Gaming machine

The gaming machine uses comprehensive game and effect control systems to manage gameplay and presentations, preventing player immersion and ensuring transparent gameplay, thus allowing players to play with peace of mind.

JP7711947B2Active Publication Date: 2025-07-23SOPHIA CO LTD
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Patent Information

Application Number
JP2022010837
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-01-27
Publication Date
2025-07-23
Estimated Expiration
2042-01-27

AI Technical Summary

Technical Problem

There is a desire for gaming machines that prevent player immersion and allow players to play games with peace of mind.

Method used

A gaming machine with comprehensive game control and effect control systems, including first and second counting means to manage payouts and usage, game stop means to inhibit gameplay, and a game information display section with light-emitting parts to provide game information, along with movable effect devices and display devices for controlled presentations.

Benefits of technology

The system prevents player immersion and allows players to play games with peace of mind by managing gameplay and effects, ensuring transparency and control over game states.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine which prevents a player from becoming addicted to a game and allows the player to play the game at ease.SOLUTION: A game machine 10 capable of executing a game includes first counting means capable of counting the putout number that is the number of game media put out in a predetermined period or the number of game media determined to be put out in a predetermined period, second counting means capable of counting the use number that is the number of game media used in a predetermined period, game stop means (safety device (game control device 100)) capable of generating a non-playable state (game stop state, operation state) in which a game cannot be executed on the basis of the difference between the putout number and the use number, and a movable performance device (movable accessory (movable body, board performance device 44, frame performance device, etc.)) that executes a predetermined performance operation. The movable performance device performs an initial operation on the basis of the recovery from a power failure, and when recovering from the power failure generated while the non-playable state is generated, exceptionally does not perform the initial operation.SELECTED DRAWING: Figure 99
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Description

Technical Field

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

Background Art

[0002] Conventionally, a gaming machine capable of executing a game (such as a game) has been known (see, for example, Patent Document 1).

Prior Art Document

Patent Document

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In recent years, further improvement has been desired regarding prevention of player immersion in games. An object of the present invention is to provide a gaming machine that prevents player immersion and allows players to play games with peace of mind.

Means for Solving the Problems

[0005] To solve the above problems, There is provided a gaming machine including gaming control means capable of comprehensively controlling a game and effect control means capable of controlling effects related to the game. The gaming control means includes first counting means capable of counting a payout number, which is the number of gaming media paid out during a predetermined period or the number of gaming media determined to be paid out during a predetermined period, second counting means capable of counting a usage number, which is the number of gaming media used during a predetermined period, gaming stop means capable of generating a game-inhibited state in which the game cannot be executed based on the difference between the payout number and the usage number, and a game information display section composed of a plurality of light-emitting parts and capable of collectively displaying information related to the game. In a suppression state in which the occurrence of the game-inhibited state is suppressed, data for turning off all the lights of the game information display section is updated so that the game information display section is not turned off completely. In the game-inhibited state, data for turning off all the lights of the game information display section is not updated so that the game information display section is turned off completely. The effect control means is capable of controlling a movable effect device by a predetermined effect operation, and is capable of executing an initial operation of the movable effect device based on recovery from a power failure. When recovering from a power failure that has occurred during the occurrence of the game-inhibited state, the initial operation of the movable effect device is not performed in a state where the gaming control means has turned off all the lights of the game information display section . In order to solve the above problems, there is provided a gaming machine including a game control means capable of comprehensively controlling a game, and a presentation control means capable of controlling a presentation related to the game. The game control means includes a first counting means capable of counting a payout number which is the number of game media paid out during a predetermined period or the number of game media determined to be paid out during a predetermined period, a second counting means capable of counting a usage number which is the number of game media used during a predetermined period, a game stop means capable of generating a game impossible state in which the game cannot be executed based on the difference between the payout number and the usage number, and a game information display section composed of a plurality of light emitting sections and capable of collectively displaying information related to the game. In a suppression state in which the occurrence of the game impossible state is suppressed, data for turning off all the lights of the game information display section is updated so that the game information display section is not turned off completely. In the game impossible state, data for turning off all the lights of the game information display section is not updated so that the game information display section is turned off completely. The presentation control means can control a movable presentation device by a predetermined presentation operation, can control a display device by a predetermined presentation display, can display a predetermined display on the display device during the occurrence of the game impossible state, and can execute an initial operation of the movable presentation device based on the recovery from a power failure. When recovering from a power failure that occurred during the occurrence of the game impossible state, the game control means resumes the display of the predetermined display on the display device in a state where the game information display section is turned off completely, and does not perform the initial operation of the movable presentation device .

Effects of the Invention

[0006] According to the present invention, it is possible to provide a gaming machine that prevents player immersion and allows players to play games with peace of mind.

Brief Description of the Drawings

[0007]

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Mode for Carrying Out the Invention

[0008] 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 from the player during the game.

[0009] 〔Overall View of the Gaming Machine〕 FIG. 1 is a diagram for explaining the gaming machine. The gaming machine 10 includes an opening / closing frame that is attached to a frame 11 fixed to the island equipment 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 opening / closing frame has a shaft attachment end side where the left end side is attached to the hinge, and an open end side where the right end side is opened by rotation. Note that the frame 11 and the front frame 12 constitute an outer frame unit. The front frame 12 is provided with a game board 30 (see FIG. 2), and the front surface of the game board 30 is such that the left end side thereof is the shaft attachment end side attached to the hinge, and the right end side thereof is the open end side opened by rotation. Further, the frame 11 and the front frame 12 constitute an outer frame unit. Note that the frame 11 and the front frame 12 constitute an outer frame unit.

[0010] A game board 30 (see FIG. 2) is disposed on the front frame 12, and the front surface of the game board 30 A glass frame 15 having a covering cover glass 14 is attached. The cover glass 14 functions as a game viewing area that allows the game area 32 (see Fig. 2) formed on the game board 30 to be visible. 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 a transparent member. The front frame 12 and the glass frame 15 can each 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 while the glass frame 15 is not open, 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. Various frame constituent members are disposed at the edge portion around the cover glass 14 of the glass frame 15. Decoration devices 18a, 18b, 18c that can perform a light-emitting effect according to the game state are disposed at the upper center, right side, and left side of the glass frame 15. The decoration devices 18a, 18b, 18c house lighting members such as LEDs inside and are effect devices that perform a light-emitting effect according to the game state. The lighting members disposed inside these decoration devices 18a, 18b, 18c constitute a part of the frame decoration device 18 (see Fig. 4). The decoration 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 projects obliquely upward and forward.

[0011] A glass frame 15 having a covering cover glass 14 is attached. The cover glass 14 functions as a game viewing area that allows the game area 32 (see Fig. 2) formed on the game board 30 to be visible. 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 a transparent member. 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 while the glass frame 15 is not open, 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. Various frame constituent members are disposed at the edge portion around the cover glass 14 of the glass frame 15. Decoration devices 18a, 18b, 18c that can perform a light-emitting effect according to the game state are disposed at the upper center, right side, and left side of the glass frame 15.

[0012] The decoration devices 18a, 18b, 18c house lighting members such as LEDs inside and are effect devices that perform a light-emitting effect according to the game state. The lighting members disposed inside these decoration devices 18a, 18b, 18c constitute a part of the frame decoration device 18 (see Fig. 4).

[0013] The decoration 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 projects obliquely upward and forward. The decoration devices 18a, 18b, 18c house lighting members such as LEDs inside and are effect devices that perform a light-emitting effect according to the game state. The lighting members disposed inside these decoration devices 18a, 18b, 18c constitute a part of the frame decoration device 18 (see Fig. 4). The decoration 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 projects obliquely upward and forward. The decoration devices 18a, 18b, 18c house lighting members such as LEDs inside and are effect devices that perform a light-emitting effect according to the game state.

[0014] The decoration 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 projects obliquely upward and forward. The decoration 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 projects obliquely upward and forward. The placement 18a has a substantially flat front portion 456 with various displays such as the model name. The decoration device 18a is fixed and does not operate in this embodiment, but in order to reduce the sense of pressure on the player, it may protrude forward from the retracted initial position (normal position) only when necessary, or move in the vertical direction or perform a moving operation.

[0015] The decoration device 18b is an outstanding 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 an outstanding 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 side) of the gaming machine 10, and light leaks out of the gaming machine 10 from a plurality of openings. toward the outside.

[0016] Upper speakers 19a are respectively arranged 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 arranged 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, warning sounds, notification sounds, etc. The left and right upper speakers 19a are respectively covered by the right and left speaker decorative members 13.

[0017] 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 to the ball launcher one by one.

[0018] ​​​​​​​​​ 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.

[0019] The effect operation device is an operation device including an effect button 25, a cross key switch 28, and volume adjustment buttons 27e and 27f, and is provided at the upper center and the left side of the upper plate unit 20 so that the player can easily operate it. The effect button 25 is disposed within the opening of the operation panel 26 so as to be surrounded by the operation panel 26. The operation panel 26 can reflect light by means of surface metal plating or making the whole made of metal, and has a metallic luster of, for example, silver. When the effect button 25 emits light, the light from the effect button 25 is reflected by the surrounding operation panel 26, making the light emission effect of the effect button 25 effective.

[0020] The effect button 25 may include a built-in effect button switch 25a and a touch panel 25b provided on the surface.

[0021] The volume adjustment buttons 27e and 27f are provided on the upper left side of the operation panel 26 of the upper plate unit 20 to increase or decrease (+-) the volume of the upper speaker 19a and the lower speaker 19b for adjustment. The cross key switch 28 (cross key SW) is provided adjacent to the volume adjustment buttons 27e and 27f on the upper left side of the operation panel 26 of the upper plate unit 20, and adjusts, for example, the brightness of the effect LED. The cross key switch 28 may also be called a direction key switch and may be a general one including a plurality (for example, four) of switches arranged in the front, rear, left, and right directions. Yes. For example, in a predetermined state such as waiting for a customer and / or during a game (while playing a game), the volume adjustment buttons 27e and 27f can be pressed down to adjust the volume of the speakers 19a and 19b, and the switch before or after the cross key switch 28 can be pressed down to adjust the light quantity (brightness, luminance) of effect LEDs or the like. Note that, without providing the volume adjustment buttons 27e and 27f, the left or right switch of the cross key switch 28 can be pressed down to adjust the volume of the speakers 19a and 19b. By the player operating the effect operation device (particularly the effect button 25), an effect can be performed by intervening the player's operation in a special figure variation display game or the like displayed on the display device 41 (see FIG. 2). For example, an effect pattern (effect mode) can be selected, or a preview effect for previewing in advance the result of the variation display game corresponding to the start memory can be executed. Note that the variation display game includes the special figure variation display game, and when simply referred to as the variation display game, it refers to the special figure variation display game in this specification.

[0022] Also, not only during the execution of the variation display game, but also when the player operates the effect operation device during non-execution, the effect pattern may be changed.

[0023] Note that the game state when the variation display game is executed consists 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, or a state in which the occurrence probability of a special result (for example, a big win) in the variation display game is high (a probability-variable state, a probability variation state), a big win state

[0024] ​​​​​​​​​​​​Special game state), small hit game state (small hit state). Thus, the gaming machine 10 has a plurality of game states with different occurrence probabilities 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 and set it as the current game state.

[0025] Here, the probability-variable state (specific game state) continues until the next big win occurs (loop type), continues until a predetermined number of variable display games are executed (number-cut type , ST), and continues until winning a predetermined probability-fall lottery (fall lottery type), etc. exist.

[0026] 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. The ball loan operation device is an operation device that the player operates when borrowing a game ball, and is provided at the upper right side of the operation panel 26 of the upper plate unit

[0027] 20. The ball loan operation device includes a balance display section 2 7c, a ball loan button 27a, and a return button 27b. The balance display section 27c is a display area where the balance of a prepaid card or the like is displayed. The ball loan button 27a is a button that the player operates when borrowing a game ball, and the return button 27b is a button that the player operates when discharging a prepaid card or the like from a card unit (not shown) arranged adjacent to the gaming machine 10 in a manner. in the case of discharging a prepaid card or the like from a card unit (not shown) arranged adjacent to the gaming machine 10 in the case of discharging a prepaid card or the like from a card unit (not shown) arranged adjacent to the gaming machine 10 in the case of discharging a prepaid card or the like from a card unit (not shown) arranged adjacent to the gaming machine 10

[0028] The decoration device 22 houses lighting members such as LEDs inside, and is a device that performs light emission performances etc. according to the game state, and is provided on the upper plate unit 20. Inside the decoration device 22, arranged The provided lighting member constitutes a part of the frame decoration device 18 (see FIG. 4).

[0029] Below the glass frame 15 provided with the above-mentioned upper plate unit 20, etc., 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 provided with a lower plate 23 capable of storing game balls, etc. 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 part 27d 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.

[0030] The operation handle 24 is at the lower right part of the front frame 12 and is arranged below the lower speaker 19b on the right side. When the player rotates the operation handle 24, the ball launching device launches the game balls supplied from the upper plate 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 rotation operation amount 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) in which the game balls flow down on the left side of the game area 32 and right hitting in which the game balls flow down on the right side of the game area 32. (speed) and can be launched in various launching modes with different launching forces. The launching modes include left hitting (normal hitting) in which the game balls flow down on the left side of the game area 32 and right hitting in which the game balls flow down on the right side of the game area 32. are made to flow down on the left side of the game area 32 and right hitting in which the game balls are made to flow down on the right side of the game area 32.

[0031] The lower plate 23 of the lower plate unit 29 is arranged below the upper plate unit 20 with a predetermined interval from the upper plate unit 20. The lower plate 23 penetrates the bottom surface of the lower plate 23 in the vertical direction ​​​​It has a through-hole for balls and an opening / closing operation unit 23b for opening and closing the ball through-hole. In the game when the player operates the opening / closing operation unit 23b to open the ball through-hole, the game balls stored in the lower tray 23 can be discharged to the outside through the ball through-hole.

[0032] Also, on the back side of the front frame 12, there are a power supply device 400 that supplies power to various devices, an upper tank 448 that stores game balls replenished from a replenishing device (not shown) installed in the island equipment, and a payout device (payout unit) that pays out the game balls flowing down from the upper tank 448 to the upper tray 21 is arranged.

[0033] 〔Game Board〕 Next, 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.

[0034] As shown in FIG. 2, the game board 30 includes a flat game board main body 3 0a that serves as a mounting base for various members. The game board main 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 main body 30a. The gaming machine 10 is configured to perform a game by firing a game ball from a ball launching device into the game area 32 surrounded by the guide rails 31. In the game area 32, there are arranged members such as a windmill and obstacle pins that convert the flowing direction of the game ball, and the launched game ball rolls down the game area 32 while changing its rolling direction by these members.

[0035] At approximately the center of the game area 32, a center case (front component) 40 that forms a window portion serving as a display area for a variable display game is attached. The window portion formed in the center case 40 Behind it, there is an effect display device (variable display device) that variably displays a plurality of identification information The display device 41 as such is arranged. The display device 41 includes, for example, a liquid crystal display and is arranged so that the display content can be visually recognized 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.

[0036] 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 that produce variable display games are displayed in each variable display area. In addition, images (big win display, fanfare display, ending display, etc.) based on the progress of the game are displayed on the display screen.

[0037] Also, in the center case 40, there are provided an inlet 40a to a warp passage 40e for guiding the game balls flowing down in the game area 32 into the inside of the center case 40, and a stage portion 40b on which the game balls that have 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, the game balls rolling on the stage portion 40b are likely to win the start winning opening 36.

[0038] An upper effect unit 40c and a side effect unit 40d are provided on the upper part and the right side part of the center case 40, 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).

[0039] In the gaming area 32 on the right side of the center case 40, there is a normal symbol start gate (normal symbol start gate) 34. Inside the normal symbol start gate 34, there is a gate switch (SW) 34a (see Fig. 3) for detecting the game balls that have passed through the normal symbol start gate 34. When the game balls launched into the gaming area 32 pass through the normal symbol start gate 34, a normal variation display game is executed. In the lower left gaming area 32 of the center case 40, a general winning opening 35 is arranged, and a general winning opening 35 is also arranged in the lower right gaming area 32 of the center case 40. The winning of the game balls into these general winning openings 35 is detected by the winning opening switches (SW) 35a to 35n (see Fig. 3) provided at the general winning openings 35. 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 variation 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 variation winning device 37 (normal electric accessory, normal electric) with a second start winning opening (start opening 2, second start winning area) is provided. The normal variation winning device 37 is provided with 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 in the normal variation winning device 37. When the game balls win in the start winning opening 36 or the normal variation winning device 37, a special symbol variation display game is executed as an auxiliary game. Note that for the start winning opening 36, game balls are more likely to win when hitting from the left, and for the normal variation winning device 37, game balls are more likely to win when hitting from the right.

[0040] In the lower left gaming area 32 of the center case 40, a general winning opening 35 is arranged, and a general winning opening 35 is also arranged in the lower right gaming area 32 of the center case 40. The winning of the game balls into these general winning openings 35 is detected by the winning opening switches (SW) 35a to 35n (see Fig. 3) provided at the general winning openings 35. In the lower left gaming area 32 of the center case 40, a general winning opening 35 is arranged, and a general winning opening 35 is also arranged in the lower right gaming area 32 of the center case 40. The winning of the game balls into these general winning openings 35 is detected by the winning opening switches (SW) 35a to 35n (see Fig. 3) provided at the general winning openings 35. In the lower left gaming area 32 of the center case 40, a general winning opening 35 is arranged, and a general winning opening 35 is also arranged in the lower right gaming area 32 of the center case 40. The winning of the game balls into these general winning openings 35 is detected by the winning opening switches (SW) 35a to 35n (see Fig. 3) provided at the general winning openings 35. In the lower left gaming area 32 of the center case 40, a general winning opening 35 is arranged, and a general winning opening 35 is also arranged in the lower right gaming area 32 of the center case 40. The winning of the game balls into these general winning openings 35 is detected by the winning opening switches (SW) 35a to 35n (see Fig. 3) provided at the general winning openings 35.

[0041] 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 variation 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 variation winning device 37 (normal electric accessory, normal electric) with a second start winning opening (start opening 2, second start winning area) is provided. 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 variation 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 variation winning device 37 (normal electric accessory, normal electric) with a second start winning opening (start opening 2, second start winning area) is provided. 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 variation 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 variation winning device 37 (normal electric accessory, normal electric) with a second start winning opening (start opening 2, second start winning area) is provided. 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 variation 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 variation winning device 37 (normal electric accessory, normal electric) with a second start winning opening (start opening 2, second start winning area) is provided. The normal variation winning device 37 is provided with 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 in the normal variation winning device 37. The normal variation winning device 37 is provided with 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 in the normal variation winning device 37. When the game balls win in the start winning opening 36 or the normal variation winning device 37, a special symbol variation display game is executed as an auxiliary game. Note that for the start winning opening 36, game balls are more likely to win when hitting from the left, and for the normal variation winning device 37, game balls are more likely to win when hitting from the right. When the game balls win in the start winning opening 36 or the normal variation winning device 37, a special symbol variation display game is executed as an auxiliary game. Note that for the start winning opening 36, game balls are more likely to win when hitting from the left, and for the normal variation winning device 37, game balls are more likely to win when hitting from the right. When the game balls win in the start winning opening 36 or the normal variation winning device 37, a special symbol variation display game is executed as an auxiliary game. Note that for the start winning opening 36, game balls are more likely to win when hitting from the left, and for the normal variation winning device 37, game balls are more likely to win when hitting from the right. When the game balls win in the start winning opening 36 or the normal variation winning device 37, a special symbol variation display game is executed as an auxiliary game. Note that for the start winning opening 36, game balls are more likely to win when hitting from the left, and for the normal variation winning device 37, game balls are more likely to win when hitting from the right.

[0042] The movable member 37b is a so-called bell-type ordinary electric device, and when the result of the general pattern variable display game reaches a predetermined stop display mode, it operates via the general solenoid 37c (see FIG. 3) and opens to a open state (a state advantageous to the player) where the game balls can easily flow into the general variable winning device 37. If the movable member 37b is not in the open state (a state where winning is easy), it becomes a closed state (a state where winning is not easy, a state where winning is difficult) where the game balls hardly flow into the general variable winning device 37. In this embodiment, unlike the general variable winning device 37, the start winning opening 36 does not have a movable member (opening and closing member) and is always in an open state (open state), but a configuration having a movable member (opening and closing member) is also possible. Note that the movable member 37b is controlled by the game control device 100 described later. The game control device 100 shortens the variable time of the general pattern variable display game, increases the hit probability of the general pattern variable display game to a higher probability than normal, increases the occurrence frequency of the winning easy state, or makes 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 even in the probability variable state (excluding the latent probability variable state), the time-saving state (general power support state) occurs repeatedly. 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 device) having a latch-type opening and closing door 38c that opens the large winning opening by retracting from the front to the back by the lower large winning opening solenoid 38b (see FIG. 3).

[0043] Note that the movable member 37b is controlled by the game control device 100 described later. The game control device 100 shortens the variable time of the general pattern variable display game, increases the hit probability of the general pattern variable display game to a higher probability than normal, increases the occurrence frequency of the winning easy state, or makes 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 even in the probability variable state (excluding the latent probability variable state), the time-saving state (general power support state) occurs repeatedly. 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 device) having a latch-type opening and closing door 38c that opens the large winning opening by retracting from the front to the back by the lower large winning opening solenoid 38b (see FIG. 3). Note that the movable member 37b is controlled by the game control device 100 described later. The game control device 100 shortens the variable time of the general pattern variable display game, increases the hit probability of the general pattern variable display game to a higher probability than normal, increases the occurrence frequency of the winning easy state, or makes 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 even in the probability variable state (excluding the latent probability variable state), the time-saving state (general power support state) occurs repeatedly. Note that even in the probability variable state (excluding the latent probability variable state), the time-saving state (general power support state) occurs repeatedly. 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 device) having a latch-type opening and closing door 38c that opens the large winning opening by retracting from the front to the back by the lower large winning opening solenoid 38b (see FIG. 3).

[0044] 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 device) having a latch-type opening and closing door 38c that opens the large winning opening by retracting from the front to the back by the lower large winning opening solenoid 38b (see FIG. 3). There is provided a first special variable winning device 38 (special electric device) having a latch-type opening and closing door 38c that opens the large winning opening by retracting from the front to the back by the lower large winning opening solenoid 38b (see FIG. 3). There is provided a first special variable winning device 38 (special electric device) having a latch-type opening and closing door 38c that opens the large winning opening by retracting from the front to the back by the lower large winning opening solenoid 38b (see FIG. 3). exists. The first special variable winning device 38 closes the big winning opening according to the result of the special figure variable display game from the closed state (a disadvantageous closed state for the player) to the open state (an advantageous gaming state for the player ), and by facilitating the inflow of game balls into the lower big winning opening, a predetermined game value (e.g., prize balls or the number of short-time / assured-variation times after the end of a big win) is given to the player . Inside the lower big winning opening, a lower big winning opening switch 38a (count switch), which is a detection means for detecting game balls that have entered the big winning opening, is provided. Note that for the first special variable winning device 38, game balls are more likely to win when hitting the right side.

[0045] In the gaming area 32 above the normal variable winning device 37, there is a second special variable winning device 39 having an opening and closing door 39c that opens the upper big winning opening by rotating in a direction in which the upper end side falls to the right by an upper big winning opening solenoid 39b (see Fig. 3 ). The second special variable winning device 39 converts from the state where the big winning opening is closed (a disadvantageous closed state for the player) to the open state (an advantageous special gaming state for the player) according to the result of the special figure variable display game, and by facilitating the inflow of game balls into the big winning opening, a predetermined game value (e.g., prize balls or the number of short-time / assured-variation times after the end of a big win) is given to the player. Inside the big winning opening, an upper big winning opening switch 39a (count switch) (see Fig. 3), which is a detection means for detecting game balls that have entered the big winning opening, is provided. Note that for the second special variable winning device 39, game balls are more likely to win when hitting the right side.

[0046] Inside the second special variable winning device 39, a specific area 72 (so-called V winning opening) is provided ​​​​​​After the opening and closing door 39c is opened by a small win, a game ball enters the specific area 72 (V winning port), and then a big win is determined. The specific area 72 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 of the game ball into the specific area 72 (V winning) through a sensor (specific area switch 72a described later), etc. When detecting a V winning, it is determined that the machine will shift to the big win state after the small win ends, and information indicating that there has been a V winning (specific area passage command, etc.) is sent to the effect control device 300 described later. Then, the effect control device 300 can notify the V winning on the display device 41, etc. That is, in this embodiment, the gaming machine 10 is a so-called one-two mixed machine (1 + 2 types of machines). In this embodiment, when the second special variable winning device 39 is opened by a small win, a game ball wins at the specific area 72 (V winning port) inside the second special variable winning device 39, and a big win occurs. When a game ball wins at the general winning port 35, start winning port 36, 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 the corresponding number of prize balls from the payout device to the upper tray 21 according to the type of the winning port. Also, in the lower game area 32, there is an out port 30b for collecting game balls that did not win at the winning ports, etc. In addition, near the general winning port 35, start winning port 36, normal variable winning device 37, and special variable winning devices 38 and 39, there are LEDs (a part of the board decoration device 46 described later) that can emit light when a game ball wins.

[0047]

[0048]

[0049] ​​​​​​​​​​​​​​​​Also, outside the game area 32 and at the lower right corner of the game board main body 30a, there is a special figure variable display game (special figure 1 variable display game, special figure 2 variable display game) and a general figure variable display game are executed a collective display device 50 is provided. The collective display device 50 is composed of LED lamps (light emitting parts, light emitting members) and includes display parts 51 to 60 that display information such as the current game state.

[0050] The collective display device 50 is composed of a 7-segment display (LED lamp) or the like, and the first special figure variable display part 51 (special figure 1 display, lamp D1) and the second special figure variable display part 52 (special figure 2 display, lamp D2) for the variable display game, the variable display part 53 (general figure display, lamps D8, D10, D18) for the general figure variable display game, and the start (hold) memory number information notification storage display parts (special figure 1 hold display 54, special figure 2 hold display 55, general figure hold display 56 ) for each variable display game, and has. 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. Also, on the collective display device 50, there is a first game state display part 57 (first game state display, lamp D7) that notifies that it is the right strike time (when it should be the right strike) or the left strike time (normal strike time ), a second game state display part 58 (second game

[0051] 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 part 59 (third game state display, probability state ) that displays that the probability state of the jackpot is in a high probability state when the game machine 10 is powered on, the number of rounds at the time of jackpot (the number of opening and closing times of the special variable winning devices 38 and 39 ), and when the jackpot occurs ), a third game state display part 59 (third game state display, probability state display part, lamp D9) that displays that the probability state of the jackpot is in a high probability state when the game machine 10 is powered on, the number of rounds at the time of jackpot (the number of opening and closing times of the special variable winning devices 38 and 39 ), and when the jackpot occurs ), a third game state display part 59 (third game state display, probability state display part, lamp D9) that displays that the probability state of the jackpot is in a high probability state when the game machine 10 is powered on, the number of rounds at the time of jackpot (the number of opening and closing times of the special variable winning devices 38 and 39 ) is provided in the round display section 60 (lamps D3 to D6).

[0052] In the special chart 1 display 51 and the special chart 2 display 52, the variable display game displays identification information (e.g. This is done by a variable display in which the central segment (the first segment, the second segment, the third segment, the fourth segment, the fifth segment, the sixth segment, the seventh segment, the eighth ... The special chart 1 display 51 and the special chart 2 display 52 are not limited to such segment type display units, It may be configured by a group of multiple LEDs, and when performing a variable display, the display All LEDs installed as a device can be turned on and off (all LEDs flashing simultaneously) or in a cyclic manner. Lighting (one LED lights up in a specific order at a specific time and then goes out), or multiple This can be done by turning on and off (blinking) or circulating a certain number of LEDs. In the normal display 53, the variable display game is performed by turning on and off the lamps D10 and D18. This is done by repeating the change display (flashing). Also, the normal map display 53 and the special map 1 display 5 1. It can be configured appropriately in the same manner as special diagram 2 display 52.

[0053] The lamp display device 75 displays and turns off the light as a pattern (a fourth special pattern, a fourth pattern, described later). Lamp display unit 1, 2 (LED) which performs variable display (flashing) and each special chart variable It has lamp display units 3 to 6 (LEDs) for notifying the start (hold) and number of memories of the dynamic display game. The lamp display device 75 is controlled by a performance control device 300 (described later).

[0054] The lamp display units 1 and 2 flash at a predetermined period (for example, 200 msec) as a variable display. In other words, the switching between turning on and off of the lamp display units 1 and 2 is performed at a blinking cycle of The period is half (for example, 100 msec) of the time required for the simultaneous display device 50. The time for the change in the display of the change in the display 51, the special display 2, and the general display 53 is determined by the game control device. The time variation of the lamp display units 1 and 2 of the lamp display device 75 is measured by the lamp display unit 100. is measured by the performance control device 300 (described later).

[0055] The lamp display units 3 and 4 (Special Drawing 1 Hold LED 1 and Special Drawing 1 Hold LED 2) are in the off state, the lit state, Depending on the combination of the status and blinking status, the number of reserved special charts (number of first start memories) is displayed. ,The lamp display units 5, 6 (Special Drawing 2 Pending LED 1, Special Drawing 2 Pending LED 2) are in the off state, the lit state Displays the number of reserved special charts 2 (number of second start memories) depending on the combination of the status and blinking status. The display units 3 to 6 will stop displaying the reserved number when a jackpot occurs, but will not display the reserved number when the jackpot is not in progress. (Including the case where a reach occurs on the display device 41 as described below), the number of reserved hands is displayed.

[0056] Next, the flow of the game in the gaming machine 10, the normal chart change display game and the special chart change display game The details will be explained.

[0057] In the gaming machine 10, gaming balls are shot out from a ball launcher (not shown) toward a gaming area 32. The game is played by hitting the balls. The balls are placed in various places within the game area 32. The ball flows down the play area 32 while changing the rolling direction due to obstacles such as nails and windmills. 34, general winning hole 35, starting winning hole 36, normal variable winning device 37, or special variable winning device The ball is either placed in the slot 38 or 39 or is thrown through the outlet 30b at the bottom of the game area 32. The balls flow into the general winning hole 35, the starting winning hole 36, and the general winning hole 37. When a game ball enters the general variable winning device 37 or the special variable winning device 38, 39, the winning The number of winning balls corresponding to the type of winning opening is discharged to the upper tray 21 via a payout device.

[0058] A gate switch 34a (see FIG. 3) for detecting a game ball that has passed through the general pattern start gate 34 is provided at the general pattern start gate 34. When a game ball passes through the general pattern start gate 34, it is detected by the gate switch 34a, and based on the determination result of the random number value for winning determination extracted at this time, a general pattern variable display game is executed.

[0059] In a state where the general pattern variable display game cannot be started, for example, when a general pattern variable display game has already been performed and the game 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 an open state, when 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).

[0060] A random number value for winning determination for determining the win or loss of the general pattern variable display game is stored in the general pattern start memory (general pattern hold). When this random number value for winning determination matches the determination value, the general pattern variable display game is a win and a specific result pattern (specific result) is derived.

[0061] 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 general identification information (general pattern) and indicate a loss when turned off. By blinking these LEDs, a variable display of the general identification information is performed, and after a predetermined variable display time has elapsed, the result is displayed by turning the LED on or off.

[0062] When the general drawing random number value extracted when passing through the general drawing start gate 34 is a winning value, the general drawing is displayed The normal symbol (general drawing) displayed on the general drawing display device 53 stops in a winning state and becomes a winning state. At this time, When the general electric solenoid 37c (see Fig. 3) is driven, the movable member 37b is converted to an open state for a predetermined time (for example, 3 seconds × 2 times), and the entry of the game ball into the normal variable winning device 37 is allowed.

[0063] The winning of the game ball into the start winning port 36 and the winning into the normal variable winning device 37 are detected by the start port 1 switch 36a (see Fig. 3) and the start port 2 switch 37a (see Fig. 3). The game ball that wins in the start winning port 36 is detected as the start winning ball of the special drawing 1 variable display game and is stored up to a predetermined upper limit number, and the game ball that wins in the normal variable winning device 37 is special detected as the start winning ball of the special drawing 2 variable display game and stored up to a predetermined upper limit number.

[0064] When detecting the start winning ball of the special drawing variable display game, a big win random number value, a big win symbol random number value, each variation pattern random number value, etc. are extracted. These random number values are stored in the special drawing reservation memory area (a part of the RAM) of the game control device 100 as special drawing start winning memories for a predetermined number of times (for example, up to 8 times at most ). The number of stored special drawing start winning memories is displayed on the special drawing 1 reservation display 54 and the special drawing 2 reservation display 55 for notifying the start winning number of the batch display device 50, and is also displayed on the display screen of the display device 41. The game control device 100 executes the special drawing 1 variable display game on the special drawing 1 display 51 based on the winning in the start winning port 36 or the first start memory (special drawing 1 start memory

[0065] reservation, special drawing 1 reservation). Also The game control device 100 executes the special drawing 1 variable display game on the special drawing 1 display 51 based on the winning in the start winning port 36 or the first start memory (special drawing 1 start memory The game control device 100 executes a special figure 2 variable display game on the special figure 2 display 52 based on a winning in the normal variable winning device 37 or a second start memory (special figure 2 start memory, special figure 2 hold). Do it.

[0066] The special figure 1 variable display game (first special figure variable display game) and the special figure 2 variable display game (second special Figure variable display game) is 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.

[0067] In addition, 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. Is executed.

[0068] The decorative special figure variable display game on the display device 41 is a decorative special The identification figure (identification information) composed of the above-mentioned numbers, etc. is variably displayed (scrolled) in the order of left (first special figure), right (second special figure), and middle (third special figure), and after a predetermined time, the variably displayed figure is sequentially stopped And the result of the special figure variable display game is displayed. Also, on the display device 41 Various production displays such as the appearance of characters are performed to improve the interest. Furthermore, in the decorative special figure In the variable display game, as another decorative special figure (identification information), the lamps In the display units 1 and 2 of the display device 75, the fourth special figure (Fourth figure) varies by repeating lighting and extinguishing (flashing). The variable display of the lamp display units 1 and 2 stops with "extinguish" in case of deviation and "lighting" in case of a big win or a small win after a predetermined time from the start. (Fourth figure) varies by repeating lighting and extinguishing (flashing). The variable display of the lamp display units 1 and 2 stops with "extinguish" in case of deviation and "lighting" in case of a big win or a small win after a predetermined time from the start. In the case of deviation, it stops with "extinguish", and in the case of a big win or a small win, it stops with "lighting".

[0069] When a game ball wins a prize at the 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 jackpot value), a specific result pattern (special result pattern) is derived from the display symbols as a result of the special figure variable display game, and a jackpot state ( special game state) is entered. Corresponding to this, the display mode of the display device 41 becomes a special result pattern (for example, a state where numbers such as "7, 7, 7" are aligned). 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 and 39b (see FIG. 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 player is given the privilege of being able to acquire a large number of game balls.

[0070] When a game ball wins a prize at the 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 pattern (small win result pattern) is derived from the display symbols as a result of the special figure variable display game, and a small win state is entered. Corresponding to this, the display mode of the display device 41 becomes a small win result pattern. 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). 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).

[0071] When a game ball wins a prize at the 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 pattern (small win result pattern) is derived from the display symbols as a result of the special figure variable display game, and a small win state is entered. Corresponding to this, the display mode of the display device 41 becomes a small win result pattern. 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). 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). 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).

[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 short time by energizing the big winning opening solenoids 38b and 39b (see FIG. 3). ​​​​Note that the total opening time of the big winning opening is shorter in the small win state (small win gaming state) than in the big win state (special gaming state). Therefore, in the small win state, the player can obtain less gaming value (number of acquired balls) than in the big win state. Note that in both the small win state and the big win state, the big winning opening is in an open state. However, the big win state may be called the first special gaming state, and the small win state may be called the second special gaming state. For simplicity, in the present 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 big win state (including the big win state due to a V win during a small win). The configuration will be described. Here, the difference between the big win and the small win will be described. A big win is a special result accompanied by the operation of a condition device, and a small win is a specific result not accompanied by the operation of a condition device. The condition device is an object that operates when a big win occurs (the stop display of a big win symbol) in a special figure variable display game. When the condition device operates, for example, it means that a flag for continuously operating the special variable winning devices 38 and 39 as special electric accessories is set in the big win state. Also, when the condition device operates, it may mean that there has been a passage of a game ball to the specific area 72 (V win). When the condition device does not operate, it means that the above-mentioned specific flag is not set, for example, when simply winning a small win lottery. However, as will be described later in the present embodiment, when there is a V win during the small win state, the condition device will operate. Note that the "condition device" may be software means such as a flag that is software-controlled to be turned on and off as described above, or may be electrically turned on and off.

[0073]

[0074] and off.​​​​​​​​​​​ It may be hardware means such as a switch that is turned off. Also, the "condition device" is a term generally used in the field of pachinko gaming machines as a device whose operation is required for the continuous operation of an electric device, and is used herein with the same meaning.

[0075] Specifically, in the case of a big win, the special variable winning device is opened when the big win flag is set, while in the case of a small win, the special variable winning device is opened when the small win flag is set.

[0076] 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 a start memory for the special figure 1 variable display game and the special figure 2 variable display game. When the special figure

[0077] 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). Regarding the decorative special figure variable display game in the display device 41, it may be executed in separate display devices or separate display areas for the special figure 1 variable display game and the special figure 2 variable display game,

[0078] or it may be executed in the same display device or display area. In this case, the In this case, it is simply referred to as a special drawing variation display game.

[0079] Also, although not particularly limited, the start port 1 switch 36 within the above-mentioned start winning port 36 a, the start port 2 switch 37a within the normal variation winning device 37, the gate switch 34a, the winning port switch 35a, and the big winning port switches 38a, 39a are provided with coils for magnetic detection, and a non-contact magnetic proximity sensor (hereinafter referred to as a proximity switch) that detects a game ball by utilizing the phenomenon that the magnetic field changes when 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 main body frame opening detection switch 64 (front frame opening detection switch) provided on the front frame (gaming frame) 12 or the like, a microswitch having mechanical contacts can be used.

[0080] 〔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 10 0 (main board). 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 and a driver or the like, and a data bus 140 that connects between the CPU unit 110, the input unit 120, and the output unit 130.

[0081] The CPU unit 110 includes a game microcontroller (CPU) 111 called an amusement chip (IC), an oscillator such as a crystal oscillator, and an oscillation circuit (crystal oscillator) 113 that generates the operation clock of the CPU, the timer interrupt, and the clock serving as a reference for the random number generation circuit. ​​​​​​​​​​It operates. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are made operable by supplying DC voltages of predetermined levels such as DC32V, DC12V, and DC5V generated by the power supply device 400. For the electronic components such as , a DC voltage of a predetermined level such as DC32V, DC12V, and DC5V generated by the power supply device 400 is supplied to make them operable. It operates. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are made operable by supplying DC voltages of predetermined levels such as DC32V, DC12V, and DC5V generated by the power supply device 400.

[0082] 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 a 24V AC power supply and a DC-DC converter that generates lower-level DC voltages such as DC12V and DC5V from the DC32V voltage, 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 power failure monitoring circuit that generates and outputs control signals such as a power failure monitoring signal and a reset signal that notify the game control device 100 of the occurrence and recovery of a power failure. It operates. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are made operable by supplying DC voltages of predetermined levels such as DC32V, DC12V, and DC5V generated by the power supply device 400. 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 a 24V AC power supply and a DC-DC converter that generates lower-level DC voltages such as DC12V and DC5V from the DC32V voltage, 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 power failure monitoring circuit that generates and outputs control signals such as a power failure monitoring signal and a reset signal that notify the game control device 100 of the occurrence and recovery of a power failure. 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 a 24V AC power supply and a DC-DC converter that generates lower-level DC voltages such as DC12V and DC5V from the DC32V voltage, 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 power failure monitoring circuit that generates and outputs control signals such as a power failure monitoring signal and a reset signal that notify the game control device 100 of the occurrence and recovery of a power failure. 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 a 24V AC power supply and a DC-DC converter that generates lower-level DC voltages such as DC12V and DC5V from the DC32V voltage, 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 power failure monitoring circuit that generates and outputs control signals such as a power failure monitoring signal and a reset signal that notify the game control device 100 of the occurrence and recovery of a power failure. 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 a 24V AC power supply and a DC-DC converter that generates lower-level DC voltages such as DC12V and DC5V from the DC32V voltage, 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 power failure monitoring circuit that generates and outputs control signals such as a power failure monitoring signal and a reset signal that notify the game control device 100 of the occurrence and recovery of a power failure.

[0083] 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 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 subject to replacement during a model change, as in the embodiment, 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, it is possible to exclude them from the replacement target and reduce costs. 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 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 subject to replacement during a model change, as in the embodiment, 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, it is possible to exclude them from the replacement target and reduce costs. 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 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 subject to replacement during a model change, as in the embodiment, 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, it is possible to exclude them from the replacement target and reduce costs. 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 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 subject to replacement during a model change, as in the embodiment, 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, it is possible to exclude them from the replacement target and reduce costs. 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 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 subject to replacement during a model change, as in the embodiment, 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, it is possible to exclude them from the replacement target and reduce costs. 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 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 subject to replacement during a model change, as in the embodiment, 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, it is possible to exclude them from the replacement target and reduce costs.

[0084] 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, and the data stored in the RAM is retained even during a power failure or after the power is turned off. 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, and the data stored in the RAM is retained even during a power failure or after the power is turned off. 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, and the data stored in the RAM is retained even during a power failure or after the power is turned off. It is configured to be maintained. 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, when the power is turned on or when the power is restored after a power outage, a reset signal is output after a predetermined time has elapsed from that point. 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 of forcibly initializing the information stored in the RAM 111c in the game microcomputer 111 and the RAM in the payout control device 200 is performed. Although not particularly limited, the initialization switch signal is read when the power is turned 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 and resets the entire control system. In addition, the game control device 100 (main board) is provided with a setting key switch 153. The setting key switch 153 is turned on by an operator's rotation operation or the like to make the probability setting value (setting value) corresponding to the setting related to the game conditions (game) changeable. 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 operator's operation. In this embodiment, the probability setting value is a setting value for setting the winning probability 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 larger the probability setting value, the larger the winning probability. when the power is turned on or when the power is restored after a power outage, a reset signal is output after a predetermined time has elapsed from that point.

[0085] 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 of forcibly initializing the information stored in the RAM 111c in the game microcomputer 111 and the RAM in the payout control device 200 is performed. Although not particularly limited, the initialization switch signal is read when the power is turned 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 and resets the entire control system. In addition, the game control device 100 (main board) is provided with a setting key switch 153. The setting key switch 153 is turned on by an operator's rotation operation or the like to make the probability setting value (setting value) corresponding to the setting related to the game conditions (game) changeable. 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 operator's operation. In this embodiment, the probability setting value is a setting value for setting the winning probability 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 larger the probability setting value, the larger the winning probability. In addition, the game control device 100 (main board) is provided with a setting key switch 153. The setting key switch 153 is turned on by an operator's rotation operation or the like to make the probability setting value (setting value) corresponding to the setting related to the game conditions (game) changeable. 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 operator's operation. In this embodiment, the probability setting value is a setting value for setting the winning probability 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 larger the probability setting value, the larger the winning probability. In addition, the game control device 100 (main board) is provided with a setting key switch 153. The setting key switch 153 is turned on by an operator's rotation operation or the like to make the probability setting value (setting value) corresponding to the setting related to the game conditions (game) changeable. 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 operator's operation. In this embodiment, the probability setting value is a setting value for setting the winning probability 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 larger the probability setting value, the larger the winning probability. In addition, the game control device 100 (main board) is provided with a setting key switch 153. The setting key switch 153 is turned on by an operator's rotation operation or the like to make the probability setting value (setting value) corresponding to the setting related to the game conditions (game) changeable. 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 operator's operation. In this embodiment, the probability setting value is a setting value for setting the winning probability 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 larger the probability setting value, the larger the winning probability.

[0086] In addition, the game control device 100 (main board) is provided with a setting key switch 153. The setting key switch 153 is turned on by an operator's rotation operation or the like to make the probability setting value (setting value) corresponding to the setting related to the game conditions (game) changeable. 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 operator's operation. In this embodiment, the probability setting value is a setting value for setting the winning probability 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 larger the probability setting value, the larger the winning probability. The setting key switch 153 is turned on by an operator's rotation operation or the like to make the probability setting value (setting value) corresponding to the setting related to the game conditions (game) changeable. 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 operator's operation. In this embodiment, the probability setting value is a setting value for setting the winning probability 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 larger the probability setting value, the larger the winning probability. 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 operator's operation. In this embodiment, the probability setting value is a setting value for setting the winning probability 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 larger the probability setting value, the larger the winning probability. 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 operator's operation. In this embodiment, the probability setting value is a setting value for setting the winning probability 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 larger the probability setting value, the larger the winning probability. 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 operator's operation. In this embodiment, the probability setting value is a setting value for setting the winning probability 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 larger the probability setting value, the larger the winning probability. For example, the larger the probability setting value, the larger the winning probability. This is acceptable. The setting key switch 153 and the RAM initialization switch 112 constitute setting change means (a setting change device, a setting means) capable of changing settings (probability setting values) related to 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 unique setting value change switch may be provided.

[0087] The setting key switch 153 and the RAM initialization switch 112 are arranged at positions where they cannot be operated (inaccessible positions) unless the front frame 12 (main body frame) is opened by being provided on the game control device 100 inside the gaming machine 10. That is, ordinary players cannot access and operate the setting key switch 153 and the RAM initialization switch 112.

[0088] As will be described later, when the gaming machine 10 is powered on (power restored after a power outage, power recovery), the gaming machine 10 can transition to various states such as a setting variable state (a setting change state, a setting possible state, a setting change mode) in which the probability setting value can be changed (settable), and a setting confirmation state (a setting confirmation mode) in which the probability setting value can be confirmed, according to the on / off states of the setting key switch 153 and the RAM initialization switch 112.

[0089] In this embodiment, the probability setting values are defined in, for example, 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 most disadvantageous setting for players, and setting 6 is the most advantageous setting for players. Settings 1 and 2 are low settings, settings 3 and 4 are intermediate settings, and settings 5 and 6 are high settings. ​

[0090] In the probability setting change process, every time the operator presses the RAM initialization switch 112, the working setting value (setting) in the working setting value area changes from 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) → ··· and so on. In this way, the RAM initialization switch 112 also functions as a setting value change switch. Incidentally, for the convenience of explanation, during the setting change state (setting change mode), working setting values 0 to 5 are respectively provided corresponding to probability setting values 1 to 6, but the working setting values and probability setting values may be treated as the same within the same numerical range (that is, 0 to 5 or 1 to 6) (making the working setting values and probability setting values the same numerical value). 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 153 to a predetermined position. Also, the probability setting value is not limited to 6 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, etc., which is, for example, a 4 - digit 7 - segment type (8 - segment type including the dot Dp). Also, information regarding setting values such as the display probability setting value (for example, a display where probability setting values 1 to 6 can be read) may be displayed on the front of the gaming machine (

[0091] for example, the batch display device 50). Also, on the front of the gaming machine (for example, the batch display device 50), not only during the setting variable state or setting confirmation state, but also during the execution of game control (the game described later), the display probability setting value corresponding to the selected working setting value of 0 to 5 is displayed on a performance display device 152, etc., which is, for example, a 4 - digit 7 - segment type (8 - segment type including the dot Dp). Also, information regarding setting values such as the display probability setting value (for example, a display where probability setting values 1 to 6 can be read) may be displayed on the front of the gaming machine ( for example, the batch display device 50). Also, on the front of the gaming machine (for example, the batch display device 50), information regarding setting values such as the display probability setting value (for example, a display where probability setting values 1 to 6 can be read) may be displayed. Also, on the front of the gaming machine (for example, the batch display device 50), not only during the setting variable state or setting confirmation state, but also during the execution of game control (the game described later), During the execution of the reel process, information regarding setting values such as the display probability setting value may also be displayed.

[0092] The game microcomputer 111 includes a CPU (Central Processing Unit: Microprocessor) 111a , a read-only ROM (Read Only Memory) 111b, and a randomly accessible and writable RA M (Random Access Memory) 111c.

[0093] The ROM 111b stores non-volatilely the unchangeable information for game control (programs, fixed data, determination values of various random numbers, etc.). 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. It is a holding storage means in which information regarding the game (game information) is stored and the stored information can be retained 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. The ROM 111b stores non-volatilely the unchangeable information for game control (programs, fixed data, determination values of various random numbers, etc.). 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. It is a holding storage means in which information regarding the game (game information) is stored and the stored information can be retained 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. The ROM 111b stores non-volatilely the unchangeable information for game control (programs, fixed data, determination values of various random numbers, etc.). 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. It is a holding storage means in which information regarding the game (game information) is stored and the stored information can be retained 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. The ROM 111b stores non-volatilely the unchangeable information for game control (programs, fixed data, determination values of various random numbers, etc.). 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. It is a holding storage means in which information regarding the game (game information) is stored and the stored information can be retained 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. The ROM 111b stores non-volatilely the unchangeable information for game control (programs, fixed data, determination values of various random numbers, etc.). 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. It is a holding storage means in which information regarding the game (game information) is stored and the stored information can be retained 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. The ROM 111b stores non-volatilely the unchangeable information for game control (programs, fixed data, determination values of various random numbers, etc.). 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. It is a holding storage means in which information regarding the game (game information) is stored and the stored information can be retained 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.

[0094] Also, the ROM 111b stores, for example, a variation pattern table for determining a variation pattern (variation mode) that defines the execution time of a special figure variation display game, the content of the effect, the presence or absence of the occurrence 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 storage. 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, etc. Furthermore, these pattern tables include a table for determining the latter half variation pattern, which is the variation pattern after the reach state (latter half variation group table). Also, the ROM 111b stores, for example, a variation pattern table for determining a variation pattern (variation mode) that defines the execution time of a special figure variation display game, the content of the effect, the presence or absence of the occurrence 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 storage. 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, etc. Furthermore, these pattern tables include a table for determining the latter half variation pattern, which is the variation pattern after the reach state (latter half variation group table). Also, the ROM 111b stores, for example, a variation pattern table for determining a variation pattern (variation mode) that defines the execution time of a special figure variation display game, the content of the effect, the presence or absence of the occurrence 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 storage. 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, etc. Furthermore, these pattern tables include a table for determining the latter half variation pattern, which is the variation pattern after the reach state (latter half variation group table). Also, the ROM 111b stores, for example, a variation pattern table for determining a variation pattern (variation mode) that defines the execution time of a special figure variation display game, the content of the effect, the presence or absence of the occurrence 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 storage. 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, etc. Furthermore, these pattern tables include a table for determining the latter half variation pattern, which is the variation pattern after the reach state (latter half variation group table). Also, the ROM 111b stores, for example, a variation pattern table for determining a variation pattern (variation mode) that defines the execution time of a special figure variation display game, the content of the effect, the presence or absence of the occurrence 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 storage. 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, etc. Furthermore, these pattern tables include a table for determining the latter half variation pattern, which is the variation pattern after the reach state (latter half variation group table). Also, the ROM 111b stores, for example, a variation pattern table for determining a variation pattern (variation mode) that defines the execution time of a special figure variation display game, the content of the effect, the presence or absence of the occurrence 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 storage. 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, etc. Furthermore, these pattern tables include a table for determining the latter half variation pattern, which is the variation pattern after the reach state (latter half variation group table). Also, the ROM 111b stores, for example, a variation pattern table for determining a variation pattern (variation mode) that defines the execution time of a special figure variation display game, the content of the effect, the presence or absence of the occurrence 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 storage. 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, etc. Furthermore, these pattern tables include a table for determining the latter half variation pattern, which is the variation pattern after the reach state (latter half variation group table). Also, the ROM 111b stores, for example, a variation pattern table for determining a variation pattern (variation mode) that defines the execution time of a special figure variation display game, the content of the effect, the presence or absence of the occurrence 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 storage. 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, etc. Furthermore, these pattern tables include a table for determining the latter half variation pattern, which is the variation pattern after the reach state (latter half variation group table). before the reach state (such as the table for selecting the latter half variation pattern), the former half variation pattern which is the variation pattern before reaching the reach state A table for determining the former half variation pattern (such as the former half variation group table and the former half variation pattern selection table) is included.

[0095] Here, the reach (reach state) means a display device having a changeable display state, and the display device derives and displays a plurality of display results at different times, and when the plurality of display results become a predetermined special result mode, the game state becomes a game state advantageous to the player (special game state) In the gaming machine 10, when a part of the plurality of display results has not yet been derived and displayed, the display state in which the display results already derived and displayed satisfy the conditions for becoming the special result mode is referred to. In other words, the reach state means that even when the variation display control of the display device proceeds to the stage before the display results are derived and displayed, the display mode does not deviate from the display conditions for becoming the special result mode. And, for example, a state in which the variation display is performed in a plurality of variation display areas while maintaining the state where the special result modes are aligned (so-called full rotation reach) is also included in the reach state Further, the reach state means the display state at the time when the display control of the display device proceeds to the stage before the display results are derived and displayed, and at least a part of the display results of the plurality of variation display areas determined before the display results are derived and displayed satisfies the conditions for becoming the special result mode is referred to. Therefore, for example, in the decorative special figure variation display game corresponding to the special figure variation display game and displayed on the display device, after the plurality of identification information is variably displayed in each of the left, middle, and right variable display areas of the display device for a predetermined time, the variable display is stopped in the order of left, right, and middle to display the result mode

[0096] ​​​​​​ When this occurs, in the left and right variable display areas, a state where the conditions for a special result mode are satisfied (for example, the same identification information) and the variable display has stopped is the reach state. Additionally, when the variable display in all variable display areas has stopped once, a state where the conditions for a special result mode are satisfied (for example, a state where the identification information is the same, excluding the special result mode) in any two of the left, middle, and right variable display areas can be set as the reach state, and the remaining one variable display area can be made to have variable display starting from the reach state.

[0097] And the reach state includes a plurality of reach effects, and as reach effect systems (types) where the possibility of deriving a special result mode (big win mode) is different (the expectation levels are different), normal reach (N-reach), special 1 reach (SP1-reach), special 2 reach (SP 2-reach), special 3 reach (SP3-reach), and premium reach are set. Note that the big win expectation level (expected value) 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 it is a big win). 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 where a reach state has occurred is a state with a higher possibility of being a big win compared to the case where a reach state does not occur.

[0098] Note that the expectation level of an effect (preview) indicates the probability of a big win when that effect is selected and, based on the selection rate of the effect when it is a big win and the selection rate of the effect when it is not a big win (a loss), etc., it can be calculated. It can be calculated based on the selection rate of the effect, etc.

[0099] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the effect control device 300, or to generate and output drive signals for solenoids and the display device to control the entire gaming machine 10. Also, although not shown the game microcomputer 111 determines a big win random number for determining a big win in the special figure variable display game and a big win symbol random number for determining a big win symbol, a small win symbol random number for determining a small win symbol a support win symbol random number for determining a time - shortened symbol (stop symbol at the time of support win) described later, a variation pattern random number for determining a variation pattern (including the execution time of various reach and non - reach variable display games, etc.) in the special figure variable display game and includes a random number generation circuit for generating a variation pattern random number, etc., and a clock generator for generating a timer interrupt signal of a predetermined period (for example, 4 msec (milliseconds)) for the CPU 1 111a and a clock for giving an update timing to the random number generation circuit based on an oscillation signal (original clock signal) from the oscillation circuit 113 It is provided with a clock generator for generating a timer interrupt signal of a predetermined period (for example, 4 msec (milliseconds)) for the CPU 1 111a and a clock for giving an update timing to the random number generation circuit based on an oscillation signal (original clock signal) from the oscillation circuit 113 .

[0100] Also, in the process related to the special figure variable display game, the CPU 111a acquires one of the plurality of variation pattern tables stored in the ROM 111b. Specifically, the CPU 111a acquires one of the plurality of variation pattern tables based on the game result (big win 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. Based on the game result (big win 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. Select and acquire any one of the variation pattern tables from among them. Here, the CPU 11 1a is a variation distribution information acquisition means for acquiring any one of the plurality of variation pattern tables stored in the ROM 111b when executing a special figure variation display game.

[0101] The payout control device 200 includes a CPU, a ROM, a RAM, an input interface, an output interface, etc., and controls to drive the payout motor of the payout unit and pay out prize balls according to a prize ball payout command (command or data) from the game control device 100. Also, the payout control device 200 controls to drive the payout motor of the payout unit and pay out loan balls based on a loan ball request signal from the card unit.

[0102] Connected to the input unit 120 of the game microcomputer 111 are a board radio wave sensor 62 that detects the emission of radio waves to the gaming machine, a gate switch 34a of the general figure start gate 34, a start port 1 switch 36a in the first start winning port 36, a start port 2 switch 37a in the second start winning port 37 (ordinary variation winning device), a winning port switch 35a of the general winning port 35, and large winning port switches 38a, 39a of the special variation winning devices 38, 39. A high level supplied from these switches is input as a negative logic signal such that the high level is 1 1V and the low level is 7V, and an interface chip (proximity I / F) 121 that converts it into a positive logic signal of 0V - 5V is provided.

[0103] Furthermore, the interface chip (proximity I / F) 121 is connected to a specific area switch 72a, a remaining ball discharge port switch 73, and an out ball detection switch 74. The specific area switch 7 ​​​​​​​​​​2a detects the passage (V winning) of the game ball into the specific area 72 (V winning opening). Remaining ball discharge The opening switch 73 has a remaining ball discharge opening for discharging the game balls from the special variable winning devices 38 and 39 and detects the passed game ball. The out ball detection switch 74 detects all the game balls that have been launched into the game area and completed the game (i.e., all the game balls that have passed through the winning opening or the out opening 30b). Detection.

[0104] 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 opening 1 switch 36a, the start opening 2 switch 37a, the winning opening switch 35a, and the big winning opening switches 38a, 39a are input to the third input port 124.

[0105] Also, among the outputs of the proximity I / F 121, the detection signal of the board radio wave sensor 62 and the abnormality detection signal output when an abnormality of the sensor or switch is detected are input to the second input port 123. .

[0106] Also, among the outputs of the proximity I / F 121, the detection signals of the specific area switch 72a, the remaining ball discharge opening switch 73, and the out ball detection switch 74 are input to the fourth input port 126.

[0107] Also, the second input port 123 receives the detection signal of the magnetic sensor switch 61 for detecting fraud 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, and the main body frame opening detection switch provided on the front frame 12 (main body frame) etc. A signal from 64 (front frame open detection switch) and a vibration sensor 6 that detects the vibration of the gaming machine 10 A signal from 5 is inputted.

[0108] Also, the second input port 123 captures a setting key switch signal from the setting key switch 153 and supplies it to the gaming microcomputer 111 via the data bus 140.

[0109] Also, among the outputs of the proximity I / F 121, the output to the third input port 124 is also supplied from the game control device 100 to a test firing test device (not shown) via the relay board 70 so as to be. 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 inputted to the gaming microcomputer 111 in addition to the third input port 124 and are configured to be.

[0110] 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 normal operation of an IC from the power supply device 400, a voltage of 12V is supplied to the proximity I / F 121

[0111] 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.

[0112] Also, the input unit 120 includes a frame radio wave fraud signal output from the payout control device 200, a payout bit A G signal, a status signal indicating a payout abnormality, and a shoot ball depletion indicating a shortage of game balls before payout A switch signal, an overflow switch signal indicating an overflow, and an operation handle 24 Based on the input of a touch switch provided on the operation handle 24, a touch switch signal, and a RAM initialization switch 1 Captures the signal from 12 and supplies it to the game microcomputer 111 via the data bus 140 A first input port 122 is provided. The overflow switch signal is 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 signal is 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 radio wave abnormality signal is a signal output based on the frame radio wave sensor provided on the front frame 12 (main body frame) detecting radio waves, and the payout busy signal is a signal indicating whether the payout control device 200 can accept commands. The frame radio wave abnormality signal is a signal output based on the frame radio wave sensor provided on the front frame 12 (main body frame) detecting radio waves, and the payout busy signal is a signal indicating whether the payout control device 200 can accept commands. The frame radio wave abnormality signal is a signal output based on the frame radio wave sensor provided on the front frame 12 (main body frame) detecting radio waves, and the payout busy signal is a signal indicating whether the payout control device 200 can accept commands.

[0113] Also, 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 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 captured by 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 on the game microcomputer 111. The power failure monitoring signal from the power supply device 400 is once input to the first input port 122 and then captured by 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 on the game microcomputer 111. The power failure monitoring signal from the power supply device 400 is once input to the first input port 122 and then captured by 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 on the game microcomputer 111. The power failure monitoring signal from the power supply device 400 is once input to the first input port 122 and then captured by 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 on the game microcomputer 111.

[0114] 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 on the game microcomputer 111 and is also output to the output unit 13 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 on the game microcomputer 111 and is also output to the output unit 13 It is supplied to each port of 0. Also, the reset signal RST directly outputs to the middle relay board 70 without passing through the output unit 130, so as to turn off the test firing test signal held at the port (not shown in the figure) of the relay board 70 for output to the test firing test apparatus. It is also possible to configure it so that the reset signal RST can be output to the test firing test apparatus via the relay board 70. Note that the reset signal RST is not supplied to each port 122, 123, , 124, 126 of the input unit 120. The data set at each port of the output unit 130 by the gaming microcomputer 111 immediately before the reset signal RST enters needs to be reset to prevent malfunction of the system. However, the data read by the gaming microcomputer 111 from each port of the input unit 120 immediately before the reset signal RST enters is discarded because of the reset of the gaming microcomputer 111.

[0115] The output unit 130 is provided with a Schmitt buffer 132 arranged in the communication path from the gaming microcomputer 111 to the effect control device 300 and the communication path from the gaming 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 a one-way communication in which a signal cannot be input from the side of the effect control device 300 to the game control device 100. Furthermore, the output unit 130 is configured to be able to mount a buffer 133 that is connected to the data bus 140 and outputs, via the relay board 70, data notifying the special figure symbol information of the variable display game to the test firing test apparatus of the certifying agency not shown in the figure, signals indicating the probability state of a big win, and the like. Before the reset signal RST enters, the data set at each port of the output unit 130 by the gaming microcomputer 111 needs to be reset to prevent malfunction of the system. However, the data read by the gaming microcomputer 111 from each port of the input unit 120 immediately before the reset signal RST enters is discarded because of the reset of the gaming microcomputer 111. It is supplied to each port of 0. Also, the reset signal RST directly outputs to the middle relay board 70 without passing through the output unit 130, so as to turn off the test firing test signal held at the port (not shown in the figure) of the relay board 70 for output to the test firing test apparatus. Before the reset signal RST enters, the data set at each port of the output unit 130 by the gaming microcomputer 111 needs to be reset to prevent malfunction of the system. However, the data read by the gaming microcomputer 111 from each port of the input unit 120 immediately before the reset signal RST enters is discarded because of the reset of the gaming microcomputer 111. It is supplied to each port of 0. Also, the reset signal RST directly outputs to the middle relay board 70 without passing through the output unit 130, so as to turn off the test firing test signal held at the port (not shown in the figure) of the relay board 70 for output to the test firing test apparatus. It is supplied to each port of 0. Also, the reset signal RST directly outputs to the middle relay board 70 without passing through the output unit 130, so as to turn off the test firing test signal held at the port (not shown in the figure) of the relay board 70 for output to the test firing test apparatus.

[0116] The output unit 130 is provided with a Schmitt buffer 132 arranged in the communication path from the gaming microcomputer 111 to the effect control device 300 and the communication path from the gaming 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 a one-way communication in which a signal cannot be input from the side of the effect control device 300 to the game control device 100. The output unit 130 is provided with a Schmitt buffer 132 arranged in the communication path from the gaming microcomputer 111 to the effect control device 300 and the communication path from the gaming 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 a one-way communication in which a signal cannot be input from the side of the effect control device 300 to the game control device 100. The output unit 130 is provided with a Schmitt buffer 132 arranged in the communication path from the gaming microcomputer 111 to the effect control device 300 and the communication path from the gaming 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 a one-way communication in which a signal cannot be input from the side of the effect control device 300 to the game control device 100. From the game control device 100 to the effect control device 300 and the payout control device 200, data is transmitted by serial communication. Note that it is a one-way communication in which a signal cannot be input from the side of the effect control device 300 to the game control device 100. From the game control device 100 to the effect control device 300 and the payout control device 200, data is transmitted by serial communication. Note that it is a one-way communication in which a signal cannot be input from the side of the effect control device 300 to the game control device 100.

[0117] Furthermore, the output unit 130 is configured to be able to mount a buffer 133 that is connected to the data bus 140 and outputs, via the relay board 70, data notifying the special figure symbol information of the variable display game to the test firing test apparatus of the certifying agency not shown in the figure, signals indicating the probability state of a big win, and the like. Furthermore, the output unit 130 is configured to be able to mount a buffer 133 that is connected to the data bus 140 and outputs, via the relay board 70, data notifying the special figure symbol information of the variable display game to the test firing test apparatus of the certifying agency not shown in the figure, signals indicating the probability state of a big win, and the like. Furthermore, the output unit 130 is configured to be able to mount a buffer 133 that is connected to the data bus 140 and outputs, via the relay board 70, data notifying the special figure symbol information of the variable display game to the test firing test apparatus of the certifying agency not shown in the figure, signals indicating the probability state of a big win, and the like. File 133 is for the game control of a pachinko game machine as an actual machine (mass-produced and sold product) installed in a game parlor It is a component not mounted on the device (main board). Note that the detection signals of switches that do not require processing, such as the start port switch output from the proximity I / F 121, are supplied to the test firing test device via the relay board 70 without passing through the buffer 133.

[0118] On the other hand, detection signals that cannot be directly supplied to the test firing test device as they are, such as the magnetic sensor switch 61 and the panel radio wave sensor 62, are once taken into the game microcomputer 111 and processed into other signals or information, and are then supplied to the test firing test device from the data bus 140 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 perform game control.

[0119] 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, and a connector for relaying and transmitting the signal line of the detection signal of the switch that does not pass through the buffer. 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 selected and controlled by the signal CE is supplied to the test firing test device.

[0120] Also, the output unit 130 is connected to the data bus 140 and includes a solenoid (ordinary power solenoid) 37c for releasing the normal variable winning device 37, a lower large winning port solenoid 38b (large winning port solenoid 1) for releasing the first special variable winning device 38, an upper large winning port solenoid 39b (large winning port solenoid 2) for releasing the second special variable winning device 39, and a lever for operating to a specific area ​​​​​​​​​A second output port for outputting opening / closing data of the lever solenoid 72b that releases 72 134 is provided.

[0121] In addition, the output unit 130 has an anode of an LED according to the content to be displayed on the batch display device 50 A third output port for outputting on / off data of a segment line to which a terminal is connected 135, on / off data of a digit line to which the cathode terminal of the LED of the batch display device 50 is connected A fourth output port 136 for outputting on / off data is provided.

[0122] In addition, the output unit 130 has an anode of an LED according to the content to be displayed on the performance display device 152 A sixth output port for outputting on / off data of a segment line to which a terminal is connected 141, on / off data of a digit line to which the cathode terminal of the LED of the performance display device 152 is connected A seventh output port 142 for outputting on / off data is provided.

[0123] In addition, the output unit 130 has a fifth output port 137 for outputting information about the gaming machine 10, such as jackpot information, to the external information terminal 71 The external information terminal 71 is provided with a photo relay and can be connected to an external device (such as an information collection terminal or a hall computer for internal management of the game arcade) installed in a game arcade, for example, and information about 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. For example, it can be connected to an external device (information collection terminal, game arcade internal management device (hall computer), etc.) installed in a game arcade, and information about the gaming machine 10 can be supplied to the external device. device) and can supply information about the gaming machine 10 to the external device. In addition, a firing permission signal is also output from the fifth output port 137 to the payout control device 200 via the schmitt buffer 132.

[0124] Furthermore, the output unit 130 receives opening / closing data signals of the general power solenoid 37c, the big winning opening solenoids 38b, 39b, etc. output from the second output port 134 and drives the solenoid drive signal c and the big winning opening solenoids 38b, 39b, etc. and drives the solenoid drive signal​ A first driver (drive circuit) 138a that generates and outputs a number, and outputs from a third output port 135 An on / off drive signal for a segment line on the current supply side of the batch display device 50 output A second driver 138b that outputs the on / off drive signal for the digit line on the current draw side of the batch display device 50 output from the fourth output port 136 A third driver 138c that outputs an on / off drive signal for the digit line on the current draw side of the batch display device 50 output from the fifth output port 137 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 an external information terminal 71 is provided.

[0125] Furthermore, in the output unit 130, a segment driver for performance display that outputs an on / off drive signal for a segment line on the current supply side of the performance display device 152 output from a sixth output port 141 150a, and a digit driver for performance display 150b that outputs an on / off drive signal for a digit line on the current draw side of the performance display device 152 output from a seventh output port 142 are provided. is provided.

[0126] To the first driver 138a, in order to be able 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. The third driver 138c that drives the digit lines is for drawing a digit line corresponding to display data with current, so the power supply voltage may be either 12V or 5V.

[0127] The second driver 138b that outputs 12V supplies current to the anode terminal of the LED through the segment line, and the third driver 138c that outputs the ground potential draws current from the cathode terminal By drawing current through the digit lines, the power supply voltage flows through the LEDs sequentially selected in the dynamic drive method in the batch display device 50, causing them to light up. The performance display segment driver 150a that outputs 12V supplies current to the anode terminals of the LEDs through the segment lines, and the performance display digit driver 150b that outputs the ground potential draws current from the cathode terminals through the digit lines, causing the power supply voltage to flow through the LEDs sequentially selected in the dynamic drive method in the performance display device 152, causing them to light 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 a 12V level to the external information signal. 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 section 130 of the game control device 100, that is, on the main board. Furthermore, the output section 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 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, so ports such as the input ports 122, 123, 124, and 126 are not provided. In this embodiment, the performance display device 152 consists of a plurality (four) of 7-segment type (8-segment type including the dot Dp) displays (LED lamps), and the performance display driver 1 By drawing current through the digit lines, the power supply voltage flows through the LEDs sequentially selected in the dynamic drive method in the batch display device 50, causing them to light up. The performance display segment driver 150a that outputs 12V supplies current to the anode terminals of the LEDs through the segment lines, and the performance display digit driver 150b that outputs the ground potential draws current from the cathode terminals through the digit lines, causing the power supply voltage to flow through the LEDs sequentially selected in the dynamic drive method in the performance display device 152, causing them to light 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 a 12V level to the external information signal. 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 section 130 of the game control device 100, that is, on the main board. Furthermore, the output section 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 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, so ports such as the input ports 122, 123, 124, and 126 are not provided. By drawing current through the digit lines, the power supply voltage flows through the LEDs sequentially selected in the dynamic drive method in the batch display device 50, causing them to light up. The performance display segment driver 150a that outputs 12V supplies current to the anode terminals of the LEDs through the segment lines, and the performance display digit driver 150b that outputs the ground potential draws current from the cathode terminals through the digit lines, causing the power supply voltage to flow through the LEDs sequentially selected in the dynamic drive method in the performance display device 152, causing them to light 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 a 12V level to the external information signal. 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 section 130 of the game control device 100, that is, on the main board. Furthermore, the output section 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 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, so ports such as the input ports 122, 123, 124, and 126 are not provided.

[0128] By drawing current through the digit lines, the power supply voltage flows through the LEDs sequentially selected in the dynamic drive method in the batch display device 50, causing them to light up. The performance display segment driver 150a that outputs 12V supplies current to the anode terminals of the LEDs through the segment lines, and the performance display digit driver 150b that outputs the ground potential draws current from the cathode terminals through the digit lines, causing the power supply voltage to flow through the LEDs sequentially selected in the dynamic drive method in the performance display device 152, causing them to light 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 a 12V level to the external information signal. 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 section 130 of the game control device 100, that is, on the main board. Furthermore, the output section 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 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, so ports such as the input ports 122, 123, 124, and 126 are not provided. By drawing current through the digit lines, the power supply voltage flows through the LEDs sequentially selected in the dynamic drive method in the batch display device 50, causing them to light up. The performance display segment driver 150a that outputs 12V supplies current to the anode terminals of the LEDs through the segment lines, and the performance display digit driver 150b that outputs the ground potential draws current from the cathode terminals through the digit lines, causing the power supply voltage to flow through the LEDs sequentially selected in the dynamic drive method in the performance display device 152, causing them to light 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 a 12V level to the external information signal. 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 section 130 of the game control device 100, that is, on the main board. Furthermore, the output section 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 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, so ports such as the input ports 122, 123, 124, and 126 are not provided. By drawing current through the digit lines, the power supply voltage flows through the LEDs sequentially selected in the dynamic drive method in the batch display device 50, causing them to light up. The performance display segment driver 150a that outputs 12V supplies current to the anode terminals of the LEDs through the segment lines, and the performance display digit driver 150b that outputs the ground potential draws current from the cathode terminals through the digit lines, causing the power supply voltage to flow through the LEDs sequentially selected in the dynamic drive method in the performance display device 152, causing them to light up.

[0129] In this embodiment, the performance display device 152 consists of a plurality (four) of 7-segment type (8-segment type including the dot Dp) displays (LED lamps), and the performance display driver 1 In this embodiment, the performance display device 152 consists of a plurality (four) of 7-segment type (8-segment type including the dot Dp) displays (LED lamps), and the performance display driver 1 Although 50a and 150b are LED drivers, they are not limited thereto.

[0130] 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 the display probability setting value, the ratio of accessory items, the ball payout rate, and the number of discharged balls.

[0131] 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), which is the sum of the number of game balls passing through the winning hole (number of winnings) and the number of game balls passing through the out hole 30b. The number of discharged balls can be obtained by counting the signal of the out ball detection switch 74, etc. In this embodiment, the winning holes include the general winning hole 35, the start winning hole 36 (the first start winning hole, start hole 1), the normal variable winning device 37 (the second start winning hole, start hole 2 ), and the special variable winning devices 38 and 39 (big winning holes). )

[0132] The ball payout rate is the total ratio (percentage) of the number of prize balls to the number of discharged balls (or the number of fired balls introduced into the game area 32), and is calculated by (the number of acquired balls ÷ the number of discharged balls) × 100 (%). That is, the ball payout rate is the number of acquired balls (total number of prize balls) per 100 discharged balls.

[0133] For example, the accessory item ratio is the ratio (%) (= so-called continuous accessory item ratio) of the number of prize balls obtained by winning the big winning hole during the big win state among the total number of prize balls (total number of 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). Note that the accessory item ratio is the ratio of the number of prize balls obtained by winning the big winning hole among the total number of prize balls. It may be the ratio of the number of winning balls (during the big win state and the small win state) (= the big winning opening ratio), or alternatively , the ratio of the number of winning balls obtained by winning in the big winning opening and the normal variable winning device 37 (the second starting winning opening) ( = the so-called accessory ratio (total accessory ratio) generally used).

[0134] 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 general figure variable display game, and a round game (a game during a big win or a small win) cannot be executed based on the establishment of operating conditions (predetermined conditions) based on the number of safety balls and the number of discharged balls. In the game stop state, a new special figure variable display game and a new general figure variable display game cannot be started. With the safety device, appropriate countermeasures against fraud can be taken 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 . In the game stop state, a new special figure variable display game and a new general figure variable display game cannot be started. With the safety device, appropriate countermeasures against fraud can be taken 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 .

[0135] 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 .

[0136] Also, 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 safety balls and the number of discharged balls reaches a difference ball reference value (a 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 safety balls (the difference ball number) Number = (Number of safety balls - Number of discharged balls). Thus, the operating conditions of the safety device consist of two-stage conditions (1) (2). The operating conditions may be other conditions. For example, condition (1) may be configured such that the number of safety balls reaches a predetermined value . Also, condition (2) may be configured such that the special variable winning device is not operating , or the big winning opening is not in an open state

[0137] In this embodiment, the number of safety balls is the total number of prize balls (acquired balls, balls discharged) determined to be discharged during a predetermined period . If there is an error in the discharge of the prize balls (game balls), the total number of prize balls determined to be discharged will not be equal to the total number of prize balls actually discharged onto the upper tray 21 via the payout device , but the total number of prize balls actually discharged may be measured by a detection switch or the like and used as the number of safety balls. Also, the number of discharged balls (out balls) is the number of game balls discharged from the game area 32 , and it is possible to count the signal from the out ball detection switch 74 to measure the number of discharged balls .

[0138] Note that instead of the number of discharged balls, the number of launched balls, which is the number of balls launched and introduced into the game area 32, may be used , and the number of difference balls may be the number of safety 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 safety 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. When one game ball is launched by the ball launching device, the number of difference balls is decreased by 1 , and when one foul ball occurs, the number of difference balls is increased by 1 . A detection switch (detection sensor) for counting the number of launched balls may be provided near the upper end of the entrance of the game balls into the game area 32 , that is, near the upper end of the guide passage of the launched game balls on the game board 30 . ​

[0139] [Performance control device] Next, the configuration of the performance control device 300 (substrate) will be described with reference to FIG. 4. FIG. 4 is a block diagram of the performance control system of the gaming machine 10.

[0140] The performance control device 300 includes a main control microcomputer (CPU) 311 composed of an amusement chip (IC ) similar to the game microcomputer 111, and graphics processing for video display on the display device 41 according to commands and data from the main control microcomputer 311 a VDP (Video Display Processor) 312 as a graphics processor, and a sound source LSI 314 that controls the output of sound to reproduce various melodies and sound effects from the speakers 19a and 19b. etc. is provided.

[0141] 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 Fe RAM 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. 311. In addition, a WDT (Watchdog Timer) circuit 324 is connected to the main control microcomputer 311.

[0142] 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, or the sound source LSI 314 to output the sound according to the determined content. Instructions for playback sound, lighting of decorative lamps, drive control of motors and solenoids, management of production time Execute processes such as

[0143] The VDP312 is provided with a RAM312a that provides a work area, and a scaler 312b for enlarging and reducing images. The VDP312 also has a character image and a image ROM 325 in which video data is stored, and a super-fast VRAM (video RAM) 326 that is used to expand and process image data such as characters read from the image ROM 325 is connected.

[0144] Although not particularly limited, the main control microcomputer 311 and the VDP312 are configured such that data is transmitted and received in a parallel manner. By transmitting and receiving data in parallel, commands and data can be transmitted in a shorter time than in the serial case. possible.

[0145] From the VDP312 to the main control microcomputer 311, a vertical synchronization signal VSYNC for synchronizing the video of the display device 41 and 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 transmission timing of data are input. Note that from the VDP312 to the main control microcomputer 311, interrupt signals INT0~n for notifying the processing status such as the end of drawing to the VRAM and the wait signal WAIT for notifying that it is in a state of waiting for reception of commands and data from the main control microcomputer 311 are also input.

[0146] The effect 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 an LVDS (low-voltage differential signaling) method. From the VDP312 to the signal conversion circuit ​​​​ Video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input to Road 313. The video generated by the VDP312 is displayed on the display device 41 via the signal conversion circuit 313.

[0147] An audio ROM 327 storing audio data is connected to the audio source LSI 314. The main control microcomputer 311 and the audio source LSI 314 are connected via an address / data bus 340. In addition, an interrupt signal INT is input from the audio source LSI 314 to the main control microcomputer 311. To the production control device 300, there is provided an amplifier circuit 337 composed of an audio power amplifier for driving the upper speaker 19a provided on the glass frame 15 and the lower speaker 19b provided on the front frame 12. The audio generated by the audio source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337.

[0148] In addition, the production control device 300 is provided with an interface chip (command I / F) 331 for receiving commands transmitted from the game control device 100. Via the command I / F 331, commands such as the decoration special figure reservation number command, the decoration special figure command, the variation command, and the stop information command transmitted from the game control device 100 to the production control device 300 are received as production control command signals (production commands). The game microcomputer 111 of the game control device 100 operates at DC5V, and the main control microcomputer 311 of the production control device 300 operates at DC3.3V. Therefore, the command I / F 331 is provided with a function for signal level conversion.

[0149] In addition, the effect control device 300 drives and controls a board decoration device 46 having an LED (light emitting diode) provided on the game board 30 (including the center case 40), a board decoration LED control circuit 332, drives and controls a frame decoration device (for example, a frame decoration device 18, etc.) having an LED (light emitting diode) provided on the glass frame 15, a frame decoration LED control circuit 333, and drives and controls a board effect movable body control circuit 334 for driving and controlling a board effect device 44 (for example, a movable accessory that enhances the effect in cooperation with the effect display on the display device 41, etc.) provided on the game board 30 (including the center case 40). The board decoration device 46 may include the above-described lamp display device 75. 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 such as a motor provided on the glass frame 15 may be provided.

[0150] Furthermore, the effect control device 300 includes 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 28, volume adjustment button switches 27e, 27f, and an effect accessory switch 47 (effect motor switch) for detecting the on / off state of a motor in the board effect device 44 and inputting a detection signal to the main control microcomputer 311. 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.

[0151] ​​​​​​​​​​​​​​

[0152] The normal power supply unit 410 of the power supply device 400 is a power supply for the performance control device 300 having the above-mentioned configuration. A motor is used to provide a desired level of DC voltage to the power supply or the electronic components it controls. A DC32V supply for driving the motor and solenoid, a display device 41 consisting of a liquid crystal panel, DC12V for driving the converter and LEDs, and DC5V for the power supply voltage of the command I / F331. In addition to V, it can generate a DC15V voltage to drive motors, LEDs, and speakers. It is composed of:

[0153] Furthermore, the main control microcomputer 311 operates at low voltages such as 3.3V or 1.2V. When using an operating LSI, DC3.3V or DC1.2V is used based on DC5V. A DC-DC converter for generating the DC-DC signal is provided in the performance control device 300. The DC converter may be provided in the normal power supply unit 410 .

[0154] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is The reset signal is sent to the main control microcontroller 311 to reset the device. The signal output from 311 is VDP312 (VDPRESET signal), and the sound source LSI314. , an amplifier circuit 337 (SNDRESET signal) that drives a speaker, a lamp, a motor, etc. The IORESET signal is supplied to the control circuits 332 to 334 which drive and control the The performance control device 300 is also provided with a cooling FA for cooling each part of the gaming machine 10. When the N45 is connected and the power of the performance control device 300 is turned on, the cooling fan 45 runs. It is designed to move.

[0155] Next, the game control performed in these control circuits will be described. Game control device 1 The CPU 111a of the game microcomputer 111 of 00 extracts a random value for determining a hit in the general pattern based on the input of a detection signal of a game ball from the gate switch 34a provided in the general pattern start gate 34, and compares it with the determination value stored in the ROM 111b to determine whether the general pattern variable display game is a hit or a miss. And based on the input of the detection signal of the game ball from the gate switch 34a provided in the general pattern start gate 34, a random value for determining a hit in the general pattern is extracted and compared with the determination value stored in the ROM 111b to determine whether the general pattern variable display game is a hit or a miss. Then, a general pattern variable display game in which the identification symbol is variably displayed for a predetermined time and then stopped and displayed is displayed on the general pattern display 53. When the result of the general pattern variable display game is a hit, a special result mode is displayed on the general pattern display 53, and 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 a 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 miss, control is performed to display a miss result mode on the general pattern display 53.

[0156] And based on the input of the detection signal of the game ball from the start gate 1 switch 36a provided in the start winning port 36, start winning (start storage) is stored, and based on the start storage, a random value for determining a big win 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 hit or a miss. Also, based on the input of the detection signal of the game ball from the start gate 2 switch 37a provided in the normal variable winning device 37, start storage is stored, and based on the start storage, a random value for determining a big win 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 hit or a miss. In addition, start storage is stored based on the input of the detection signal of the game ball from the start gate 2 switch 37a provided in the normal variable winning device 37, and based on the start storage, a random value for determining a big win 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 hit or a miss. That is, the game control device 100 forms a 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 miss, control is performed to display a miss result mode on the general pattern display 53. That is, the game control device 100 forms a 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 miss, control is performed to display a miss result mode on the general pattern display 53. That is, the game control device 100 forms a 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 miss, control is performed to display a miss result mode on the general pattern display 53. That is, the game control device 100 forms a 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 miss, control is performed to display a miss result mode on the general pattern display 53.

[0157] Also, based on the input of the detection signal of the game ball from the start gate 1 switch 36a provided in the start winning port 36, start winning (start storage) is stored, and based on the start storage, a random value for determining a big win 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 hit or a miss. And based on the input of the detection signal of the game ball from the start gate 1 switch 36a provided in the start winning port 36, start winning (start storage) is stored, and based on the start storage, a random value for determining a big win 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 hit or a miss. And based on the input of the detection signal of the game ball from the start gate 1 switch 36a provided in the start winning port 36, start winning (start storage) is stored, and based on the start storage, a random value for determining a big win 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 hit or a miss. And based on the input of the detection signal of the game ball from the start gate 1 switch 36a provided in the start winning port 36, start winning (start storage) is stored, and based on the start storage, a random value for determining a big win 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 hit or a miss.

[0158] Also, based on the input of the detection signal of the game ball from the start gate 2 switch 37a provided in the normal variable winning device 37, start storage is stored, and based on the start storage, a random value for determining a big win 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 hit or a miss. And based on the input of the detection signal of the game ball from the start gate 2 switch 37a provided in the normal variable winning device 37, start storage is stored, and based on the start storage, a random value for determining a big win 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 hit or a miss. And based on the input of the detection signal of the game ball from the start gate 2 switch 37a provided in the normal variable winning device 37, start storage is stored, and based on the start storage, a random value for determining a big win 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 hit or a miss. Determines the outcome of the game.

[0159] Then, the CPU 111a of the game control device 100 sends a control signal (production control command) including the determination result of the special figure 1 variable display game or the special figure 2 variable display game to the production control device 300. And, on the special figure 1 display 51 and the special figure 2 display 52, the identification symbol is variably displayed for a predetermined time and then stopped and displayed, and a special figure variable display game is displayed. 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 starting winning area (starting winning opening 36, normal variable winning device 3 7).

[0160] In addition, the production control device 300 displays a decorative special figure variable display game corresponding to the special figure variable display game on the display device 41 based on the control signal from the game control device 100. Further, the production control device 300 performs processes such as setting the production state, outputting sounds from the speakers 19a, 19b, and controlling the lighting of various LEDs based on the control signal from the game control device 100. That is, the production control device 300 forms production control means for controlling the production related to the game (variable display game, etc.).

[0161] When the result of the special figure variable 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 at the same time, 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 doors 38c, 39c of the special variable winning devices 38, 39 by the big winning opening solenoids 38b, 39b to allow the game ball to flow into the big winning opening.

[0162] Then, until either a predetermined number (e.g., 10) of game balls wins the big winning opening or a predetermined openable time (e.g., 27 seconds or 0.05 seconds) elapses from the opening of the big winning opening, the big winning opening is opened, which is defined as one round (R), and this is continued (repeated) for a predetermined number of rounds (e.g., 15 times, 11 times, or 2 times) (cycle game). That is, when the stop result mode becomes the special result mode, the game control device 100 forms a big winning opening opening / closing control means for performing control to open and close the big winning opening. Also, when the result of the special figure variable display game is a loss, control is performed to display the loss result mode on the special figure 1 display 51 and the special figure 2 display 52.

[0163]

[0164] ​​​​​​​​​​​​​​​​​​, even in a high-probability state (normal probability-variable state) excluding the latent probability-variable state, duplicate time-saving states are set to make general electricity Execute support.

[0165] In addition, in the time-saving state, the execution time (special figure variation time) of the special figure variation display game can also be shortened more than usual, and the time-saving variation of the special figure variation display game can also be executed. Moreover, in the time-saving state, for the result of each play of the general figure variation display game, the number of opening times (general electricity opening times) of the normal variation winning device 37 is set to a number of times (for example, 4 times) more than the first opening times (for example, 2 times). Also, in the time-saving state

[0166] In addition, in the time-saving state, the probability (general figure probability, general figure winning probability) of becoming the winning result of the general figure variation display game is set to a high probability higher than the normal probability (low probability) in the case of the normal operation state. It is possible to set it to the second opening times (for example, 4 times). Also, in the time-saving state (for example, 4 times). Also, in the time-saving state is the normal probability (low probability) in the case of the normal operation state. It is possible to make it a high probability higher than the normal probability (low probability).

[0167] In the time-saving state, by changing any one or more of the general figure variation time, general figure stop time, general electricity opening times, general electricity opening time, and general figure probability, the time for changing the normal variation winning device 37 to the open state is extended more than usual. As a result, in the time-saving state, winning in the normal variation winning device 37 is easier than in the normal game state where no special game is performed, and the number of executions of the special figure variation display game per unit time can be increased compared to the normal game state. Also, It is also possible to set a plurality of types of time-saving states in which the things to be changed are different. Also, in the normal operation state, it may be set so as not to open the movable member 37b (general figure probability is 0). Also It is also possible to select either the first opening mode or the second opening mode when winning. In this case, the selection probability of the first opening mode and the second opening mode may be made different. Also, high It may be set so as not to open the movable member 37b (general figure probability is 0). Also, when winning, it may be possible to select either the first opening mode or the second opening mode. In this case, the selection probability of the first opening mode and the second opening mode may be made different. Also, high The probability state and the time-saving state can each occur independently, and it is possible for both to occur simultaneously or for only one of them to occur.

[0168] 〔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 153 at power-on, a transition is made to four states (modes).

[0169] When the power is turned on and the RAM initialization switch 112 and the setting key switch 153 are turned on , a settable variable state (set change state, settable state, set change mode) in which the probability setting value (setting value) can be changed (set) is entered (see steps X30 to X39 in FIG. 6 and FIG. 17). See FIG. 17).

[0170] Next, when the power is turned on and the setting key switch 153 is turned on but the RAM initialization switch 112 is off, a setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed is entered (see steps X34 to X39 in FIG. 6 and FIG. 17).

[0171] Also, when the power is turned on and the setting key switch 153 is off but the RAM initialization switch 112 is turned on, a RAM initialization state (RAM clear mode) is entered, and a RAM initialization process (RAM clear process) is executed to initialize the RAM 111c ( see steps X45 to X47 in FIG. 6). See FIG. 17).

[0172] When the power is turned on and both the setting key switch 153 and the RAM initialization switch 112 are off , a normal power restoration state (normal power restoration mode) is entered, and the state is simply restored to power-on.

[0173] [Control of the Gaming Control Device] Hereinafter, the control of a gaming machine that performs such a game will be described. First, the gaming control device 10 The control executed by the game microcomputer (game microcontroller) 111 of 0 will be described. The control process by the game microcontroller 111 mainly includes the main process shown in FIGS. 5, 6, and 7 processing, and the timer interrupt processing shown in FIG. 11 performed at a predetermined time period (for example, 4 msec). processing, and the timer interrupt processing shown in FIG. 11 performed at a predetermined time period (for example, 4 msec). consists of.

[0174] [Main Process (Gaming Control Device)] First, the main process will be described. FIGS. 5, 6, and 7 are flowcharts showing the procedure of the main process by the gaming control device 100. The main process starts when the power is turned on . started.

[0175] As shown in FIG. 5, when the gaming control device 100 starts the main process, it first executes a process to prohibit interrupts (step X1). 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 . (Step X2). . (Step X2).

[0176] Subsequently, register bank 0 is specified as the register bank to be used (step X3), and the upper address of the RAM start address is set in a predetermined register (step X4). For example . . When the address of the RAM is in the range of 0000h to 01FFh, 00h is set as the upper address .

[0177] Next, the gaming control device 100 outputs a firing stop signal and sets the firing permission signal to the prohibited state . The firing permission signal is at least between the gaming control device 100 and the payout control device 200 ​When at least one of them outputs a signal to stop firing, it is set to a prohibited state, and the firing of the game balls from the ball firing device is prohibited. After that, the game control device 100 reads the states of the setting key switch 153 and the RAM initialization switch 112 (step X6). That is, the signals from the setting key switch 153 and the RAM initialization switch 112 are read.

[0178] Furthermore, the game control device 100 sets a power-on delay timer (step X7). By setting a predetermined initial value in the power-on delay timer, a standby time (for example, 3 seconds) is set to wait until the programs of the sub-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 that serves as the main control means start up normally. This can avoid the situation where the game control device 100 starts up first when the power is turned on and sends a command to the sub-control device before the sub-control device (for example, the payout control device 200 or the effect control device 300) starts up, resulting in the sub-control device missing the command. That is, the game control device 100 has a standby means for setting a predetermined standby time to delay the startup of the main control means (the game control device 100) and wait for the startup of the sub-control device (the payout control device 200, the effect control device 300, etc.) when the power is turned on.

[0179] Also, the timing of the power-on delay timer is performed using a storage area (a RAM area or a register, etc. that is not subject to the validity determination) that is not subject to the RAM validity determination (checksum calculation). This ensures that when calculating check data such as the checksum of the RAM area, a part ​​​​​​​​​​​​​Since it is not necessary to calculate excluding the RAM area, it is possible to prevent the control at power-on from becoming complicated. This can be prevented.

[0180] Note that by reading the states of the setting key switch 153 and the RAM initialization switch 112 before the start of the standby time, it is possible to surely detect operations of the setting key switch 153 and the RAM initialization switch 112. That is, if the states of the setting key switch 153 and the RAM initialization switch 112 are read after the standby time has elapsed, it is necessary to operate the setting key switch 153 and the RAM initialization switch 112 after waiting for the standby time to elapse, or to continuously operate the setting key switch 153 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 153 and the RAM initialization switch 112 performed at power-on are not accepted without performing such troublesome operations. When the power-on delay timer is set (step X7), the game control device 100 executes processing for measuring the standby time and monitoring the occurrence of a power failure during the standby time (steps X8 to X10).

[0181] When the power failure monitoring process is started, the game control device 100 first reads the power failure monitoring signal input from the power supply device 400 via the port and the data bus or the like to determine whether a power failure has occurred (step X8). If a power failure has occurred (step X8; Y), it waits until the power of the gaming machine is turned off.

[0182] When the game control device 100 determines that no power failure has occurred (step X8; N), the power-on is read via the port and the data bus, etc., to determine whether a power failure has occurred (step X8). If a power failure has occurred (step X8; Y), it waits until the power of the gaming machine is turned off. Y), it waits until the power of the gaming machine is turned off.

[0183] When the game control device 100 determines that no power failure has occurred (step X8; N), the power-on Decrement the input delay timer by -1 (step X9), and determine whether the value of the timer is 0 (step X10). If the value of the timer is not 0 (step X10; N), that is, if the waiting time has not ended, the process returns to the process of step X8.

[0184] 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 waiting time. Thereby, it becomes possible to respond to a power failure that occurs during the period in which the activation of the game control device 100 serving as the main control means is delayed, and it is possible to appropriately handle problems at the time of power-on. Note that access to the RAM is not permitted until the end of the waiting time, and the stored content at the time of the previous power-off is kept held. Therefore, at the time of a power failure here, there is no need to perform backup processing or the like. Therefore, even if a power failure occurs during the waiting time, it is not necessary to take a backup of the RAM, and the control burden can be reduced.

[0185] On the other hand, when the value of the timer of the game control device 100 is 0 (step X10; Y), that is, when the waiting time has ended, the game control device 100 permits access to a read / write memory (RWM) such as a RAM or an EEPROM (step X11), and outputs OFF data to all output ports (set to a state where there is no output) (step X12).

[0186] 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) (step X13).

[0187] ​​​​​​​​​​​​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) (step X14). 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. Then, the game control device 100 sets a RAM abnormality flag indicating an abnormality in the RAM (here, RAM 111c) (step X15). Here, once, a flag assuming an abnormality is set in a predetermined register. 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 (step X16). If it is normal (step X16; Y), it determines whether the value in the power failure inspection area 2 in the RWM is normal power failure inspection area check data (step X17). Furthermore, if the value in the power failure inspection area 2 is normal (step X17; Y), the game control device 100 executes a checksum calculation process for calculating the checksum of a predetermined area (for example, the in-area work area) in the RWM (step X18), and determines whether the calculated checksum matches the checksum at the time of power-off (step X19). If the checksum matches,

[0188]

[0189]

[0190] ​​​​​​​​​​​​​​​ Collectively (step X19; Y), the RAM is normal, and the RAM anomaly flag indicating an anomaly in the RAM is cleared (step X20). Thereafter, the process proceeds to the process of step X21.

[0191] Also, when the game control device 100 determines that the check data in the power failure inspection area is not normal data (step X16; N or step X17; N), or when the checksum does not match (step X19; N), without clearing the RAM anomaly flag, the process proceeds to the process of step X21.

[0192] Next, the game control device 100 determines whether both the setting key switch 153 and the RAM initialization switch 11 2 are on (step X21). When both switches are on (step X21; 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 X30 to X40.

[0193] When at least one of the setting key switch 153 and the RAM initialization switch 112 is off (step X21; N), the game control device 100 determines whether the RAM anomaly flag indicating an anomaly in the RAM (here, RAM11 1c) is set (step X2 2). When the RAM anomaly flag is not set (step X22; N), it determines whether the probability setting change in progress flag is set (step X23). When the probability setting change in progress flag is not set (step X23; N), the processes during the probability setting confirmation (during the setting confirmation state, in the setting confirmation mode) in steps X34 to X40, the RAM initialization process (RAM clear process) in steps X44 to X47 , or steps X44 and steps X48 to Execute the process when the normal power of X51 is turned on (when power is restored).

[0194] When the probability setting change flag is set, the game control device 100 (in step X 23;Y), notify that there is an abnormality in the game control device 100 (main board, main substrate). Send a command for main abnormality error notification to the effect control device 300 (step X24). Upon receiving the command for main abnormality error notification, the effect control device 300 notifies that there is an abnormality in the game control device 100 .

[0195] Subsequently, the game control device 100 outputs the 7-segment display data at the time of game stop (data indicating the error of "E1") to the drivers 15 0a, 150b of the performance display device 152 in order to display it on the performance display device 152 (step X25). Then, a security signal for notifying an abnormality to an external device (such as a game hall internal management device (hall computer) or an information collection terminal) is output as on data to the external information terminal 71 (step X26). 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 step X25 and step X26 are repeated and the device waits, and waits again for the power to be turned on by performing an operation for setting change (turning on both the setting key switch 153 and the RAM initialization switch 112). Note that while repeating the processes of step X 25 and step X26 and waiting, interrupts remain prohibited (step X1), and since the timer interrupt process that can execute the special drawing game process and the normal drawing game process (Fig. 11) cannot be executed, games (such as special drawing variable display games, normal drawing variable display games, round ro games, etc.) cannot be executed. ​

[0196] In this way, although the operation of changing the settings (the ON operations of both the setting key switch 153 and the RAM initialization switch 11 2) has not been executed, if there is an abnormality when the probability setting change in progress flag is set , the processes of steps X24 to X26 are executed. For example, when the power is turned off and restarted during the change of the probability setting (before the setting change is completed), the probability setting change in progress flag may be set even though the operation of changing the settings has not been executed .

[0197] On the other hand, even when the RAM abnormality flag is set (step X22; 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) to the effect control device 300 (step X24), and stops the game . At this time, the 7-segment display data (data for displaying the error of "E1") at the time of game stop is output to the drivers 150a and 150b of the performance display device 152 (step X25), and in order to notify the external device of the RAM abnormality the ON data of the security signal is output to the external information terminal 71 (step X26) . Note that, as described above, 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, it is determined whether or not a power failure has occurred (step X27). If a power failure has not occurred

[0198] (step X27; N), the processes of step X25 and step X26 are repeated and waiting. On the other hand, when it is determined that a power failure has occurred (step X27; Y), OFF data is output to all output ports (step X28), and the reading and writing of the RAM, EEPROM, etc. are stopped Prohibit possible access to the RWM (Read Write Memory) (Step X29). Then Wait until the power of the gaming machine is turned off.

[0199] When both the setting key switch 153 and the RAM initialization switch 112 of the game control device 100 are on (Step X21; Y), start the process during probability setting change (during the setting variable state ), and first, determine whether the RAM abnormality flag is set (Step X30). If the RAM abnormality flag is set (Step X30; Y), since it is unknown whether the probability setting value is correct, clear the probability setting value stored in the probability setting value area of the RAM 111c and set it to the initial value (for example, the minimum setting value "1") and then (Step X31), set the probability setting change flag indicating that the probability setting is being changed (Step X32). If the RAM abnormality flag is not set (Step X30; N) , set the probability setting change flag without clearing the probability setting value (Step X32). Next, send a command during probability setting change to the effect control device 300 (effect control board) (Step X33), and transfer to the process of Step X37. 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. Next, send a command during probability setting change to the effect control device 300 (effect control board) (Step X33), and transfer to the process of Step X37. 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. 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. Notify.

[0200] When at least one of the setting key switch 153 and the RAM initialization switch 112 of the game control device 100 is off (Step X21; N), the RAM abnormality flag is not set (Step X22; N), and the probability setting change flag is not set (Step X23; N), determine whether the setting key switch 153 is on (Step X40). (Step X23; N), determine whether the setting key switch 153 is on (Step When the setting key switch 153 is on (step X34; Y), R The AM initialization switch 112 is off, and the probability setting confirmation (during the setting confirmation state) processing starts, and a probability setting confirmation flag indicating that the probability setting is being confirmed is set (step X35). Then, the command during probability setting confirmation is transmitted to the effect control device 300 (effect control board) (step X36), and the process proceeds to step X37. Note that the effect control device 300 that has received the command during probability setting confirmation notifies the display device 41 or the like that the probability setting is being confirmed .

[0201] After step X33 or step X36, the game control device 100 executes the processes of steps X37 to X43 as common processes during probability setting change and probability setting confirmation .

[0202] The game control device 100 first sets 128 ms (predetermined time) in the security signal control timer area in order to output a security signal during probability setting change and probability setting confirmation (step X37). 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. 17) 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 (step X119) . During probability setting change and probability setting confirmation, the security signal is output for at least 50 ms . Next, the game control device 100 permits interrupts (step X38). As a result, the ta

[0203] Next, the game control device 100 permits interrupts (step X38). By this, the ta ​​The current interruption process (Fig. 11) can be executed. Then, it is determined whether the setting key switch 153 is off (step X39). If the setting key switch 153 is on (step X39; N), it is determined whether a power failure has occurred (step X40). If no power failure has occurred (step X40; N), the process returns to step X39. On the other hand , if a power failure has occurred (step X40; Y), the power failure occurrence processing in steps X63 to X69 is executed.

[0204] Thus, as long as the setting key switch 153 is on and no power failure has occurred, the probability setting value can be changed in the settable state (setting change state, setting change mode), or the probability setting value can be confirmed in the set confirmation state (setting confirmation mode).

[0205] On the other hand, when the setting key switch 153 is off (step X39; Y), the game control device 100 prohibits interrupts (step X41) and transmits a command to end notification to the effect control device 300 (effect control board) (step X42). Note that the effect control device 300 that has received the command to end notification ends the notification that the probability setting is being confirmed or the notification that the probability setting is being changed.

[0206] 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 (step X43). If the probability setting change flag is set (step X43; Y), that is, if the probability setting has been changed so far, the RAM initialization process (described later) in steps X45 to X47 is executed. On the other hand, if the probability setting change flag is not set (step X43; N​​​​ ), that is, if the probability setting was being checked up until now, power-on after step X48 When power is restored, normal processing is performed.

[0207] When the setting key switch 153 is off (step X34), the game control device 100 ; N), and judge whether the RAM initialization switch 112 is on or not (step X44). If the RAM initialization switch 112 is on (step X44; Y), the RAM 11 In 1c, the RAM area other than the probability setting value area for storing the probability setting value is cleared to 0. (Step X45). In other words, 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. The updating flag is also cleared here. Also, within a specified time period (here, 10% of the timer interrupt) The number of winning balls is stored as the total number of winning balls (including the number of winning balls). The field is also cleared to 0. And the safety device (mentioned above) indicates whether the safety device is activated or not. The safety device operation flag area that stores the operation flag is also cleared to 0 (safety device operation flag If the setting is changed in step X45, the safety device is deactivated. RAM clear with setting change (step X43; Y) and RAM clear without setting change (step In either case, the safety device is activated by clearing the safety device activation flag field to 0. The operation of both devices is cancelled, but this may be limited to one side.

[0208] In addition, in addition to the probability setting area, the stack area and unused area are not cleared. Work area for performance display related to the composition, performance information and its display (performance display) (outside area work It is also possible to configure not to clear a part of the area (area outside the stack area) and the stack area (area outside the area). The performance information is derived based on the number of prize balls obtained by winning a prize. For example, the ball output rate, the base value (ball output rate in the normal game state), the accessory ratio, the number of discharged balls, and the like.

[0209] Next, the game control device 100 saves the initial value at the time of RAM initialization in the area to be initialized (step X46). Then, it transmits the command at the time of RAM initialization to the effect control device 300 (effect control board) (step X47) and proceeds to the process of step X52.

[0210] On the other hand, when the RAM initialization switch 112 is off (step X44; N), since both the setting key switch 153 and the RAM initialization switch 112 are off, the process at the time of normal power-on (power recovery) is started, and the initial value at the time of power recovery (when power is restored) is saved in the area to be initialized as power failure recovery processing (step X48). Also the aforementioned probability setting confirmation flag is also cleared here. Note that, unlike at the time of RAM initialization when power is normally turned on, the safety device operation flag area is not cleared. Also, here, the ceiling counter area that stores the ceiling counter value indicating the number of times the special figure variation display game has been executed in a state other than the probability variation state does not have to be cleared so as not to disadvantage the player. Next the command at the time of power failure recovery corresponding to the process number prepared to execute the special figure game process and the like described later is transmitted to the effect control device 300 (effect control board) (step X4 9), and the process proceeds to the process of step X50.

[0211] Note that the command at the time of RAM initialization transmitted in the process of step X47 and step X4 The commands sent during the process of power restoration at 9 include a model specification command indicating the type of gaming machine , a decorative special drawing 1 reserved number command and a decorative special drawing 2 reserved number command indicating the reserved numbers in special drawings 1 and 2 of the special drawing, a probability information command indicating the state of probability (high probability state or low probability state) and the presence or absence of a time shortening state, and a performance count information command indicating the number of times the special drawing variable display game has been executed in a specified performance mode, and a power restoration command indicating that the power has been turned on are included.

[0212] Furthermore, the commands at the time of RAM initialization and the commands at the time of power restoration include a set value information command (probability set value information command) indicating set value information (setting information) which is information on the probability setting value (set value) of the gaming machine 10. The game control device 100 only needs to send 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.

[0213] Note that the commands at the time of RAM initialization also include a command for RAM initialization (RAM clear command). The effect control device 300 that has received the command for RAM initialization, for example, displays a customer waiting demo on the display device 41, and notifies the RAM initialization (RAM clear) with the sounds of the LEDs of the panel decoration device 46 etc. and the speakers 19a, 19 b for 30 seconds. Also, the commands at the time of power restoration 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 for both special drawings 1 and 2 during normal processing (when it is not in the middle of fluctuation or winning), and may be a restoration screen command otherwise.

[0214] Next, it is determined whether or not the safety device is operating (step X50). For example, the safety device​​​​​​ As an operating flag, if "1" indicating that the safety device is operating is saved in the safety device operating flag area, it can be determined that the safety device is operating (safety device operating flag = 1). And when the safety device is operating (step X50; Y), a command indicating that the safety device is operating is sent to the effect control device 300 (effect control board) (step X51), and the process proceeds to step X52. When the safety device is not operating (step X50; N), the process directly proceeds to step X52.

[0215] Then, the information (value) of the flag register is saved (PUSH) in the in-area stack area (step X52), 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, old operation information, etc.) described later is executed (step X53). After that, the information of the flag register is restored (POP) (step X54). Note that except when the game is stopped due to a RAM abnormality (steps X25 to X29), the safety device information (such as the safety device counter value) is unconditionally initialized (cleared) when the power is turned on. However, a count continuation switch is provided, and when the power is turned on while pressing the count continuation switch, the safety device information does not need to be initialized (cleared).

[0216] 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, when saving the stack pointer for game control in the stack pointer save area of RAM111c, the f of the flag register ​​​​​​​​​​​​​​Since the flag (especially the zero flag) may change, the information of the flag register is saved in advance in step X52. The flag register is a flag in which each of the 8 bits takes a value of 0 or 1. Regarding 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.

[0217] Next, the game control device 100 activates and sets the random number generation circuit (step X55). Specifically, the CPU 111a sets a code (designated value) for activating the random number generation circuit in a predetermined register (CTC update permission register) in 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 also performed. In the present embodiment, the random number generation circuit generates a jackpot random number, a winning symbol random number (jackpot symbol random number, small winning symbol random number, support winning symbol random number, etc.), a winning random number for ordinary symbols, and variable pattern random numbers 1 to 3 as random numbers updated only by hardware. These random numbers are updated by a so-called "high-speed counter" based on a clock with a speed equal to or higher than the operation clock.

[0218] The bit permutation pattern is a pattern that determines the replacement method when storing the bit arrangement of the extracted random number (the arrangement before bit permutation in the upper row) in a different bit arrangement (the arrangement after bit permutation in the lower row) in a predetermined order.

[0219] In the present 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 transposition pattern may be a fixed single pattern or may be a set of multiple patterns prepared in advance. Alternatively, the user may select the desired number of turns. good.

[0220] Next, the game control device 100 prohibits interrupts (step X56) and the game is stopped. It is judged whether or not (step X57). If the safety device is activated or the game (special chart change display A severe error 2 (see below) that requires the game, general game, round game, etc. to be stopped ) occurs, it can be determined that gaming has stopped.

[0221] When the game is not stopped (step X57; N), the game control device 100 The information (value) of the buffer is pushed to the internal stack area (step X58) and the buffer is Execute the performance display editing process to calculate performance information such as the ball rate (ball payout rate) (step X5 9) Here, you may calculate performance information (such as the ratio of special features and payout rate). In addition, performance information and other There is an error in the work area for performance display (part of the outside work area) related to the display (performance display) If there is a flag register, you can clear it. Then, restore the flag register information (POP ) (step X60) and enable the interrupt (step X61). In addition to the case where the error is not a strong error 2, a weak error (described below) or a strong error 1 ( Even if a problem occurs (described later), the game is not stopped and the performance display editing process, etc. are included. The process of X58 to X60 is executed. If a weak error or a strong error 1 occurs, In addition, a configuration in which the processes of steps X58 to X60 are not executed is also possible.

[0222] Note that, as described later, when shifting to the performance display editing process, the stack pointer is moved from the stack area within the area related to game control to the stack area outside the area related to safety device information, performance information, and performance display (display of performance information ). At that time, when saving the stack pointer for game control to the stack pointer storage area of RAM111c, the flag of the flag register( especially the zero flag) may change. Therefore, in step X58, the information of the flag register is saved in advance.

[0223] On the other hand, when the game control device 100 is in the game stop state (step X57; Y), it permits interrupts (step X61) without executing the performance display editing process or the like. That is, when the safety device operates or when a strong error 2 occurs, the performance display editing process (especially, the base value calculation process during the performance display editing process) is not executed. Therefore, performance information such as the base value is not newly calculated and does not change. Note that even when a strong error 2 occurs, the game is not stopped, and a configuration that executes the performance display editing process or the like is also possible. Further, by permitting interrupts, the timer interrupt process (Fig. 11) can be executed.

[0224] 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 with different strengths corresponding to weak error, strong error 1, and strong error 2 in the error / illegal setting process (step S156).

[0225] For example, the effect control device 300 adjusts the volume of the error notification sound from the speakers 19a, 19b , or the LED that emits light for error notification (the effect of the panel decoration device 46 or the frame decoration device 18 Even if the brightness (luminance) of the LED is increased in the order of weak error < strong error 1 ≤ strong error 2 it is acceptable. Note that the volume of the speaker or the brightness of the LED for strong error 1 and strong error 2 may be made the same it is acceptable. Further, when a weak error occurs, the performance control device 300 sets the volume of the notification sound to the volume (equal to or less than the maximum volume) adjusted in the player setting mode process (step S11), and when strong error 1 and strong error 2 occur, the volume of the notification sound may be set to the maximum volume.

[0226] A weak error includes a shoot ball out error in which a shoot ball out 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 becoming full. In a weak error, an external information signal is not output to the external information terminal 71 (see Fig. 59). Further, the weak error may include a switch abnormality error or a payout abnormality error in which a status signal indicating a payout abnormality is generated.

[0227] 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 strong error 1, a door / frame opening signal (step X505) is output to the external information terminal 71 as an external information signal (see Fig. 59).

[0228] Strong error 2 is an illegal error related to illegality, and it is preferable to stop the game. It includes magnet illegality, board radio wave illegality, frame radio wave illegality, vibration illegality, abnormal discharge error, V-pass error, big winning opening illegality, and general electricity illegality. In strong error 2, a security signal (step X522) is output to the external information terminal 71 as an external information signal (see Fig. 59). Further, remaining in strong error 2 It may include a ball error. When a strong error 2 occurs, the game (special figure variable display game , general figure variable display game, round game, etc.) is stopped, and it can be determined that the game is in a stopped state ( step X57). Also, when a strong error 2 occurs, similar to the case when the safety device operates, a game stop state (game unavailable state, game prohibited state) where games such as special figure variable display games, general figure variable display games, and round games (games during a big win or a small win) cannot be executed can occur.

[0229] After step X61, the game control device 100 determines whether a power failure has occurred ( step X62). If no power failure has occurred (step X62; N), the process returns to step X 56. Thus, until a power failure occurs, the loop process of steps X56 to X62 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 a strong error 2 does not occur, performance information such as base values can be repeatedly calculated in the performance display editing process (step X59).

[0230] Note that the repetition period of the loop process is much shorter than the interrupt period of the timer interrupt (predetermined time period, for example 4 msec), so the performance display editing process is executed many times during the interrupt period. 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 the payout port 30b), the performance information such as the base value can be changed immediately.

[0231] If a power failure occurs (step X62; Y), the game control device 100 starts the process at the time of power failure, once prohibits interrupts (step X63), and outputs off data to all output ports Apply force (Step X64). After that, save the power outage inspection area check data 1 to the power outage inspection area 1 (Step X65), and save the power outage inspection area check data 2 to the power outage inspection area 2 (Step X66). Further, execute the checksum calculation process for calculating the checksum at the time of power-off of the RWM (Step X67), and further save the calculated checksum (Step X68). Finally, execute the process of prohibiting access to the RWM (Step X69), and wait until the power of the gaming machine is turned off.

[0232] In this way, by saving the check data in the power outage 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 at the time of power-on.

[0233] As described above, the main process has been explained. However, for example, when the setting key switch and the RAM initialization switch are turned on during the processes of Steps X56 to X62 perform the same determination process as in Step X21, and set the probability setting change in progress flag in the same way as in Step X32 so that the gaming machine 10 can be switched to the settable state (setting change mode) any number of times while it is running.

[0234] [Example of RAM area configuration] FIG. 8 is a diagram showing the configuration of the RAM 111c of the game microcomputer 111. As shown in FIG. 8 , from the top 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. The in-area work area and the in-area stack area (game control stack area, in-area use stack area The unused area between and the off-region work area and the off-region stack area (off-region external stack area

[0235] The in-region work area (game control work area) of the RAM is read and written by the in-region program and is a work area for game control that is read by an off-region program. The in-region work area includes a probability setting value area, a test signal output data area, a random number area, a switch control area, a segment area and in addition to a power failure inspection area 1, a power failure inspection area 2, a checksum area, etc., a safety device operation flag area indicating whether the safety device is operating or not, and an acquired game ball number area for storing the number of acquired game balls obtained as prize balls within one interruption of a timer interruption (for example, 4m sec).

[0236] The off-region work area of the RAM is read and written by an off-region program and read by an in-region program . The off-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 when transmitting information on the safety device counter value or the number of balls to the effect control device 300 by a ball command, it may be read and referenced by the in-region program. In this embodiment, the safety device counter value is, by way of example, a value obtained by adding a predetermined initial value (100,000) 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 implies the number of balls. ​

[0237] In addition, the outside work area is used to store the work area for performance information and performance display. It is possible to store information related to performance information and performance display. The area may store information related to test signals and information related to error monitoring. In the outside work area, the safety device related work area (safety device Counter area, safety device operation information area, old operation information area) and performance information and performance display The work areas for displaying performance related to the above may be clearly separated or may be mixed. good.

[0238] The external stack area is used for processing performance information and performance display, and for safety purposes. The external stack area is used for both processing of test signals and processing of the equipment. It is also used when performing processing related to error monitoring.

[0239] In addition, there are programs within the domain (programs for processing within the domain) and programs outside the domain (programs for processing outside the domain). The programs are separated by unused areas in the ROM 111b. The program in the area M is composed of a game control program and game control data, etc. The main program corresponds to the process (Fig. 5 to Fig. 7) and the timer interrupt process (described later) Includes interrupt processing programs. Subroutines of main programs or interrupt processing programs Programs outside the ROM area may be programs outside the ROM area. Safety device information initialization program corresponding to the initialization process, performance equivalent to the performance display editing process A display editing processing program, and an outside area integration processing program corresponding to the outside area integration processing described later include.

[0240] 〔Safety device information initialization process〕 Next, the details of the safety device information initialization process (step X53) in the main process will be described. FIG. 9 is a flowchart showing the procedure of the safety device information initialization process. The safety device information initialization process initializes or clears the safety device counter area, the safety device operation information area, and the old operation information area, and sets the safety device information such as the safety device counter value, the safety device operation information, and the old operation information to the initial values (initial information). Note that the safety device operation information is information indicating the current state, and the old operation information is information indicating the previous state (mainly before the last interruption).

[0241] The game control device 100 first saves the stack pointer in the stack pointer save area of the out-of-area work area (step X71), 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 (the out-of-area stack area) for the stack pointer (step X72). 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.

[0242] Next, the game control device 100 saves (PUSH) the information (value) of the registers in the out-of-area stack area (step X73). 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, PUSH is performed for both register bank 0 and register bank 1.

[0243] Subsequently, the game control device 100 saves the initial value (100,000) in the safety device counter area ​​​​​​​​​​, the safety device counter value becomes the initial value (step X74). For example, when a big win does not occur When the number of balls decreases from 0, the safety device counter value (= number of balls + initial value) may be smaller than the initial value Therefore, although the initial value is set to be greater than 0, it may be a value other than 100,000 In this way, at the time of power failure recovery (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 outside the probability-variable state does not need to be initialized (cleared) at the time of power failure recovery as long as the RAM initialization switch 112 is not on . 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 (step X75). Further, the safety device non-operation information (value 0) is saved as the old operation information in the old operation information area (step X76)

[0244] Next, the game control device 100 restores the saved register (step X77), sets the stack pointer by loading from the stack pointer save area (step X78), and ends the safety device information initialization process. The set stack pointer indicates the address of the in-area stack area

[0245] In the above safety device information initialization process, if information is directly written to the RAM without using a register, the register is not saved / restored. In this case, since the register is not saved to the RAM, the stack pointer-related processes (steps X71, X72, X73, X77, X78) are also unnecessary. Also, the save / restore of the flag register before and after the safety device information initialization process (steps X52, X54) becomes unnecessary

[0246] 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 corresponds to the non-operation state (pre-operation notice state, operation warning state, or normal state other than the operation state) where the safety device is not operating (normal), and is the safety device non-operation information (value 0). 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.

[0247] 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, which corresponds to the case where the operation condition of the safety device is not satisfied.

[0248] 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 where the safety device is operating (operation state). 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, both of the above-mentioned conditions (1 )(2) are satisfied, which corresponds to the case where the operation condition of the safety device is satisfied.

[0249] ​​​​​​​[Performance display editing process] Next, the details of the performance display editing process (step X59) in the main process will be explained. 10 is a flowchart showing the procedure of the performance display editing process.

[0250] The game control device 100 first sets the stack pointer to the stack pointer of the outside work area. The data is saved in the data storage area (step X81), and the stack pointer is set to the value of the outside stack area. Set the address value indicating the beginning of the external stack area (external stack area) as (Step X82). This places a stack pointer indicating the stack to be used within the area. Switch from a stack area to an out-of-area stack area.

[0251] Next, the game control device 100 sets the registers for both register bank 0 and register bank 1. The register information (value) is pushed to the external stack area (step X83). It is preferable to save all the general-purpose registers here. A validity check is performed to determine the validity of the work area for performance display, and if it is found to be invalid and abnormal, In this case, initialize the work area for performance display (including initial value setting) (step X8 4).

[0252] In the validity check, the value stored in the performance display work area was an impossible value according to the design. If the value deviates from the design value (if it is outside the specified range), it can be determined to be invalid. The performance display RAM initialization completion flag indicates that the performance display work area has been initialized. Determine whether a specific value (e.g. 5Ah) is stored and use it as a division value to calculate the base value, etc. Determine whether the number that manages the progress of the process is within a specified range and monitor the value of the switch counter. Determine whether it is within the range of the number of switches to be used, and manage the display period indicating the current display period Determine whether the number is within the range of the number of periods (0 to 3), and it is the aggregation interval number indicating the current aggregation interval Determine whether is within the range of the number of intervals (0 to 4). In this way, in the validity determination, for the value of the area used as a pointer to the data It is preferable to determine whether it is within a predetermined range. This can prevent the program from running wild by obtaining a value outside the range in advance. Also, since the validity determination is performed for each performance display editing process it is effective.

[0253] Note that since the validity determination is executed every time the performance display editing process is executed, when the work area for performance display is not valid its initialization can be immediately executed, and abnormal performance display (display of abnormal base values, etc.) can be prevented as much as possible

[0254] Also, the initialization of the work area for performance display (including setting the initial value) targets the area other than the stack pointer save area so as to protect the stack pointer save area. Note that in this embodiment the out-of-area stack area is not initialized, but it may be initialized. Even when initializing the out-of-area stack area the values of the registers saved in the out-of-area stack area are protected and not initialized. The initialization of the work area for performance display is distinguished from the initialization of the in-area work area (work area for game control and the in-area stack area (stack area for game control) and is executed, so it does not affect the in-area work area and the in-area stack area

[0255] Subsequently, the game control device 100 uses data (normal data) that is the basis for calculating the base value (number of balls output) ​​​​​Determine whether it is the switching timing of the aggregation interval for aggregating (such as the number of outer balls and the number of normal prize balls). Do this (step X85). For the total number of outer balls (total discharged balls, total out number) from power-on An aggregation interval is provided, and every time the total number of outer balls reaches a plurality of predetermined numbers (for example, every time it increases by 600 00), the aggregation interval is switched.

[0256] For example, the switching timing of the aggregation interval is when the total number of outer balls from power-on reaches predetermined numbers such as 300, 60300, 120300, 180300... That is, the width of the aggregation interval is basically 60000 except for the first first aggregation interval The first aggregation interval = 0 to 300, the second aggregation interval = 300 to 60300, the third aggregation interval = 60300 to 120300, the fourth aggregation interval = 120300 to 180300, the fifth aggregation interval = 180300 to 240300... The aggregation interval numbers indicating the first to fifth aggregation intervals are 0 to 4 respectively, and for the sixth and subsequent aggregation intervals, the aggregation interval number is maintained at 4 . The current aggregation interval number is stored in the work area for performance display.

[0257] When it is the switching timing of the aggregation interval (step X85; Y), the game control device 100 makes the switching setting of the aggregation interval (step X86). In the switching setting of the aggregation interval, the total outer ball counter that counts the total number of outer balls (total out number), the normal outer ball counter that counts the normal outer ball number (normal out number) which is the number of outer balls (discharged balls) within each aggregation interval, and the normal prize ball counter that counts the normal prize ball number which is the total number of prize balls (acquired balls) within each aggregation interval are cleared, or the final base value (or the latest base value) of each aggregation interval is... ​​​) is shifted (moved) to the base value storage area of the adjacent aggregation interval.

[0258] When it is not the switching timing of the aggregation interval (step X85; N), the gaming control device 100 determines whether there is an input from a switch to the input port to be monitored (step X87 ). 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).

[0259] Here, for each input port to be monitored, the information of the switch rising edge copied to the performance display work area (copied in step X713 of FIG. 64) is checked. For each input port to be monitored, there is an 8-bit area for storing the copied information of the switch rising edge. When the information of the switch rising edge for all input ports to be monitored is all 0, 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 of 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 (step X103) is set to 1, and the bit corresponding to the switch without a new input is set to 0. For all input ports to be monitored, if all the information of the switch rising edges is 0, it can be determined that there is no input, and in other cases, it can be determined that there is an input. That is, as the information of 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 (step X103) is set to 1, and the bit corresponding to the switch without a new input is set to 0. For all input ports to be monitored, if all the information of the switch rising edges is 0, it can be determined that there is no input, and in other cases, it can be determined that there is an input. For all input ports to be monitored, if all the information of the switch rising edges is 0, it can be determined that there is no input, and in other cases, it can be determined that there is an input. For all input ports to be monitored, if all the information of the switch rising edges is 0, it can be determined that there is no input, and in other cases, it can be determined that there is an input. .

[0260] When there is an input from a switch to the input port to be monitored (step X87; Y), the gaming control device 100 checks the input of the switch corresponding to the switch counter (target switch) to obtain input information (step X88). The target switch here is 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 second start winning port 37 (ordinary ). 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 second start winning port 37 (ordinary ). The start port 2 switch 37a of the variable winning device), the winning port switch 35a of the general winning port 35 (left winning port switch, right winning port switch), the out ball detection switch 74, etc., can change the base value (or the ball output rate) by detecting the game balls.

[0261] Subsequently, the game control device 100 determines whether it is the valid period of the target switch (step X89). In addition, when cheating in the big winning port or general winning occurs and winning in the big winning port or the second start winning port 37 becomes invalid, that is, the big winning port switches 38a, 39a or the start port 2 switch 37a may be invalid. There are also switches that are always valid, such as the first start winning port 36 and the out ball detection switch 7 4.

[0262] When it is the valid period of the target switch (step X89; Y), the game control device 100 determines whether there is an input to the target switch corresponding to the switch counter (step X90). When it is not the valid period of the target switch (step X89; N) or when there is no input to the target switch (step X90; N), the process proceeds to step X98. When there is an input to the target switch (step X90; Y), the game control device 100 clears the input information (1 bit) of the bit corresponding to the target switch (step X91) and determines whether it is in the normal base state (step

[0263] X92). The normal base state (low base state) is a period during which the base value can be calculated and updated, and in this embodiment, it is the normal game state in this case. When the game control device 100 is in the normal base state (during the normal game state) (step X92; Y),

[0264] When the game control device 100 is in the normal base state (during the normal game state) (step If the target switch is a switch to which a prize ball is awarded, i.e., (X92; Y), then the total number of prize balls within the aggregation period, which is the normal prize ball number, is updated by adding the number of prize balls corresponding to the target switch (step X93). Subsequently, when the target switch is the out ball detection switch 74, the normal out ball number (normal out number, normal discharge ball number), which is the number of out balls within the aggregation period, is updated by adding 1 (step X94). Next, when the target switch is the out ball detection switch 74, the total out ball number (total out number, total discharge ball number) is updated by adding 1 (step X95). In addition, in this embodiment, the out ball detection switch 74 detects all the game balls discharged from the game area 32 (i.e., all the game balls that have passed through the winning opening or the out opening 30b). Not only the game balls that have entered the out opening 30b, but also the game balls that have entered the winning openings (the first start winning opening 36, the second start winning opening 37, the big winning opening, or the general winning opening 35) are guided to and detected by the out ball detection switch 74 via a path or the like (not shown). When the game control device 100 is not in the normal base state, which is the normal game state (step X92; N), only the total out ball number is updated without updating the normal prize ball number or the normal out ball number (step X95). Therefore, in the high base state (the second game state, the time shortening state, the probability variation state, or the special game state) that is not the normal base state, neither the normal prize ball number nor the normal out ball number is updated, and the base value (normal prize ball number ÷ normal out ball number) calculated from the normal prize ball number and the normal out ball number is not updated and remains unchanged. Note that regarding the normal base state in step X92 If the target switch is the out ball detection switch 74, the normal out ball number (normal out number, normal discharge ball number), which is the number of out balls within the aggregation period, is updated by adding 1 (step X94). Next, when the target switch is the out ball detection switch 74, the total out ball number (total out number, total discharge ball number) is updated by adding 1 (step X95). In addition, in this embodiment, the out ball detection switch 74 detects all the game balls discharged from the game area 32 (i.e., all the game balls that have passed through the winning opening or the out opening 30b). Not only the game balls that have entered the out opening 30b, but also the game balls that have entered the winning openings (the first start winning opening 36, the second start winning opening 37, the big winning opening, or the general winning opening 35) are guided to and detected by the out ball detection switch 74 via a path or the like (not shown). If the target switch is the out ball detection switch 74, the total out ball number (total out number, total discharge ball number) is updated by adding 1 (step X95). In addition, in this embodiment, the out ball detection switch 74 detects all the game balls discharged from the game area 32 (i.e., all the game balls that have passed through the winning opening or the out opening 30b). Not only the game balls that have entered the out opening 30b, but also the game balls that have entered the winning openings (the first start winning opening 36, the second start winning opening 37, the big winning opening, or the general winning opening 35) are guided to and detected by the out ball detection switch 74 via a path or the like (not shown).

[0265] In addition, in this embodiment, the out ball detection switch 74 detects all the game balls discharged from the game area 32 (i.e., all the game balls that have passed through the winning opening or the out opening 30b). Not only the game balls that have entered the out opening 30b, but also the game balls that have entered the winning openings (the first start winning opening 36, the second start winning opening 37, the big winning opening, or the general winning opening 35) are guided to and detected by the out ball detection switch 74 via a path or the like (not shown). In addition, in this embodiment, the out ball detection switch 74 detects all the game balls discharged from the game area 32 (i.e., all the game balls that have passed through the winning opening or the out opening 30b). Not only the game balls that have entered the out opening 30b, but also the game balls that have entered the winning openings (the first start winning opening 36, the second start winning opening 37, the big winning opening, or the general winning opening 35) are guided to and detected by the out ball detection switch 74 via a path or the like (not shown). In addition, in this embodiment, the out ball detection switch 74 detects all the game balls discharged from the game area 32 (i.e., all the game balls that have passed through the winning opening or the out opening 30b). Not only the game balls that have entered the out opening 30b, but also the game balls that have entered the winning openings (the first start winning opening 36, the second start winning opening 37, the big winning opening, or the general winning opening 35) are guided to and detected by the out ball detection switch 74 via a path or the like (not shown). In addition, in this embodiment, the out ball detection switch 74 detects all the game balls discharged from the game area 32 (i.e., all the game balls that have passed through the winning opening or the out opening 30b). Not only the game balls that have entered the out opening 30b, but also the game balls that have entered the winning openings (the first start winning opening 36, the second start winning opening 37, the big winning opening, or the general winning opening 35) are guided to and detected by the out ball detection switch 74 via a path or the like (not shown). In addition, in this embodiment, the out ball detection switch 74 detects all the game balls discharged from the game area 32 (i.e., all the game balls that have passed through the winning opening or the out opening 30b). Not only the game balls that have entered the out opening 30b, but also the game balls that have entered the winning openings (the first start winning opening 36, the second start winning opening 37, the big winning opening, or the general winning opening 35) are guided to and detected by the out ball detection switch 74 via a path or the like (not shown).

[0266] When the game control device 100 is not in the normal base state, which is the normal game state (step X92; N), only the total out ball number is updated without updating the normal prize ball number or the normal out ball number (step X95). Therefore, in the high base state (the second game state, the time shortening state, the probability variation state, or the special game state) that is not the normal base state, neither the normal prize ball number nor the normal out ball number is updated, and the base value (normal prize ball number ÷ normal out ball number) calculated from the normal prize ball number and the normal out ball number is not updated and remains unchanged. Note that regarding the normal base state in step X92 When the game control device 100 is not in the normal base state, which is the normal game state (step X92; N), only the total out ball number is updated without updating the normal prize ball number or the normal out ball number (step X95). Therefore, in the high base state (the second game state, the time shortening state, the probability variation state, or the special game state) that is not the normal base state, neither the normal prize ball number nor the normal out ball number is updated, and the base value (normal prize ball number ÷ normal out ball number) calculated from the normal prize ball number and the normal out ball number is not updated and remains unchanged. Note that regarding the normal base state in step X92 When the game control device 100 is not in the normal base state, which is the normal game state (step X92; N), only the total out ball number is updated without updating the normal prize ball number or the normal out ball number (step X95). Therefore, in the high base state (the second game state, the time shortening state, the probability variation state, or the special game state) that is not the normal base state, neither the normal prize ball number nor the normal out ball number is updated, and the base value (normal prize ball number ÷ normal out ball number) calculated from the normal prize ball number and the normal out ball number is not updated and remains unchanged. Note that regarding the normal base state in step X92 When the game control device 100 is not in the normal base state, which is the normal game state (step X92; N), only the total out ball number is updated without updating the normal prize ball number or the normal out ball number (step X95). Therefore, in the high base state (the second game state, the time shortening state, the probability variation state, or the special game state) that is not the normal base state, neither the normal prize ball number nor the normal out ball number is updated, and the base value (normal prize ball number ÷ normal out ball number) calculated from the normal prize ball number and the normal out ball number is not updated and remains unchanged. Note that regarding the normal base state in step X92 When the game control device 100 is not in the normal base state, which is the normal game state (step X92; N), only the total out ball number is updated without updating the normal prize ball number or the normal out ball number (step X95). Therefore, in the high base state (the second game state, the time shortening state, the probability variation state, or the special game state) that is not the normal base state, neither the normal prize ball number nor the normal out ball number is updated, and the base value (normal prize ball number ÷ normal out ball number) calculated from the normal prize ball number and the normal out ball number is not updated and remains unchanged. Note that regarding the normal base state in step X92 When the game control device 100 is not in the normal base state, which is the normal game state (step X92; N), only the total out ball number is updated without updating the normal prize ball number or the normal out ball number (step X95). Therefore, in the high base state (the second game state, the time shortening state, the probability variation state, or the special game state) that is not the normal base state, neither the normal prize ball number nor the normal out ball number is updated, and the base value (normal prize ball number ÷ normal out ball number) calculated from the normal prize ball number and the normal out ball number is not updated and remains unchanged. Note that regarding the normal base state in step X92 The determination process can be eliminated, and the base value can be updated as the payout rate in all game states (change possible).

[0267] Next, in order to change the target switch to the next one in the next performance display editing process, the game control device 100 updates the switch counter by +1 (step X96). In the main process The performance display editing process is executed at a time interval much shorter than the interrupt period (predetermined time period, for example, 4 msec) of the timer interrupt by the loop process in (step X96). For example, several microseconds ). Therefore, during the interrupt period, the performance display editing process is repeatedly executed, and the switch counter (for example, from 0 to 7) covers all bits of all switches for each input port to be monitored (for example, bits from bit 0 to bit 7). Also, after the switch counter reaches the final value (for example, 7) it is updated to 0, and the input of the switch is checked for the next input port to be monitored . For example, after the input of the switch is first checked for the third input port 124 then, next, the input of the switch is checked for the fourth input port 126.

[0268] On the other hand, when there is no input of the switch in all input ports to be monitored (step X87; N), the game control device 100 executes a base value calculation process (predetermined process) for calculating the base value (step X97). Note that there may be a case where there is no input of the switch in the input port to be monitored from the beginning. On the other hand, even if there is an input of the switch in some or all of the input ports to be monitored from the beginning after the input of the switch is checked for all input ports to be monitored the input information of the target switch with the input is cleared (step X91). Thus, there is no input from the switch to all input ports to be monitored.

[0269] 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 by normal number of prize balls ÷ 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 the first step, the switches 35a, 36a, 37a, 38a , 39a of the winning openings where prize balls are awarded are input (detected), and the normal number of prize balls is updated and changed, so that the base value changes, and , as the second step, the input (detection) of the out ball detection switch 74 updates and changes the normal number of out balls, and the base value changes. That is, when one game ball enters a winning opening, the base value changes (is affected) in two stages. When a game ball enters the out opening 30b opened on the game board 30, the input (detection) of the out ball detection switch 74 updates and changes the normal number of out balls, and the base value also changes. On the other hand, when a game ball enters the general drawing start gate 34, neither the normal number of prize balls nor the normal number of out balls is updated or changed by the ball entry itself, so the base value remains unchanged without changing. Even when a game ball enters the general drawing start gate 34, since no prize balls are awarded, the normal number of prize balls is not updated.

[0270] 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 X224 to X230 of the output processing. 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.

[0271] Incidentally, as a special example, the real-time value (bL.) of the base value may be displayed only during the real-time value display period, and in this special example, the base value may be calculated only during the real-time value display period. Until the real-time value display period arrives, the normal winning ball count and the normal out ball count are updated, but the base value is not calculated and remains unchanged.

[0272] After step X96 or step X97, the gaming control device 100 restores the saved register (step X98), loads it from the stack pointer save area, and sets the stack pointer (step X99), and ends the performance display editing process. The set stack pointer indicates the address of the in-area stack area.

[0273] Incidentally, in FIG. 10, the process of step X97 may be performed immediately after step X94 so that the base value calculation process is performed immediately after the normal winning ball count or the normal out ball count is updated without waiting for the input check of all switches of the input port to be monitored. Such a configuration is also possible.

[0274] 〔Timer Interrupt Processing〕 Next, the timer interrupt processing will be described. FIG. 11 is a flowchart showing the procedure of the timer interrupt processing (interrupt processing program). The timer interrupt processing starts when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111a. When a timer interrupt occurs in the gaming microcomputer 111, the timer interrupt processing is started. When the timer interrupt processing is started, the gaming control device 100 first designates register bank 1 as the register bank to be used (step X101), and stores the RAM destination in a predetermined register

[0275] When the timer interrupt processing is started, the gaming control device 100 first designates register bank 1 as the register bank to be used (step X101), and stores the RAM destination in a predetermined register as the register bank to be used (step X101), and stores the RAM destination in a predetermined register Set the upper address of the head address (step X102). Start of timer interrupt processing When switching from register bank 0 to register bank 1 used in the main process at the start of the timer interrupt process, it becomes equivalent to saving the registers used in the main process. Note that when the timer interrupt process starts, it automatically enters the interrupt disabled state.

[0276] Next, the game control device 100 executes input processing for reading the states of various sensors and switches, and capturing signals, that is, reading the states of each input port (step X103). Next Based on the probability setting change flag and the probability setting confirmation flag, it is determined whether the probability setting is being changed or the probability is being confirmed (step X104). If the probability setting is being changed or the probability setting is being confirmed (step X104; Y), probability setting change / confirmation processing for changing or confirming the probability setting value is executed (step X105).

[0277] When the game control device 100 is neither changing the probability setting nor confirming the probability setting (step X104; N), based on the output data set in various processes, drive control of actuators such as solenoids (for example, the big payout port solenoids 38b, 39b) and drive control of LEDs (lighting control) are executed for output processing (step X106). Note that if a signal for stopping firing is output in the process of step X5 in the main process, by performing this output processing, a signal for permitting firing can be output, and the firing permission signal can be set to the permitted state.

[0278] Next, the game control device 100 executes payout command transmission processing for outputting commands (such as payout commands) set in the transmission buffer in various processes to the payout control device 200 (step X107). ​​​up X107). After that, it monitors whether normal signals are input from the start port 1 switch 36a, start port 2 switch 37a, winning port switch 35a, big winning port switches 38a, 39a, and also monitors for errors (such as whether the front frame and glass frame are not open), and executes the winning port switch / status monitoring process (step X108).

[0279] Next, the game control device 100 determines whether the game is in a stopped state (step X109 ). When the safety device is activated 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.

[0280] When the game control device 100 is not in a game stop state (step X109; N), it executes the special figure game process (step X110), accessory game process (step X111), general figure game process ( step X112), and segment LED editing process (step X113). Then, it executes the processes after step X114. In addition, when no errors have occurred at all, or when weak errors and strong error 1 have occurred, it also executes the special figure game process (step X11 0), accessory game process (step X111), general figure game process (step X112), and segment LED editing process (step X113). 0), accessory game process (step X111), general figure game process (step X112), and segment LED editing process (step X113).

[0281] In the segment LED editing process, settings related to the driving of some of the plurality of segment LEDs that make up the batch display device 50 (such as the memory display part and round display part: LED lamps D3 to D7, D11 to D17) are executed. In addition, settings related to the driving of other parts of the batch display device 50 (variable display part: L ED lamps D1, D2, D8, D10, D18) are subject to symbol variation control ​​​​​​It is executed in the process (steps A16, A18, C15). Settings related to the drive of another part (probability state display part: LED lamp D9) of the batch display device 50 are executed in the power failure recovery process (step X48) and the like. When the game control device 100 is in the game stop state (step X109; Y), it does not execute the special figure game process (step X110), the accessory game process (step X111), the general figure game process (step X112), and the segment LED editing process (step X113), and instead, it proceeds to the process after step X114. When the safety device operates in this way, or when a strong error 2 occurs and the game is stopped, the special figure game process (step X110) and the general figure game process (step X112) are not executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) do not change. On the other hand, when a weak error or a strong error 1 occurs, the game is not stopped, and the special figure game process (step X110) and the general figure game process (step X112) are executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) can change by +1 update (when a reservation occurs) or -1 update (when a reservation is cleared).

[0282] It is executed in the process (steps A16, A18, C15). Settings related to the drive of another part (probability state display part: LED lamp D9) of the batch display device 50 are executed in the power failure recovery process (step X48) and the like. When the game control device 100 is in the game stop state (step X109; Y), it does not execute the special figure game process (step X110), the accessory game process (step X111), the general figure game process (step X112), and the segment LED editing process (step X113), and instead, it proceeds to the process after step X114. When the safety device operates in this way, or when a strong error 2 occurs and the game is stopped, the special figure game process (step X110) and the general figure game process (step X112) are not executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) do not change. On the other hand, when a weak error or a strong error 1 occurs, the game is not stopped, and the special figure game process (step X110) and the general figure game process (step X112) are executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) can change by +1 update (when a reservation occurs) or -1 update (when a reservation is cleared). When the safety device operates in this way, or when a strong error 2 occurs and the game is stopped, the special figure game process (step X110) and the general figure game process (step X112) are not executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) do not change. On the other hand, when a weak error or a strong error 1 occurs, the game is not stopped, and the special figure game process (step X110) and the general figure game process (step X112) are executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) can change by +1 update (when a reservation occurs) or -1 update (when a reservation is cleared). When the safety device operates in this way, or when a strong error 2 occurs and the game is stopped, the special figure game process (step X110) and the general figure game process (step X112) are not executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) do not change. On the other hand, when a weak error or a strong error 1 occurs, the game is not stopped, and the special figure game process (step X110) and the general figure game process (step X112) are executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) can change by +1 update (when a reservation occurs) or -1 update (when a reservation is cleared). When the safety device operates in this way, or when a strong error 2 occurs and the game is stopped, the special figure game process (step X110) and the general figure game process (step X112) are not executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) do not change. On the other hand, when a weak error or a strong error 1 occurs, the game is not stopped, and the special figure game process (step X110) and the general figure game process (step X112) are executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) can change by +1 update (when a reservation occurs) or -1 update (when a reservation is cleared). When the safety device operates in this way, or when a strong error 2 occurs and the game is stopped, the special figure game process (step X110) and the general figure game process (step X112) are not executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) do not change. On the other hand, when a weak error or a strong error 1 occurs, the game is not stopped, and the special figure game process (step X110) and the general figure game process (step X112) are executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) can change by +1 update (when a reservation occurs) or -1 update (when a reservation is cleared). When the safety device operates in this way, or when a strong error 2 occurs and the game is stopped, the special figure game process (step X110) and the general figure game process (step X112) are not executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) do not change. On the other hand, when a weak error or a strong error 1 occurs, the game is not stopped, and the special figure game process (step X110) and the general figure game process (step X112) are executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) can change by +1 update (when a reservation occurs) or -1 update (when a reservation is cleared). When the safety device operates in this way, or when a strong error 2 occurs and the game is stopped, the special figure game process (step X110) and the general figure game process (step X112) are not executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) do not change. On the other hand, when a weak error or a strong error 1 occurs, the game is not stopped, and the special figure game process (step X110) and the general figure game process (step X112) are executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) can change by +1 update (when a reservation occurs) or -1 update (when a reservation is cleared). When the safety device operates in this way, or when a strong error 2 occurs and the game is stopped, the special figure game process (step X110) and the general figure game process (step X112) are not executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) do not change. On the other hand, when a weak error or a strong error 1 occurs, the game is not stopped, and the special figure game process (step X110) and the general figure game process (step X112) are executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) can change by +1 update (when a reservation occurs) or -1 update (when a reservation is cleared). When the safety device operates in this way, or when a strong error 2 occurs and the game is stopped, the special figure game process (step X110) and the general figure game process (step X112) are not executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) do not change. On the other hand, when a weak error or a strong error 1 occurs, the game is not stopped, and the special figure game process (step X110) and the general figure game process (step X112) are executed, so the special figure reservation number (steps A136, A532) and the general figure reservation number (steps C107, C318) can change by +1 update (when a reservation occurs) or -1 update (when a reservation is cleared).

[0283] In addition, depending on the type of error such as a weak error, a strong error 1, and a strong error 2, it is also possible to execute some of the special figure game process (step X110), the accessory game process (step X111), the general figure game process (step X112), and the segment LED editing process (step X113) and not execute the others. For example, when a strong error 2 occurs, only the segment LED editing process may be executed. In addition, depending on the type of error such as a weak error, a strong error 1, and a strong error 2, it is also possible to execute some of the special figure game process (step X110), the accessory game process (step X111), the general figure game process (step X112), and the segment LED editing process (step X113) and not execute the others. For example, when a strong error 2 occurs, only the segment LED editing process may be executed. In addition, depending on the type of error such as a weak error, a strong error 1, and a strong error 2, it is also possible to execute some of the special figure game process (step X110), the accessory game process (step X111), the general figure game process (step X112), and the segment LED editing process (step X113) and not execute the others. For example, when a strong error 2 occurs, only the segment LED editing process may be executed. In addition, depending on the type of error such as a weak error, a strong error 1, and a strong error 2, it is also possible to execute some of the special figure game process (step X110), the accessory game process (step X111), the general figure game process (step X112), and the segment LED editing process (step X113) and not execute the others. For example, when a strong error 2 occurs, only the segment LED editing process may be executed. In addition, depending on the type of error such as a weak error, a strong error 1, and a strong error 2, it is also possible to execute some of the special figure game process (step X110), the accessory game process (step X111), the general figure game process (step X112), and the segment LED editing process (step X113) and not execute the others. For example, when a strong error 2 occurs, only the segment LED editing process may be executed.

[0284] Furthermore, the game control device 100 outputs safety device operation information corresponding to the state of the safety device to the performance control device. A safety device that can send a command to the performance control device 300 or set a safety device operation flag. The device-related process is executed (step X114). Executes the magnet abnormality monitoring process by checking the detection signal and determining whether there is any abnormality (step In addition, the detection signal from the radio wave sensor 62 of the game board is checked for abnormalities. Execute radio wave illegal monitoring processing (board radio wave illegal monitoring processing) to determine whether there is any illegality (step X116).

[0285] Thereafter, the game control device 100 detects the fraudulent action caused by vibration based on the input from the vibration sensor 65. Next, execute the vibration fraud monitoring process to monitor the irregularities from the big prize winning port (step X117). An abnormal discharge monitoring process is executed to monitor normal discharge (step X118). Then, the special variable winning device 38, 39 has the large winning port switch 38a, 39a, and the specific area Based on the input from the switch 72a (V winning port switch) and the remaining ball discharge port switch 73 , monitors the abnormal discharge of the special variable winning device 39, and when an abnormal discharge occurs, The flag is set. In addition, the large prize opening switch 38a, 39 of the special variable prize device 38, 39 is The game ball that passed through 9a is either a specific area switch 72a (V winning port switch) or a remaining ball discharge It passes through the port switch 73 and is discharged.

[0286] Next, the game control device 100 sets signals to be output to various external devices in an output buffer. Then, the external information editing process is executed (step X119). Determine whether the game is in a stopped state (step X120).

[0287] When the game control device 100 is not in a game stop state (step X120; N), it saves the flag register to the in-region stack area within the region (step X121), and performs out-of-region integrated processing such as updating the safety device counter value (calculation of the number of balls) and display control of the performance display device 152 (step X122). After that, it restores the flag register (step X123) and ends the timer interrupt process. When the safety device is not operating and strong error 2 has not occurred , if the game is not in a stopped state, the processes of steps X121 to X123 including out-of-region integrated processing are executed .

[0288] Note that, as described later, when shifting to out-of-region integrated 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, when saving the stack pointer for game control to the stack pointer save area of RAM111c, the flag of the register (especially the zero flag) may change. Therefore, the flag register is saved in advance in step X121 .

[0289] On the other hand, when the game control device 100 is in a game stop state (step X120; Y), it ends the timer interrupt process without performing out-of-region integrated processing etc. That is, when the safety device operates or strong error 2 occurs, out-of-region integrated processing is not executed, so the safety device counter value is not updated and the display content of performance display such as the base value is not updated . This can omit unnecessary control during game stop .

[0290] ​​​Note that, unlike the above, even if a strong error 2 occurs, the game is not stopped, and special figure game processing (step X110), accessory game processing (step X111), general figure game processing (step X 112), and segment LED editing processing (step X113) are also executed. Also, even if a strong error 2 occurs, a configuration that executes off-board integration processing or the like is also possible.

[0291] Also, when returning from the timer interrupt processing, the restoration of the interrupt prohibition state and the restoration of the register bank specification are automatically performed. However, depending on the CPU used, after the external information editing processing, processing to permit interrupts or processing to return the register bank specification to register bank 0 may be performed.

[0292] 〔Output Processing〕 Next, the details of the output processing (step X106) in the timer interrupt processing (FIG. 11) will be described. FIG. 12 is a flowchart showing the procedure of the output processing.

[0293] The game control device 100 first outputs off data to the output port 135 (segment output port) (see FIG. 3) that powers the data of the segments of the batch display device (LED) 50 to reset the output port 135 (step X201). Subsequently, off output data for all solenoids (big winning port solenoids 38b, 39b, lever solenoid 72b, general power solenoid 37c) is set (step X202). Then, in the same way as in step X109 and the like, it is determined whether the game is in a stopped state (step X203). It can be determined that the game is in a stopped state when the safety device is activated or when a strong error 2 that requires the game to be stopped has occurred.

[0294] ​​When the game control device 100 is not in the game stop state (step X203; N), for the big winning port it synthesizes the data output to the solenoid output port 134 that outputs the data of solenoids 38b, 39b, lever solenoid 72b, and general-purpose solenoid 37c (step X204). And it outputs data to the solenoid output port 134 (step X205). When the game is in the stop state (step X203; Y), it does nothing and proceeds to the process of step X205 to output off data (step X202) to the solenoid output port 134. Thus, when in the game stop state, the operation of all solenoids stops, and the big winning port, specific area 72, general variable winning device 37, etc. are closed and enter the closed state. In this way, in the game stop state, the big winning port is closed and the round game (the game during a big win or a small win) cannot be executed.

[0295] And 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 the next value after 3 is updated to 0) (step X206). Further, it acquires the digit output data to the digit line of the LED corresponding to the value of the digit counter (step X207). And it synthesizes the acquired digit output data and the external information data (step X208), and outputs the synthesized data to the digit output / external information output port 136 (step X209).

[0296] Next, the game control device 100 sets an off data as the segment output data to the segment line (step X210). And it sets the output data of firing prohibition (s Step X211). Further, similar to Step X203 and the like, it is determined whether or not the game is stopped (Step X212). Determine (Step X212).

[0297] When the game control device 100 is not in the game stop state (Step X212; N), it loads the segment output data from the segment area in the RAM 111c corresponding to the value of the digit counter to the segment line (Step X213), sets the output data of the launch permission (Step X214), and outputs the loaded segment output data to the output port 135 for segment output (Step X215). Note that this segment area may be included in the in-area work area (game control work area). Load (Step X213), set the output data of the launch permission (Step X214), and output the loaded segment output data to the output port 135 for segment output (Step X215). Note that this segment area may be included in the in-area work area (game control work area). In this way, when the game is not stopped, every time the value of the digit counter is incremented by +1 within the range of 0 to 3, a new digit line is selected, and the 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 the dynamic drive method (dynamic lighting control) for the batch display device 50 is realized.

[0298] Selected, and the dynamic drive method (dynamic lighting control) for the batch display device 50 is realized. Selected, and the 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 the dynamic drive method (dynamic lighting control) for the batch display device 50 is realized. Selected, and the dynamic drive method (dynamic lighting control) for the batch display device 50 is realized. Is realized.

[0299] On the other hand, when the game control device 100 is in the game stop state (Step X212; Y), without performing the processes of Step X213 and Step X214, it outputs the off data (Step X21 0) to the output port 135 for segment output (Step X215). As a result, In the game stop state when the safety device is activated or when a strong error 2 has occurred, The batch display device 50 turns off. As a result, in the game stop state, the special figure variation display game and The general figure variation display game cannot be executed. Then, the player who sees the batch display device 50 stops the game The general figure variation display game cannot be executed. Then, the player who sees the batch display device 50 stops the game It can recognize that it is in the center, that the safety device has activated, or that a strong error 2 (illegal error) has occurred. It can be recognized.

[0300] Subsequently, the game control device 100 loads the external information data output to the external information terminal 71 and synthesizes it (step X216). Furthermore, it synthesizes the synthesized external information data with the output data of launch permission or launch prohibition (step X217), and finally outputs the synthesized data to the external information · launch permission signal output port 137 (step X218). Here, when the game is not stopped, it becomes the output data of launch permission (step X214), and when the game is stopped it becomes the output data of launch prohibition (launch stop) (step X211). As a result, in the game stop state when the safety device has activated or a strong error 2 has occurred, the launch of game balls from the ball launch device is prohibited, while when 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. On the other hand, if it is not in the game stop state, the launch of game balls from the ball launch device is permitted. In addition, even in the game stop state, it is also possible to permit the launch of game balls from the ball launch device and not prohibit (stop) the launch. 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. It is also possible.

[0301] 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 (step X219). After that, it loads and synthesizes 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, and outputs the synthesized data to the test terminal output port 2 on the relay board 70 (step X220). Then, it loads and synthesizes 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, and outputs the synthesized data to the test terminal output port 2 on the relay board 70 (step X220). step X220).

[0302] Next, the game control device 100 loads and synthesizes the data output to the test terminal output port 3 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 3 on the relay board 70 (step X221). Further, the game control device 100 loads and synthesizes the data output to the test terminal output port 4 on the relay board 70 that outputs a test signal from the firing test device, and outputs the synthesized data to the test terminal output port 4 on the relay board 70 (step X222). Then, the game control device 100 loads and synthesizes the data output to the test terminal output port 5 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 5 on the relay board 70 (step X223). Then, the game control device 100 loads and synthesizes the data output to the test terminal output port 3 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 3 on the relay board 70 (step X221). Further, the game control device 100 loads and synthesizes the data output to the test terminal output port 4 on the relay board 70 that outputs a test signal from the firing test device, and outputs the synthesized data to the test terminal output port 4 on the relay board 70 (step X222). Then, the game control device 100 loads and synthesizes the data output to the test terminal output port 5 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 5 on the relay board 70 (step X223). Next, the game control device 100 loads and synthesizes the data output to the test terminal output port 3 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 3 on the relay board 70 (step X221). Further, the game control device 100 loads and synthesizes the data output to the test terminal output port 4 on the relay board 70 that outputs a test signal from the firing test device, and outputs the synthesized data to the test terminal output port 4 on the relay board 70 (step X222). Then, the game control device 100 loads and synthesizes the data output to the test terminal output port 5 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 5 on the relay board 70 (step X223). Next, the game control device 100 loads and synthesizes the data output to the test terminal output port 3 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 3 on the relay board 70 (step X221). Further, the game control device 100 loads and synthesizes the data output to the test terminal output port 4 on the relay board 70 that outputs a test signal from the firing test device, and outputs the synthesized data to the test terminal output port 4 on the relay board 70 (step X222). Then, the game control device 100 loads and synthesizes the data output to the test terminal output port 5 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 5 on the relay board 70 (step X223). Next, the game control device 100 loads and synthesizes the data output to the test terminal output port 3 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 3 on the relay board 70 (step X221). Further, the game control device 100 loads and synthesizes the data output to the test terminal output port 4 on the relay board 70 that outputs a test signal from the firing test device, and outputs the synthesized data to the test terminal output port 4 on the relay board 70 (step X222). Then, the game control device 100 loads and synthesizes the data output to the test terminal output port 5 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 5 on the relay board 70 (step X223). Next, the game control device 100 loads and synthesizes the data output to the test terminal output port 3 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 3 on the relay board 70 (step X221). Further, the game control device 100 loads and synthesizes the data output to the test terminal output port 4 on the relay board 70 that outputs a test signal from the firing test device, and outputs the synthesized data to the test terminal output port 4 on the relay board 70 (step X222). Then, the game control device 100 loads and synthesizes the data output to the test terminal output port 5 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 5 on the relay board 70 (step X223). Next, the game control device 100 loads and synthesizes the data output to the test terminal output port 3 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 3 on the relay board 70 (step X221). Further, the game control device 100 loads and synthesizes the data output to the test terminal output port 4 on the relay board 70 that outputs a test signal from the firing test device, and outputs the synthesized data to the test terminal output port 4 on the relay board 70 (step X222). Then, the game control device 100 loads and synthesizes the data output to the test terminal output port 5 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 5 on the relay board 70 (step X223). Next, the game control device 100 loads and synthesizes the data output to the test terminal output port 3 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 3 on the relay board 70 (step X221). Further, the game control device 100 loads and synthesizes the data output to the test terminal output port 4 on the relay board 70 that outputs a test signal from the firing test device, and outputs the synthesized data to the test terminal output port 4 on the relay board 70 (step X222). Then, the game control device 100 loads and synthesizes the data output to the test terminal output port 5 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 5 on the relay board 70 (step X223).

[0303] Next, the game control device 100 outputs off data to the output port 141 (segment output port 2) that outputs the data of the segments of the performance display device (LED) 152 to reset the output port 141 (step X224). Next, the game control device 100 updates the value of the digit counter 2 for sequentially scanning the digit lines of the performance display device 152 by +1 within the range of 0 to 3 (it is incremented by 1, but the next value after 3 is updated to...

Claims

In a gaming machine comprising game control means capable of comprehensively controlling a game and effect control means capable of controlling effects related to the game, the game control means includes first counting means capable of counting the number of game media paid out during a predetermined period or the number of game media determined to be paid out during the predetermined period, which is the payout number, second counting means capable of counting the number of game media used during the predetermined period, which is the usage number, game stop means capable of generating a game impossible state in which the game cannot be executed based on the difference between the payout number and the usage number, a game information display section composed of a plurality of light emitting sections and capable of collectively displaying information related to the game, in a suppression state in which the occurrence of the game impossible state is suppressed, by updating data for turning off all the lights of the game information display section, the game information display section is not turned off completely, in the game impossible state, by not updating data for turning off all the lights of the game information display section, the game information display section is turned off completely, the effect control means includes being capable of controlling a movable effect device with a predetermined effect operation, being capable of executing an initial operation of the movable effect device based on recovery from a power failure, when recovering from a power failure that occurred during the occurrence of the game impossible state, the game control means does not perform the initial operation of the movable effect device in a state where the game information display section is turned off completely, a gaming machine. In a gaming machine comprising game control means capable of comprehensively controlling a game and effect control means capable of controlling effects related to the game, the game control means includes first counting means capable of counting the number of game media paid out during a predetermined period or the number of game media determined to be paid out during the predetermined period, which is the payout number, second counting means capable of counting the number of game media used during the predetermined period, which is the usage number, game stop means capable of generating a game impossible state in which the game cannot be executed based on the difference between the payout number and the usage number, a game information display section composed of a plurality of light emitting sections and capable of collectively displaying information related to the game, in a suppression state in which the occurrence of the game impossible state is suppressed, by updating data for turning off all the lights of the game information display section, the game information display section is not turned off completely, in the game impossible state, by not updating data for turning off all the lights of the game information display section, the game information display section is turned off completely, the effect control means includes being capable of controlling a movable effect device with a predetermined effect operation, being capable of controlling a display device with a predetermined effect display, During the occurrence of the non-game state, it is possible to display a predetermined display on the display device, Based on the restoration from a power outage, it is possible to execute the initial operation of the movable effect device, When recovering from a power outage that occurred during the occurrence of the non-game state, in a state where the game control means has turned off all the lights of the game information display unit, the display device resumes displaying the predetermined display, and the initial operation of the movable effect device is not performed. A gaming machine.

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