a process before the minor jackpot opening (A2611). For example, in the process before the minor jackpot opening, the opening time of the big winning opening due to the minor jackpot (minor jackpot opening time, for example, 1.6 seconds) is saved in the special figure game process timer area, on data is saved in the upper big winning opening solenoid output data area, a command during the minor jackpot opening is set as an effect command, the process number "4" related to the process during the minor jackpot opening is set, and it is saved in the special figure game process number area.
[0388] When the game process number is "4" in step A2607, the game control device 100 executes the small win release process (A2612). For example, in the small win release process, the small win remaining ball processing time (e.g., 3.0 seconds) is saved in the special figure game process timer area, and the process number "5" related to the small win remaining ball processing is set and saved in the special figure game process number area.
[0389] When the game process number is "5" in step A2607, the game control device 100 executes the small win remaining ball process (A2613). For example, in the small win remaining ball process, the process number "0" related to the special figure normal process is set and saved in the special figure game process number area.
[0390] When the process based on the special figure game process number ends, after preparing the special figure 1 variation control table for controlling the variation of the special figure 1 display 51 (A2614), the game control device 100 executes the symbol variation control process related to the special figure 1 display 51 (A2615). Then, after preparing the special figure 2 variation control table for controlling the variation of the special figure 2 display 52 (A2616), the game control device 100 executes the symbol variation control process related to the special figure 2 display 52 (A2617). Next, the lever solenoid control process (A2618) for controlling the opening operation of the lever solenoid 86b to open the lever solenoid 86b during the small win is executed to end the special figure game process.
[0391] 〔Start port switch monitoring process〕 Next, the details of the start port switch monitoring process (A2600) in the special figure game process will be described. FIG. 17 is a flowchart showing the procedure of the start port switch monitoring process.
[0392] The game control device 100 first prepares a winning monitoring table for the start winning opening 36 (start opening 1) (A2701), executes a hardware random number acquisition process (A2702), and determines whether there is a winning at the start winning opening 36 (A2703). If there is no winning at the start winning opening 36 (the result of A2703 is "N"), the processes after step A2709 are executed. On the other hand, if there is a winning at the start winning opening 36 (the result of A2703 is "Y"), it is determined whether it is a game state of hitting right (A2704).
[0393] When the game control device 100 determines that it is not a game state of hitting right (the result of A2704 is "N"), the processes after step A2707 are executed. On the other hand, when it is a game state of hitting right (the result of A2704 is "Y"), a right hitting instruction notification command is prepared as an effect command (A2705), and an effect command setting process is executed (A2706). In the effect command setting process, the effect command is written into the serial transmission buffer, and the effect command will be transmitted to the effect control device 300.
[0394] That is, in the ordinary power support state (time shortening state), regardless of the probability state (high probability state / low probability state) of the variable display game, a right hitting instruction notification command is prepared and an effect command setting process is executed. In the case of this embodiment, it is easier to win by hitting left at the start winning opening 36, and it is impossible to win at the normal variable winning device 37 unless hitting right. Also, unless hitting right, the game ball does not pass through the general pattern start gate 34. Therefore, in the ordinary power support state (time shortening state), hitting right is more advantageous than hitting left. However, if there is a winning at the start winning opening 36 during the ordinary power support state (that is, if hitting left during the ordinary power support state), a right hitting instruction notification command is transmitted to the effect control device 300, and the effect control device 300 executes a notification (warning) instructing to hit right by means of a right hitting instruction display on the display device 41 or the like.
[0395] Next, after the gaming control device 100 prepares a table for setting the hold information by the start winning opening 36 (start opening 1) (A2707), it executes the special drawing start opening switch common process (A2708). Then, it prepares a winning monitoring table for the second start winning opening (normal variable winning device 37) (A2709), executes the hard random number acquisition process (A2710), and determines whether there is a winning at the second start winning opening (A2711). If there is no winning at the second start winning opening (the result of A2711 is "N"), the start opening switch monitoring process ends.
[0396] On the other hand, when there is a winning at the second start winning opening (the result of A2711 is "Y"), the gaming control device 100 determines whether the normal electric accessory (normal variable winning device 37) is in operation, that is, whether the normal variable winning device 37 is in an open state where a winning of a game ball is possible (A2712). If the normal electric accessory is in operation (the result of A2712 is "Y"), the process proceeds to step A2714.
[0397] On the other hand, when the normal electric accessory is not in operation (the result of A2712 is "N"), the gaming control device 100 determines whether an abnormality in the normal electric accessory is occurring (A2713). It is determined that an abnormality in the normal electric accessory is occurring when the number of illegal winnings at the normal variable winning device 37 is equal to or more than the illegal occurrence determination number (for example, 5). The normal variable winning device 37 is in a closed state where a game ball cannot win, and a game ball can only win in an open state. Therefore, when a game ball wins in the closed state, it means that some abnormality or illegality has occurred, and if there is such a game ball that has won in the closed state, the number thereof is counted as the number of illegal winnings. Then, when the number of illegal winnings counted in this way is equal to or more than a predetermined illegal occurrence determination number (upper limit value), it is determined that an illegal occurrence is in progress.
[0398] When the general power irregularity is not occurring (the result of A2713 is "N"), after preparing a table for setting the information held by the second start winning opening (normal variable winning device 37) (A2714), the special figure start opening switch common process is executed (A2715), and the start opening switch monitoring process ends. Also, when it is determined in A2713 that the general power irregularity is occurring (the result of A2713 is "Y"), the start opening switch monitoring process also ends. That is, no further second start memory is generated.
[0399] [Special Figure Start Opening Switch Common Process] Next, the details of the special figure start opening switch common process (A2708, A2715) in the start opening switch monitoring process will be described. FIG. 18 is a flowchart showing the procedure of the special figure start opening switch common process. The special figure start opening switch common process is a process that is commonly performed for each input when there is an input to the start opening 1 switch 36a or the start opening 2 switch 37a.
[0400] The game control device 100 first loads the start opening signal output count, which is the number of times of outputting information regarding the number of winning times at the start opening switch to be monitored among the start opening 1 switch 36a and the start opening 2 switch 37a, to the external management device of the gaming machine 10 (A2901), updates the loaded value by +1 (A2902), and determines whether the output count overflows (A2903). When the output count does not overflow (the result of A2903 is "N"), the updated value is saved to the start opening signal output count area of the RWM (A2904), and the process proceeds to the process of step A2905. On the other hand, when the output count overflows (the result of A2903 is "Y"), the process proceeds to the process of step A2905. In this embodiment, values from "0" to "255" can be stored in the start opening signal output count area. And when the loaded value is "255", the updated value becomes "0" by the +1 update, and it is configured to determine that the output count overflows.
[0401] Next, the game control device 100 determines whether the number of special figure hold counts (starting memory counts) corresponding to the start port switch to be monitored among the start port 1 switch 36a and the start port 2 switch 37a is less than the upper limit value (here, 4) (A2905). If the number of special figure hold counts to be updated is not less than the upper limit value (the result of A2905 is "N"), the common process for the special figure start port switches is terminated. Also, if the number of special figure hold counts to be updated is less than the upper limit value (here, 4) (the result of A2905 is "Y"), the number of special figure hold counts to be updated (the number of special figure 1 hold counts or the number of special figure 2 hold counts) is updated by +1 (A2906), and the target start port winning flag is saved (A2907).
[0402] Next, the game control device 100 calculates the address of the random number storage area corresponding to the start port switch to be monitored and the number of special figure hold counts (A2908), and saves the jackpot random number prepared in step A2805 in the jackpot random number storage area of the RWM (A2909). Next, the jackpot symbol random number of the special figure variable display game started by the detection of the start port switch to be monitored is extracted and saved in the jackpot symbol random number storage area of the RWM (A2910). Subsequently, the small win symbol random number of the special figure variable display game started by the detection of the start port switch to be monitored is extracted and saved in the small win symbol random number storage area (A2911). Also, the symbol random number for each support for determining the time-saving symbol is extracted, and the symbol random number for each support is saved in the symbol random number storage area for each support of the RWM (A2912).
[0403] Note that in this embodiment, since a jackpot occurs with certainty by a V win after a small win as described above, it is not necessary to use the small win symbol random number, and step A2911 is an option and may not be executed. Also, since there is no small win result in the special figure 1 variable display game, if the start port switch to be monitored is the start port 1 switch 36a, it is not necessary to extract the small win symbol random number.
[0404] Note that the small win symbol random number, the non-winning symbol random number, and the big win symbol random number are used to determine the stop symbol number at the time of a small win, the stop symbol number at the time of a non-winning spin, or the stop symbol number at the time of a big win, and the small win stop symbol pattern, the non-winning spin stop symbol pattern, or the big win stop symbol pattern corresponding to these stop symbol numbers in the special figure 1 stop symbol setting process (A3403) and the special figure 2 stop symbol setting process (A3503) described later.
[0405] In the present embodiment, in order to avoid confusion, the small win symbol random number, the non-winning symbol random number, and the big win symbol random number are each provided independently. However, in order to reduce the random number storage area of the RWM, one random number (common random number) may be shared to allocate the small win symbol (the stop symbol number at the time of a small win, the small win stop symbol pattern), the non-winning spin symbol (the stop symbol number at the time of a non-winning spin, the non-winning spin stop symbol pattern), and the big win symbol (the stop symbol number at the time of a big win, the big win stop symbol pattern). That is, when determining the small win symbol, the range of the common random number may be divided and assigned to each small win symbol, when determining the non-winning spin symbol, the range of the common random number may be divided and assigned to each non-winning spin symbol, and when determining the big win symbol, the range of the common random number may be divided and assigned to each big win symbol.
[0406] Next, the game control device 100 saves the variation pattern random numbers 1 to 3 in the RWM variation pattern random number storage area corresponding thereto (A2913), and executes a special figure hold information determination process (preliminary determination process, look-ahead process) capable of preliminarily determining the result (game result) of the variation display game (A2914). In the special figure hold information determination process, a look-ahead stop symbol command corresponding to stop symbol information (big win stop symbol, small win stop symbol, time shortening stop symbol, losing stop symbol) based on the saved big win random number, winning symbol random number (big win symbol random number, small win symbol random number, support winning symbol random number), etc., and a look-ahead variation pattern command corresponding to the first half variation number (number of variations before reaching a winning combination) and the second half variation number (number of variations after reaching a winning combination) based on the saved variation pattern random numbers 1 to 3 are set as effect commands. Then, a decoration special figure hold number command corresponding to the start port switch of the monitoring target and the special figure hold number is prepared as an effect command (A2915), and an effect command setting process (A2916) is executed to end the special figure start port switch common process. In this way, the game control device 100 constitutes a preliminary determination means capable of preliminarily determining the result of the variation display game before the variation display game based on start storage is executed.
[0407] Here, the game control device 100 (RAM111c) forms start storage means that extracts a predetermined random number based on the inflow of game balls into the start winning areas of the start winning port 36 and the normal variation winning device 37, and stores a predetermined number as the start storage that becomes the right to execute the variation display game with the predetermined number as the upper limit. Further, the start storage means (game control device 100) stores various random number values extracted based on the winning of game balls in the first start winning port (start winning port 36) as the first start storage with the predetermined number as the upper limit, and stores various random number values extracted based on the winning of game balls in the second start winning port (normal variation winning device 37) as the second start storage with the predetermined number as the upper limit.
[0408] 〔Specific area switch monitoring process〕 Next, the details of the specific area switch monitoring process (A2601) in the special figure game process will be described. FIG. 19 is a flowchart showing the procedure of the specific area switch monitoring process.
[0409] The game control device 100 first determines whether it is in the small win state (A3001). If the special figure game process number is "4" or "5", it can be determined that it is in the small win state. When it is in the small win state (the result of A3001 is "Y"), it determines whether the condition device is operating (A3002). If the condition device operation information indicating that the condition device is operating is set, it can be determined that the condition device is operating.
[0410] When the condition device is not operating (the result of A3002 is "N"), the game control device 100 determines whether there is an input to the specific area switch 72 (A3003). When there is an input to the specific area switch 72 (the result of A3003 is "Y"), that is, when there is a winning (V winning) in the specific area 86, it saves the condition device operation information indicating that the condition device is operating in the condition device operation information area (A3004) and ends the specific area switch monitoring process.
[0411] When it is not in the small win state (the result of A3001 is "N"), when the condition device is operating (the result of A3002 is "Y"), or when there is no input to the specific area switch 72 (the result of A3003 is "N"), it ends the specific area switch monitoring process without doing anything.
[0412] 〔Special figure normal process〕 Next, the details of the special figure normal process (A2608) in the special figure game process will be described. FIG. 20 is a flowchart showing the procedure of the special figure normal process.
[0413] The game control device 100 first determines whether it is in the accessory normal process of the accessory game process described later and whether the remaining ball counter of the big winning opening is 0 (A3200). When it is not in the accessory normal process or the remaining ball counter of the big winning opening is not 0 (the result of A3200 is "N"), it does not start the special figure variable display game and proceeds to the process of step A3215.
[0414] When the game control device 100 is in the normal processing of the accessory and the remaining ball counter of the big winning opening is 0 (the result of A3200 is "Y"), it determines whether the special figure 2 reservation number (the second start memory number) is 0 (A3201). When the special figure 2 reservation number is 0 (the result of A3201 is "Y"), it determines whether the special figure 1 reservation number (the first start memory number) is 0 (A3206). Then, when the special figure 1 reservation number is 0 (the result of A3206 is "Y"), it determines whether the customer waiting demo has been started (A3211). If the customer waiting demo has not been started (the result of A3211 is "N"), it sets the in-customer-waiting-demo flag in the customer waiting demo flag area (A3212).
[0415] Subsequently, the game control device 100 prepares the customer waiting demo command as an effect command (A3213), performs the effect command setting process (A3214), and proceeds to the process of step A3215. On the other hand, in step A3211, if the customer waiting demo has been started (the result of A3211 is "Y"), it sets "0" related to the normal processing of the special figure as the process number (A3215), saves the process number in the special figure game process number area (A3216), clears the variable symbol discrimination flag area (A3217). Then, it saves the in-illegal-monitoring-period flag in the big winning opening illegal monitoring period flag area (A3218) and ends the normal processing of the special figure.
[0416] Also, when the special figure 2 reservation number is not 0 (the result of A3201 is "N"), the game control device 100 executes the special figure 2 variation start process (A3202), prepares the decoration special figure reservation number command (decoration special figure 2 reservation number command) corresponding to the special figure 2 reservation number as an effect command (A3203), and executes the effect command setting process (A3204). Then, it executes the process transfer setting process for the in-variation process of the special figure 2 (A3205) and ends the normal processing of the special figure.
[0417] In the process transfer setting process for the in-variation process of the special figure 2, it sets "1" as the process number, saves the process number in the special figure game process number area, clears the customer waiting demo flag area, and saves the in-variation flag in the special figure 2 variation control flag area.
[0418] In addition, when the reserved number of Special Figure 1 is not 0 (the result of A3206 is "N"), the game control device 100 executes the Special Figure 1 variation start process (A3207), prepares the decoration special figure reserved number command (decoration special figure 1 reserved number command) corresponding to the reserved number of Special Figure 1 as an effect command (A3208), and executes the effect command setting process (A3209). Then, it executes the process transition setting process during the special figure variation of Special Figure 1 (A3210) and ends the normal special figure process.
[0419] In the process transition setting process during the special figure variation of Special Figure 1, "1" is set as the process number and the process number is saved in the special figure game process number area, the customer waiting demo flag area is cleared, and the variation in progress flag is saved in the Special Figure 1 variation control flag area.
[0420] In this way, by checking the reserved number of Special Figure 2 before checking the reserved number of Special Figure 1, when the reserved number of Special Figure 2 is not 0, the Special Figure 2 variation start process (A3202) will be executed. That is, the Special Figure 2 variation display game will be executed prior to the Special Figure 1 variation display game (Special Figure 2 reserved number priority digestion). In other words, when the game control device 100 has the second start memory in the second start memory means (game control device 100), it serves as a priority control means for preferentially executing the variation display game based on the second start memory over the variation display game based on the first start memory. Note that in the case of Special Figure 1 reserved number priority digestion where the Special Figure 1 variation display game is executed prior to the Special Figure 2 variation display game, the determination in step A3201 may be made by determining whether the reserved number of Special Figure 1 is not equal to 0.
[0421] 〔Special Figure 1 Variation Start Process〕 Next, the details of the Special Figure 1 variation start process (A3207) in the normal special figure process will be described. FIG. 21 is a flowchart showing the procedure of the Special Figure 1 variation start process. The Special Figure 1 variation start process is a process performed at the start of the Special Figure 1 variation display game.
[0422] The game control device 100 saves a special figure 1 variation flag indicating the type of the special figure variation display game to be executed (here, special figure 1) in the variation symbol determination area (A3401). Subsequently, it executes a big win flag 1 setting process for performing processes such as setting deviation information and big win information in the big win flag 1 for determining whether the special figure 1 variation display game is a big win (A3402). Details of the big win flag 1 setting process will be described later.
[0423] Next, the game control device 100 executes a special figure 1 stop symbol setting process related to the setting of the special figure 1 stop symbol (symbol information) for the special figure 1 variation display game (A3403). In the special figure 1 stop symbol setting process, at the time of deviation, at the time of small win, or at the time of big win, the stop symbol number and the deviation stop symbol pattern, small win stop symbol pattern, or big win stop symbol pattern corresponding to this stop symbol number are saved. The stop symbol numbers at the time of small win or at the time of big win are determined corresponding to the small win symbol random number and the big win symbol random number, respectively.
[0424] Furthermore, the game control device 100 executes a special figure information setting process for setting special figure information which is a parameter for setting the variation pattern (A3404).
[0425] Subsequently, the game control device 100 prepares a special figure 1 variation pattern setting information table which is a table in which information for referring to various information related to the setting of the variation pattern of the special figure 1 variation display game is set (A3405).
[0426] After that, the game control device 100 executes a variation pattern setting process (A3406) for setting a variation pattern (variation pattern number), which is a variation mode in the special figure 1 variation display game. Next, the game control device 100 executes a variation start information setting process (A3407) for setting information on the start of the variation of the special figure 1 variation display game, and ends the special figure 1 variation start process. In the variation start information setting process, a variation time value corresponding to the variation pattern (variation pattern number) is acquired and saved in the special figure game process timer area. Then, a variation command (MODE, ACTION) corresponding to the variation pattern number is prepared as a presentation command, and a presentation command setting process is performed. Also, in the variation start information setting process, the special figure hold count related to the special figure type (special figure 1 or special figure 2) of the special figure variation display game to be started is updated by -1 (decreased by 1).
[0427] 〔Special Figure 2 Variation Start Process〕 Next, the details of the special figure 2 variation start process (A3202) in the special figure normal process will be described. FIG. 22 is a flowchart showing the procedure of the special figure 2 variation start process. The special figure 2 variation start process is a process performed at the start of the special figure 2 variation display game, and performs the same processes as those in the special figure 1 variation start process shown in FIG. 21 for the second start memory.
[0428] The game control device 100 first saves a special figure 2 variation flag indicating the type of the special figure variation display game to be executed (here, special figure 2) in the variation symbol discrimination area (A3501). Subsequently, a big win flag 2 setting process is executed (A3502) to perform processes such as setting deviation information and big win information in the big win flag 2 for discriminating whether the special figure 2 variation display game is a big win.
[0429] Next, the game control device 100 executes a stop symbol setting process (A3503) for setting the stop symbols (symbol information) of the special figure 2 variable display game. Further, it executes a special figure information setting process (A3504) for setting special figure information which is a parameter for setting the variable pattern. Subsequently, it prepares a special figure 2 variable pattern setting information table (A3505) which is a table in which information for referring to various information regarding the setting of the variable pattern of the special figure 2 variable display game is set.
[0430] Thereafter, the game control device 100 executes a variable pattern setting process (A3506) for setting the variable pattern of the special figure 2 variable display game. Finally, it executes a variable start information setting process (A3507) for setting the variable start information of the special figure 2 variable display game, and ends the special figure 2 variable start process.
[0431] 〔Big win flag 1 setting process〕 Next, the details of the big win flag 1 setting process (A3402) in the special figure 1 variable start process will be described. FIG. 23 is a flowchart showing the procedure of the big win flag 1 setting process.
[0432] The game control device 100 first saves the deviation information in the big win flag 1 area and the sub big win flag 1 area (A3601). Next, it loads the big win random number from the special figure 1 big win random number storage area (for reserved number 1) of the RWM and prepares it (A3602), and clears the special figure 1 big win random number storage area (for reserved number 1) to 0 (A3603). Note that the area for reserved number 1 is an area for storing information (random numbers, etc.) regarding the special figure start memory with the earliest digestion order (the earliest among the special figures 1 here). Thereafter, it executes a big win determination process (A3604) for determining whether it is a big win according to whether the prepared big win random number value matches the big win determination value.
[0433] When the determination result of the big win determination process (A3604) is a big win (the result of A3605 is "Y"), the game control device 100 overwrites and saves the big win information in the big win flag 1 area where the deviation information was saved in step A3601 (A3606), and ends the big win flag 1 setting process.
[0434] On the other hand, when the determination result of the big win determination process (A3605) is not a big win (the result of A3605 is "N"), optionally, based on the obtained big win random number value, a support win determination process for determining whether the special symbol variation display game is a support win is executed (A3607), and the result of the determination is to determine whether it is a support win (A3608). In this embodiment, the big win random number value is also used for the determination of the support win (in other words, the same random number value is used for the support win determination and the big win determination). Here, the support win (time reduction win) of the special symbol variation display game refers to the time reduction result (specific result) that enters the time reduction state from the next special symbol variation display game. Corresponding to this time reduction result, the effect control device 300 can display a time reduction symbol on the display device 41 as the stop result of the decorative special symbol variation display game.
[0435] When the special symbol variation display game is a support win (the result of A3608 is "Y"), the game control device 100 overwrites and saves the support win information in the support win flag 1 area where the loss information was saved in step A3601 (A3609), and ends the big win flag 1 setting process. On the other hand, when the special symbol variation display game is not a support win (the result of A3608 is "N"), the big win flag 1 setting process is ended without saving the support win information in the support win flag 1 area.
[0436] In this way, in this embodiment, the result of the special symbol 1 variation display game is either "big win", "support win (time reduction win)", or "loss", and there is no "small win". Note that steps A3607 - A3609 are provided optionally, and these can be omitted, and it is not necessary to provide "support win (time reduction win)" for the result of the special symbol 1 variation display game. Also, a configuration in which "small win" is provided for the result of the special symbol 1 variation display game is also possible.
[0437] In the big win flag 1 setting process, the configuration is such that the support win information is saved in the support win flag 1 area. However, since the big win and the support win do not overlap, the support win information may be saved in the big win flag 1 area.
[0438] 〔Big Win Flag 2 Setting Process〕 Next, the details of the big win flag 2 setting process (A3502) in the special drawing 2 variation start process will be described. FIG. 24 is a flowchart showing the procedure of the big win flag 2 setting process. This process performs the same process as the process in the big win flag 1 setting process shown in FIG. 23 for the second start memory.
[0439] The game control device 100 first saves the deviation information in the big win flag 2 area, the small win flag 2 area, and the supplementary win flag 2 area (A3701). Next, it loads and prepares the big win random number from the special drawing 2 big win random number storage area (for reserved number 1) of the RWM (A3702), and clears the special drawing 2 big win random number storage area (for reserved number 1) to 0 (A3703). Note that the area for reserved number 1 is an area for storing information (random numbers, etc.) about the special drawing start memory with the earliest digestion order (the earliest among the special drawings here, which is special drawing 2). After that, it executes a small win determination process to determine whether it is a small win according to whether the prepared big win random number value matches the small win determination value (A3704).
[0440] If the determination result of the small win determination process (A3704) is a small win (the result of A3705 is "Y"), the game control device 100 overwrites and saves the small win information in the small win flag 2 area where the deviation information was saved in step A3701 (A3706), and ends the big win flag 2 setting process.
[0441] On the one hand, when the special figure variable display game is not a small win (the result of A3705 is "N"), the game control device 100 executes a support win determination process to determine whether the special figure variable display game is a support win based on the acquired big win random value (A3707), and determines whether the result of the determination is a support win (A3708). In this embodiment, the big win random value is also used for the determination of the support win (in other words, the same random value is used for the support win determination and the big win determination). Here, the support win (time shortening win) of the special figure variable display game refers to the time shortening result (specific result) that enters the time shortening state from the next special figure variable display game. Corresponding to this specific result, the effect control device 300 can display the time shortening symbol on the display device 41 as the stop result of the decorative special figure variable display game.
[0442] When the special figure variable display game is a support win (the result of A3708 is "Y"), the game control device 100 overwrites and saves the support win information in the support win flag 2 area where the miss information was saved in step A3701 (A3709), and ends the big win flag 2 setting process.
[0443] On the other hand, when the determination result of the support win determination process (A3707) is not a support win (the result of A3708 is "N"), optionally, a big win determination process may be executed to determine whether it is a big win according to whether the prepared big win random value matches the big win determination value (A3710). When the determination result of the big win determination process (A3710) is a big win (the result of A3711 is "Y"), the game control device 100 overwrites and saves the big win information in the big win flag 2 area where the miss information was saved in step A3701 (A3712), and ends the big win flag 2 setting process. On the other hand, when the determination result of the big win determination process (A3710) is not a big win (the result of A3711 is "N"), the big win flag 2 setting process ends while the miss information is saved in the big win flag 2 area.
[0444] As described above, in this embodiment, the result of the special figure 2 variable display game is one of "small win", "substitute win (time-saving win)", and "loss". Optionally, it is also possible to configure to provide "big win" as the result of the special figure 2 variable display game.
[0445] In the big win flag 2 setting process, the small win information is saved in the small win flag 2 area and the substitute win information is saved in the substitute win flag 2 area. However, since big win, substitute win, and small win do not overlap, the small win information and the substitute win information may be saved in the big win flag 2 area.
[0446] 〔Big win determination process〕 Next, the details of the big win determination process (A3604, A3710) in the big win flag 1 setting process, the big win flag 2 setting process, etc. will be described. FIG. 25A is a flowchart showing the procedure of the big win determination process. The big win determination process is a process common to the big win determination processes in other processes executed during the timer interrupt process, and is also executed in the special figure reservation information determination process and the like.
[0447] The game control device 100 first sets an upper limit determination value corresponding to the probability setting value (A3800), sets a lower limit determination value of the big win determination value (A3801), and determines whether the value of the target big win random number is less than the lower limit determination value (A3802). Note that a big win means that the big win random number matches the big win determination value. The big win determination value is a plura...
Claims
1. In a gaming machine having gaming control means capable of executing a game, the gaming control means includes program storage means for storing a program, arithmetic processing means configured to be able to execute a predetermined arithmetic process by the program and jump the address of an instruction to be executed in the program storage means by a first branch instruction and a second branch instruction, a plurality of registers in which values are stored when performing the arithmetic process, update information storage means capable of storing information updated by the arithmetic processing means, and the first branch instruction is a branch instruction that determines a specific flag and performs a branch, the second branch instruction has a longer instruction length than the first branch instruction and can jump the process to an address farther from the address of the branch instruction than the first branch instruction, the arithmetic processing means is configured to be called by a specific call instruction and execute a specific subroutine including a process capable of changing the specific flag, after returning from the specific subroutine, the first branch instruction can be executed without going through a process capable of changing the specific flag, and can be branched by the first branch instruction based on the execution result of the process capable of changing the specific flag included in the specific subroutine. A gaming machine.
2. The specific subroutine includes an instruction capable of reading a zero value from the update information storage means, a zero flag is set corresponding to the execution result of the instruction, and the specific flag is set corresponding to the zero flag. The gaming machine according to claim 1.
3. The specific subroutine includes an instruction for subtracting the value of the register, a zero flag is set corresponding to the execution result of the instruction, and the specific flag is set corresponding to the zero flag. The gaming machine according to claim 1.
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