gaming machines

The integration of a variable display game system with expectation level production and operation encouragement in gaming machines addresses the need for enhanced player engagement, creating dynamic and interactive gameplay experiences.

JP7743088B2Active Publication Date: 2025-09-24SOPHIA CO LTD
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Patent Information

Application Number
JP2023015716
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-02-03
Publication Date
2025-09-24
Estimated Expiration
2043-02-03

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player engagement and enjoyment through dynamic and interactive gameplay experiences.

Method used

Incorporation of a variable display game system with expectation level production, operation encouragement, and guidance features using color effects and player operation states to create dynamic gameplay experiences.

Benefits of technology

Enhances player enjoyment by providing interactive and engaging gameplay through variable display games that encourage player interaction and anticipation.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine which can improve the game amusement.SOLUTION: A one-time variable display game consists of a pre-ready-to-win performance, a normal ready-to-win performance, a weak ready-to-win performance, a strong ready-to-win performance and a pattern promotion performance. The pre-ready-to-win performance, the normal ready-to-win performance, the strong ready-to-win performance and the pattern promotion performance include a one-time front operation performance respectively. The weak ready-to-win performance includes a one-time back operation performance. The front operation performance is the performance that performs expectation level notification only once and a development table that can independently notify of an expectation level is used in each expectation level notification performance. The back operation performance is the performance that performs two or more times of expectation level notification and the development table that prohibits demotion notification is used when the two or more times of expectation level notification performances are performed in the one-time expectation level notification performance.SELECTED DRAWING: Figure 52
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Description

[Technical Field]

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

[0002] 2. Description of the Related Art There are gaming machines that have operation input means, such as push buttons, for effect intervention. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2020-25766 Summary of the Invention [Problem to be solved by the invention]

[0004] In one aspect, the present invention aims to provide a gaming machine that can enhance the enjoyment of gaming. Let's say. [Means for solving the problem]

[0005] In order to achieve the above object, a gaming machine as shown below is provided. The gaming machine includes: a variable display game execution means capable of executing a variable display game; an operation means capable of receiving operation input by a player; An operation promotion means for encouraging a player to perform an operation; The game includes an expectation level producing means capable of producing an effect that suggests, by color, the expectation level that the variable display game will derive a predetermined result, an input state setting means capable of setting a first input state that allows operation input to be accepted by a player operation at a predetermined input operation acceptance opportunity, or a second input state that allows operation input to be accepted without a player operation, and a guidance means capable of guiding the second input state in the second input state. The expectation level producing means is capable of producing an effect using colors that comply with predetermined presentation rules, By a first player operation that accepts a player operation without prompting the player operation a first expectation level producing means capable of producing a performance; A second player operation is performed to prompt the player to perform a player operation while accepting the player operation.and second expectation presentation means capable of executing a presentation. The first expectation presentation means is capable of executing a first development presentation that develops the expectation in accordance with a first development rule without allowing a downgrade in the expectation based on a first player operation received in a continuous first period. The second expectation presentation means is capable of executing a second development presentation that develops the expectation based on a second player operation received in a second period, and that develops the expectation based on a second player operation received in a third period not subsequent to the second period, allowing a downgrade in the expectation based on the second player operation received in the second period and the second player operation received in the third period. [Effects of the Invention]

[0006] According to one aspect, it is possible to enhance the enjoyment of a game in a gaming machine. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment. [Figure 2] FIG. 2 is a front view showing an example of a game board according to the first embodiment. [Figure 3] 1 is a block diagram showing an example of a control system for a gaming machine according to a first embodiment. [Figure 4] 1 is a block diagram showing an example of the configuration of a performance control device according to a first embodiment. [Figure 5] FIG. 1 is a diagram illustrating an example of a collective display device according to a first embodiment. [Figure 6] FIG. 1 is a flowchart (part 1) of a main process according to the first embodiment. [Figure 7] FIG. 10 is a second flowchart of the main process according to the first embodiment; [Figure 8] FIG. 10 is a flowchart (part 3) of the main process according to the first embodiment. [Figure 9] FIG. 10 is a flowchart (part 4) of the main process according to the first embodiment. [Figure 10]FIG. 5 is a flowchart (part 5) of the main processing according to the first embodiment. [Figure 11] 2 is a diagram showing an example of a memory map of the game control device of the first embodiment. FIG. [Figure 12] FIG. 4 is a flowchart illustrating a safety device information initialization process according to the first embodiment. [Figure 13] FIG. 4 is a flowchart illustrating a timer interrupt process according to the first embodiment. [Figure 14] FIG. 10 is a flowchart illustrating a first error monitoring process according to the first embodiment. [Figure 15] FIG. 10 is a flowchart illustrating a second error monitoring process according to the first embodiment. [Figure 16] FIG. 10 is a diagram showing a flowchart of a game stop flag setting process in the first embodiment. [Figure 17] FIG. 10 is a flowchart (part 1) of an external information editing process according to the first embodiment. [Figure 18] FIG. 10 is a second flowchart of the external information editing process according to the first embodiment; [Figure 19] FIG. 10 is a flowchart illustrating an outside-area integration process according to the first embodiment. [Figure 20] FIG. 2 is a diagram showing a flowchart of main processing in the performance control device of the first embodiment. [Figure 21] FIG. 2 is a diagram showing an example of a gaming performance list according to the first embodiment. [Figure 22] FIG. 2 is a diagram showing an example of a game state transition in the first embodiment. [Figure 23] FIG. 2 is a diagram illustrating an example of a game display screen according to the first embodiment. [Figure 24] 1 is a diagram showing an example of an overview of an external information terminal board according to a first embodiment. [Figure 25] FIG. 2 is a diagram showing an example of an overview of an external information terminal board according to the first embodiment. [Figure 26] FIG. 4 is a diagram illustrating an example of allocation of output signals to information output terminals according to the first embodiment. [Figure 27]FIG. 10 is a diagram showing a modified example (part 1) of allocation of output signals to information output terminals in the first embodiment. [Figure 28] FIG. 10 is a diagram showing a modified example (part 2) of the allocation of output signals to information output terminals in the first embodiment. [Figure 29] FIG. 10 is a diagram showing a third modification of the allocation of output signals to information output terminals in the first embodiment. [Figure 30] FIG. 10 is a diagram showing a fourth modification of the allocation of output signals to information output terminals in the first embodiment. [Figure 31] FIG. 10 is a diagram showing a fifth modification of the allocation of output signals to information output terminals in the first embodiment. [Figure 32] FIG. 4 is a diagram showing an example of allocation of output signals to information output terminals arranged in two rows in the first embodiment. [Figure 33] FIG. 10 is a diagram showing a modified example (part 1) of the allocation of output signals to information output terminals arranged in two rows in the first embodiment. [Figure 34] FIG. 10 is a diagram showing a modified example (part 2) of the allocation of output signals to information output terminals arranged in two rows in the first embodiment. [Figure 35] FIG. 10 is a diagram showing a modified example (part 3) of the allocation of output signals to information output terminals arranged in two rows in the first embodiment. [Figure 36] FIG. 10 is a diagram showing a fourth modification of the allocation of output signals to information output terminals arranged in two rows in the first embodiment. [Figure 37] FIG. 10 is a diagram showing a fifth modified example of the allocation of output signals to information output terminals arranged in two rows in the first embodiment. [Figure 38] FIG. 10 is a diagram illustrating an example of input control in the operation presentation of the second embodiment. [Figure 39] FIG. 10 is a diagram showing an example (part 1) of a screen display according to the second embodiment. [Figure 40] FIG. 10 is a diagram showing an example (part 2) of a screen display according to the second embodiment. [Figure 41] FIG. 10 is a diagram showing an example (part 3) of a screen display according to the second embodiment. [Figure 42] FIG. 10 is a diagram showing an example (part 4) of a screen display according to the second embodiment. [Figure 43] FIG. 10 is a diagram showing an example (part 5) of a screen display according to the second embodiment. [Figure 44] FIG. 10 is a diagram showing an example (part 6) of a screen display according to the second embodiment. [Figure 45] FIG. 10 is a diagram showing an example (part 7) of a screen display according to the second embodiment. [Figure 46] FIG. 10 is a diagram illustrating an example (part 1) of input mode transition according to the second embodiment. [Figure 47] FIG. 10 is a diagram illustrating an example (part 2) of a transition of an input mode according to the second embodiment. [Figure 48] FIG. 10 is a diagram illustrating an example (part 3) of the transition of input modes according to the second embodiment. [Figure 49] FIG. 10 is a diagram showing an example (part 1) of a reference mode in the expectation degree informing presentation of the second embodiment. [Figure 50] FIG. 10 is a diagram showing an example of a development table set for a presentation in which an expectation level is notified only once in the second embodiment. [Figure 51] FIG. 10 is a diagram showing an example of a development table set for an effect in which an expectation level is notified two or more times in the second embodiment. [Figure 52] FIG. 10 is a diagram showing an example of an expectation degree notification in a manual input mode when there are two or more front operation effects and one back operation effect in one variable display game of the second embodiment. [Figure 53] FIG. 10 is a diagram showing an example of an expectation degree notification in the automatic input mode when there are two or more front operation effects and one back operation effect in one variable display game of the second embodiment. [Figure 54] A figure showing an example of expectation level notification when transitioning from automatic input mode to manual input mode when there are two or more front operation effects and one back operation effect in one variable display game in the second embodiment. [Figure 55] FIG. 10 is a diagram showing an example (part 2) of a reference mode in the expectation degree informing presentation of the second embodiment. [Figure 56] FIG. 10 is a diagram showing an example of a presentation mode that provides a clue to distinguishing between periods of hidden operation presentation in the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0008] Hereinafter, the embodiments will be described in detail with reference to the drawings. [First embodiment] First, the first embodiment will be described with reference to the drawings. FIG.

[0009] The gaming machine 10 of the first embodiment includes a front frame 12, which is an outer frame (support frame). 11, the left side is the shaft-mounted side and the right side is the open side when viewed from the front, and it is assembled so as to be able to rotate open and closed. The game board 30 (see FIG. 2) is stored in a storage section (not shown) formed on the front side of the front frame 12. In addition, the front frame (main body frame) 12 is provided with a cover glass (transparent) that covers the front of the game board 30. A glass frame (transparent member holding frame) 15 equipped with a transparent member 14 is attached.

[0010] In addition, lamps and LEDs (Light Emitting Diodes) are installed inside the left and right sides of the glass frame 15. It also has built-in decorations and effects, and an alarm when an abnormality occurs (for example, if a dispensing abnormality occurs, the The lamp or LED will light up (or flash) in an abnormality warning color (for example, red). A frame decoration device 18 and a speaker 19 (upper left speaker 19) that emits sound (for example, sound effects) are also included. a1, and a speaker 19a2) are provided at the top right. Speakers 19 (lower left speaker 19b1, lower right speaker 19b2) are provided. When an abnormality occurs, the speaker 19 will announce the details of the abnormality. A lamp for notifying of abnormal dispensing may be provided at a predetermined position on the frame 15.

[0011] In addition, at the bottom of the front frame 12, there is provided an upper tray (reservoir) for supplying game balls to a ball launching device (not shown). The game balls dispensed from the payout unit provided on the back side of the gaming machine 10 are The upper tray ball outlet 22 stores the game balls dispensed when the upper tray 21 is full. A lower tray (receiving tray) 23 and an operating part 24 of the ball launching device are provided. The lower tray 23 is provided with a ball removal lever 23a for removing game balls from the lower tray 23 to the outside of the gaming machine. .

[0012] Furthermore, on the upper edge of the upper tray 21, there is provided a performance button 25 used for performing an intervention operation in the game performance. The effect button 25 is a effect operation button that accepts an intervention operation in the game effect. It functions as an operation receiving unit and also receives necessary actions (for example, light emission, vibration, protrusion, etc.). The upper tray 21 also functions as a performance part that can perform performances in various modes (such as game mode). An option setting section 29 is provided for setting various options. The setting unit 29 includes a cross cursor switch that can accept input operations in four directions, and a cross cursor The center of the cursor switch is equipped with a central switch that can accept decision operations, etc., and a cross cursor switch. There are two auxiliary switches on the periphery of the switch that are used for volume control, etc. Furthermore, at the lower right side of the front frame 12, there is a button for opening and locking the front frame 12 and the glass frame 15. A keyhole 26 is provided for inserting a key.

[0013] In addition, the gaming machine 10 operates (for example, presses) the effect button 25 (push button). Based on the operation of the player received from the effect button switch 25a (see FIG. 4) that detects For example, the player's operation can be used to create effects that involve the player's operation. The effect of the intervention of the variable display game on the display device (variable display device) 41 (see FIG. 2) The game machine 10 displays on the display device 41 In the game, the character to be displayed is moved, and the special decorative pattern displayed on the display device 41 is changed. In addition, such player intervention may include the , not only the performance button 25 but also the switches of the option setting section 29 (cross cursor switch, One or more of the following may be used: a central switch, an auxiliary switch, etc. In FIG. 4, which will be described later, the switches in the option setting section 29 are collectively referred to as setting switches 29. It is represented as n.

[0014] Also, to the right of the effect button 25, when a player receives a ball from an adjacent ball lending machine, The ball loan button 27 is used to operate the ball loan machine, and the card unit is used to eject the prepaid card. a balance display unit (not shown) that displays the balance of the prepaid card; In the gaming machine 10 of the first embodiment, the player performs the above operations. By rotating the part 24, the ball launching device launches the game balls supplied from the upper tray 21. The ball is launched towards the play area 32 (see FIG. 2) in front of the skill board 30. The setting switches 29n (cross cursor switch, center switch, attachment switch) of the setting unit 29 are By operating one or more of the switches ( You can set the volume emitted from the speaker 19 and the brightness of the game board 30. can.

[0015] Next, the game board 30 will be described with reference to FIG. 2. FIG. 2 shows the game board of the first embodiment. FIG. A substantially circular playing area 32 surrounded by a guide rail 31 is formed on the surface of the playing board 30. The play area 32 is enclosed by side cases 3 made of resin, which are provided at the four corners of the play board 30. The game area 32 is surrounded by a guide rail 31 and a display A center case (game presentation structure) 40 equipped with a device (variable display device) 41 is arranged. The display device 41 is mounted in a recess provided in the center case 40. The center case 40 is attached at a position recessed from the front of the display device. 41, protrudes forward from the display surface of the display device 41, and The area 32 is formed so that it is difficult for a game ball to fly into it.

[0016] The display device 41 may be, for example, an LCD (liquid crystal display), a CRT (cathode ray tube), The display device 41 is configured with a device having a display screen such as an LED. Other display devices, such as devices with a display screen capable of displaying dot matrix images, It may be configured by a combination of two or more display devices. In the area (display area), multiple identification information (special patterns) and special pattern change display games are produced. The display device 4 displays information about the game, such as characters and background images that enhance the presentation effect. On the display screen of 1, multiple special symbols assigned as identification information are displayed in a variable manner (possibly A special display game corresponding to the special display game is played. In addition, the display screen may display images for effects based on the progress of the game (for example, a jackpot display, image, fanfare display image, ending display image, etc.) are displayed.

[0017] In addition, at the top of the center case 40, there is a board that operates to produce a game effect. The display device 44 is provided. The display device 44 is in the state shown in FIG. It can be operated towards the center of 1.

[0018] At the bottom right of the center case 40 in the game area 32, a normal game display is displayed. A normal pattern start gate (normal pattern start gate) 34 that gives the conditions is provided. The game ball that entered the gate 34 (the game ball that passes through the starting gate 34) is turned on by the gate switch. 34a (see FIG. 3).

[0019] In addition, a general winning slot 35 is arranged on the lower left side of the center case 40 in the game area 32. It is placed on the lower right side of the center case 40 and on the right side of the special variable winning device 95 described later. The general winning slots 35 are arranged in the general winning slots 35. The game balls that enter the general winning slots 35 are This is detected by the mouth switch 35a (see FIG. 3).

[0020] In addition, below the center case 40 in the game area 32, there is a first special chart variable display game. The first starting winning slot (starting winning area) that gives the starting condition of the (Special Chart 1 Variable Display Game) A starting winning hole 36 (starting hole 1) is provided. The game ball that enters the starting winning hole 36 is This is detected by the first switch 36a (see FIG. 3).

[0021] In addition, below the starting winning hole 36, there is an outlet for collecting game balls that did not enter the winning hole. A port 30a is provided. Also, at a position below the center case 40 and to the left of the normal starting gate 34, A normal variable winning device that provides the starting conditions for the second special chart variable display game (special chart 2 variable display game) 37 (second starting winning port, starting winning area) is provided. The outlet 2) has a movable member 37b at a position that becomes the inlet. The solenoid 37c (see Figure 3) slides back and forth to the inflow section. The blocking state prevents balls from flowing in, and the allowing state allows balls to flow into the inflow section by retreating backward. The movable member 37b is normally in a closed state (not shown to the player). The result of the normal game is determined by the stop table. When the display mode is changed to the open state (a state advantageous to the player), The game ball that has entered the normal variable winning device 37 is released by the start port 2 switch 37a (see FIG. 3). In addition, it is possible to win even when the normal variable winning device 37 is closed. The normal variable winning device 37 may be configured so that it is more difficult to win in the closed state than in the open state. It is equivalent to an electric device (regular electric).

[0022] In addition, on the right side of the center case 40 in the game area 32, there is a special chart change display game (special Depending on the results of the game (Figure 1 variable display game and Special Figure 2 variable display game), the game balls may not be accepted. A special variable winning device (large winning port 1) 38 that can be converted into an easy-to-accept state is provided. The special variable winning device 38 has an opening and closing member (movable piece) 38c, and Depending on the result of the special game, the opening and closing member 38c closes the big prize opening. The opening and closing member 38c is retracted from the closed state (a closed state disadvantageous to the player) and the game area 32 flows down. The game ball is converted into an open state (a state advantageous to the player) that allows the game ball to be received. The special variable winning device 38 is driven by the large winning port 1 solenoid 38b (see FIG. 3). The large prize opening (large prize opening 1) is opened and closed by an opening and closing member 38c driven by the 1. The result of the variable display game and the special variable display game is the winning game state (special game state) ) and during the jackpot game state (special game state) resulting from winning in the specific area 96 described below. By changing the big prize opening from a closed state to an open state, the flow of game balls into the big prize opening is It makes it easy to enter the game and gives the player a predetermined gaming value (prize balls). Inside the big prize opening (winning area), there is provided a detection means for detecting a game ball that has entered the big prize opening. All the big prize opening switches (count switches) 38a (see FIG. 3) are provided.

[0023] In addition, at the lower right side of the center case 40 in the game area 32, there is a special chart variable display game ( Accepting game balls depending on the results of the Special Chart 1 Variable Display Game and the Special Chart 2 Variable Display Game A special variable prize winning device (large prize winning port 2) 95 that can be converted between an unacceptable state and an acceptable state is provided. The special variable winning device 95 has an opening and closing member (opening and closing door) 95c, and Depending on the result of the special chart change display game, the opening and closing member 95c closes the big prize opening. The opening and closing member 95c is retracted from the closed state (a closed state disadvantageous to the player) to open the game area 32. It converts the falling game ball into an open state (a state advantageous to the player) that can accept the ball. The special variable winning device 95 includes a large winning port 2 solenoid 95b (see FIG. 3) as a driving device. The large prize opening (large prize opening 2) is opened and closed by an opening and closing member 95c driven by a During the small win game state as a result of the Figure 1 variable display game and the special Figure 2 variable display game, a big win By changing the mouth from a closed state to an open state, it is possible to easily allow game balls to flow into the big prize mouth. The player is then awarded a predetermined amount of prize balls. Inside the winning area, there is a big prize detecting device as a detection means for detecting a game ball that has entered the big prize opening. A prize port switch (count switch) 38a (see FIG. 3) is provided.

[0024] In addition, the special variable winning device 95 guides the game ball that has entered the winning hole to a specific area 96. The special variable winning device 95 has a special function of detecting a gaming ball that has flowed into a specific area 96. A fixed area switch 38e (see FIG. 3) is provided. The detection of the game ball (entry into the specific area 96) is performed by the special variable prize-winning device (large prize-winning port 1) 38. One of the conditions for the occurrence of a jackpot game state (special game state) that converts the state from a closed state to an open state It is one.

[0025] Also, the center case 40 does not have a warp flow path, but is designed to have a warp flow path. For example, a warp opening (warp entrance) may be provided on the left side of the center case 40, The game balls that flow into the warp channel from the warp port are rolled on the stage inside the center case 40. In this case, the warp exit is The game ball guided to the warp exit is positioned directly above the winning opening 36, and the winning opening 3 It may also be made easier to win number 6.

[0026] In the gaming machine 10 of the first embodiment, the center of the gaming area 32 where the gaming balls flow down is The area to the left of the center case 40 is the left playing area, and the area to the right of the center case 40 is the The right-hand game area is designated as the play area. The player adjusts the launch force to launch the game ball into the left-hand game area. By firing (so-called left shot), the starting winning slot 36 and the general winning slot 35 (located in the left game area) You can aim to win by shooting the game ball into the right game area (so-called right shot). By doing so, the normal starting gate 34, the normal variable winning device 37, the special variable winning device 38, 95, It is now possible to aim for a win at General Winning Slot 35 (located in the right-hand gaming area) and other slots. There are.

[0027] In addition, outside the game area 32 (here, the lower right corner of the game board 30), a special chart change display game The first special chart change display game and the second special chart change display game and the normal chart start gate 34 A collective display device 50 that displays a general game change triggered by winning and various information. is provided.

[0028] The collective display device 50 includes a round display unit 51 made up of LEDs and the like, and a special display unit 1 reserved display unit. 52, special chart 1 pattern display section 53, special chart 2 pattern display section 54, normal chart pattern display section 55, and normal The collective display device 50 includes a picture reservation display unit 56 and a status display unit 57 (see FIG. 5). , as will be described later.

[0029] The gaming machine 10 has a right-hit guide display device on the right side near the special variable prize device (big prize opening 1) 38. The right-hand hit guide display device 91c is lit when instructing the player to hit right. In other cases, the right-hand hit guide display device 91c is turned off. can be.

[0030] The gaming machine 10 displays a special game variable display at the bottom right of the center case 40 in the gaming area 32. The status display device 98 is equipped with a special game change display status display device 98. The special game change display ... The display device is composed of two LEDs. The special game change display status display device 98 is The left LED indicates the status of the special game. Figure 2 shows the status of the game's variable display. For example, the status of the game's variable display is shown. The device 98 informs the stop state of the special pattern change display game by lighting up, and the special pattern change by flashing. The display device 98 notifies the player of the changing state of the symbols in the dynamic display game. , included in the board decoration device 46.

[0031] The gaming machine 10 has a normal map variable display device 9 on the right side of the center case 40 in the gaming area 32. 3 and a general map hold display device 94. The general map change display device 93 is composed of two LEDs The alternating flashing indicates the variable display status of the normal game, and the combination of lighting and extinguishing indicates the variable display status of the normal game. The result of the variable display of the normal game is notified. Also, the normal game reserve display device 94 has two LEDs It is composed of a number of items, from 0 to 4, and indicates the number of reserved items by combining off, on, and flashing. The map change display device 93 and the map reservation display device 94 are included in the board decoration device 46. do.

[0032] Next, the control system of the gaming machine will be described with reference to Fig. 3. Fig. 3 shows the first embodiment. 1 is a block diagram showing an example of a control system for a gaming machine. The gaming machine 10 includes a gaming control device 100, which controls the overall game. The main control device (main board) that controls the game is a gaming microcomputer (hereinafter referred to as the game microcomputer). A CPU (Central Processing Unit) 110 having a CPU 111 and an input port an input unit 120 having a port, an output unit 130 having an output port, a driver, etc., and a CPU The data bus 140 connects the unit 110, the input unit 120, and the output unit 130.

[0033] The CPU section 110 is called an amusement chip (IC (Integrated Circuit)). The game microcomputer 111 has an oscillator such as a crystal oscillator. An oscillator circuit ( The game control device 100 and the game control device 100 The electronic components such as solenoids and motors are driven by the DC (Dielectric Direct Current) It operates when a specified level of DC voltage is supplied, such as 32V, DC12V, or DC5V. It becomes possible to create

[0034] The power supply device 400 is an AC ( Alternating Current)-DC converter or DC32V to DC12V, DC5V a normal power supply unit 4 having a DC-DC converter or the like for generating a lower level DC voltage such as 10 and the RAM (Random Access Memory) inside the gaming microcomputer 111 during a power outage. a backup power supply unit 420 that supplies power to the 100 generates control signals such as a power outage monitoring signal and a reset signal that notify the occurrence and recovery of a power outage. The control signal generator 430 outputs the control signal.

[0035] In the first embodiment, the power supply device 400 is configured separately from the game control device 100. However, the backup power supply unit 420 and the control signal generating unit 430 are on separate boards or It may be configured to be integrated with the control device 100, i.e., to be provided on the main board. The game control device 100 is subject to replacement when changing the model, so In this way, the backup power supply unit 420 and the control unit 420 are mounted on a board separate from the power supply unit 400 or the main board. By providing the control signal generating unit 430, it is possible to eliminate the need for replacement and reduce costs. can.

[0036] The backup power supply unit 420 is composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply is the gaming microcomputer 111 ( This is especially true for internal RAM, and ensures that data stored in RAM is retained even during a power outage or after a power outage. The control signal generating unit 430 is configured to receive a signal generated by the normal power supply unit 410. The 32V voltage is monitored and if it drops below 17V, a power outage is detected. The power failure monitoring signal is changed and a reset signal is output after a predetermined time. When the power is turned on or when power is restored, a reset signal is output after a predetermined time has elapsed from that point.

[0037] The game control device 100 is also provided with a RAM initialization switch 112. When the AM initialization switch 112 is operated, an initialization switch signal is generated. The RAM 111C in the gaming microcomputer 111 and the RAM in the payout control device 200 are stored. The process of forcibly initializing the information stored in the However, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is read when the power is turned on. 11 is read repeatedly in the main loop of the main program that is executed. Reset The signal is a type of forced interrupt signal, which causes the entire control system to reset.

[0038] In addition, the game control device 100 is equipped with a setting value change switch 126 and a setting key switch 127. The set value change switch 126 is, for example, a push switch. The setting key switch 127 detects the ON / OFF state when the setting key is inserted. The game control device 100 can change settings related to game performance. The settings stored in RAM are retained even during a power outage or after a power outage. For example, the game control device 100 may be configured to control a special chart 1 variable display game and a special chart 2 variable display game. The probability of winning can be changed in six stages.

[0039] The game control device 100 is configured to operate when the setting key switch 127 is in the ON state and the RAM initialization switch When the power is turned on with 112 in the ON state, the setting of the gaming machine 10 can be changed. For example, the game control device 100 transitions the control state to the setting change mode. While the setting contents are displayed on the probability setting value display device 136, the setting value change switch 126 is pressed. By detecting the down operation, the setting can be changed cyclically from 1 to 6. Probability setting value table The display device 136 is a display device capable of displaying a set value, and is, for example, a one-digit, seven-segment LED. D and mounted on a substrate.

[0040] In addition, the game control device 100 is configured to operate when the setting key switch 127 is in the ON state and the RAM initialization stage is in the ON state. By turning on the power with the switch 112 in the OFF state, the settings of the gaming machine 10 can be checked. For example, the game control device 100 transitions the control state to a setting confirmation mode. In this mode, the setting contents are displayed on the probability setting value display device 136. The device 136 can be confirmed by the manager of the gaming facility, but cannot be confirmed by the player. There are.

[0041] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111A. , a read-only ROM (Read Only Memory) 111B and a read / write RA Equipped with M111C.

[0042] ROM111B stores immutable information for game control (programs, fixed data, various random numbers, The RAM 111C stores the operation of the CPU 111A during game control. It is used as a business area or a storage area for various signals and random numbers. As AM111C, it is like an EEPROM (Electrically Erasable Programmable ROM). Alternatively, an electrically rewritable nonvolatile memory may be used.

[0043] In addition, the ROM 111B stores, for example, the execution time of the special chart variable display game, the contents of the performance, the lead A fluctuation pattern (fluctuation mode) that determines whether or not a check state occurs. The fluctuation pattern table is stored as a start memory. Fluctuation pattern random number 1, fluctuation pattern random number 2, and fluctuation pattern random number 3 are This is a table that is referred to by the user to determine the fluctuation pattern. The table shows the pattern of the miss variation that is selected when the result is a miss, and the pattern of the jackpot variation that is selected when the result is a hit. It also includes a table of jackpot fluctuation patterns that are selected when The turntable determines the second half fluctuation pattern, which is the fluctuation pattern after the reach state. Tables for determining the second half fluctuation group table and second half fluctuation pattern selection table, etc. , a table for determining the first half fluctuation pattern, which is the fluctuation pattern before the reach state (Includes first half fluctuation group table, first half fluctuation pattern selection table, etc.)

[0044] Here, the reach (reach state) refers to a state in which a display device whose display state can be changed is included, and the display device The device derives and displays a plurality of display results at different times, and the plurality of display results are determined in advance. When the special result pattern is obtained, the game state becomes advantageous to the player (special game state). In the gaming machine 10 in the skill state, some of the display results have not yet been derived and displayed. In this stage, the display result already derived and displayed satisfies the conditions for becoming a special result mode. In other words, the reach state is a state where the variable display control of the display device is progressing. Even when the display result reaches a stage before it is derived and displayed, the display condition that results in a special result mode is For example, a state in which special results are present is While maintaining the state of multiple variable display areas, the state of displaying the variable (so-called full rotation reach) ) is also included in the reach state. Also, the reach state is when the display control of the display device progresses and the display The display state at the stage before the result is derived and displayed, and the displayed result is a derived table. At least a part of the display results of the plurality of variable display areas determined before being displayed is a special result. This refers to the display state when the conditions for the effect are met.

[0045] Therefore, for example, the decorative special chart variation displayed on the display device in response to the special chart variation display game The display game is performed by displaying a plurality of identifications for a predetermined time in each of the left, center, and right variable display areas on the display device. After the information is displayed, the display stops and the result is displayed in the order of left, right, and center. If there is a special result, the left and right variable display areas will display the condition that the special result is met (for example, The state where the variable display stops with the same identification information) is a reach state. When the change display of all the change display areas is stopped, any two of the left, center, and right change areas can be displayed. A state in which the conditions for a special result state are met in the dynamic display area (for example, the same identification information is (except for special result states) is a reach state, and from this reach state, The variable display area may be displayed variably.

[0046] This reach state includes multiple reach effects, and there is a possibility that a special result pattern may be derived. As reach effects with different possibilities (different expected values), there are normal reach (N reach), special reach (Speed ​​reach), Char 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 reach) and premium reach are set. The expected value is "Reach None" < "Normal Reach" < "Special 1 Reach" < "Special 2 Reach" < " The order of "Special 3 Reach" < "Premium Reach" is higher. The reach state is when a special result state is derived at least in the special chart variation display game (jackpot In other words, the special chart fluctuation table When it is determined that a special result pattern is not derived in the game shown (when it is a miss), Therefore, when a reach state occurs, the reach state is This is a state in which there is a higher chance of winning the jackpot than when it does not occur.

[0047] The CPU 111A executes a game control program in the ROM 111B to control payouts. It generates control signals (commands) for the device 200 and the performance control device 300, and controls the solenoid The controller 11 generates and outputs drive signals for the game machines and display devices, thereby controlling the entire game machine 10. However, the gaming microcomputer 111 is a jackpot random number for determining whether or not a special chart variable display game has been won. Random numbers for determining the numbers and patterns of jackpots, variable patterns in special pattern variable display games (including the execution time of the variable display game in various reach and no reach variable display) Random numbers for determining the fluctuation pattern, random numbers for determining the winning of the normal fluctuation display game A random number generation circuit for generating the above, and an oscillation signal (original clock signal) from the oscillation circuit 113 Based on this, a timer is allocated to the CPU 111A at a predetermined period (for example, 4 ms). A clock generator generates a clock that provides update timing for the input signal and the random number generator. It is equipped with a

[0048] In addition, the CPU 111A, in the processing related to the special chart variable display game, Select one of the plurality of fluctuation pattern tables stored in the Specifically, the CPU 111A acquires the game result (win) of the special chart variable display game. (Big hit or small hit) or miss) and the current game status as a special chart change display game The probability state (normal probability state or high probability state), the normal variable winning device as the current game state A plurality of variation patterns are generated based on the operation state (time-saving operation state) of the device 37, the number of start memories, etc. The CP selects and acquires one of the fluctuation pattern tables. When executing a special chart variation display game, U111A stores a plurality of The fluctuation pattern table to obtain one of the fluctuation pattern tables This constitutes a division information acquisition means.

[0049] The dispensing control device 200 includes a CPU, a ROM, a RAM, an input interface, and an output interface. The game controller 100 is equipped with a ball payout command (command or data) and the like. Then, the payout motor of the payout unit provided in the gaming machine 10 is driven to pay out the prize balls. The payout control device 200 also controls the ball lending machine attached to the gaming machine 10. Drive a payout motor of the payout unit based on a ball loan request signal from the card unit; Controls the dispensing of loaned balls.

[0050] The input unit 120 of the gaming microcomputer 111 is provided with a start port 1 switch 36 in the start winning port 36. a, the start gate 2 switch 37a in the normal variable winning device 37, the gate in the normal starting gate 34 Switch 34a, winning port switch 35a, special variable winning device 38,95 large winning port switch The special variable prize winning device 95 is connected to the specific area switch 38a and the specific area switch 38e of the special variable prize winning device 95. A negative logic signal is input, with the high level supplied from the switch being 11V and the low level being 7V. and an interface chip (proximity I / F) 121 that converts the signal into a positive logic signal of 0V-5V. The proximity I / F 121 is provided with a The detection signal of the panel radio wave sensor 62 is also input. By setting the voltage to -11V, the lead wires of sensors and proximity switches may be illegally shorted out, If a sensor or switch is removed from the connector or the lead wire is cut, causing it to float, The device is configured to detect such an abnormal state and output an abnormality detection signal. There are.

[0051] Regarding the winning port switch 35a, in FIG. 3, the winning port switch 35a is 1. Although it is shown as a block, in reality, there are multiple (n) winning port switches 35a (in this embodiment In this case, three units are provided on the game board 30, and each signal is transmitted via a different signal line. In addition, in FIG. 3, the big prize entrance switch 38a is input to one block. However, in reality, there are multiple (x) big prize opening switches 38a (3 in this embodiment). ) are provided on the game board 30. And, these multiple big prize opening switches 38a, They are connected by different signal lines, or, for example, a switch and a game control device 10 0 (main board) and a relay board (not shown) that exists between them. The board radio wave sensor 62 and the magnetic sensor described later are connected to the game control device 100 in this manner. 61 may also be connected by multiple different signal lines, or similarly by a wired OR method. It may be connected to the game control device 100.

[0052] The output of the proximity I / F 121 is supplied to the second input port 123 or the third input port 124. The data is read into the gaming microcomputer 111 via the data bus 140. Of the 121 outputs, the start port 1 switch 36a, the start port 2 switch 37a, and the gate switch 34a, a prize opening switch 35a, a large prize opening switch 38a, and a specific area switch 3 The detection signal of 8e is input to the second input port 123. The output of the signals of the start port 1 switch 36a and the start port 2 switch 37a (proximity I / F 12 Although Figure 3 shows one signal line for the output from 1, there are actually two.

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

[0054] In addition, among the outputs of the proximity I / F 121, the output to the second input port 123 is The signal is also supplied from the device 100 to a test firing device (not shown) via a relay board 70. Furthermore, among the outputs of the proximity I / F 121, the start port 1 switch 36a and the start port 2 switch The detection signal of the switch 37a is input to the second input port 123 as well as to the gaming microcomputer 111. It is configured to do so.

[0055] As described above, the proximity I / F 121 has a signal level conversion function. To enable the conversion function, the proximity I / F 121 is provided with a power supply 400 and a normal IC operation. In addition to the voltage required for operation, such as 5V, a voltage of 12V is also supplied. do.

[0056] The data held by the second input port 123 is input by the gaming microcomputer 111 to the second input port 123. By decoding the address assigned to chip 123, By asserting the enable signal CE (Chip Enable) (changing to an effective level), The same can be said for the third input port 124 and the first input port 122 described later. be.

[0057] The input unit 120 also receives a detection signal from the RAM initialization switch 112, a dispensing control device 20 The frame radio wave sensor installed in the front frame 12 detects the radio wave from the frame radio wave illegal signal from the front frame 12. A dispensing busy signal (a signal output based on the dispensing control device 200 being able to receive a command) Dispensing abnormality status signal (status signal indicating dispensing abnormality) , Shooting ball out switch signal (signal indicating a lack of game balls before payout), Overflow Switch signal (a predetermined amount of game balls is stored in the lower tray 23 (full) When an out ball is detected, the signal is output. The signal output when the game is started is taken in and supplied to the gaming microcomputer 111 via the data bus 140. A first input port 122 is provided to supply the

[0058] The out ball detection switch signal is generated when an out sensor (not shown) detects an out ball of the gaming machine 10. This is a signal output from the out sensor each time a ball is detected. For example, The output switch signal is output from an outlet (not shown) that outputs game balls (out balls) from the gaming machine 10. An outlet flow path (not shown) is provided between the outlet 30a and the ball detection switch. is the gaming performance (for example, the number of balls out) per a given operation (for example, 60,000 balls out). The calculated gaming performance is displayed on the performance display device 135. The out ball detection switch signal may be input to the performance control device 300. In this case, the out ball detection switch signal becomes a trigger to switch to the game performance or customer waiting screen display. For example, the performance display device 135 may be used to determine the operating status. A 4-digit, 7-segment LED that displays game performance in decimal or hexadecimal numbers. It is possible.

[0059] The gaming machine 10 is also provided with a vibration sensor switch for detecting vibrations. The detection signal of the switch is input to the first input port 122 or the third input port 124. It can also be set to

[0060] In addition, the game control device 100 receives a power failure monitoring signal, a reset signal, etc. from the power supply device 400. A Schmitt buffer 125 is provided to input the signal to the gaming microcomputer 111. The Schmitt buffer 125 has the function of removing noise from these input signals. The power failure monitoring signal from the power supply device 400 and the initialization switch from the RAM initialization switch 112 are The switch signal is first input to the first input port 122 and then transmitted to the game machine via the data bus 140. In other words, signals equivalent to the signals from the various switches mentioned above are input to the microcomputer 111. The terminal for receiving signals from the outside provided in the gaming microcomputer 111 is treated as This is because there are limitations on the number.

[0061] On the other hand, the reset signal RESET, which has been noise-removed by the Schmitt buffer 125, is The signal is input directly to the reset terminal of the gaming microcomputer 111, and is also input to the output section The reset signal RESET is supplied to each port of the output section 130. By outputting directly to the relay board 70 without inputting the signal to the test firing device, the relay board 70 It is configured to turn off the test firing signal held in the port (not shown). The reset signal RESET can be output to the test firing device via the relay board 70. The reset signal RESET may be input to the first to third inputs of the input section 120. It is not supplied to ports 122, 123, and 124. Just before the reset signal RESET is input The data set in each port of the output unit 130 by the gaming microcomputer 111 is It is necessary to reset the device to prevent malfunction, but the reset signal RESET is input immediately before The data read by the gaming microcomputer 111 from each port of the input unit 120 is This is because it is discarded by resetting the control 111.

[0062] The output unit 130 includes a communication path from the gaming microcomputer 111 to the performance control device 300 and A Schmidt buffer disposed on the communication path from the gaming microcomputer 111 to the payout control device 200 The game control device 100 is provided with a presentation control device 300 and a payout control device 132. Data is transmitted to the game control device 200 via serial communication. Serial communication to the output control device 300 and the payout control device 200 is performed by the performance control device 300 side. This is one-way communication that prevents signals from being input to the game control device 100.

[0063] Furthermore, the output unit 130 is connected to a data bus 140 and receives a test firing signal from a certification organization (not shown). The test device receives data informing the user of the special pattern information of the variable display game and a signal indicating the probability of winning. The buffer 133 can be mounted to output the signals via the relay board 70. The 133 is a pachinko machine that is installed in amusement parlors (mass-produced products) This is a component that is not mounted on the control device (main board). The detection signal of the switch that does not require processing, such as the start switch, is output without passing through the buffer 133. It is supplied to the test firing device via a relay board 70.

[0064] On the other hand, the magnetic sensor 61 and the radio wave sensor 62 cannot be supplied to the test firing device as they are. The detection signal that cannot be detected is temporarily taken into the gaming microcomputer 111 and added to other signals or information. For example, the signal is used as an error signal indicating that the gaming machine is in a state where it cannot be controlled. The data is supplied from the data bus 140 to the test firing device via the buffer 133 and the relay board 70. The relay board 70 receives the signal output from the buffer 133 and performs test firing. The signal is transmitted by relaying the signal line of the port that supplies the device and the switch detection signal without going through the buffer. The port on the relay board 70 is provided with a connector or the like. A chip enable signal CE (not shown) output from the The signal from the port selected and controlled by the bull signal CE is supplied to the test firing device. are.

[0065] The output unit 130 is connected to a data bus 140 and is connected to a special variable prize winning device 38 (big prize winning device). Opening and closing data of the large prize opening 1 solenoid 38b that opens and closes the opening and closing member 38c of the prize opening 1, The large prize opening 2 solenoid 9 for opening and closing the opening and closing member 95c of the variable prize winning device 95 (large prize opening 2) 5b opening and closing data, the normal solenoid that opens and closes the movable member 37b of the normal variable winning device 37 a first output for outputting the opening / closing data of the 37c and the display data of the performance display device 135; A port 134a is provided.

[0066] The output unit 130 also includes a third display unit for outputting display data for the probability setting value display device 136. The output unit 130 is also provided with two output ports 134b. The segment wire to which the LED anode terminal is connected turns on / off depending on the content to be displayed. a third output port 134c for outputting data, and a cathode of an LED of the collective display device 50; The fourth output port 1 for outputting the on / off data of the digit line to which the pin is connected 34d is provided.

[0067] In addition, the output unit 130 outputs information about the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is provided with a fifth output port 134e for outputting to A photorelay is provided, and an external device (such as an information collection terminal or It can be connected to an internal management device (hall computer, etc.) and can transmit information about the gaming machine 10. It can be supplied to an external device via a photorelay. A part of the information to be supplied to the device is output from the fourth output port 134d. From port 134e, a release permission is sent to dispensing control device 200 via Schmitt buffer 132. A signal is also output.

[0068] Furthermore, the output unit 130 includes a large prize opening solenoid output from the first output port 134a. receiving opening and closing data signals from the solenoid 38b, the specific area solenoid 38d, and the normal power solenoid 37c. A first driver (drive circuit) 138a that generates and outputs a solenoid drive signal, a third output port The on / off drive of the segment line on the current supply side of the collective display device 50 output from the output 134c The second driver 138b outputs a driving signal, and the fourth output port 134d outputs a general table. A third driver outputs an on / off drive signal to the digit line on the current sink side of the display device 50. 138c, the fifth output port 134e and the fourth output port 134d are connected to an external device such as a management device. a fourth driver 138d that outputs an external information signal to the external information terminal board 71; The display data signal of the performance display device 135 output from the output port 134a is received and the performance is displayed. A fifth driver 138e is provided to generate and output a drive signal for the device 135.

[0069] The first driver 138a is configured to drive a solenoid operating at 32V. Therefore, DC 32V is supplied as a power supply voltage from the power supply device 400. A second driver 138b that drives 50 segment lines is supplied with DC 12V. The third driver 138c drives the digit lines by applying a current to the digit lines according to the display data. Since it is intended for drainage, the power supply voltage can be either 12V or 5V.

[0070] The second driver 138b outputs 12V to the anode of the LED via the segment line. A third driver 138c supplies a current to the cathode terminal and outputs a ground potential. By drawing out the current through the segment line, the selected pixels are driven in sequence by the dynamic drive method. The power supply voltage flows through the LED, causing it to light up. The 4 driver 138d is supplied with DC 12V to provide a 12V level to the external information signal. The buffer 133, the first output port 134a, the first driver 138a, etc. The output unit 130 of the game control device 100, that is, the output unit 130 is provided on the relay board 70 side, not on the main board. In addition, the performance display device 135 or the fifth driver 138e and the performance The display device 135 is not the output unit 130 of the game control device 100, i.e., the main board, but an external Alternatively, the sensor may be provided on the external circuit board (not shown).

[0071] Furthermore, the output unit 130 outputs the identification code and program of each gaming machine to an external inspection device 490. A photocoupler 139 is provided to transmit information such as the The gaming microcomputer 111 transmits and receives data to and from the inspection device 490 via serial communication. The communication is configured to enable two-way communication. Like a normal general-purpose microprocessor, the gaming microcomputer 111 has a serial communication terminal Therefore, the first to third input ports 122, 123, and 124 are used. No ports are provided.

[0072] Next, the configuration of the performance control device 300 will be described with reference to FIG. 4. FIG. 4 shows the first embodiment. FIG. 10 is a block diagram showing an example of the configuration of a performance control device of this type. The performance control device 300 is an amusement chip (IC ) and the main control microcomputer (CPU) 311, which is A graphic processor that processes images for display on the display device 41 according to the code and data. The VDP (Video Display Processor) 312 is used as a processor, and various melodies and effects are The sound source LSI 314 controls the sound output to play back the sound etc. from the speaker 19. There are.

[0073] The main control microcomputer 311 contains a P PROM321, consisting of ROM (programmable read-only memory), provides working space FeRAM (which can retain its contents even when power is cut off during a power outage) Ferroelectric RAM) 323, which generates information indicating the current date and time (year, month, day, day of the week, time, etc.) An RTC (real-time clock) 338 is connected to the main control unit. The microcomputer 311 also has a RAM 311a therein that provides a working area. In addition, a WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311. The main control microcomputer 311 receives commands (performance commands) from the gaming microcomputer 111. It analyzes the video and audio commands, determines the content of the performance, and instructs the VDP312 on the content of the output video. It instructs the source LSI314 to play sounds, lights up decorative lamps, and controls the drive of motors and solenoids. It also performs processes such as managing performance time.

[0074] The VDP312 includes RAM312a, which provides a working area, and a memory for enlarging and reducing images. The VDP 312 also includes a scaler 312b for converting character images and Image ROM 325 in which video data is stored, and character data read from the image ROM 325 Ultra-fast VRAM326 used to expand and process image data such as graphics. is connected.

[0075] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are connected by a power It is configured to transmit and receive data in parallel. By sending and receiving data over a 10-bit bus, commands and data can be sent in a shorter time than with serial communication. can be done.

[0076] The VDP 312 sends the image of the display device 41 and the glass frame 15 and the like to the main control microcomputer 311. A vertical synchronization signal VSYN for synchronizing the lighting of the decorative lamps provided on the game board 30 C, the synchronization signal STS that gives the data transmission timing is input. The main control microcomputer 311 is notified of the processing status, such as the completion of drawing to the VRAM. Waiting to receive input signals INT0 to INTn and commands and data from the main control microcomputer 311 A wait signal WAIT or the like is also input to notify the user that the state is as described above.

[0077] The performance control device 300 is equipped with an LVDS (Low Voltage Differential Signaling) A signal conversion circuit 313 is provided to generate a video signal to be transmitted to the display device 41 by a signal transmission method. The VDP 312 outputs video data and a horizontal sync signal HSY to the signal conversion circuit 313. NC and vertical sync signal VSYNC are input and generated by VDP312. The image is displayed on the display device 41 via the signal conversion circuit 313 .

[0078] The sound source LSI 314 is connected to an audio ROM 327 in which audio data is stored. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. The sound source LSI 314 also sends an interrupt signal I to the main control microcomputer 311. The performance control device 300 is provided with a glass frame 15. The upper speakers 19a (upper left speaker 19a1, upper right speaker 19a2) and the front frame 12 The lower speakers 19b (lower left speaker 19b1, lower right speaker 19b2) are driven. An amplifier circuit 337 including an audio power amplifier for The sound generated by 314 is output from the speaker 19 via an amplifier circuit 337 .

[0079] In addition, the performance control device 300 receives commands sent from the game control device 100. An interface chip (command I / F) 331 is provided to receive this command. The decorative feature transmitted from the game control device 100 to the performance control device 300 via the I / F 331 Controls the number of reserved figures, special decorative figures, fluctuations, stop information, etc. The game microcomputer 111 of the game control device 100 receives the command signal (performance command). The main control microcomputer 311 of the performance control device 300 operates on DC 5V, and the main control microcomputer 311 of the performance control device 300 operates on DC 3.3V. To operate the command I / F 331, the command I / F 331 is provided with a signal level conversion function.

[0080] In addition, the performance control device 300 includes a A board decoration LE that drives and controls a board decoration device 46 having LEDs (light emitting diodes) and the like. D control circuit 332, a frame having an LED (light emitting diode) provided in the glass frame 15 A frame decoration LED control circuit 333 that drives and controls a decoration device (for example, a frame decoration device 18, etc.), A board performance device 44 (for example, a display) provided on the skill board 30 (including the center case 40) A board game that controls the driving of movable props (such as props that enhance the performance effect in cooperation with the performance display in the device 41) A control circuit 334 for outputting movable bodies is provided. The control circuit 334 drives and controls lamps, motors, solenoids, etc. These control circuits 332 to 334 are connected to the main control circuit 330 via an address / data bus 340. The glass frame 15 is connected to a microcomputer 311 for displaying the image. A frame production device having a drive source such as a motor for operating the device is provided, and the frame production device is driven and controlled. It may also be equipped with a frame effect movable body control circuit that controls the frame effect movable body.

[0081] Furthermore, the performance control device 300 includes a performance button switch 25a of the performance button 25 and an option The setting switch 29n of the operation setting unit 29 and the initial position of the motor in the board performance device 44 are detected. The main control is performed by detecting the on / off state of the performance prop switch 47 (performance motor switch) The function of inputting the detection signal to the microcomputer 311 and the volume control function provided in the performance control device 300 are also included. The function of detecting the state of the node switch 335 and inputting a detection signal to the main control microcomputer 311 is In FIG. 4, the option setting unit 29 For convenience, the switches are collectively referred to as setting switches 29n. The status of each switch (cross cursor switch, center switch, accessory switch) is The switches are connected so that they can be individually detected by the output circuit 336. The detection signals indicating the states are input to the main control microcomputer 311.

[0082] The normal power supply unit 410 of the power supply device 400 is a power supply for the performance control device 300 having the above-described configuration. The motor is used to provide a DC voltage of the desired level to the electronic components controlled by it. DC32V for driving the motor and solenoid, a display device 41 consisting of a liquid crystal panel, DC12V is used to drive the inverter and LEDs, and DC5V is the power supply voltage for the command I / F331. In addition to V, it generates a DC15V voltage to drive motors, LEDs, and speakers 19. Furthermore, the main control microcomputer 311 is configured to operate at 3.3V or 1.2V. When using an LSI that operates at a low voltage such as DC5V, a DC3. A DC-DC converter for generating 3V or DC 1.2V is provided in the performance control device 300. The DC-DC converter may be provided in the normal power supply unit 410.

[0083] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is The device is reset by the main control microcomputer 311. 311, VDP312 (VDPRESET signal), sound source LSI314 and an amplifier circuit 337 (SNDRESET signal), a control circuit for driving and controlling lamps, motors, etc. The IORESET signal is supplied to the control circuits 332 to 334, which are reset. In addition, a cooling fan 45 for cooling various parts of the gaming machine 10 is connected to the performance control device 300. When the power supply of the performance control device 300 is turned on, the cooling fan 45 is driven. The circuit board that constitutes the performance control device 300 is a sub-control board (also called a sub-board). This is equivalent to

[0084] Next, the game control performed by these control circuits will be explained. In the CPU 111A of the gaming microcomputer 111 of the gaming control device 100, Based on the input of the game ball detection signal from the gate switch 34a provided in 4, A random number value for hit determination is extracted and compared with the determination value stored in ROM111B, and the normal The process of determining whether the displayed game is a win or a loss is performed. The pattern display unit 55 displays the identification pattern (identification information) for a predetermined time in a variable manner, and then displays the identification pattern in a static manner. If the result of this normal variable display game is a win, The normal symbol display unit 55 displays special results corresponding to the first to third winning symbols. The result state is displayed, and the normal power solenoid 37c is operated, and the normal variable winning device 37 The movable member 37b is opened as described above for a predetermined time (for example, 0.5 seconds or 1.7 seconds). That is, the game control device 100 controls the conversion member (movable member 37b) It is a conversion control execution means for performing conversion control. In this case, control is performed to display the result of the miss on the regular pattern display unit 55.

[0085] In addition, the game ball detection signal from the start port 1 switch 36a provided in the start winning port 36 Based on the input, the start winning (start memory) is memorized, and based on this start memory, the first special chart changes A random number value for determining a jackpot in the displayed game is extracted and compared with the determination value stored in ROM111B. In comparison, the first special chart variation display game is judged to be a hit or a miss. Based on the input of the game ball detection signal from the start port 2 switch 37a provided in the winning device 37, Based on this, the start memory is memorized, and based on this start memory, the jackpot judgment of the second special chart variable display game is made. A random number value is extracted and compared with the judgment value stored in ROM111B, and the second special chart variation display is performed. The process of determining whether the game is a win or a loss is carried out.

[0086] The CPU 111A of the game control device 100 controls the first special symbol variable display game and the second special symbol variable display game. 2. A control signal (performance control command, performance command) containing the judgment result of the special chart change display game , and output to the performance control device 300. Then, the special picture 1 pattern display unit 53 of the collective display device 50 The special pattern 2 pattern display unit 54 displays the identification pattern (identification information) variably for a predetermined time, and then displays it stationary. That is, the game control device 100 performs a process of displaying a special chart variation display game. A starting winning area for the game ball flowing down the skill area 32 (starting winning port 36, normal variable winning device 37) This constitutes a game control means for controlling the progress of the variable display game based on winnings.

[0087] In addition, the performance control device 300 controls the display based on the control signal from the game control device 100. The device 41 performs processing to display a decorative special chart variable display game corresponding to the special chart variable display game. Furthermore, the performance control device 300 performs the following based on the control signal from the game control device 100: , setting the performance state, outputting sound from the speaker 19, processing to control the lighting of various LEDs, etc. That is, the performance control device 300 performs the performance related to the game (variable display game, etc.). This forms a performance control means for controlling the above.

[0088] Then, the CPU 111A of the game control device 100 determines whether the result of the special chart variable display game is a jackpot. In the case of a small win, the special result state or small win is displayed on the special chart 1 pattern display section 53 or the special chart 2 pattern display section 54. The result state is displayed, and a process for generating a special game state or a small win game state (i.e. That is, the process of executing special games and small win games. 2. Special chart change display Processing to generate a special game state when the result of the game becomes a jackpot In this case, the CPU 111A, for example, controls the special variable entry by the big prize opening solenoid 38b. Control to open the opening / closing member 38c of the prize device 38 and allow game balls to flow into the big prize opening In this special game state, the CPU 111A places a predetermined number of balls (for example, For example, 9 balls) enter the prize, or the specified opening time has elapsed since the opening of the big prize opening. The opening of the big prize entrance until one of the above conditions is met is considered one round. The game continues (repeated) for a predetermined number of rounds (cycle play). The game with a change in the chart (the special chart 1 change in the chart) or the game with a change in the second special chart (the special chart 2 change in the chart) In the process of generating a small win game state due to the result of the dynamic display game becoming a small win In this case, the CPU 111A controls the special variable prize device by the large prize opening solenoid 38b, for example. The opening and closing member 38c of the device 38 is opened to allow the game balls to flow into the big winning opening. Do this.

[0089] In addition, the opening and closing operation pattern of the big winning port performed in these small winning game states (opening and closing operation state For example, the operation of keeping the opening and closing member open for 200 ms is repeated at 1500 ms intervals. In this way, the game control device 100 performs the stop result mode four times. A special prize opening opening / closing control means for controlling the opening and closing of the special prize opening when a special result state is achieved. In addition, if the result of the special chart variation display game is a miss, the CPU 111A The result of the miss is displayed on the special pattern 1 display unit 53 and the special pattern 2 display unit 54 of the device 50. Take control.

[0090] In addition, the game control device 100 of the first embodiment is a probability variation in a special chart variation display game. However, probability fluctuations may be performed in the image fluctuation display game. For example, the game control device 100 may determine whether or not a special game is being played based on the result of the special game. After the end of the state, a high probability state can occur as a gaming state. This high probability state is The probability of winning in the special chart variation display game is higher than the normal probability state. In addition, the first special chart change display game and the second special chart change display game Even if a high probability state is reached based on the game result state, the first special chart change display game and the second Both the special chart change display games will be in a high probability state.

[0091] In addition, the game control device 100 determines the special game state based on the result of the special game. After the end of the state, a time-saving state (specific game state, normal high probability state) can be generated as a game state. In this time-saving state, the probability of winning the normal game (normal game) probability) is set to a high probability (normal high probability state) higher than 0, which is the normal probability (normal low probability state). This makes it possible to make the normal variable winning device 37 in a normal low probability state. In addition, the opening time of the normal variable winning device 37 per unit time is controlled to be longer. Here, the normal variable winning device 37 in this embodiment is in the normal game state. In this case, the probability of opening the movable member 37b is set to "0".

[0092] In addition, in the time-saving state, the execution time of the normal map change display game (normal map change time) is For example, the time it takes to display the results of the game is 500ms. At this time, 600 ms has elapsed, and the normal variable display game has been won, and the normal variable winning device 37 is activated. When released, the first winning stop pattern opening time (normal power opening time) and opening number (for example, 500msec x 1 time), the opening time of the second winning stop pattern (normal power opening time) and the number of times it opens (for example, For example, 1700 ms x 2 times), the opening time of the third winning stop pattern (normal power opening time) and the number of times it opens ( For example, it can be set to 1700 ms x 3 times.

[0093] In addition, the control of the normal variable display game and the normal variable winning device 37 to the time-saving operation state is To do this, the normal map changes accordingly. Game execution time, normal map stop time, normal power release count, normal power release For example, in the time-saving state, the above-mentioned normal game variation display game can be performed. The time (normal time) is controlled to be the second time (second time) which is shorter than the first time. It is possible to control the time (for example, 10000ms to 1000ms). In this case, the normal map stop time that displays the result of the normal map change display game is shorter than the first stop time. It is possible to control the second stop time so that it is short (for example, 1604 ms is 70 4m seconds). Also, in the time-saving state, the normal variation display game becomes a winning result and the normal variation When the winning device 37 is opened, the opening time (normal power opening time) is set to the normal state (normal low probability state). It is possible to control the second opening time to be longer than the first opening time (in the first state). For example, 100msec becomes 1352msec. Also, in the time-saving state, the normal map fluctuation display game For one winning result, the number of times the normal variable winning device 37 is opened (normal power opening number) is set to the first opening. Set the second release count to a number greater than the release count (for example, 2 times) (for example, 4 times). In addition, in the time-saving state, the probability of winning the normal game is The normal probability (normal probability) in the normal operating state (normal low probability state, for example, 1 / 251) (normal high probability state, for example, 250 / 251) It is possible.

[0094] In the time-saving state, the normal map fluctuation time, normal map stop time, normal power opening count, normal power opening time, normal By changing one or more of the probabilities, the normal variable winning device 37 is set to the open state. The time it takes to transform is extended. It is also possible to set the time-saving state of the same kind. Also, when it becomes a hit, the first opening mode and the second In this case, the first opening mode and the second opening mode may be selected. The selection probability of the mode may be different. In addition, the high probability state and the time-saving state may be independently Both can occur simultaneously, or only one can occur. Also, the time-saving state is the normal power support state (normal power support or power support). It can also be called.

[0095] Next, the configuration of the collective display device will be described with reference to FIG. 5. FIG. 5 shows the configuration of the collective display device of the first embodiment. 1 is a diagram showing an example of a collective display device. The collective display device 50 includes a 7-segment LED_d1 and 7-segment LED_d2 and 16 LEs from LED_d3 to LED_d18 The collective display device 50 includes a 7-segment LED_d1 and a 7-segment LED_d 2, and LED_d3 to LED_d18, various statuses are displayed by the lighting patterns.

[0096] The collective display device 50 includes a 7-segment LED_d1 and a 7-segment LED_d2, and By allocating various status display functions to LED_d3 to LED_d18, the round display section 51, special chart 1 reserved display section 52, special chart 1 pattern display section 53, special chart 2 pattern display section 54 , a normal map pattern display unit 55, a normal map reservation display unit 56, a status display unit 57, and a special map 2 reservation display unit The round display unit 51 includes four LEDs, LED_d3 to LED_d6. The lighting state of the special game indicates the number of rounds in the special game. In the special game, the lighting state of the two LEDs, LED_d11 and LED_d12, The special pattern 1 display unit 53 displays the number of reserved tickets. Depending on the lighting state of the ED (7 segment LEDs and 1 dot LED), the special chart 1 game The special pattern 2 display unit 54 displays the pattern in the 8 7-segment LED_d2. The lighting pattern of the LEDs (7 segment LEDs and 1 dot LED) indicates the special 2 game. The normal pattern display unit 55 displays the pattern in the game. The lighting state of the three LEDs, LED_d1 and LED_d18, displays the symbols in the normal game. The normal map hold display unit 56 displays the lighting state of two LEDs, LED_d15 and LED_d16. The status display unit 57 displays the number of reserved balls in the normal game. The lighting state of the three LEDs, D_d9 and LED_d17, determines the special game. The special chart 2 hold display unit 58 displays the game status. The number of reserved balls in the special chart 2 game is displayed depending on the lighting state of the LED.

[0097] The control of a gaming machine that performs such a game will be explained below. The control executed by the gaming microcomputer 111 of the game machine 100 will be described. The control process by the inverter 111 mainly consists of a main process and a predetermined time cycle (for example, 4 ms). and timer interrupt processing.

[0098] [Main processing] First, the main processing of the game control device of the first embodiment will be explained with reference to FIGS. 6 to 10. FIG. 6 is a flowchart (part 1) of the main process of the first embodiment. 7 is a flowchart (part 2) of the main process according to the first embodiment. FIG. 8 is a flowchart (part 3) of the main process according to the first embodiment. FIG. 10 is a flowchart (part 4) of the main processing according to the first embodiment. FIG. 5 is a flowchart (part 5) of the main processing according to the first embodiment.

[0099] The main process is started by the control unit (gaming microcomputer 111) when the power is turned on. In this main process, first, a process of disabling interrupts (step S1) is performed. After that, it is the start address of the area where register values ​​etc. are saved when an interrupt occurs. A stack pointer setting process (step S2) is performed to set a certain stack pointer. Next, register bank 0 is specified (step S3), and a predetermined register (for example, register D) is The upper address of the RAM start address is set in the RAM11 (step S4). The address range of 1C is 0000h to 01FFh, with 00h or 01h as the upper addresses. In step S4, 00h, which is located at the beginning of the address range of RAM 111C, is set. To do.

[0100] Next, a launch stop signal is output and the launch permission signal is set to a prohibited state (step S5). The launch permission signal is sent when at least one of the game control device 100 and the payout control device 200 stops launching. When the stop signal is output, the device is set to the prohibited state and the launch of the game balls is prohibited. It is.

[0101] Then, the state of input port 1 (first input port 122) is stored in the first register (for example, the B register). (Step S6), and then input port 3 (third input port 124) The state is read into a second register (eg, register C) (step S7).

[0102] Here, a predetermined bit in the first register is masked and the other bits are cleared (step For example, the B register corresponding to the detection signal from the RAM initialization switch 112 Only the second bit of the Then, a specific bit in the second register is masked and the other bits are cleared. (Step S9) For example, the C register corresponding to the detection signal from the setting key switch 127 Only the fourth bit of the row is retained, and bits 0 to 3 and bits 5 to 7 are retained. Clear the.

[0103] The information in the first register is integrated into the second register, and the information held in the second register is stored in RAM1. The information is stored as reference information that does not rely on the B register (step S10). The logical sum of the data and the C register is stored in the C register, and the C register is used as a status reference register. Hold.

[0104] For example, the value of the status reference register (C register) is "00000000B". Bit 1, Bit 3, Bit 5 to Bit 7 are cleared to "0" The second bit is "0" corresponding to the detection signal ON from the RAM initialization switch 112. , the fourth bit is "0" corresponding to the detection signal ON from the setting key switch 127. In other words, the value of the status reference register, "00000000B", indicates the RAM initialization state. The setting change switch 112 is ON and the setting key switch 127 is ON. Indicates the change status.

[0105] In addition, the value of the status reference register, "00010000B", is the 0th bit and the 1st bit, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "0" corresponding to the detection signal ON from the initialization switch 112, and the fourth bit is set This indicates that the value is "1" which corresponds to the detection signal from the key switch 127 being OFF. The value of the status reference register is "00010000B" when the RAM initialization switch 112 is on. (ON) and the setting key switch 127 is OFF (OFF), indicating the RAM initialization state. .

[0106] In addition, the value of the status reference register, "00000100B", is the 0th bit and the 1st bit, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "1" corresponding to the detection signal from the initialization switch 112 being OFF, and the fourth bit is set This indicates that the detection signal from the key switch 127 is "0", which corresponds to ON. The value of the status reference register is "00000100B" when the RAM initialization switch 112 is off. (OFF) and the setting key switch 127 is on (ON), indicating a setting confirmation state.

[0107] In addition, the value of the status reference register, "00010100B", is the 0th bit and the 1st bit, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "1" corresponding to the detection signal from the initialization switch 112 being OFF, and the fourth bit is set This indicates that the value is "1" which corresponds to the detection signal from the key switch 127 being OFF. The value of the status reference register is "00010100B" when the RAM initialization switch 112 is off. (OFF), and setting key switch 127 is off (OFF) and power is restored (power outage recovery) Shows.

[0108] This allows the detection signal from the RAM initialization switch 112 and the setting key switch 127 to The detection signal from the RAM initialization switch 112 is stored in the C register. The storage position (second bit) of the output signal in register B and the detection from setting key switch 127 The storage position (4th bit) of the output signal in the C register is different from that in the B register. The detection signal from the RAM initialization switch 112 and the setting key switch are also calculated by the logical OR of the The detection signal from switch 127 is not lost but is stored.

[0109] Thereafter, a process for setting a power-on delay timer is carried out (step S11). In the process, a predetermined initial value is set, and the game control device 100, which is the main control means, A slave control means (for example, a dispensing control device 200) performs various controls according to the instructions from the Standby for waiting for the program of the slave control device (such as the performance control device 300) to start normally The time (for example, 3 seconds) is set. 0 starts up first and sends a command to the slave control means before the slave control means starts up. This prevents the slave control means from missing a command. When the device 100 is powered on, the start of the master control means is delayed and the slave control means is waited for to start. The waiting means sets a predetermined waiting time for the

[0110] In addition, the timing of the power-on delay timer is performed based on the validity check of the data stored in the RAM area ( Storage areas that are not subject to checksum calculation (RAM areas or read areas not subject to validity check) This is done using registers, etc., to check the checksum of the RAM area. When calculating data, there is no need to exclude some RAM areas, so This can prevent the control from becoming complicated.

[0111] The second register (C register) stores the detection signal of the RAM initialization switch 112. However, by saving it before the start of the standby time, RAM initialization The operation of the switch 112 can be saved reliably. That is, the RAM is initialized after the waiting time has elapsed. If the state of switch 112 is read, the RAM initialization will start after the waiting time has elapsed. The RAM initialization switch 112 is operated, or the RAM initialization switch 112 is operated from power-on until the waiting time has elapsed. However, you can read the status before the wait time starts. This allows you to operate the device immediately after turning it on without having to go through these troublesome operations. The initialization operation performed when the power is turned on is not accepted. This can prevent such situations.

[0112] The second register (C register) stores the detection signal of the setting key switch 127. However, by saving it before the start of the waiting time, the setting key switch That is, after the waiting time has elapsed, the operation of the setting key switch 127 can be detected reliably. If you set it to read the status of 7, it will wait for the waiting time to elapse before setting key switch 127 or the setting key switch 127 has been operated continuously from the time the power was turned on until the standby time had elapsed. However, by loading the state before the wait time begins, this hassle can be avoided. It will be detected by performing the operation immediately after powering on without any further operation. This prevents any setting changes or setting confirmation operations performed when the power is turned on. This can prevent such situations.

[0113] Next, a process for setting a power-on delay timer (for example, about 3 seconds) is performed (step S11 ) and then the process of timing the standby time and monitoring the occurrence of power outages during the standby time ( Steps S12 to S14 are performed. The power-on delay timer is A time sufficient for the slave control devices including the device 200 to start up is set.

[0114] If a power outage has occurred (step S12; Y), the game machine 10 waits for the power supply to be cut off. In this way, if the power outage monitoring signal is received continuously for a predetermined period of time, it is determined that a power outage has occurred. By making this judgment, it is possible to prevent false detection of power outages due to noise, etc., and The occurrence of a power outage is reported by the power supply device 400. The power failure monitoring signal is read via the port and data bus and the set number of checks (for example, It is detected when the power outage monitoring signal remains on for a certain period of time (for example, two times). The control device 100 serves as a power outage monitoring means for monitoring the occurrence of a power outage during a predetermined standby time. As a result, the start of the game control device 100, which is the main control means, is delayed. This will enable the system to respond to power outages and properly deal with problems that occur when the power is turned on. Note that access to RAM111C is not permitted until the wait time has elapsed. The memory contents from the last power outage are still retained, so if a power outage occurs here, Therefore, if a power outage occurs during standby time, Even if the RAM111C is used, there is no need to back it up, which reduces the burden on control. do.

[0115] On the other hand, if a power outage has not occurred (step S12; N), that is, if a power outage has not occurred, If so, the power-on delay timer is updated by "-1" (step S13). It is determined whether the timer value is "0" (step S14). Step S15; N), that is, if the waiting time has not ended, the process of monitoring for the occurrence of a power outage If the timer value is "0" (step S14), the process returns to step S12. ;Y), that is, when the waiting time ends, the RAM111C, EEPROM, etc. are read. The access permission for the writable RWM (Read Write Memory) is granted (step S15). Off data is output to the output port (setting the state to no output) (step S16).

[0116] Next, the serial port (a port that is pre-installed in the gaming microcomputer 111, (Used for communication with the performance control device 300 and the dispensing control device 200) is set (step S17 ).

[0117] In step S18, a timer interrupt in the gaming microcomputer 111 (clock generator) is generated. The CTC circuit that generates the random number update trigger signal (CTC) is started. Now.

[0118] In step S19, a RAM abnormality flag is set. The setting of the normal flag is temporary and will be executed later to check for RAM abnormalities. It can be updated in

[0119] In step S20, the value of the power outage inspection area 1 in the RWM is checked to see if it is a normal power outage inspection area check data. If the value of power failure inspection area 1 is normal, (Step S20; Y), the value of the power outage inspection area 2 in the RWM is normal power outage inspection area check It is determined whether the data is 2 (for example, A5h) (step S21), and the power failure inspection area 2 If the value is normal (step S21; Y), calculate the checksum of a predetermined area in the RWM. Then, a checksum calculation process (step S22) is performed.

[0120] In addition, in the checksum calculation process, the data in the game control work area and the status display work area are The sum of the data in the area may be calculated as a checksum, or the game control work The checksum is calculated separately for the data in the area and the data in the status display work area. Alternatively, the checksum may be calculated from only the data in the game control work area. The work area for skill control is a work area in the memory area within the RWM that is used for game control. The work area for status display is the storage area in the RWM that is used for status display. This is the business field.

[0121] Next, in step S22, it is determined whether the checksum calculated matches the checksum at the time of power-off. If the checksums are found to match (normal), a check is made (step S23). If the result is "Y" in step S23, the RAM abnormality flag temporarily set in step S19 is is cleared (step S24).

[0122] If the checksums are determined to be inconsistent (not normal) (step S23; N) skips step S24 and moves to step S25, and The RAM abnormality flag that was temporarily set becomes definitive. The check data in the power failure inspection area If it is determined that the data is not normal (step S20; N or step S21; N) However, by skipping step S24 and proceeding to step S25, the provisional The RAM error flag that was set automatically becomes definitive.

[0123] In step S25, the second register (C register) is referred to and the setting key switch 12 7 is ON and the detection signal of the RAM initialization switch 112 is ON. When the detection signal of the setting key switch 127 is ON and the detection signal of the RAM initialization switch 112 is ON, If the output signal is ON, the process proceeds to step S34, and the detection signal of the setting key switch 127 is If the signal is ON and the detection signal of the RAM initialization switch 112 is not ON, step S Go to 26.

[0124] The game control device 100 detects the detection signal of the setting key switch 127 and the RAM initialization switch The detection signal of the switch 112 is stored in the second register (C register). The detection signal of the switch 127 and the detection signal of the RAM initialization switch 112 are simultaneously determined. In addition, the game control device 100 detects the detection signal of the setting key switch 127 and the RAM The detection signal of the initialization switch 112 is stored in the second register (register C). Before RAM validity check is performed, the detection signal of the setting key switch 127 and RAM initialization are The detection signal of the switch 112 can be used as the object of determination.

[0125] In step S26, the control unit determines whether the RAM abnormality flag is on. , if the RAM error flag is on (i.e., the RAM error flag is set) If the RAM abnormality flag is not on (i.e., if the RAM If the abnormality flag is cleared, the process proceeds to step S27.

[0126] In step S27, the control unit determines whether the setting change mode flag (probability setting change flag) is set to If the setting change mode flag is on, the control unit The process proceeds to step S28, and if the setting change mode flag is not on, the process proceeds to step S49.

[0127] Steps S28 to S33 are executed when a RAM error occurs or when the power is cut off during setting. This is the process that is executed when the RAM is not cleared and the system is restarted. In step 8, the control unit transmits a main abnormality error notification command to the performance control device 300. As a result, the performance control device 300 can control the performance control device 300 in response to the main abnormality error notification command. For example, the performance control device 300 receives a main abnormality error notification command. and display a message on the display device 41 informing the user of the restart with RAM clearing. , and outputs a sound from the speaker 19. In addition, the performance control device 300 - Upon receiving the notification command, the frame decoration device 18, the board decoration device 46, and the board performance device 44 Reports a main abnormality error.

[0128] In step S29, the control unit outputs the 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit displays a status corresponding to the main abnormality error on the performance display device 135. The control unit can also display the 7-segment display data when the game is stopped. The probability setting value display device 136 outputs the value. It is possible to display numbers and characters that are not in the probability setting value. The 7-segment display data including the ED display data may be output to the collective display device 50. At this time, the control unit may turn off or turn on all the collective display devices 50.

[0129] In step S30, the control unit transmits the ON data of the security signal to the external information terminal board 71. At this time, the control unit controls the output of other signals from the external information terminal board 71. Turn off force data.

[0130] In step S31, the control unit performs a process of monitoring the occurrence of a power outage. While waiting for the generation of electricity (step S31; N), steps S29 and S30 are repeated. That is, the gaming machine 10 executes the performance display while waiting for the power to be turned off. While displaying the status corresponding to the main abnormal error on the device 135 (step S29), A security signal is output from the external information terminal board 71 (step S30). The machine 10 receives signals other than the security signal from the external information terminal board 71 until the power is turned off. In addition, the main abnormal error is displayed on the performance display device 135 while waiting for the power to be cut off. The external information terminal board 71 outputs a security signal while displaying the status corresponding to the The processing for inputting the time (steps S29 and S30) is performed in the timer processing described later. This may be done.

[0131] If a power outage is detected (step S31; Y), off data is output to all output ports. (Setting to a state where there is no output) (step S32) Access to the RWM (Read Write Memory) that can be read and written is prohibited (step S33 ) Wait for the power to be turned off.

[0132] The control unit repeatedly executes steps S29 and S30 until the power is turned off. In this row, RAM access is not prohibited. When a n-Maskable Interrupt occurs, the return address can be stored in RAM, preventing program execution. In this way, the control unit waits for power to be cut off in step S29. The contents stored in the RAM during the repeated execution of step S30 are protected by prohibiting RAM access. However, since clearing RAM at restart is a condition for starting game control, the contents stored in RAM In other words, the gaming machine 10 limits the risk that the contents stored in the RAM are not protected. While limiting the risks of unprotected programs, it reduces the risk of program runaway. The control unit repeats steps S29 and S30 until the power is turned off. In this row, by not prohibiting RAM access, steps S29 and S30 In this way, subroutines can be called, improving program efficiency. After the power outage is detected, the gaming machine 10 prohibits RAM access and stores the data stored in the RAM. Protect the container.

[0133] Steps S34 to S37 are processes related to preparation for setting changes. 27, the detection signal of the setting key switch 127 is ON and the RAM initialization switch 11 This is the process that is executed when the detection signal of 2 is ON.

[0134] In step S34, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on, the process proceeds to step S35. If not, the process proceeds to step S36.

[0135] In step S35, the control unit clears the set value because the RAM abnormality flag is on. The setting value can also be cleared by setting an invalid value. Alternatively, from the viewpoint of preventing fraud, it may be possible to set the most unfavorable value for the player. .

[0136] In step S36, the control unit performs processing to set a setting change mode flag. The setting change mode flag is a flag indicating whether the gaming machine 10 is currently changing the setting. The setting change mode flag is set when the setting is being changed, and the setting change mode flag is set when the setting is not being changed. The constant change mode flag is cleared (reset).

[0137] In step S37, the control unit transmits a command for changing the setting to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the command being changed. For example, the performance control device 300 receives a command during the setting change, A message informing the user that the device is in use is displayed on the display device 41, and a sound is output from the speaker 19. In addition, the performance control device 300 receives a command during the setting change and outputs the setting. The frame decoration device 18, the board decoration device 46, and the board performance device 44 notify that the setting is being changed. .

[0138] Step S38 is performed after the setting change preparation (steps S34 to S37), or This process is executed after the setting confirmation preparation (steps S50 and S51). In step S38, the control unit sets the security signal control timer to 128 ms. Therefore, the gaming machine 10 continues to operate at least until the security signal control timer times out. The security signal control timer outputs a security signal while the minimum output is maintained. It is acceptable as long as it exceeds the interruption time (for example, 50 ms), and is not limited to 128 ms. It's okay to have it.

[0139] Steps S39 to S41 are for waiting for the completion of the setting change or the completion of the setting confirmation. The gaming machine 10 sets the security signal to be output in step S37. This prevents the execution of processes related to waiting for the setting change to be completed or the setting confirmation to be completed. This makes it possible to grasp the situation from the department.

[0140] After enabling the interrupt (step S39), the control unit refers to the second register (C register). It is determined whether the detection signal of the setting key switch 127 is OFF or not (step S 40). If the detection signal of the setting key switch 127 is OFF, the control unit proceeds to step S5. 6, and if the detection signal of the setting key switch 127 is not OFF, proceed to step S41. .

[0141] In step S41, the control unit determines whether a power outage has occurred. The occurrence of a power outage can be determined by detecting the power outage monitoring signal continuously for a predetermined period of time. If a power outage occurs, proceed to step S42; if a power outage does not occur, proceed to step S In other words, the control unit 100 proceeds to step S40 when a power outage occurs while the interrupt is permitted in step S39. The system waits for the setting key to be turned off until

[0142] When the control unit determines that a power outage has occurred, it performs a process of prohibiting interrupts (step S4 2) A process of outputting OFF data to all output ports is performed (step S43). Then, the power outage inspection area check data 1 is saved in the power outage inspection area 1 (step S44 ), and save power outage inspection area check data 2 in power outage inspection area 2 (step S45). Furthermore, the checksum calculation process (step S46), and the calculated checksum is saved in the checksum area (step S47 ), and then a process of prohibiting access to the RAM (step S48) is performed. Then, wait for the power supply to the gaming machine to be cut off. In this way, the check data is stored in the power outage inspection area. By saving the checksum at the time of power cut, When the power is turned on again, it is determined whether the information stored in the RWM has been backed up correctly. It can be determined.

[0143] Step S49 is performed if it is determined in step S27 that the setting change mode flag is on. In step S49, the control unit refers to the second register (C register). The control unit checks whether the detection signal of the setting key switch 127 is on or not. If the detection signal of the setting key switch 127 is ON, the process proceeds to step S50. If the detection signal of the switch 127 is not on, the process proceeds to step S52.

[0144] Steps S50 and S51 are processes related to preparation for setting confirmation. In 0, the control unit performs processing to set the setting confirmation mode flag. The in-progress flag is a flag indicating whether the gaming machine 10 is in the process of checking the settings. The setting check mode flag is set when the setting is not being checked, and the setting check mode flag is set when the setting is not being checked. In step S51, the control unit 100 This command is sent to the performance control device 300. For example, the performance control device 300 performs the performance control corresponding to the command. When the command is received, a message is displayed on the display device 41 indicating that the setting is being confirmed. The performance control device 300 also displays the setting information and outputs sound from the speaker 19. The frame decoration device 18, the board decoration device 46, and the board performance device 44 receive the command during the confirmation of the setting. After that, the control unit proceeds to step S38.

[0145] On the other hand, the control unit determines in step S49 that the detection signal of the setting key switch 127 is ON. If it is determined that there is no such a problem, step S52 is executed. 2 register (C register) to check whether the detection signal of the RAM initialization switch 112 is on. The control unit determines whether the detection signal of the RAM initialization switch 112 is ON. If the detection signal of the RAM initialization switch 112 is not ON, the process proceeds to step S53. In other words, the gaming machine 10 proceeds to step S59. When a startup involving an operation is detected, the process for RAM initialization (RAM clearing) is executed. The process for power outage recovery is performed by detecting startup without pressing the AM initialization switch 112. Proceed to execution.

[0146] Next, the RAM initialization process performed in step S53 and subsequent steps will be described. In the process of AM initialization, the control unit clears all RAM areas other than the set value to 0 (zero clear). a) (Step S53) The initial value at the time of RAM initialization is saved in the area to be initialized ( Step S54). For example, the control unit may set the RAM clear address as the start address when clearing the RAM. Set the rear start address 2 and set the memory area (access The data of the clear target area (work area for game control) among the areas that do not include the prohibited area Clear to zero.

[0147] The setting change mode flag and setting confirmation mode flag are cleared in the area Since it is included in the data, it is cleared by clearing the data in the clear target area to zero. .

[0148] In step S55, the control unit sends a command for initializing the RAM to the performance control device 300. In step S55, multiple commands such as a machine type specification command and a probability setting value information command are transmitted. By this, the performance control device 300 transmits the command at the time of RAM initialization. For example, the performance control device 300 performs performance control corresponding to the RAM initialization. Upon receiving the command, a message is displayed on the display device 41 to inform the user that the RAM has been initialized. The performance control device 300 also controls the R When the AM initialization command is received, the frame decoration device 18 and the board decoration device 19 inform the RAM that it has been initialized. The notification is made by the device 46 and the board performance device 44.

[0149] The control unit also performs processing (steps) related to waiting for the setting change to be completed or the setting confirmation to be completed. After steps S39 to S41 are executed, the detection signal of the setting key switch 127 is turned off. If it is detected that there is an interrupt, the control unit executes step S56. After that, a command to end the notification is sent to the performance control device 300 (step S 57).

[0150] As a result, the performance control device 300 can change the setting that was started by receiving a command during the setting change. Notification that a change is being made or a setting check initiated by receiving a setting check command The notification that the device is in use is terminated.

[0151] Next, the control unit refers to the setting change mode flag to determine whether or not the setting change mode is in progress. If the setting change mode is in progress, the control unit 100 determines whether the setting change mode is in progress (step S58). Proceed to step 3 and execute the process related to RAM initialization. Meanwhile, the control unit is in the setting change mode. If not, the process proceeds to step S59, where processing related to power outage recovery is executed.

[0152] In step S59, the control unit executes power failure recovery processing. Save the initial value when power is restored in the area to be used, and refer to the special chart status to ensure high probability of special chart games. If the special game is in a high probability state, the high probability notification flag is set in the high probability notification area. Process to save ON information and ON data of high probability notification LED in segment area Includes.

[0153] The areas to be initialized in the power outage recovery process are the power outage inspection area and the checksum area. , setting change mode flag, setting confirmation mode flag, and error monitoring area In the power outage recovery process, it is determined whether the dispensing control device 200 is in a state where it can receive commands. The busy signal status area that stores the status of the payout busy signal, which is a signal that indicates whether the payout is The status of the payout busy signal is set to an indefinite state, which indicates that the status of the payout busy signal has not been determined. The touch switch signal status monitoring area that stores the status of the touch switch signal is also cleared. This is an indeterminate state indicating that the state of the switch signal has not been determined.

[0154] Next, the control unit transmits the power recovery command corresponding to the special game processing number to the production control board. (performance control device 300) (step S60), and proceed to step S61. In Step S60, the model specification command, the number of reserved special drawings 1 command, the number of reserved special drawings 2 command, Multiple commands such as probability information commands, probability setting value information commands, and screen specification commands In addition to these commands, some models may also send information on the number of effects and high probability times. Sends numerical information. The command to specify the screen is the special chart 1 variation display game and the special chart 2 variation The control state of the displayed game is normal processing (fluctuating, jackpot (first special game state), If it is a small hit (not one of the second special game states), the customer waiting demo This command commands the display of the screen, and in other cases commands the display of the recovery screen. This is a command.

[0155] In step S61, the control unit determines whether the safety device is in operation. This is a function that realizes the so-called complete function, and the predetermined operation amount (the difference balls exceeding the predetermined value) The control unit stops the game when the safety device is activated. The process proceeds to step S62, and if the safety device is not in operation, the process proceeds to step S63.

[0156] In step S62, the control unit transmits a command indicating that the safety device is in operation to the performance control board (performance control In step S62, the model designation command is transmitted to the device 300, and the process proceeds to step S63. A plurality of commands such as a command specifying the screen are transmitted.

[0157] In step S63, the control unit stores the stack pointer for game control in the RAM. To avoid the flag (zero flag) from changing, the process moves to a process unrelated to the game. The flag register is saved to the game control stack area beforehand.

[0158] In addition, the control unit executes a process not related to the game (safety device information initialization process). The stack pointer is moved from the game control stack area (internal stack area) to the non-game control stack area. Switch to the stack area (outside stack area) (executed within a process unrelated to play), When returning to the related process, the stack pointer is moved to the non-game control stack area (outside the area stack). Switch from the stack area for game control (stack area within the area) to the stack area for game control ( This allows the control unit to execute the process unrelated to the game within the process related to the game. The accessible storage area is divided for each process so that the The details of the memory map in the game control device 100 will be explained later. This will be explained with reference to FIG.

[0159] In step S64, the control unit executes a safety device information initialization process to initialize information related to the safety device. The safety device information initialization process will be explained in detail later with reference to FIG. In step S65, the control unit 100 stores the flag registers saved in the game control stack area. Restore the data.

[0160] In step S66, the control unit performs a process of starting and setting up the random number generation circuit. The value of a specified register (soft random number register 1 to n) in the random number generation circuit at power-on is extracted. The corresponding random numbers (special random number, special random number, normal random number, variable pattern random number) RWM is used as the initial value (start value) of the random number 1, the random number 2, and the random number 3). After saving the data in a predetermined area (step S66), interrupts are prohibited (step S67). .

[0161] In step S68, the control unit determines whether or not the game is stopped. If the game is not stopped, the process proceeds to step S72, and if the game is not stopped, the process proceeds to step S69. When a strong error (incorrect error) such as a magnet, radio wave, vibration, or abnormal discharge occurs, If the safety device is activated, the game will be stopped.

[0162] In step S69, the control unit changes the flag register before proceeding to processing not related to the game. In step S70, the control unit saves the performance display device 1 Executes a performance display editing process to edit the display content (game performance) displayed on 35. Since the processing load of the performance display editing process is relatively high, interrupts are prohibited to speed up the process. As a result, the gaming machine 10 updates the game state by timer interruption. The performance display editing process is performed by the time the result is obtained. The last four periods are separated by 60,000 out pitches (for the most recent period, the number of out pitches is less than 60,000). This is a process to calculate the base values ​​of each of the steps (which may not be sufficient) for displaying performance. In S71, the control unit restores the flag register saved in the game control stack area.

[0163] In step S72, the control unit permits the interrupt. In step S73, the control unit The control unit determines whether a power outage has occurred. The control unit determines whether a power outage monitor signal has been continuously detected for a predetermined period of time. When a power outage occurs, the control unit executes step S If no power outage has occurred, the process proceeds to step S67.

[0164] That is, the control unit continues from step S67 to step S73 unless a power outage occurs. In detail, if there is no power outage, the control unit The display editing process and the check of the power outage monitoring signal (loop process) are repeated. By allowing an interrupt (step S72), a timer interrupt occurs during power outage monitoring. Then, the interrupt process is executed with priority.

[0165] Similarly, before the performance display editing process (step S70), interrupts are inhibited (step S6 7) By doing so, the performance display editing process will be executed with priority over the timer interrupt. It is possible to avoid the performance display editing process from being overwhelmed. Stack area (inside stack area) and non-game control stack area (outside stack area) ) can be prevented from switching frequently.

[0166] From the above, the main control means (game control device 100) that controls the game in an integrated manner and the main Sub-control means (dispensing control device 200) that performs various controls in accordance with instructions from the control means In a gaming machine equipped with a performance control device 300, the main control means and setting a predetermined waiting time for delaying the activation of the master control means and waiting for the activation of the slave control means. and a standby means (game control device 100) for determining whether a power outage has occurred during the predetermined standby time. The game control device 100 is equipped with a power outage monitoring means (game control device 100) for monitoring power outages.

[0167] The power supply device 400 is also provided to supply power to the various devices. When the occurrence of a power outage is detected, a power outage monitoring signal is output. The power outage monitor signal is received continuously for a predetermined period of time. This means that the system is designed to make a judgment.

[0168] In addition, the main control means (game control device 100) includes a RAM 111C capable of storing data, An initialization operation unit (RAM initialization switch 112) that can be operated from the outside, and an initialization operation unit An initialization means for initializing the data stored in the RAM 111C based on the operation of (Game control device 100), and the operation state of the initialization operation unit is set to This means that it is set to read.

[0169] The game control device 100 performs initialization processing when data is abnormal (first initialization processing) and This function distinguishes between the initialization process (first initialization process) and the initialization process (second initialization process) when initializing the Since the first initialization means is provided, the optimal and efficient initialization process can be performed according to the situation. It can be realized.

[0170] In addition, the main control means (game control device 100) includes a RAM 111C capable of storing data, Setting operation section that can be operated from the outside (setting value change switch 126, setting key switch 12 7) and the setting values ​​stored in RAM111C are changed based on the operation of the setting operation unit. By providing a setting change means (game control device 100) for changing the setting, it is possible to change the setting. In addition, the setting display unit (probability setting value display device 136) is provided so that the setting (setting value) can be confirmed. In addition, the main control means (game control device 100) stores the RAM This means that access to 111C is permitted.

[0171] In addition, the main control means (game control device 100) controls access to the RAM (RAM 111C). (Step S48) and waits for the execution of all processes to stop. Loop after step S48) and permit access to RAM (RAM111C) (step RAM abnormality standby process (step S15) that waits for all processes to stop executing The loop from step S29 to step S31 can be executed.

[0172] Here, we will explain the standby process when a power outage occurs and the standby process when a RAM abnormality occurs. The machine process is executed after access to the RAM is prohibited in step S48 of the main process. This is a loop process that waits for all processes to stop. Since this is executed after interrupts are prohibited in step S42 of the main process, the NMI interrupt Interrupts other than NMI (timer interrupts) are disabled. Since interrupts cannot be disabled, an NMI interrupt may occur. However, since the standby process for power outages is a process that is executed when a power outage occurs, There is little risk of an NMI interrupt occurring during execution. In addition, the standby process in the event of a power outage is This is a standby process that does not involve a power outage. In addition, the gaming machine 10 can redirect access to the RAM during standby processing in the event of a power outage. By prohibiting this process, the risk of RAM contents being altered due to unstable voltage is reduced. There are.

[0173] The RAM abnormality standby process is executed in step S15 of the main process. This is a loop process that is executed after access is granted and waits for all other processes to stop executing. In addition, the RAM abnormality standby process is executed after interrupts are prohibited in step S1 of the main process. Since the timer is executed, interrupts other than NMI interrupts (timer interrupts) are disabled. The power-on standby process cannot disable the NMI interrupt. An MI interrupt may occur. The RAM abnormality standby process is a process to wait for power to be cut off. The risk of an NMI interrupt occurring during execution of this process is greater than that of standby processing at the time of power failure. However, the RAM abnormality standby process does not allow access to RAM even if an NMI interrupt occurs. Since this is enabled, the return address can be stored in RAM and an NMI interrupt occurs. In addition, the gaming machine 10 performs the program runaway in step S28. A command for notifying an abnormality in RAM is sent to the performance control device 300. During the execution of the standby process, the performance control device 300 can notify the user of an abnormality in parallel. This allows the gaming machine 10 to be expected to restart quickly.

[0174] Next, the memory map of the RAM 111C will be described with reference to FIG. 1 is a diagram showing an example of a memory map of the game control device of the first embodiment. M is the memory map of RAM111C. RAM111C is arranged as follows, starting from the top of the memory: , game control work area (inside work area), game control stack area (inside stack area) Tack area), non-game control work area (outside work area), non-game control stack Set the area (external stack area).

[0175] The non-game control work area includes performance display related information and safety device related information. In addition, the non-game control work area stores information about test signals, error monitoring-related information, etc. In the non-game control work area, a memory area is allocated for each type of information. The information may be divided into separate areas, or may be arranged in a storage area with the division of each type of information unclear. The non-game control stack area may be used for two or more processes not related to games (for example, The first non-gaming control function is used for processing the display and the safety device. It may be divided into two areas and used exclusively for the purpose of controlling the game, such as a first work area and a second non-game control work area. In addition, processing unrelated to games includes processing related to test signals and error monitoring. In that case, the non-game control stack area may be partially or completely used between each process. They may all be shared or dedicated.

[0176] The game control work area places the probability setting value area at the beginning, so RAM clear The first address 1 is the entire game control work area (game control work area) and the game control The stack area for clearing is the target. Also, the RAM clear start address 2 is the probability setting value The game control work area and the game control stack area are cleared except for the area. ,RAM clear top address 3 is the probability setting value area, fluctuation pattern random number area and initial value random number The game control work area and the game control stack area are cleared except for the area. , RAM clear start address 1, RAM clear start address 2, and RAM clear start Address 3 includes the area from power outage inspection area 1 to power outage inspection area 2 and the checksum The area is to be cleared.

[0177] The game control program that performs the processing related to the game is The non-game control program that is stored in the non-game area and performs processing that is not related to the game is The information is stored in the control program area. "Not related to the game" means that it has no effect on the game results. For example, the processing of special games affects the game results, so The processing related to the external information output corresponds to the processing related to the technique, and the processing related to the external information output corresponds to the processing related to the external information output that affects the game result. Since it has no effect on the game, it is equivalent to processing that is not related to the game.

[0178] [Safety device information initialization process] Next, the safety device information initialization process of the game control device 100 will be explained with reference to FIG. FIG. 12 is a flowchart illustrating the safety device information initialization process according to the first embodiment. The safety device information initialization process is a process for initializing information related to the safety device. This is the process executed by CPU 111A in step S64 of the print process.

[0179] The safety device has three states: a non-operated state, a safety device operation notice state, and a safety device operation warning state. The safety device inactive state can be transitioned between the active state and the safety device inactive state. The value is between 0 and 189999. The safety device activation notice state is This is the state when the value of the parameter is between 190000 and 194999. The safety device activation warning state is The value of the safety device counter has reached 195,000, and the game has stopped. In this state, the value of the safety device counter has reached 195,000 and the game is stopped. The counter value "195000" corresponds to the difference in balls "95000".

[0180] The control unit accesses a storage area prepared exclusively for the safety device in the safety device information initialization process. The memory area prepared exclusively for the safety device is readable and writable by the game-related processes. A work area in which processing not related to games can be read and processing not related to games can be read. There is an external work area where the game-related processes can be read and written, and an external work area where the game-related processes can be read. For example, the work area within the area prepared exclusively for safety devices includes a safety device activation flag area and There is an area for the number of game balls acquired. The safety device activation flag area indicates whether the safety device is activated or not. This is an area for storing a safety device activation flag, and is activated when the RAM initialization switch 112 is turned on. The number of acquired game balls is cleared to zero in the initialization process (step S53). This is the area for storing the initialization process (step S53) is cleared to zero.

[0181] The external work area prepared exclusively for safety devices includes the safety device counter area and the safety device operation area. The safety device counter area is 3 bytes in size. The safety device counter area can store values ​​from 0 to 195000. It will not be read by the processing related to the The safety device operation information area stores the current safety device operation information. The previous operation information area stores the operation information of the safety device from the previous time (in principle, one interrupt before). Deliver.

[0182] The control unit saves the stack pointer in the stack pointer storage area (step S81 ), and the value of the external stack area is set to the stack pointer (step S82). Therefore, the control unit starts the process when executing a process not related to the game (safety device information initialization process). The stack pointer is moved from the game control stack area (internal stack area) to the non-game control stack area. Switch to the off-stack area (external stack area).

[0183] The control unit saves the register (step S83). The saved register is the register to be protected. It may be limited to registers (registers used in the process) or may be limited to registers described later with reference to FIG. It is also possible to save all general-purpose registers, as in the out-of-area consolidation process described below. In addition, when the control unit writes directly to the storage area without using a register, In this case, the stack pointer related This also eliminates the need for the process of saving and restoring the flag register.

[0184] The control unit saves the initial value (100000) in the safety device counter area (step S8 4) The safety device non-operation information (0) is saved in the safety device operation information area (step S85). Then, the safety device non-operation information (0) is saved in the previous operation information area (step S86).

[0185] The control unit restores the register (step S87) and reads from the stack pointer storage area. The value is set as a stack pointer (step S88), and the safety device information initialization process is performed. Finish.

[0186] [Timer interrupt processing] Next, the timer interrupt process of the game control device 100 will be explained with reference to FIG. 3 is a flowchart showing the timer interrupt process of the first embodiment. Interrupt processing is performed from the time interrupts are permitted until they are prohibited in the main processing described above. During (from step S39 to step S42, from step S72 to step S67) The timer interrupt process is a process executed by the CPU 111A. be.

[0187] The timer interrupt process is a periodic timer generated by the CTC circuit in the clock generator. The game is started when an interrupt signal is input to the CPU 111A. When a timer interrupt occurs, the interrupt is automatically disabled and the timer interrupt processing is The process begins.

[0188] When the timer interrupt process is started, first, register bank 1 is specified (step S9 1). By switching to register bank 1, a certain register (for example, The register save process is performed to move the values ​​held in the RWM register (registers used) to RWM. Next, the RAM start address is written to a specific register (e.g., register D). In step S92, the upper address of the The same processing as in step S4 in the previous section is performed, but the register bank is different.

[0189] Next, inputs from various sensors and switches, and signal acquisition, that is, each input port In step S94, the control unit 100 executes an input process (step S93) to read the state of the refers to the setting change mode flag and setting confirmation mode flag, and checks whether the setting change mode ( Determine whether the game is in probability setting change mode (probability setting is being changed) or setting confirmation mode (probability setting is being confirmed). If the control unit is in the setting change mode or the setting confirmation mode, the process proceeds to step S95. Then, the probability setting change / confirmation process is executed and the timer interrupt process is terminated. If the mode is neither the setting change mode nor the setting confirmation mode, the process proceeds to step S96.

[0190] In step S96, the control unit performs the following processing based on the output data set in the various processes. Drive of actuators such as the solenoid (large prize entrance solenoid 38b, normal power solenoid 37c) Executes output processing for control, etc.

[0191] In addition, when a signal to stop firing is output in step S5 of the main processing, this output processing By this, a launch permission signal is output, and the launch permission signal can be set to the permitted state. This launch permission signal is output to the launch control device via the payout control device. At this time, no processing of the signal is performed. The launch permission signal is transmitted to the game control device 1. 00, and the first signal indicating the release permission status from the dispensing control device 200. A second signal (launch permission signal) indicating the permission state is also generated within the dispensing control device 200. The two launch permission signals are output to the launch control device. When both are permitted to be launched, the game ball is ready to be launched. Next, the control unit sends the commands set in the sending buffer in various processes to the issuing control unit. Then, a dispensing command transmission process (step S97) is executed to output the dispensing command to the dispenser 200.

[0192] In step S98, the control unit sets the flag register before proceeding to processing not related to the game. In step S99, the control unit saves the game control data in the game control stack area. The first error monitoring process is executed to monitor for minor abnormalities (weak errors). This will be explained later with reference to FIG. 14. In step S100, the control unit In step S101, the control unit restores the flag register that was saved in the stack area. Executes the second error monitoring process to monitor abnormalities (major errors) related to the technique. The visual processing will be described later with reference to FIG. 15. In step S102, the control unit The game stop flag setting process is executed. The game stop flag setting process will be described later in FIG. This will be explained using:

[0193] Next, the control unit 36a starts the gate 1 switch, 37a starts the gate 2 switch, and switch 34a, prize opening switch 35a, large prize opening switch 38a, specific area switch 38 It monitors whether there is a normal signal input from the e, and monitors errors (when the front frame or glass frame is open). The winning port switch / status monitoring process (step S102) performs the winning port switch / status monitoring process (checking whether the winning port is being used or not, etc.). Do this.

[0194] Next, the control unit determines whether or not the game is stopped by referring to the game stop flag (step If the game is not stopped, the control unit executes step S103 to execute various game processes. Proceed to S104, and if the game is stopped, skip various game processes and proceed to step S108 .

[0195] Next, the control unit controls the special chart change display game (special chart 1 change display game, special chart 2 change display game Following the special game process (step S104) that performs processing related to the two types of A two-type game process (step S105) is executed to perform a game-related process, and then Execute the general map game process (step S106) that performs processing related to the general map change display game. do.

[0196] Next, the control unit controls the segment display to display the special chart change display game and various information related to the game. LED (for example, LED of the special pattern display unit 53 of the collective display device 50) A segment LED editing process (step S107) is performed to drive the segment LED to display the content. cormorant.

[0197] In step S108, the control unit executes a safety device-related process. A performance control device 300 that provides a safety device activation notice, an activation warning, and an activation (game stop) notification. The process of editing the command for the safety device and setting the safety device in operation flag when the safety device is activated In step S109, the control unit executes the external information editing process. The external information editing process will be described later with reference to FIGS.

[0198] In step S110, the control unit sets the flag register before proceeding to processing not related to the game. In step S111, the control unit saves the data in the stack area for game control. The outside-area integration process will be described later with reference to FIG. The flag register saved in the game control stack area is restored (step S112). The current interrupt process is now finished.

[0199] [First error monitoring process] Next, the first error monitoring process of the game control device 100 will be explained with reference to FIG. 14 is a flowchart illustrating a first error monitoring process according to the first embodiment. The error monitoring process is executed by the CPU 111A in step S99 of the timer interrupt process. This is the process that is executed.

[0200] The control unit saves the stack pointer in the stack pointer storage area (step S12 1) The value of the external stack area is set to the stack pointer (step S122). As a result, the control unit sets the stack pointer for game control when executing the first error monitoring process. From the stack area (internal stack area) to the non-game control stack area (external stack area) The control unit saves the register (step S123).

[0201] The control unit monitors the special variable prize winning device (large prize winning port 1) 38 for fraud. The monitoring process (step S124) is executed to detect any fraudulent actions against the special variable prize winning device (large prize winning port 2) 95. The fraud monitoring process (step S125) is executed for the lower large winning port to be monitored, and the normal variable winning device 37 The system executes a normal power fraud monitoring process (step S126) to monitor fraudulent activity on the network.

[0202] The control unit updates the error monitoring counter (step S127) and stores the error monitoring counter in the error monitoring table 1. (step S128), and executes the error state check process (step S129). The control unit updates the error monitoring counter in a loop in the range of "0" to "3" and One of the multiple errors specified in the error table 1 is checked in the error condition check process. For example, error monitoring table 1 is for switch abnormality errors (connector disconnection) etc.), chute ball out error, overflow error, and payout abnormal error are specified. The error state check process (step S129) is performed when the error monitoring counter is "0". Switch abnormal errors (connector disconnection, etc.) are monitored, and when the error monitoring counter is "1", the switch Monitors for bulb burnout errors, and when the error monitoring counter is at "2", an overflow error occurs. When the error monitoring counter reaches "3", an abnormal dispensing error is monitored. The control unit detects a switch abnormality error (such as a disconnected connector) after four executions of the first error monitoring process. ), chute ball out error, overflow error, and payout abnormal error are monitored once each. Monitor and monitor for errors at an appropriate frequency and with an appropriate processing load.

[0203] The control unit prepares the error monitoring table 2 (step S130) and checks the error state. The control unit executes the error monitoring process (step S131). The error monitor counter is used to monitor whether one of the errors specified in the error monitor table 2 is detected. For example, the error monitoring table 2 is a This defines the error status check process (step Step S131) ​​monitors the glass frame opening when the error monitoring counter is "0" and When the counter is "1", the main frame is monitored for openness, and when the error monitoring counter is "2", the frame radio wave is detected. The error monitoring table 2 contains the error monitoring counter "3". In this way, the control unit executes the first error monitoring process four times. The glass frame opening, the main frame opening, and the frame radio wave fraud are monitored once each, and the appropriate frequency and processing load are set. Perform error monitoring.

[0204] The control unit performs V passing timing monitoring processing (step S132) and remaining ball monitoring processing ( In this way, the control unit sequentially executes the first error monitoring process. Each execution monitors the V-pass timing and remaining balls, and optimizes the frequency and processing load. The error monitoring is performed by the specific area switch 38e. Abnormal timing of game ball detection (entry into specific area 96) (V passing timing error) ) and the remaining ball monitoring is to detect the balls that have entered the winning hole of the special variable winning device 95. The special variable winning device 95 detects a discrepancy between the number of game balls detected in the specific area 96 and the number of game balls detected in the specific area 96. It detects abnormalities where there are remaining balls (remaining ball errors).

[0205] The control unit restores the register (step S134) and reads from the stack pointer storage area. The calculated value is set as the stack pointer (step S135), and the first error monitoring process is performed. Finish.

[0206] In this way, the first error monitoring process detects switch abnormality errors (such as disconnection of a connector), shoe Out-of-ball error, overflow error, abnormal dispensing error, V-pass timing error, Non-illegal errors such as ball remaining errors do not affect the game, or only to a limited extent. Error monitoring is performed as a small weak error (weaker than a strong error). First error The monitoring process is a non-game control program that is executed in the non-game control work area (outside work area). area), and a non-game control stack area (outside stack area).

[0207] [Second error monitoring process] Next, the second error monitoring process of the game control device 100 will be explained with reference to FIG. 15 is a flowchart of the second error monitoring process of the first embodiment. The error monitoring process is executed by the CPU 111A in step S101 of the timer interrupt process. This is a process that is executed by

[0208] The control unit performs a magnet fraud monitoring process (step S136), a board radio wave fraud monitoring process (step S 137), vibration irregularity monitoring processing (step S138), and abnormal discharge monitoring processing (step In this way, the control unit executes one execution of the second error monitoring process. The line monitors for magnet irregularities, panel radio wave irregularities, vibration irregularities, and abnormal discharge once each, and performs the appropriate checks at appropriate intervals. Error monitoring is performed at the processing cost.

[0209] In this way, the second error monitoring process detects errors such as magnet error, panel radio wave error, vibration error, and abnormal discharge. Error monitoring is performed on fraudulent errors as serious errors that affect gameplay. Visual processing is a game control program that uses the game control work area (work area within the area) A stack area for game control (stack area within the area) is used.

[0210] The division of error monitoring between the first error monitoring process and the second error monitoring process is as follows: The error may be a combination according to the degree of relationship between the error and the game, or an arbitrary combination. The first error monitoring process may be in charge of all error monitoring. Alternatively, the second error monitoring process may be configured to monitor all errors. It can also be set to

[0211] In addition, the error flag area corresponding to the error handled in the first error monitoring process is It is secured in the control work area (outside work area) and handled in the second error monitoring process. The error flag area corresponding to the error is in the game control work area (work area within the area). It will be secured.

[0212] [Game Stop Flag Setting Process] Next, the game stop flag setting process of the game control device 100 will be described with reference to FIG. FIG. 16 is a flowchart showing the game stop flag setting process of the first embodiment. The game stop flag setting process is performed in step S101 of the timer interrupt process described above. The game stop flag setting process is a process executed by the CPU 111A. If one or more of the following occurs, the game will be stopped: This is a process for controlling the game stop flag as a game stop condition. It is stored in the work area for technique control (work area within the area).

[0213] In step S141, the control unit determines whether or not a magnet malfunction is occurring, and If a normal magnet is being generated, proceed to step S147. If a magnet is not being generated, proceed to step S142. The control unit determines whether or not unauthorized radio wave transmission is occurring in step S142. If the illegality of the electrical signal is occurring, proceed to step S147. The control unit determines whether or not a vibration error is occurring in step S143. If the vibration fraud is occurring, the process proceeds to step S147. If the vibration fraud is not occurring, the process proceeds to step S148. If an abnormal discharge error occurs in step S144, the control unit proceeds to step S144. If an abnormal discharge error is occurring, the process proceeds to step S147. If no discharge error has occurred, the control proceeds to step S145. The safety device activation flag is referenced to determine whether the safety device is activated, and the safety device is activated. If the safety device is in operation, proceed to step S147, and if the safety device is not in operation, proceed to step S146. Proceed to.

[0214] In step S146, the control unit determines whether there is an abnormality in the magnet, an abnormality in the panel radio wave, an abnormality in the vibration, or an abnormal discharge error. Clear the game stop flag area as neither an error nor a safety device activation is occurring. Then, the game stop flag setting process is completed.

[0215] In step S147, the control unit determines whether the magnet is incorrect, the panel radio wave is incorrect, the vibration is incorrect, or the abnormal discharge error is incorrect. The game stop flag area is set to indicate that either an error or a safety device is activated. The game stop information is saved, and the game stop flag setting process is terminated.

[0216] In addition, the game stop flag setting process is performed for all errors monitored by the second error monitoring process. The occurrence of one or more of the errors may be the condition for stopping the game, or the above combinations (magnet error, board error, One or more of the combinations that are different from the following: radio wave error, vibration error, abnormal discharge error, and safety device activation The occurrence of the above may be set as a game stopping condition.

[0217] [External information editing processing] Next, the external information editing process of the game control device 100 will be described with reference to FIGS. 17 and 18. FIG. 17 is a flowchart (part 1) of the external information editing process according to the first embodiment. FIG. 18 is a flowchart showing the external information editing process of the first embodiment (the flowchart of FIG. 18). 2) The external information editing process is carried out in step S109 of the timer interrupt process. The external information editing process is executed by the CPU 111A. This is a process to edit the external information output from

[0218] The control unit loads the glass frame opening error flag (step S151), and then The opening error flag is loaded and combined with the glass frame opening error flag (step S152 For example, the combination of the glass frame open error flag and the main frame open error flag The glass frame opening error flag is set to 0 when the glass frame is opened. This flag is set when a release error occurs. This flag is set when an error occurs. The open error flag is stored in a non-game control work area (outside area work area).

[0219] The control unit determines whether the combination of the glass frame open error flag and the main body frame open error flag is "0." If it is "0", the process proceeds to step S154. If not, proceed to step S156.

[0220] The control unit detects whether either the glass frame open error flag or the main frame open error flag is set. If the door / frame open signal is not OFF, the OFF data is saved in the external information output data area (s Step S154), then the off data of the gaming machine error state signal is input to the test signal output data area. (Step S155). The data area is the game control work area because the external information editing process corresponds to the game control program. It is secured in an area (work area within the area).

[0221] On the other hand, the control unit detects at least one of the glass frame open error flag and the main body frame open error flag. When either of these is set, the door / frame open signal (external information) is turned on. The data is saved in the output data area (step S156), and then the error status signal of the gaming machine is output. The data is saved in the test signal output data area (step S157).

[0222] The control unit loads the switch abnormality 1 error flag (step S158), and then Load the switch abnormality 2 error flag and combine it with the switch abnormality 1 error flag (step For example, the switch error 1 flag and the switch error 2 flag The combination is performed by taking the logical sum of both flags. The error flag for the switch abnormality 2 is generated by the winning port switch / status monitoring process (step S 102) is set when an abnormality such as a disconnected connector is detected.

[0223] The control unit determines whether the combination of the switch abnormality 1 error flag and the switch abnormality 2 error flag is "0 If it is not "0", the process proceeds to step S161. If it is "0", the process proceeds to step S162.

[0224] The control unit sets at least one of the switch abnormality 1 error flag and the switch abnormality 2 error flag. When either of these is set, the on data of the gaming machine error status signal is output to the test signal output device. The data is saved in the data area (step S161).

[0225] The control unit temporarily saves the security signal OFF data in the test signal output data area. If the security signal control timer is not "0" (step S162), the timer is decremented to "1". The security signal control timer is updated (step S163). It is determined whether or not the

[0226] The initial value of the security signal control timer can be set by operating the RAM initialization switch 112, etc. When the data stored in RAM is initialized or when the setting change is completed, For example, 256 msec) is set. The security signal control timer is set in RAM. The timer starts counting from the time of initialization or the end of the setting change. Also, the initial value of the security signal control timer The setting change mode is entered by operating the setting key switch 127 or the setting value change switch 126. or setting confirmation mode, the probability setting value change flag or probability setting value confirmation mode is set. The security signal may be continuously output while the loading flag is set. stomach.

[0227] If the security signal control timer is not "0", the control unit turns on the security signal. The data is saved in the external information output data area (step S165) and then in step S16 If the security signal control timer is "0", the process skips step S165 and goes to step S6. Proceed to step S166.

[0228] In steps S166 to S176, the control unit Edit two or more errors (including fraud monitoring) at once. For example, the target of external information output The errors are: magnet error, board radio wave error, frame radio wave error, big prize slot error, normal power error, vibration error There are positive,abnormal ejection errors, V-pass timing errors, and residual sphere errors.

[0229] The control unit sets the security signal editing table (step S166) and sets the initial value of the composite value. The initial value is set to "0" (step S167), and the number of repetitions is acquired (step S 168) The number of repetitions is determined based on, for example, the following: magnet fraud, board radio wave fraud, frame radio wave fraud, and missing prize winning slots. Positive, normal voltage error, vibration error, abnormal discharge error, V passage timing error, and remaining ball error When this is the target of external information output, the value is "9".

[0230] The control unit reads the address of the target error flag area from the security signal edit table. (Step S169) and read from the address of the target error flag area. The value and the composite value are combined (step S170), and the address of the security signal edit table is set to The number of repetitions is updated (step S171), and the number of repetitions is decremented by "1" (step S17 2) The error flag area corresponding to the errors monitored by the first error monitoring process is The second error monitoring process is performed in the non-game control work area (outside work area). The error flag area corresponding to the error to be monitored is the game control work area (area The memory is allocated in the work area.

[0231] The control unit continues from step S169 until the number of repetitions becomes "0" (step S173). By repeatedly executing the process from step S172 to step S173, a composite value of the target errors is obtained. If there are no errors in the edited target, the composite value will be "0" and if there are no errors in the edited target, If there is one or more abnormalities among them, the composite value will be a value other than "0".

[0232] The control unit determines whether the composite value is "0" (step S174), and if it is "0", If the value is not "0", the process proceeds to step S175. The control unit detects one or more errors in the edited object and issues a security signal. The on data is saved in the external information output data area (step S175), and then the gaming machine The ON data of the error state signal is saved in the test signal output data area (step S176 ).

[0233] In this way, the control unit does not stop processing even if it detects an abnormality in one of the errors in the editing target. This allows the control unit to check all errors in the edited data without interrupting the process. This eliminates the need for branching decisions (termination decisions) during processing, thereby improving processing efficiency. In addition, the control unit can make the program size compact. In addition, the control unit can equalize the amount of processing during normal and abnormal conditions. This allows for the suppression of fluctuations in processing time due to the presence or absence of abnormalities, and allows for the allocation of stable processing time. This simplifies verification work such as checking whether the load cycle has timed out.

[0234] The control unit determines whether the safety device is in operation (step S177). If so, the process proceeds to step S178 to convert the security signal ON data into external information output data. If the safety device is not in operation, the process proceeds to step S179. The external information output data area indicating whether the game is in operation or not is the game control work area (work area The memory area is allocated.

[0235] In addition, the specified conditions are met before the safety device is activated (for example, if the difference in balls is 90,000 or more). When the test signal "Safety device (complete function) pre-activation signal" is turned on, If the predetermined condition is not met due to the progress of the game (for example, if the difference in the number of balls is less than 90,000), "Safety device (complete function) pre-activation signal" The output data is stored in a non-game control work area (outside work area).

[0236] The control unit edits a start port signal that notifies that a game ball has entered the start port. The control unit executes the editing process (step S179). Edit the main prize ball signal that is output every 10 balls when the total number of prize balls is 10 or more. The control unit executes a main prize ball signal editing process (step S180) for the special game 1. Or a signal for editing the signal for the number of times the pattern is determined to notify the stop of the variation of the special figure 2 game An editing process (step S181) is executed.

[0237] The control unit detects when the total number of game balls passing through the out ball detection switch is 10 or more. An out signal editing process (step S182) is performed to edit the out signals to be output every 10 signals. The editing of the OUT signal may be performed by the game control device 100. This may be performed by the dispensing control device 200.

[0238] In addition, the external information includes the total number of game balls passing through the payout ball detection switch being 10 or more. In this case, there is a prize ball signal that is output every 10 balls. The prize ball signal is edited by the game control device 10. This function may be performed by the payment control device 200 or by the payment control device 200.

[0239] The control unit edits the call signal to be output when the call button is pressed. Editing processing (step S183) is executed, and the external information editing processing ends. In addition, the external information includes a jackpot signal 1, a jackpot signal 2, and a jackpot signal 3, which are output in a predetermined game state. There are jackpot signal 1, jackpot signal 2, jackpot signal 3, and jackpot signal 4. The editing of the call and jackpot signal 4 is performed in the special game processing and the 2nd type game processing. It may be performed in the part information editing process. The memory area for editing the winning signal 3 and the big winning signal 4 is the game control work area (area The memory area is allocated in the internal work area.

[0240] In addition, the external information edited in the external information editing process is output by the timer interrupt process. At this time, the control unit 100 gives priority to the security signal. The door / frame open signal is output first to avoid simultaneous output of the security signal and the door / frame open signal. The game machine 10 also facilitates confirmation of the frame opening signal. The output port used to output the security signal and the output port used to output the door / frame open signal are As a different IC (for example, a different IC), the security signal and the door -Eliminates the risk of not outputting both the frame open signal and the frame open signal.

[0241] In addition, the control unit must be configured as follows to output the door / frame open signal first, prior to the security signal: Stability of processing time is required in processes including external information editing processes. Even if an error is detected in one of the errors, the process will not be terminated, and the error to be edited will be A check-all procedure avoids simultaneous output starts and makes it easier to check the output signals. It also contributes to the processing of outputting security signals and door / frame opening signals.

[0242] [Out-of-area integration processing] Next, the outside area integration process of the game control device 100 will be described with reference to FIG. 1 is a flowchart illustrating an outside-area integration process according to the first embodiment. is executed by the CPU 111A in step S111 of the timer interrupt process described above. The out-of-area integration process is a process that executes processes that are not related to games in an integrated manner. .

[0243] The control unit saves the stack pointer in the stack pointer storage area (step S19 1) The value of the external stack area is set to the stack pointer (step S192). As a result, the control unit does not use the stack when executing processing not related to the game (outside area integration processing). A pointer is moved from the game control stack area (internal stack area) to the non-game control stack area. The control unit saves the registers (step S1 93).

[0244] The control unit executes a test signal output process to output a test signal (step S194). The control unit determines whether or not the game is stopped by referring to the safety device operation flag (step S19 5) If the game is not stopped, the control unit goes from step S196 to step S197, which is not related to the game. To execute the process of S198, the process proceeds to step S106. The process skips steps S196 to S198 and proceeds to step S199.

[0245] The control unit is a performance display device control unit that controls the performance display device 135 unless the game is stopped. The process (step S196) checks the difference in balls from the number of out balls and the number of winning balls, and the safety device counter A difference ball confirmation process (step S197) that updates the ball balance and a safety device that monitors the operating status of the safety device The device operation monitoring process (step S198) is then executed.

[0246] The control unit restores the register (step S199) and reads from the stack pointer storage area. The extracted value is set as the stack pointer (step S200), and the outside area integration process is completed. can.

[0247] [Main processing] Next, the main processing of the performance control device 300 will be described with reference to FIG. 20. FIG. 2 is a diagram showing a flowchart of main processing in the performance control device of the embodiment.

[0248] The main processing is performed by the control of the performance control device 300 when the power supply to the pachinko machine 1 is started. This is processing executed by the CPU 311. [Step D11] The control unit prohibits interrupts.

[0249] [Step D12] The control unit performs initial settings for the CPU 311. [Step D13] The control unit performs initial settings for the VDP 312. [Step D14] The control unit permits the interrupt.

[0250] [Step D15] The control unit allows the generation of display data. The display circuit (not shown) in the DP312 accesses the VRAM (not shown) in the VDP312. This allows the software to perform a search and generate display data.

[0251] [Step D16] The control unit sets a random number seed. This is done, for example, by using the srand function. This is a process of setting a pseudo-random number generation sequence using the srand function. A fixed value such as 0 (zero) may be used as an argument to the number, or a value that differs for each gaming machine may be used. It is also possible to use a value created based on the ID value of the CPU, etc.

[0252] [Step D17] The control unit controls the RWM (e.g., RAM 322) of the performance control device 300. The area to be initialized (for example, a flag area for performance (control of the performance control device 300) The initial values ​​at power-on are set in the memory area used as various flags in the control process (described later). To burn.

[0253] [Step D18] The control unit clears the WDT (watchdog timer). [Step D19] The control unit executes the effect button input process. When the effect button 25 (effect button switch 25a) is operated while it is enabled, editing is performed. The effect button is not turned on and off at high speed, so the control unit The process of detecting the input of the button may be performed within the process of inputting the button. This may be done within a periodic timer interrupt.

[0254] [Step D20] The control unit executes hall / player setting mode processing. The technician setting mode process includes the setting of the changeable range of the brightness of the LED and the display device 41, the volume, etc. This is a process that accepts operations by the player such as changing the brightness of the LED and the display device 41, changing the volume, etc. .

[0255] [Step D21] The control unit executes a random number update process. The and function is used to update the pseudo-random number at least once per control cycle of the main process. The rand function generates a new number based on the specified generation sequence each time it is recalculated. Since random numbers are generated by the RAND function, the control unit can obtain random numbers by simply executing the RAND function. In addition, the main board (game control device 100) has a counter that increments by "1". The data may be used as a random number.

[0256] [Step D22] The control section executes a received command check process. The check process is a process of analyzing the command received from the game control device 100 in units of a predetermined number. be.

[0257] [Step D23] The control unit executes a performance display editing process. Various commands and their parameters to instruct the DP312 what to draw on the display device 41 For example, the control unit may set the command is set in a table format.

[0258] [Step D24] The control unit executes drawing command preparation completion setting. The preparation for the end of the setup is to prepare all commands to the VDP312 that are set in the production display editing process. This is the process of setting that the above has been completed.

[0259] [Step D25] The control unit determines whether it is frame switching timing and If it is frame switching timing, the process proceeds to step D26. If it is not frame switching timing, the process proceeds to step D27. Wait for the frame switching timing. Here, the frame switching timing is V blank interrupt ( The processing cycle (also called V-sync interrupt) is based on the cycle (for example, 1 / 60 seconds). For example, the timing is such that the arrival time is equal to a time interval equivalent to 1 / 30 seconds (approximately 33.333 ms). The V blank interrupt is a single scan of the entire screen for drawing by the VDP312. This V blank interrupt occurs every time a scan is completed. For example, 1 / 60 seconds. In this embodiment, the same drawing is repeated twice, and a V blank interrupt occurs. When this occurs twice, a frame change occurs. The frame change timing cycle is V black. The period of the link interrupt (for example, 1 / 60 seconds) is twice (for example, 1 / 30 seconds ≒ 33.33 ms). However, the present invention is not limited to this, and the frame switching timing can be changed arbitrarily. For example, frame switching (image updating) may be performed at intervals of 1 / 30 seconds or more. Alternatively, frame switching may be performed at intervals of less than 1 / 30 seconds.

[0260] The frame switching timing determination process determines the timing of the subsequent processes (steps D26 to D28). Step D30 and subsequent steps D18 to D24 are carried out to It is executed at the switching timing for each of the above processing cycles. Time management is performed in units of frames (i.e., in units of the processing cycles). If the period is 1 / 30 seconds, for example, 3 frames will be 100ms. It is similar to how the game board (game control device) manages time values ​​in 4ms units of the timer interrupt period. do.

[0261] [Step D26] The control unit executes the VDP3 in accordance with the command set in step D23. For example, the control unit sequentially executes commands set in a table. This sends a command to the VDP312 to draw on the screen.

[0262] [Step D27] The control unit executes a sound control process. This is processing related to controlling the volume of the sound from the speaker 19. [Step D28] The control unit executes a decoration control process. This is a process for controlling various LEDs, etc., of the display 46 and the frame decoration device 18, etc.

[0263] [Step D29] The control unit executes a movable body control process. Processing to control movable bodies (for example, a board performance device 44) including motors and SOLs (solenoids) is.

[0264] [Step D30] The control unit executes a firing information control process. Based on the shooting status flag, the shooting related information is set and the special chart rotation status (predetermined amount) The mode correction of the performance is performed according to the number of times the special chart changes per minute (i.e., the number of balls borrowed) This is the current process.

[0265] [Step D31] The control unit executes the information disclosure process. This is a process of disclosing performance information regarding gaming performance. After executing step D31, the control unit returns to step D18, and thereafter, The processes of steps D18 to D31 are repeatedly executed. 31 is a loop process ( This constitutes the main loop processing.

[0266] In addition, the control unit executes steps D27 to D29 in the main loop process in order to match the screen presentation. The processing of step D29 is being performed, but the signals and The process of actually outputting data (especially signals that drive and control various LEDs and motors) to the port This is done within a short-cycle timer interrupt (not shown). However, depending on the restrictions of various devices, If you are using an IC that is specialized for controlling the timer, you can simply issue a command via serial communication, etc. In some cases, the device may not output any signals.

[0267] Next, the gaming performance of the gaming machine 10 will be described with reference to FIG. 21. FIG. 21 shows the first embodiment. FIG. 10 is a diagram showing an example of a list of game performance types. The gaming machine 10 has a gameplay called 1 type + 2 type. The gaming machine 10 is a variable display game. As a so-called type 1 game, there are two types: special chart 1 game (first special chart variable display game) and special chart 2 game. (2nd special chart variable display game) can be executed, and in addition, two types of games can be executed. The gaming machine 10 has four execution rights (waiting reservations) for each of the special game 1 and the special game 2. The gaming machine 10 can execute both the special game 1 and the special game 2. When you have the right to play, you will be given priority to play two special games.

[0268] The gaming machine 10 sets the jackpot probability (low jackpot probability) to 1 / 2 for both the special chart 1 game and the special chart 2 game. 319. In addition, the gaming machine 10 performs probability fluctuation in the special chart 1 game and the special chart 2 game. Since it is not possible to do this, there is no setting for high probability of winning. The probability of a small win is 1 / 319, and the probability of a small win in the special game 2 is 240 / 319. In this way, the gaming machine 10 has the same jackpot probability for both the special chart 1 game and the special chart 2 game. However, in terms of small hit probability, it is easier to derive small hits in the special chart 2 game than in the special chart 1 game. are.

[0269] The gaming machine 10 must distinguish between low-value time reduction and high-value time reduction as states other than a jackpot. There are a no time-saving state and a time-saving state. A lottery is conducted for transition to the time-saving state, and a lottery is not conducted for transition to the time-saving state. This will transition to a state without time reduction.

[0270] In addition, low-value time reduction is one of the normal power support states, and normal variable winning device 37 (starting port 2) There is a chance of winning, but it is not large enough (there is virtually no chance of winning, or The time savings are considered to be of low value due to the small amount of time required to execute the contract (low probability of execution, low probability of obtaining the right to execute the contract). The value of time saving is divided into the number of time saving "100 times", "200 times", and "300 times". High-value time reduction is one of the normal power support states, and the normal variable winning device 37 (starting port 2) Those who have sufficient chances of winning (large chances of winning, high expectation of winning the right to play) High-value time-saving measures have no limit on the number of times they can be used. This will continue until the next jackpot.

[0271] Next, the game state transition in the gameplay of the gaming machine 10 will be described with reference to FIG. 22 is a diagram showing an example of a game state transition in the first embodiment. When the power is turned on with the rear, game control is performed with state A as the initial state. When the gaming machine 10 is powered on without clearing the RWM, that is, when the gaming machine 10 is powered on without clearing the RWM, If there is a power-on that can restore the game state, the game control will be performed from the game state at the time of power cut. Now.

[0272] The gaming states of the gaming machine 10 are classified into state A, state B, and state C in terms of the probability state and the time-saving state. There are three states: State A, State B, and State C. State A is a state where the probability state is low and the time-saving state is no time-saving. In state B, the probability state is low and the time saving state is low value time saving. The rate state has a low probability, and the time-saving state has high-value time saving.

[0273] In addition, in the state A where there is no time reduction, the lottery for the time reduction c is held at the same time as the lottery for the big win. In A, if you miss the big win, you will definitely win the c time reduction because there is no loss, and the low value time reduction In addition, the lottery for short-time play will be held at the same time as the big win lottery. Although it is stated that there are no gaps, gaps may be provided.

[0274] State A has transition conditions T10 to T14. Transition condition T10 is the occurrence of a jackpot without time reduction. After the jackpot ends, the transition condition becomes state A. The transition condition T11 is a high-value time-saving jackpot. The transition condition T12 is the occurrence of a high-value time reduction ( The transition condition T13 is the occurrence of a time reduction, and after the end of the jackpot, the state becomes C. This is the occurrence of a time-saving jackpot, and after the jackpot ends, the state changes to state B. Transition condition T14 is This is the occurrence of low-value time reduction (c time reduction), and state B will occur after the end of the jackpot.

[0275] State B has transition conditions T20 to T23. Transition condition T20 is a low-value time-saving jackpot. The transition condition T21 is the occurrence of a jackpot without time reduction, and after the end of the jackpot, the state changes to B. The transition condition T22 is the occurrence of a low-value time reduction. The specified number of times is consumed, and the end of the low-value time reduction will result in state A. Transition condition T23 is A jackpot with time-saving effect occurs, and after the jackpot ends, the state changes to C.

[0276] State B has transition conditions T30 and T31. Transition condition T30 is a high-value time-saving jackpot. The transition condition T31 is a jackpot without time reduction. This occurs, and after the jackpot ends, state A is reached.

[0277] Such a game state transition occurs when the gaming machine 10 reaches state C, resulting in a jackpot without time reduction. The gameplay is realized by staying in state C until a problem occurs. For example, by setting it to 90%, the game can be played in a way that allows players to enjoy consecutive jackpots without any burden on the player. In addition, even if state C transitions to state A by consuming the specified number of high-value time-savings, good.

[0278] In addition, when the game center opens, if the power is turned on with RWM clearing, The control state can be set to state A, which is the initial state. Players who start playing at the beginning are given the opportunity to be assigned to either state B or state C, and the player who starts playing is assigned to state C. We can expect increased activity from players who are looking forward to being allocated.

[0279] Next, the game display screen will be described with reference to Fig. 23. Fig. 23 shows the game display screen of the first embodiment. 23(1) is a diagram showing an example of a game display screen. This is the display screen during the special game (variation display game) after the change display has ended. The display screen 50 displays a symbol representing the result of the game for a predetermined period of time. 0 is an example of a display screen in state A (no low probability time reduction: normal game state). 500 includes a large pattern group 501 which is a decorative pattern, a small pattern group 502 which is also a decorative pattern, Special drawing 1 reserved number display 503, special drawing 2 reserved number display 504, reserved waiting display 505, and reserved cancellation The image display 506 is displayed.

[0280] In addition, this special figure in the special figure 1 game or the special figure 2 game is the special figure 1 of the collective display device 50 The pattern (LED lighting state) displayed on the pattern display unit 53 or the special pattern 2 pattern display unit 54. The large pattern group 501 and the small pattern group 502 are decorative patterns corresponding to the special pattern. However, the gaming machine 10 uses a variable table as a symbol in the special chart 1 game or the special chart 2 game. The variable state and the stop state can be displayed without showing the difference in the result of the game, for example, the LED The fourth symbol is displayed by flashing and lighting. The fourth symbol is displayed on the display device 41. In this case, the changing and stopped states are indicated by pictograms such as "○" and "-" or by switching between different colors. The indication may be a stop indication.

[0281] The large symbol group 501 is responsible for the game presentation for the purpose of increasing interest. 01 is displayed large in a variable display area set in the approximate center of the display device 41. 501 includes a left design, a center design, and a right design.

[0282] On the display screen 500, the left symbol indicates that the symbol has stopped at "3", and the middle symbol indicates that the symbol has stopped at "3". The right image indicates that the symbol has stopped at "5", and the left image indicates that the symbol has stopped at "7". That is, on the display screen 500, the large symbol group 501 is displayed when the special symbol variable display game is stopped. Indicates that the image is stopped.

[0283] The large symbol group 501 and the small symbol group 502 are displayed at the same timing (predetermined at the start of the fluctuation). The timing is determined based on the timing of the change or the receipt of a command to end the change. The stop sign is displayed.

[0284] The small symbol group 502 is a group of symbols that indicates the status of the variable display in order to improve the ease with which the player can grasp the game status. Therefore, the small symbol group 502 does not interfere with the display effect of the large symbol group 501. To ensure visibility, the small symbols are displayed on the periphery of the display device 41. The left symbol, the middle symbol, and the right symbol are included in the small symbol group 502. The pattern, middle pattern and right pattern all indicate that the corresponding special pattern change display game is stopped. vinegar.

[0285] In addition, the small symbol group 502 changes at a predetermined speed (constant speed) from the start of the change (constant speed change display ) and stops without stopping when the variation ends. A predetermined acceleration fluctuation period may be provided from the time the speed is displayed until the predetermined speed is reached, or may not be provided. The small symbol group 502 may be displayed in a predetermined order from the constant speed variable display to the stop display. The display may be made with or without a fixed deceleration fluctuation period.

[0286] Generally, the large symbol group 501 is displayed larger than the small symbol group 502, and the display position is automatically adjusted. On the other hand, the small symbol group 502 has a high degree of freedom and its display mode can be changed greatly. Compared to the group of patterns 501, they are displayed smaller and have less freedom in their display positions (for example, the position is fixed). ).

[0287] The special drawing 1 reserved number display 503 displays the reserved memory number of the special drawing 1 game. The special chart 1 reserved number display 503 indicates that the reserved memory number for the special chart 1 game is "0". The special 2 reserved number display 504 displays the reserved memory number of the special 2 game. The special chart 2 reserved number display 504 indicates that the reserved memory number for the special chart 2 game is "0".

[0288] The hold display (waiting hold display) 505 displays the number of reserved games for special game 1 and special game 2 according to the game status. One of the reserved numbers of games is displayed by a reserved waiting icon 507. The display screen 500 indicates the number of reserved games in the special drawing 1 by displaying a reserved icon. The reserved consumption display (consumption pending display) 506 indicates that the special game changes depending on the display of the reserved consumption icon. The display screen 500 is a display screen of a game state (game state A) indicating that the game is in progress. The waiting display 505 indicates the number of reserved memories for the special chart 1 game or the number of reserved memories for the special chart 2 game. The display screen 500 also displays the pending transaction status by displaying the pending transaction status 506. If there is no pending icon on the pending pedestal, it means that the game is either Special 1 or Special 2. Indicates that the system is not fluctuating.

[0289] The display screen 510 shown in FIG. 23(2) is the display screen after the variable display game has started. The display screen 510 is the screen after the display screen 500, and during the changing display (during the changing of three symbols) The display screen 510 is an example of the display screen in state A. On the side 510, the left, middle and right patterns of the large pattern group 501 are changing, and the special pattern change table The display screen 510 indicates that the game is being displayed in a variable manner. The left, middle and right patterns are changing, and the special pattern change display game is currently displaying a change. Shows.

[0290] On the display screen 510, the special chart 1 reserved number display 503 shows that the reserved memory number of the special chart 1 game is "1". The special chart 2 reserved number display 504 indicates that the reserved memory number of the special chart 2 game is "0". The pending waiting display 505 indicates the number of pending games in the special game. , indicates that the reserved memory number of the special chart change display game (special chart 1 game) is "1". Also, On the display screen 510, the reserved consumption display 506 displays the reserved memory display being consumed, and the special chart fluctuation Indicates that the displayed game is in a dynamic display.

[0291] The display screen 500 and the display screen 510 may include a background display, character display, text display, etc. (not shown). The display elements may also include animations. It may be possible to produce a display with movement by using the above or similar means.

[0292] In addition, the pending waiting display 505 displays pending waiting icons 507 corresponding to the number of pending special games. The reserved consumption display 506 shows the reserved consumption corresponding to the reserved consumption of the special game. The display of the pending icon 507 and the pending completion icon 508 is shown. The icon 508 is, for example, spherical, and includes a pending waiting icon 507 and a pending clearing icon 508. 8 also displays with movement through animation (e.g., deformation, color change, up and down movement, etc.). The hold waiting icon 507 and the hold clearing icon 508 are displayed in the following manner. This will clearly show the number of reserved memories for the special chart change display game, and the game results for each reserved memory. The expected result can be notified. The 8 can be of different sizes, colors, designs, and actions (start, wait, shift, disappear). , expected value notification) may be different. This means the number of starting memories in which the variable display game has not yet been executed.

[0293] The reserved consumption display 506 indicates whether the special chart variable display game is in a variable display state, depending on the display mode. The display screen 500 can indicate whether or not the game will be played and also notify the degree of expectation for the game result. The remaining display 506 is blank (blank) in the frame, and the special chart change display game is stopped. After this, the gaming machine 10 indicates that the number of reserved memories for the special game 1 or the special game 2 is The variable display will begin when the number of pending memories reaches 1 or more.

[0294] The display screen 512 shown in FIG. 23(3) shows that the number of reserved memories is "1" or more in the special game. After the display becomes the same, the display starts to change based on the reserved memory. Screen 518 transitions to state B (low probability low value time reduction) or state C (low probability high value time reduction). This is an example of a display screen after the game. At this time, the gaming machine 10 has a reserved memory in the special game. Since the number of the right hand is generated (for example, "4"), it can be assumed that the player is playing with the right hand. This can be done.

[0295] The display screen 512 is a display screen during the variable display of the special game 2. A performance display 513, a play guide display 514, a large symbol group 501a, and a small symbol group 502, The display contents include the special drawing 1 reservation number display 503 and the special drawing 2 reservation number display 504. On the screen 512, the pending waiting display 505 and the pending consumption display 506 are not displayed, and the effect display 51 is displayed. 5 aims to improve the performance effect, but the hold waiting display 505 and the hold consumption display 506 are always displayed. Alternatively, it may be configured to display either one of the two, or when a predetermined condition is met. When a predetermined condition is met, for example, a pre-reading notice effect may be displayed. This may be when a game is being played or when a selection operation by the player is being accepted.

[0296] The effect display 513 is an effect screen that produces, for example, a time-saving mode, and This is the screen that shows you that you are in short mode. It may be possible to perform an independent performance for each display, or a movie performance spanning multiple variations. It may also be a device that performs output, etc.

[0297] The playing method guide display 514 guides the player on how to play. For example, it guides you to "hit to the right" to guide you to shoot the game ball into the right game area. The display 514 may be a "left hit" display, which indicates, for example, the launch of a game ball into the left game area. .

[0298] The large symbol group 501a is a decorative symbol displayed in place of the large symbol group 501, and 513 is displayed in a smaller display area than the large pattern group 501 so as to exert a dramatic effect. The large pattern group 501 and the large pattern group 501a are both forms of decorative patterns. The large pattern group 501 may be called the large decorative pattern, and the large pattern group 501a may be called the small decorative pattern. In addition, the large symbol group 501 is a decorative symbol displayed during non-movie performance, and the large symbol group 501a is a It is sometimes used as a decorative design during a performance to distinguish it from other performances.

[0299] Next, the external information terminal board 71 will be described with reference to FIG. 24. FIG. 24 shows the first embodiment. 1 is a diagram showing an example of an external information terminal board in a state. The external information terminal board 71 is provided on the back side for connection to external devices such as hall computers. In order to make it easier to open and close the front frame 12, a lock is provided at the top of the front frame 12 on the axis side. The external information terminal board 71 is provided on the back side of the game board 30. Good too.

[0300] The external information terminal board 71 includes an external information terminal board 710, a connector 711, and an information output terminal. 712, a photocoupler 713, and a resistor 714. The external information terminal board 710 includes one The connector 711, 12 sets of information output terminals 712 corresponding to the number of information outputs, and a photocoupler 7 13 and resistor 714 are mounted on the component mounting surface. The external information terminal board 71 is connected to the game control device 100 via a connecting harness. The game control device 100, the payout control device 200, and the performance control device 200 are connected to each other via a relay terminal board (not shown). It may be connected to other control devices such as the device 300, or may be connected to other control devices without using a relay terminal board. It may also be connected to other control devices.

[0301] The information output terminal 712 is a terminal capable of outputting information to an external device such as a hall computer. The information output terminal 712 has two terminals to which one pair of electric wires can be connected, and two The signal is output by connecting the terminals, which is called a contact output. The opening is closed by the lid body biased by a biasing portion (for example, a spring) not shown. One of the two terminals is biased by the biasing part when the short operating lever is pressed down. The cover is moved against the direction of the arrow, and the opening is switched from the closed state to the open state. When the bar is no longer pressed, the short operating lever returns to its initial position due to the biasing force of the biasing part. At the same time, the lid is moved and the opening is switched from an open state to a closed state. The other of the two terminals is pressed against the biasing force of the biasing portion of the long operating lever 755. The opening is switched from the closed state to the open state, and the long operating lever 755 is pushed. When the downward operation is stopped, the long operating lever returns to the initial position due to the biasing force of the biasing part. In both cases, the cover is moved to switch the opening from an open state to a closed state.

[0302] The external information terminal board 71 has 12 information output terminals 712 (CN1 to CN12) arranged in a row. The twelve information output terminals 712 from CN1 to CN12 are provided in accordance with the installation environment of the gaming machine 10. The external information terminal board 710 is attached to the external information terminal board 710 at equal intervals so that the external information terminal boards 710 are aligned in the horizontal direction at the boundary. The information output terminal 712 of CN12 is arranged to output 11 pieces of information from CN1 to CN11. The information output terminal 712 is shifted vertically in the installation environment of the gaming machine 10. As a result, the gaming machine 10 detects that the information output terminal 712 of the CN12 is connected to the external information terminal board 71. It is clearly indicated that it is located at one end.

[0303] The 12 information output terminals 712 (CN1 to CN12) are colored to indicate The twelve information output terminals 712 (CN1 to CN12) are different The information output terminals 7 may be colored (for example, 12 colors) to make them easier to distinguish. 12 may be allowed to use the same color (for example, two sets of six colors) to make them easier to distinguish. Adjacent information output terminals 712 do not necessarily need to be provided adjacent to each other. The information output terminal 712 may be disposed with a certain gap therebetween, and includes an information output terminal 712 disposed adjacent to the information output terminal 712 .

[0304] The external information terminal board 71 has 12 photocouplers 713 (PC1 to PC12) arranged in a row. The twelve photocouplers 713, PC1 to PC12, are each equipped with an information output terminal. The external information terminal board 710 is arranged at a position corresponding to the terminal 712. The couplers 713 are arranged in a group at positions that do not correspond to the 12 information output terminals 712. may be arranged as one or more integrated circuits. Alternatively, it may be disposed on a separately provided relay board or the like.

[0305] The external information terminal board 71 includes 12 resistors 714 (R1 to R12) arranged in a row. The twelve resistors 714, R1 to R12, are located at positions corresponding to the information output terminals 712. The resistors 714 are arranged on the external information terminal board 710. The resistors 714 are arranged on the external information terminal board 710. The terminals 712 may be arranged together at positions that do not correspond to each other, or may be arranged in a single position. The above may be arranged together as an integrated circuit, or may be arranged as a relay substrate provided separately. It may be arranged on a plate or the like.

[0306] The external information terminal board 710 has 12 photocouplers 713 and 12 resistors 714. However, other passive elements that constitute the isolation means are also arranged. That's fine.

[0307] Next, the external information terminal board will be explained with reference to FIG. 25. FIG. 25 shows the external information terminal board of the first embodiment. FIG. 2 is a diagram showing an example of an overview of an external information terminal board according to the embodiment. The external information terminal board 710 shown in FIG. 25 includes a connector 711, an information output terminal 712, a photo The figure shows a state where components such as a coupler 713 and a resistor 714 are not mounted. 10 is a component shape display 715 and a component symbol display 716 by silk screen on the component mounting surface. The external information terminal board 710 includes a silk screen display 717. For example, a conductor pattern display, etc., a part shape display 715, a part symbol display 716, and an operation unit display The display 717 may be displayed.

[0308] The component shape display 715 is a display that shows the mounting position of the component by the approximate shape of the component. For example, the part shape display 715 includes the connector 711, the information output terminal 712, the photocoupler 713, and the like. 13, the mounting positions of components such as resistors 714 are indicated by rectangles.

[0309] The part symbol display 716 is a symbol display that can uniquely identify a part. One of the code symbols 716, "CN1", indicates that the mounted part is an information output terminal 712. However, "PC1", which is one of the component symbol indications 716, indicates that the mounted component is a photocoupler 713. "CN13", one of the part designations 716, indicates that the mounted part is a connector 7 11, and "R1", one of the part designations 716, indicates that the mounted component is resistor 7 Indicates that the number is 14.

[0310] The operation unit display 717 indicates the operation unit (short operation lever, long operation lever) of the information output terminal 712. The operation unit display 717 includes a short rectangular display and a long rectangular display. The rectangular markings for the short length indicate the outline shape and operating position of the operating lever, and the rectangular markings for the long length indicate the outline shape and operating position of the operating lever. The outline of the operating lever and its operating position are shown.

[0311] As a result, the gaming machine 10 can provide operation guidance through the operation unit display 717. In such a gaming machine 10, the operation unit (short operation lever, Provides a suitable operating environment for the long operating lever.

[0312] The gaming machine 10 also includes an operation unit (short operation lever, long operation lever) and an operation unit display 717. This makes it possible to compare the two, making it easier to detect abnormalities when the operating unit is broken or otherwise damaged. The external information terminal board has a silk screen or other markings on the component mounting surface. It is also possible to provide an identification aid mark in the form of (for example, a conductor pattern mark, etc.). The identification auxiliary markings are attached to the 12 information output terminals 712 (CN1 to CN12), respectively. For example, the text information "white", "green", "Yellow", "Black", "Pink", "Blue", "Red", "Dream", "Water" The part shape display 715 is displayed in a way that makes it difficult to see due to the part mounting, but the part symbol The display 716, the operation unit display 717, and the identification aid display are easily visible even when parts are mounted. will be done.

[0313] Next, the allocation of output signals to the information output terminals 712 (CN1 to CN12) is shown in FIG. 26 is used to explain the allocation of output signals to the information output terminals in the first embodiment. FIG.

[0314] The information output terminal CN1 conducts between the two terminals (1, 2) and outputs the winning ball signal by contact output. The prize ball signal is a pulse that is turned on for 128 ms for every 10 prize balls paid out. When outputting pulses continuously, there is an off period of 64 ms between each pulse. Time is set aside.

[0315] The information output terminal CN2 conducts electricity between the two terminals (1, 2) and outputs a contact to indicate the door / frame opening. The door / frame open signal is output for a certain period of time. The door / frame open signal is output when a glass frame open error or a main frame open error occurs. It turns on only while this is occurring.

[0316] The information output terminal CN3 establishes a pattern by connecting two terminals (1, 2) and outputting a contact. The number of times signal is output as a pulse. The number of times signal is output as a pulse. It outputs one pulse that is on for 256 ms after the motor stops.

[0317] The information output terminal CN4 conducts between the two terminals (1, 2) and outputs a start signal by contact output. The start gate signal is output as a pulse. The start gate signal is the start gate (start gate 36 (start gate 1), normal variable input A single pulse is output that is turned on for 128 ms after the winning of the prize device 37 (starting port 2). When outputting consecutive pulses, there is an off time of 64 ms between each pulse. .

[0318] The information output terminal CN5 conducts between the two terminals (1, 2) and outputs a contact to indicate a jackpot. The signal is output for a period of time. The big hit 1 signal is output during the small hit, including the start and end of the small hit performance. It will only be on for a certain period of time.

[0319] The information output terminal CN6 conducts between the two terminals (1, 2) and outputs a contact to indicate a jackpot. The signal is output for a period of time. The big hit 2 signal is output during the small hit, including the start and end of the small hit performance. It only turns on during the jackpot and time-saving period.

[0320] The information output terminal CN7 conducts between the two terminals (1, 2) and outputs a contact to indicate a jackpot. The signal is output for a period of time. The big hit 3 signal is output during the small hit, including the start and end of the small hit performance. It only turns on during the jackpot period.

[0321] The information output terminal CN8 conducts between the two terminals (1, 2) and outputs a contact to indicate a jackpot. The jackpot 4 signal is only turned on during the jackpot period. The information output terminal CN9 conducts between the two terminals (1, 2) and outputs the main award by contact output. The ball signal is output as a pulse. The main winning ball signal is on for 128ms every time 10 winning balls are generated. When outputting pulses continuously, there is a 6-second gap between the two pulses. There is an off time of 4ms.

[0322] The information output terminal CN10 conducts between the two terminals (1, 2) and outputs security information by contact output. The security signal is output for a set period when the power is turned on or when power is restored. A predetermined error occurs during a period corresponding to the state of the switch 127 and the RAM initialization switch 112. It turns on only while the alarm is occurring.

[0323] The information output terminal CN11 is connected between two terminals (1, 2) and outputs the main The out signal is output as a pulse for 128 ms every time 10 out balls are generated. When outputting pulses continuously, there is a gap between the two pulses. , an off time of 64 ms is provided.

[0324] The information output terminal CN12 is connected between two terminals (1, 2) and outputs the main A call signal is output as a pulse. The call signal is output as a pulse every time the input of the call switch is detected. It outputs one pulse that is on for 28 ms. When outputting pulses continuously, two pulses are output. There is a 64 ms off time between pulses.

[0325] In this way, the gaming machine 10 receives signals common to the machine type (a prize ball signal, a door / frame opening signal, a symbol determination number ... signal, starting gate signal, main prize ball signal, security signal, out signal, call signal) For example, the gaming machine 10 is arranged at the opening of the front frame 12. The prize ball signal, door / frame opening signal, pattern confirmation count signal, and start gate signal are located at the end of the release side, and the front The main prize ball signal, security signal, out signal, and call signal are arranged at the end of the axis of the frame 12. The common signal is a signal output common to multiple machines, and does not depend on the gaming performance of each machine. This is a signal not to

[0326] In addition, the gaming machine 10 receives a model-dependent signal (jackpot 1 signal, jackpot 2 signal, jackpot 3 signal, The external information terminal board 71 is arranged in the center of the external information terminal board 71. For example, the gaming machine 10 is , device-dependent signals are placed between device-common signals. Device-dependent signals are device-specific or always Furthermore, this signal is not common to multiple machines, and depends on the gaming performance of each machine.

[0327] In addition, the model-common signal is a signal output common to multiple models, so it is not connected to the hall computer. After connection, signal interpretation may be performed by default, making connection and confirmation relatively easy. The output period and output conditions of the device-dependent signals vary depending on the game characteristics of each device. Therefore, after connecting to the hall computer, you may be required to set the signal interpretation for each model. However, the connection and verification process is often not easy.

[0328] The gaming machine 10 does not combine common signals into one, but instead connects the signals to the front frame of the external information terminal board 71. The shaft-mounted side common signal located at the shaft-mounted side end of 12 and the external information terminal board 71 on the front frame The open end side of the gaming machine 10 is a common signal for the machine. By placing a model-dependent signal between the receiving side model-common signal and the open end side model-common signal, multiple Wiring work related to signals common to all models can be done from both ends of the external information terminal board 71. For example, depending on the model, the external information output may not have a jackpot 4 signal. In this case, the information output terminal CN8 becomes a vacant terminal. The terminal can be placed at the center of the external information terminal board 71, and the wiring to the information output terminal common to the model can be Wiring work can be done from both ends of the external information terminal board 71. 0 makes it easy to position the wiring connections for common signals among models, and can prevent wiring errors. .

[0329] In addition, the gaming machine 10 has a door / frame open signal and a security signal, which are important as countermeasures against fraud, among the signals common to all models. The security signal is divided into a model-common signal on the open end side and a model-common signal on the shaft mounting side. This prevents mistakes when mistaking the door / frame open signal for the security signal, which outputs a signal for the same period. To suppress.

[0330] In addition, when comparing the security signal and the door / frame open signal, the door / frame open signal is 2 or glass frame 15 is opened, the signal is output, so it is more convenient than a security signal. By making this door / frame open signal a common signal for the open end side of the device, When connecting the wiring from the output terminal CN1 to the information output terminal CN12, This reduces the chance of mistaking the door / frame open signal, which outputs a periodic signal, for the security signal.

[0331] In addition, the external information that outputs a period signal among the open end side common signals is the door / frame open signal. By using only one signal, wiring connection errors can be prevented. By using only one security signal as external information, wiring connection errors can be prevented. To suppress.

[0332] In addition, among the model-common signals on the open end side, the signals adjacent to the model-dependent signals are used as pulse output signals. This makes it easy to distinguish between the model-dependent signal, which is a period output signal, and the model-common signal on the open end side. For example, the gaming machine 10 has an information output terminal The CN4 terminal is used as the pulse output start signal, and the CN5 terminal is used as the period output jackpot 1 signal. This prevents wiring connection errors from occurring due to the signal output mode. Since the output trigger depends on the game progress, it is not easy to check the output. The pulse output can be easily confirmed by making the game ball enter the starting hole.

[0333] In addition, the door / frame open signal (information output terminal C) is a period output common signal for the open end side models. N2) and the jackpot 1 signal (information output terminal CN5), which is a period output in the model-dependent signal. Between them, there is a pulse output signal (information output terminal CN3) and a start signal (information output Terminal CN4) is located, which further reduces wiring connection errors.

[0334] In addition, the door / frame open signal (information output terminal C) is a period output common signal for the open end side. N2) is a pulse output of the winning ball signal (information output terminal CN1) and the pattern confirmation signal (information output Since it is placed between the terminal CN3, it further reduces wiring connection errors.

[0335] In addition, among the shaft-mounted side model-common signals, signals adjacent to the model-dependent signals are used as pulse output signals. This makes it easy to distinguish between the model-dependent signals, which are periodic output signals, and the shaft-mounted model-common signals and the model-specific signals. For example, the gaming machine 10 has an information output terminal C N9 is the main prize ball signal of pulse output, and the information output terminal CN8 is the period output big hit 4 signal This prevents wiring connection errors from occurring due to the signal output mode. Since the output trigger depends on the game progress, it is not easy to check the output. The pulse output of the signal can be easily confirmed by placing a game ball in the winning slot.

[0336] In addition, the security signal (information output terminal C) is a periodic output of the common signal for the shaft mounting side. N10) and the jackpot 4 signal (information output terminal CN8) which is a period output in the model-dependent signal. The main prize ball signal (information output terminal CN9), which is a pulse output, will be placed between Further reduces connection errors.

[0337] In addition, the security signal (information output terminal C) is a periodic output of the common signal for the shaft mounting side. N10) is the main winning ball signal (information output terminal CN9) which is a pulse output and the out signal (information Since it is placed between the signal output terminal CN11 and the signal output terminal CN12, wiring connection errors are further reduced.

[0338] Next, variations of the allocation of output signals to the information output terminal 712 will be described with reference to FIGS. 27 to 31. 27 shows a modification of the allocation of output signals to the information output terminals in the first embodiment. 28 is a diagram showing an example (part 1) of an output signal to an information output terminal in the first embodiment. FIG. 29 is a diagram showing a modified example (part 2) of allocation to the information output terminal of the first embodiment. FIG. 30 is a diagram showing a modified example (part 3) of the allocation of output signals. FIG. 31 is a diagram showing a modified example (part 4) of the allocation of output signals to input terminals in the first embodiment. 10 is a diagram showing a fifth modified example of allocation of output signals to information output terminals in the state. FIG.

[0339] The external information terminal board shown as a modified example (first) in FIG. 27 is The information output terminals are arranged in a horizontal row. Two groups of information output terminals are arranged on the open end side for model-common output, and model-dependent output is provided between them. A group of information output terminals that perform the force is arranged.

[0340] The common outputs for the shaft-mounted models are, in order from the shaft-mounted side, the information output terminal group CN1G, the information output terminal CN1 S, information output terminal group CN2G is placed. Information output terminal CN1S is the fraud countermeasure 1 period output The information output terminal CN1S is assigned a signal corresponding to the door / frame open signal and the security It is an information output terminal that outputs an anti-tamper signal corresponding to one of the security signals, The information output terminal group CN1G is an information output terminal that outputs between the information output terminal CN1 A group of information output terminals arranged adjacent to the shaft mounting side of S, and one or more The information output terminals included in the information output terminal group CN1G are used for the anti-tamper signal Common signals for all models except for the prize ball signal, the number of times the pattern is determined, the starting signal, the main prize ball Outputs signals that do not overlap with other signals (signal, out signal, call signal). Information output terminal group CN2G is a group of information output terminals arranged adjacent to the open end side of the information output terminal CN1S. It includes one or more information output terminals that output pulses. The information output terminal outputs signals that are common to all models, excluding the anti-tamper signal, and do not overlap with other signals. do.

[0341] The information output terminal group CN3G is used for model-dependent output. The information output terminal group CN2G is arranged adjacent to the open end side of the information output terminal group CN2G. The information output terminals included in the information output terminal group CN3G include one or more information output terminals that perform the following: The child is a machine-dependent signal (for example, jackpot 1 signal, jackpot 2 signal, jackpot 3 signal, jackpot 4 signal, etc.) It outputs a signal that does not overlap with other signals.

[0342] The common outputs for the open end side models are, in order from the shaft mounting side, the information output terminal group CN4G, the information output terminal CN 2S, and information output terminal group CN5G are placed. Information output terminal CN2S is the anti-fraud 2 period output. The information output terminal CN2S is assigned a signal corresponding to the door / frame open signal and security signal. The information output terminal that outputs the security signal that does not overlap with the information output terminal CN1S. The information output terminal group CN4G is an information output terminal that outputs information periodically. This is a group of information output terminals arranged adjacent to the shaft side of the input terminal CN2S, and generates pulse output. The information output terminals included in the information output terminal group CN4G are: Outputs signals that are common to all models except for the anti-tamper signal and do not overlap with other signals. Information output terminal group CN5G is a group of information output terminals arranged adjacent to the open end side of the information output terminal CN2S. It includes one or more information output terminals that output pulses. The information output terminal outputs signals that are common to all models, excluding the anti-tamper signal, and do not overlap with other signals. do.

[0343] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the adjacent arrangement with the information output terminal is avoided, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the common signals for all models are located on both sides of the information output terminal row, so The risk of incorrect connection is reduced compared to wired connections in the Depending on the computer, it may not be possible to connect. In that case, the free terminal is located in the center. Therefore, there is less risk of incorrect connection than when the vacant terminal is located at the end.

[0344] The external information terminal board shown as a modified example (part 2) in FIG. 28 is The information output terminals are arranged in a horizontal row. Two groups of information output terminals are arranged on the open end side for model-common output, and model-dependent output is provided between them. A group of information output terminals that perform the force is arranged.

[0345] The common outputs for the shaft-mounted models are, in order from the shaft-mounted side, information output terminal CN1S, information output terminal group CN2 G is placed. For model-dependent outputs, the information output terminal group CN3G is placed. Common to all models on the open end side The outputs are, in order from the shaft side, information output terminal group CN4G, information output terminal CN2S, information output terminal Place group CN5G.

[0346] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the adjacent arrangement with the information output terminal is avoided, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the common signals for all models are located on both sides of the information output terminal row, so The risk of incorrect connection is reduced compared to wired connections in the Depending on the computer, it may not be possible to connect. In that case, the free terminal is located in the center. Therefore, there is less risk of incorrect connection than when the vacant terminal is located at the end. The terminal CN1S is located at one end of the information output terminal row, making it easy to position. , the information output terminal CN1S is located at one end of the information output terminal row. It is easy to distinguish this from the information output terminal CN2S, which is not located at the end of the circuit.

[0347] The external information terminal board shown as a modified example (third example) in FIG. 29 is The information output terminals are arranged in a horizontal row. Two groups of information output terminals are arranged on the open end side for model-common output, and model-dependent output is provided between them. A group of information output terminals that perform the force is arranged.

[0348] The common outputs for the shaft-mounted models are, in order from the shaft-mounted side, the information output terminal group CN1G, the information output terminal CN1 For model-dependent output, the information output terminal group CN3G is arranged. The common outputs for the open end side are, in order from the shaft mounting side, the information output terminal group CN4G, the information output terminal Place child CN2S.

[0349] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the adjacent arrangement with the information output terminal is avoided, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the common signals for all models are located on both sides of the information output terminal row, so The risk of incorrect connection is reduced compared to wired connections in the Depending on the computer, it may not be possible to connect. In that case, the free terminal is located in the center. Therefore, there is less risk of incorrect connection than when the vacant terminal is located at the end. The terminal CN2S is located at one end of the information output terminal row, making it easy to position. , the information output terminal CN2S is located at one end of the information output terminal row. It is easy to distinguish this from the information output terminal CN1S, which is not located at the end of the circuit.

[0350] The external information terminal board shown as a modified example (No. 4) in FIG. 30 is The information output terminals are arranged in a horizontal row. Two groups of information output terminals are arranged on the open end side for model-common output, and model-dependent output is provided between them. A group of information output terminals that perform the force is arranged.

[0351] The common outputs for the shaft-mounted models are, in order from the shaft-mounted side, information output terminal CN1S, information output terminal group CN2 G is placed. For model-dependent outputs, the information output terminal group CN3G is placed. Common to all models on the open end side For output, an information output terminal group CN4G and an information output terminal CN2S are arranged in this order from the shaft mounting side.

[0352] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the adjacent arrangement with the information output terminal is avoided, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the common signals for all models are located on both sides of the information output terminal row, so The risk of incorrect connection is reduced compared to wired connections in the Depending on the computer, it may not be possible to connect. In that case, the free terminal is located in the center. Therefore, there is less risk of incorrect connection than when the vacant terminal is located at the end. The terminal CN1S and the information output terminal CN2S are located at one end of the information output terminal row. The decision is easy.

[0353] The external information terminal board shown as a modified example (No. 5) in FIG. 31 is The information output terminals are arranged in a vertical line in the upper and lower sides of the main body frame 11. Two sets of information output terminals that perform model-common output are placed on the side, and model-dependent output is sent between them. A group of information output terminals is arranged.

[0354] The common outputs for the upper models are, from the top, the information output terminal group CN1G, the information output terminal CN1S, The information output terminal group CN2G is placed. The model-dependent output is placed by placing the information output terminal group CN3G. The common outputs for the lower model are, from the top, the information output terminal group CN4G, the information output terminal CN2S , and an information output terminal group CN5G is arranged.

[0355] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the adjacent arrangement with the information output terminal is avoided, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the common signals for all models are located on both sides of the information output terminal row, so The risk of incorrect connection is reduced compared to wired connections in the Depending on the computer, it may not be possible to connect. In that case, the free terminal is located in the center. Therefore, there is less risk of incorrect connection than when the vacant terminal is located at the end.

[0356] 28 to 3 are added to the external information terminal board shown as a modified example (No. 1) in FIG. 27. As in the case of applying the modified example described using 0, the modified example (5) in FIG. The modifications described with reference to FIGS. 28 to 30 can also be applied to the external information terminal board shown in FIG. Cut.

[0357] Next, we will explain the external information terminal board on which two rows of information output terminals are arranged. The external information terminal boards arranged in two rows facilitate connection to external devices such as hall computers. At the same time, it is provided on the upper part of the pivot side of the front frame 12 so that the opening and closing of the front frame 12 is not hindered. An external information terminal board with two rows of information output terminals is provided on the back of the game board 30. It may also be something.

[0358] The external information terminal board, which has two rows of information output terminals, has 12 information output terminals 712 (CN1 CN1 to CN12) are arranged in two rows. Six information output terminals 712 and C The six information output terminals 712 from N7 to CN12 are respectively The external information terminal board is arranged in a vertical line. The row of six information output terminals 712 of N6 is located on the open end side of the front frame 12, and CN7 The row of six information output terminals 722 of CN12 is located on the shaft mounting side of the front frame 12. In addition, six information output terminals 712 from CN1 to CN6 and six information terminals 713 from CN7 to CN12 The information output terminals 712 are arranged in a row in a horizontal direction in the installation environment of the gaming machine 10. The external information terminal board may be arranged in such a manner that the external information terminal board is provided with the external information terminal board.

[0359] The 12 information output terminals 712 (CN1 to CN12) are colored to indicate The twelve information output terminals 712 (CN1 to CN12) are different The information output terminals 7 may be colored (for example, 12 colors) to make them easier to distinguish. 12 may be allowed to use the same color (for example, two sets of six colors) to make them easier to distinguish. stomach.

[0360] Next, the output signals to the information output terminals (CN1 to CN12) arranged in two rows The allocation of the two rows will be described with reference to FIG. 32. FIG. 32 shows the information on the two-row arrangement of the first embodiment. 10 is a diagram illustrating an example of allocation of output signals to information output terminals. FIG.

[0361] The information output terminal CN1 conducts between the two terminals (1, 2) and outputs the winning ball signal by contact output. The prize ball signal is a pulse that is turned on for 128 ms for every 10 prize balls paid out. When outputting pulses continuously, there is an off period of 64 ms between each pulse. Time is set aside.

[0362] The information output terminal CN2 conducts electricity between the two terminals (1, 2) and outputs a contact to indicate the door / frame opening. The door / frame open signal is output for a certain period of time. The door / frame open signal is output when a glass frame open error or a main frame open error occurs. It turns on only while this is occurring.

[0363] The information output terminal CN3 establishes a pattern by connecting two terminals (1, 2) and outputting a contact. The number of times signal is output as a pulse. The number of times signal is output as a pulse. It outputs one pulse that is on for 256 ms after the motor stops.

[0364] The information output terminal CN4 conducts between the two terminals (1, 2) and outputs a start signal by contact output. The start gate signal is output as a pulse. The start gate signal is the start gate (start gate 36 (start gate 1), normal variable input A single pulse is output that is turned on for 128 ms after the winning of the prize device 37 (starting port 2). When outputting consecutive pulses, there is an off time of 64 ms between each pulse. .

[0365] The information output terminal CN5 conducts between the two terminals (1, 2) and outputs a contact to indicate a jackpot. The signal is output for a period of time. The big hit 1 signal is output during the small hit, including the start and end of the small hit performance. It will only be on for a certain period of time.

[0366] The information output terminal CN6 conducts between the two terminals (1, 2) and outputs a contact to indicate a jackpot. The signal is output for a period of time. The big hit 2 signal is output during the small hit, including the start and end of the small hit performance. It only turns on during the jackpot and time-saving period.

[0367] The information output terminal CN7 conducts between the two terminals (1, 2) and outputs a contact to indicate a jackpot. The signal is output for a period of time. The big hit 3 signal is output during the small hit, including the start and end of the small hit performance. It only turns on during the jackpot period.

[0368] The information output terminal CN8 conducts between the two terminals (1, 2) and outputs a contact to indicate a jackpot. The jackpot 4 signal is only turned on during the jackpot period. The information output terminal CN9 conducts between the two terminals (1, 2) and outputs an out signal by contact output. The OUT signal is turned on for 128ms every time 10 OUT balls are generated. When outputting pulses continuously, there is a 64ms gap between two pulses. An off time of s is provided.

[0369] The information output terminal CN10 is connected between two terminals (1, 2) and outputs the main The main prize ball signal is pulsed for 128ms every time 10 prize balls are generated. When outputting pulses continuously, there is a gap between the two pulses. There is an off time of 64ms.

[0370] The information output terminal CN11 conducts between the two terminals (1, 2) and outputs security information by contact output. The security signal is output for a set period when the power is turned on or when power is restored. A predetermined error occurs during a period corresponding to the state of the switch 127 and the RAM initialization switch 112. It turns on only while the alarm is occurring.

[0371] The information output terminal CN12 is connected between two terminals (1, 2) and called by contact output. The call signal is output as a pulse of 128m every time the call switch is pressed. When outputting pulses continuously, the time between two pulses is has an off time of 64 ms.

[0372] In this way, the gaming machine 10 outputs a common signal (a prize ball signal) that is common to multiple models. Door / frame opening signal, pattern confirmation count signal, starting gate signal, main prize ball signal, security signal , out signal, call signal) to one of the two pairs of diagonal ends of the external information terminal board 72. For example, the gaming machine 10 has a prize ball signal and a door at the upper end of the open end of the front frame 12. - The frame release signal, the pattern confirmation number signal, and the start gate signal are arranged, and the front frame 12 is attached to the lower end of the axis side. Out signal, main prize ball signal, security signal, and call signal are installed.

[0373] In addition, the gaming machine 10 does not use model-specific or model-dependent signals that are not necessarily common to multiple models. (jackpot 1 signal, jackpot 2 signal, jackpot 3 signal, jackpot 4 signal) to external information terminal board 72 For example, the gaming machine 10 is arranged at the end of the other pair of diagonal corners. The jackpot 1 signal and the jackpot 2 signal are arranged at the lower end of the open end side of the face frame 12, and the axis attachment side of the front frame 12 The jackpot 3 signal and the jackpot 4 signal are located at the top end.

[0374] The gaming machine 10 does not combine common signals into one, but instead connects the signals to the front frame of the external information terminal board 72. 12, the open end side common signal located at the upper end of the open end side of the external information terminal board 72 The signal is divided into a signal for the axis-mounted side common to all models, and a signal for the axis-mounted side common to all models, which is located at the lower end of the axis-mounted side of the front frame 12. By placing a model-dependent signal between the open end side model-common signal and the shaft mounting side model-common signal, Wiring work related to signals common to multiple models can be performed from the diagonal end of the external information terminal board 72. For example, depending on the model, the external information output may not have a jackpot 4 signal. In this case, the information output terminal CN8 becomes an empty terminal. The unused terminals can be moved to the other pair of diagonal ends of the external information terminal board 72, Wiring to the information output terminals can be done from one pair of diagonal ends to the external information terminal board 72. This allows the gaming machine 10 to easily position and arrange the wiring connections for the common signals for all models. Line errors can be suppressed.

[0375] In addition, the gaming machine 10 has a door / frame open signal and a security signal, which are important as countermeasures against fraud, among the signals common to all models. The security signal is divided into a model-common signal on the open end side and a model-common signal on the shaft mounting side. This prevents mistakes when mistaking the door / frame open signal for the security signal, which outputs a signal for the same period. To suppress.

[0376] In addition, when comparing the security signal and the door / frame open signal, the door / frame open signal is 2 or glass frame 15 is opened, the signal is output, so it is more convenient than a security signal. By making this door / frame open signal a common signal for the open end side of the device, When connecting the wiring from the output terminal CN1 to the information output terminal CN12, This reduces the chance of mistaking the door / frame open signal, which outputs a periodic signal, for the security signal.

[0377] In addition, the external information that outputs a period signal among the open end side common signals is the door / frame open signal. By using only one signal, wiring connection errors can be prevented. By using only one security signal as external information, wiring connection errors can be prevented. To suppress.

[0378] In addition, among the model-common signals on the open end side, the signals adjacent to the model-dependent signals are used as pulse output signals. This makes it easy to distinguish between the model-dependent signal, which is a period output signal, and the model-common signal on the open end side. For example, the gaming machine 10 has an information output terminal The CN4 terminal is used as the pulse output start signal, and the CN5 terminal is used as the period output jackpot 1 signal. This prevents wiring connection errors from occurring due to the signal output mode. Since the output trigger depends on the game progress, it is not easy to check the output. The pulse output can be easily confirmed by making the game ball enter the starting hole.

[0379] In addition, the door / frame open signal (information output terminal C) is a period output common signal for the open end side models. N2) and the jackpot 1 signal (information output terminal CN5), which is a period output in the model-dependent signal. Between them, there is a pulse output signal for the number of symbol determinations (information output terminal CN3) and a start signal (information The output terminal CN4) is located on the rear panel, which further reduces wiring connection errors.

[0380] In addition, the door / frame open signal (information output terminal C) is a period output common signal for the open end side. N2) is a pulse output of the winning ball signal (information output terminal CN1) and the pattern confirmation count signal (information Since it is placed between the output terminal CN3, it further reduces wiring connection errors.

[0381] In addition, among the shaft-mounted side model-common signals, signals adjacent to the model-dependent signals are used as pulse output signals. This makes it easy to distinguish between the model-dependent signals, which are periodic output signals, and the shaft-mounted model-common signals and the model-specific signals. For example, the gaming machine 10 has an information output terminal C N9 is the pulse output out signal, and the information output terminal CN8 is the period output jackpot 4 signal. This prevents wiring connection errors from occurring due to the signal output mode. Since the output trigger depends on the game progress, it is not easy to check the output. The output can be easily checked by discharging the game ball from the outlet.

[0382] In addition, the security signal (information output terminal C) is a periodic output of the common signal for the shaft mounting side. N11) and the jackpot 4 signal (information output terminal CN8) which is a period output in the model-dependent signal. Between them, there is a pulse output signal (information output terminal CN9) and a main prize ball signal (information The output terminal CN10) is located on the board, which further reduces wiring connection errors.

[0383] In addition, the security signal (information output terminal C) is a periodic output of the common signal for the shaft mounting side. N11) is the pulse output of the main prize ball signal (information output terminal CN10) and the call signal ( Since it is placed between the information output terminal CN12, wiring connection errors are further reduced.

[0384] Next, regarding modified examples of the allocation of output signals to the information output terminal 722, FIGS. 33 to 37 are shown. 33 shows the output signals to the information output terminals arranged in two rows in the first embodiment. FIG. 34 is a diagram showing a modified example (part 1) of allocation. FIG. 35 is a diagram showing a modified example (part 2) of the allocation of output signals to input terminals. FIG. 10 is a diagram showing a modified example (part 3) of the allocation of output signals to information output terminals arranged in two rows in this state. 36 is a modified example of the allocation of output signals to the information output terminals arranged in two rows in the first embodiment (No. 4) 37 is a diagram showing the output signals to the information output terminals arranged in two rows in the first embodiment. FIG. 10 is a diagram showing a modified example (part 5) of allocation.

[0385] The external information terminal board shown as a modified example (first) in FIG. 33 is The information output terminals are arranged in two rows vertically. Two information output terminal groups for common output for all models are arranged at the top end and the top end of the open end. Two information output terminal groups that perform model-dependent output are located at the upper end of the shaft-mounted side and the lower end of the open end side. .

[0386] The common output for the lower end (lower end of the shaft mounting side) is, in order from the lower end, the information output terminal group CN1G, information The output terminal CN1S and the information output terminal group CN2G are located. The bottom end (open end) is where the information output terminal group CN3G is located. The bottom end (open end) is where the information output terminal group CN3G is located. The information output terminal group CN6G is arranged. The upper end common output (upper end of the open end) is Arrange the information output terminal group CN4G, information output terminal CN2S, and information output terminal group CN5G in this order. The information output terminals included in the information output terminal group CN6G are used for model-dependent signals (for example, A signal that does not overlap with any other signal) Output.

[0387] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the adjacent arrangement with the information output terminal is avoided, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the common signals for all models are output from two diagonal rows of information output terminals. Since it is located at the diagonal end of a pair, the risk of incorrect connection is reduced compared to wiring connections in the center. Also, model-dependent signals may not be connected depending on the hall computer. In this case, the empty terminal will be located at the end of the other pair of diagonal corners, so there will be an error. There is little risk of connection.

[0388] The external information terminal board shown as a modified example (part 2) in FIG. 34 is The information output terminals are arranged in two rows vertically. Two information output terminal groups for common output for all models are arranged at the top end and the top end of the open end. Two information output terminal groups that perform model-dependent output are located at the upper end of the shaft-mounted side and the lower end of the open end side. .

[0389] The common output for the lower end model (lower end of the shaft mounting side) is information output terminal CN1S, information output The upper end model-dependent output (upper end of the shaft mounting side) is the information output terminal group C. The bottom end model-dependent output (bottom open end) is the information output terminal group CN6G. The upper end common output (upper end of the open end) is arranged in order from the bottom end to the information output terminal group CN 4G, information output terminal CN2S, and information output terminal group CN5G are arranged.

[0390] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the adjacent arrangement with the information output terminal is avoided, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the common signals for all models are output from two diagonal rows of information output terminals. Since it is located at the diagonal end of a pair, the risk of incorrect connection is reduced compared to wiring connections in the center. Also, model-dependent signals may not be connected depending on the hall computer. In this case, the empty terminal will be located at the end of the other pair of diagonal corners, so there will be an error. There is little risk of connection. In addition, the information output terminal CN1S is located at the corner of the information output terminal row. This makes positioning easy. In addition, the information output terminal CN1S is located at the corner of the information output terminal row. Therefore, it is easy to distinguish it from the information output terminal CN2S, which is not located at the corner of the information output terminal row. be.

[0391] The external information terminal board shown as a modified example (third example) in FIG. 35 is The information output terminals are arranged in two rows vertically. Two information output terminal groups for common output for all models are arranged at the top end and the top end of the open end. Two information output terminal groups that perform model-dependent output are located at the upper end of the shaft-mounted side and the lower end of the open end side. .

[0392] The common output for the lower end (lower end of the shaft mounting side) is, in order from the lower end, the information output terminal group CN1G, information The output terminal CN1S and the information output terminal group CN2G are located. The bottom end (open end) is where the information output terminal group CN3G is located. The bottom end (open end) is where the information output terminal group CN3G is located. The information output terminal group CN6G is arranged. The upper end common output (upper end of the open end) is The information output terminal group CN4G and the information output terminal CN2S are arranged in this order.

[0393] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the adjacent arrangement with the information output terminal is avoided, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the common signals for all models are output from two diagonal rows of information output terminals. Since it is located at the diagonal end of a pair, the risk of incorrect connection is reduced compared to wiring connections in the center. Also, model-dependent signals may not be connected depending on the hall computer. In this case, the empty terminal will be located at the end of the other pair of diagonal corners, so there will be an error. There is little risk of connection. In addition, the information output terminal CN2S is located at the corner of the information output terminal row. In addition, the information output terminal CN2S is located at the corner of the information output terminal row. This makes it easy to distinguish from the information output terminal CN1S, which is not located at the corner of the information output terminal row. be.

[0394] The external information terminal board shown as a modified example (No. 4) in FIG. 36 is The information output terminals are arranged in two rows vertically. Two information output terminal groups for common output for all models are arranged at the top end and the top end of the open end. Two information output terminal groups that perform model-dependent output are located at the upper end of the shaft-mounted side and the lower end of the open end side. .

[0395] The common output for the lower end model (lower end of the shaft mounting side) is information output terminal CN1S, information output The upper end model-dependent output (upper end of the shaft mounting side) is the information output terminal group C. The bottom end model-dependent output (bottom open end) is the information output terminal group CN6G. The upper end common output (upper end of the open end) is arranged in order from the bottom end to the information output terminal group CN 4G, place the information output terminal CN2S.

[0396] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the adjacent arrangement with the information output terminal is avoided, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the common signals for all models are output from two diagonal rows of information output terminals. Since it is located at the diagonal end of a pair, the risk of incorrect connection is reduced compared to wiring connections in the center. Also, model-dependent signals may not be connected depending on the hall computer. In this case, the empty terminal will be located at the end of the other pair of diagonal corners, so there will be an error. There is little risk of connection. In addition, the information output terminal CN2S is located at the corner of the information output terminal row. This makes positioning easy.

[0397] The external information terminal board shown as a modified example (No. 5) in FIG. 37 is The information output terminals are arranged in two rows horizontally. Two information output terminal groups that perform common output for all models are located at the bottom end and the top end of the shaft mounting side, and the main frame 11 Two information output terminal groups are located at the bottom end of the shaft-mounted side and the top end of the open end, which perform model-dependent output. .

[0398] The common output for the lower end (lower end of the open end) is the information output terminal group CN1G, Arrange the information output terminal CN1S and the information output terminal group CN2G. The information output terminal group CN3G is located on the bottom side. The upper side (open end) is for model-dependent output. The information output terminal group CN6G is located on the upper end of the model common output (upper end of the shaft mounting side). From the side, the information output terminal group CN4G, the information output terminal CN2S, and the information output terminal group CN5G are Place.

[0399] As a result, the information output terminals CN1S and CN2S output information for a certain period. Since the adjacent arrangement with the information output terminal is avoided, it is easy to check the connection. N1S and the information output terminal CN2S are far enough apart that there is no risk of confusing them. In addition, the common signals for all models are output from two diagonal rows of information output terminals. Since it is located at the diagonal end of a pair, the risk of incorrect connection is reduced compared to wiring connections in the center. Also, model-dependent signals may not be connected depending on the hall computer. In this case, the empty terminal will be located at the end of the other pair of diagonal corners, so there will be an error. There is little risk of connection.

[0400] 34 to 3 are added to the external information terminal board shown as a modified example (No. 1) in FIG. As in the case of applying the modified example described using 6, the modified example (5) in FIG. The modifications described with reference to FIGS. 34 to 36 can also be applied to the external information terminal board shown in FIG. Cut.

[0401] In addition, the gaming machine 10 (including the modified examples) of the first embodiment described above has the following features in one aspect: It has the following characteristics. Conventional gaming machines have external connection terminals (external information terminal boards). The gaming machine 10 of the first embodiment has an external information terminal board. This makes it easy to check wiring connections.

[0402] (1) A gaming machine (for example, gaming machine 10) outputs a period signal during a period in which a predetermined condition is met. When a predetermined condition is met, a pulse signal is output from the corresponding information output terminal. Edit the external information terminal board that can be input and the signal (external information) output from the external information terminal board The period signal includes a communication signal for all machines that does not depend on the gaming performance (machine). There are two types of signals: a signal that is dependent on the game performance (machine) and a signal that is dependent on the machine. The first fraud countermeasure signal (e.g., door / frame open signal) used for the correct countermeasure, and the first fraud countermeasure signal a second anti-fraud signal (e.g., a security signal) used for a second anti-fraud measure different from the The external information terminal board has a first information output terminal corresponding to the first anti-tamper signal and a second A second information output terminal corresponding to the fraud prevention signal and a model-dependent signal (for example, a jackpot 1 signal, and a third information output terminal corresponding to the jackpot 2 signal, the jackpot 3 signal, and the jackpot 4 signal, respectively. The first and third information output terminals are arranged so as not to be adjacent to each other, and a pulse signal is transmitted between the first and third information output terminals. A fourth information output terminal is provided to output (for example, a symbol determination count signal, a start gate signal), and the A pulse signal (for example, a main winning ball signal) is input between the second information output terminal and the third information output terminal. and a fifth information output terminal different from the fourth information output terminal for outputting information related to the game. A game control memory area is used for control related to the game, and a non-game control memory area is used for control unrelated to the game. a first storage area for storing a process for editing the first fraud countermeasure signal; A second storage area used for determining whether to output a countermeasure signal and a process for editing the second countermeasure signal are stored. The third memory area is used to determine whether the second fraud prevention signal is output, and the fourth memory area is used to determine whether the second fraud prevention signal is output. The data is placed in the memory area (see, for example, FIGS. 11, 16, and 27).

[0403] (2) The gaming machine (for example, gaming machine 10) outputs a period signal during a period in which a predetermined condition is met. When a predetermined condition is met, a pulse signal is output from the corresponding information output terminal. Edit the external information terminal board that can be input and the signal (external information) output from the external information terminal board The period signal includes a communication signal for all machines that does not depend on the gaming performance (machine). There are two types of signals: a signal that is dependent on the game performance (machine) and a signal that is dependent on the machine. The first fraud countermeasure signal (e.g., door / frame open signal) used for the correct countermeasure, and the first fraud countermeasure signal a second anti-fraud signal (e.g., a security signal) used for a second anti-fraud measure different from the The external information terminal board has a first information output terminal corresponding to the first anti-tamper signal and a second A second information output terminal corresponding to the fraud prevention signal and a model-dependent signal (for example, a jackpot 1 signal, and a third information output terminal corresponding to the jackpot 2 signal, the jackpot 3 signal, and the jackpot 4 signal, respectively. The first and third information output terminals are arranged so as not to be adjacent to each other, and a pulse signal is transmitted between the first and third information output terminals. and a fourth information output terminal is provided for outputting the signal, and a power supply is provided between the second information output terminal and the third information output terminal. a fifth information output terminal different from the fourth information output terminal for outputting a pulse signal; and the control means When the first anti-tamper signal and the second anti-tamper signal are output, One of the countermeasure signals is output first, and then the other is output later (for example, Figure 3, Figure 13, See Figure 27).

[0404] (3) The gaming machine (for example, gaming machine 10) outputs a period signal during a period in which a predetermined condition is met. When a predetermined condition is met, a pulse signal is output from the corresponding information output terminal. Edit the external information terminal board that can be input and the signal (external information) output from the external information terminal board The period signal includes a communication signal for all machines that does not depend on the gaming performance (machine). There are two types of signals: a signal that is dependent on the game performance (machine) and a signal that is dependent on the machine. The first fraud countermeasure signal (e.g., door / frame open signal) used for the correct countermeasure, and the first fraud countermeasure signal a second anti-fraud signal (e.g., a security signal) used for a second anti-fraud measure different from the The external information terminal board has a first information output terminal corresponding to the first anti-tamper signal and a second A second information output terminal corresponding to the fraud prevention signal and a model-dependent signal (for example, a jackpot 1 signal, and a third information output terminal corresponding to the jackpot 2 signal, the jackpot 3 signal, and the jackpot 4 signal, respectively. The second and third information output terminals are arranged so as not to be adjacent to each other, and a pulse signal is transmitted between the second and third information output terminals. a fifth information output terminal different from the fourth information output terminal that outputs the first condition, When the first condition is met or when the second condition different from the first condition is met, the first fraud prevention signal is edited (output, When the first condition is satisfied, the first condition is satisfied regardless of whether the first condition is satisfied or not. After monitoring the condition, the satisfaction of the second condition is monitored (for example, step S151, step (See step S152) If the third condition is met or if the fourth condition, which is different from the third condition, is met, the second non-compliance will occur. When editing the corrective action signal (including output or output), Regardless of whether the third condition is met, the fourth condition is monitored after the third condition is monitored (for example, , see steps S166 to S174) (see, for example, FIGS. 16, 17, and 27) (see).

[0405] (4) The gaming machine (for example, gaming machine 10) outputs a period signal during a period in which a predetermined condition is satisfied. When a predetermined condition is met, a pulse signal is output from the corresponding information output terminal. Edit the external information terminal board that can be input and the signal (external information) output from the external information terminal board The period signal includes a communication signal for all machines that does not depend on the gaming performance (machine). There are two types of signals: a signal that is dependent on the game performance (machine) and a signal that is dependent on the machine. The first fraud countermeasure signal (e.g., door / frame open signal) used for the correct countermeasure, and the first fraud countermeasure signal a second anti-fraud signal (e.g., a security signal) used for a second anti-fraud measure different from the The external information terminal board has a first information output terminal corresponding to the first anti-tamper signal and a second A second information output terminal corresponding to the fraud prevention signal and a model-dependent signal (for example, a jackpot 1 signal, and a third information output terminal corresponding to the jackpot 2 signal, the jackpot 3 signal, and the jackpot 4 signal, respectively. The first and third information output terminals are arranged so as not to be adjacent to each other, and a pulse signal is transmitted between the first and third information output terminals. and a fourth information output terminal is provided for outputting the signal, and a power supply is provided between the second information output terminal and the third information output terminal. a fifth information output terminal different from the fourth information output terminal for outputting a pulse signal; and the control means Edit the first fraud prevention signal when the first condition is met or when a second condition different from the first condition is met ( When the first condition is met, the first condition is met. The second condition is met without terminating the monitoring of the first condition. Without terminating the process, the first and second conditions are monitored for fulfillment (for example, step S15 1, see step S152), if the third condition is met or if a fourth condition different from the third condition is met. Edit (or may include outputting) the second fraud prevention signal. When the third condition is met, the monitoring of the fourth condition will not be terminated, and the fourth condition will not be met. The third and fourth conditions are monitored without terminating the monitoring of the third condition due to the establishment of (See, for example, steps S166 to S174) (See, for example, FIG. 16, 17, see Figure 27).

[0406] (5) The gaming machine (for example, gaming machine 10) outputs a period signal during a period in which a predetermined condition is satisfied. When a predetermined condition is met, a pulse signal is output from the corresponding information output terminal. Edit the external information terminal board that can be input and the signal (external information) output from the external information terminal board The period signal includes a communication signal for all machines that does not depend on the gaming performance (machine). There are two types of signals: a signal that is dependent on the game performance (machine) and a signal that is dependent on the machine. The first fraud countermeasure signal (e.g., door / frame open signal) used for the correct countermeasure, and the first fraud countermeasure signal a second anti-fraud signal (e.g., a security signal) used for a second anti-fraud measure different from the The external information terminal board has a first information output terminal corresponding to the first anti-tamper signal and a second A second information output terminal corresponding to the fraud prevention signal and a model-dependent signal (for example, a jackpot 1 signal, and a third information output terminal corresponding to the jackpot 2 signal, the jackpot 3 signal, and the jackpot 4 signal, respectively. The second and third information output terminals are arranged so as not to be adjacent to each other, and a pulse signal is transmitted between the second and third information output terminals. A fifth information output terminal different from the fourth information output terminal that outputs the (see).

[0407] (6) The gaming machine (for example, gaming machine 10) outputs a period signal during a period in which a predetermined condition is satisfied. When a predetermined condition is met, a pulse signal is output from the corresponding information output terminal. Edit the external information terminal board that can be input and the signal (external information) output from the external information terminal board The external information editing means can be used to edit the variable display game. Low-value games with low chance of winning the right to play (for example, low-value time-saving games, low-value general power support games, etc.) ) and high-value games with a high probability of winning the right to play a variable display game (for example, high-value games and a game execution control means capable of controlling the period signal (short-term, high-value general power support, etc.). There are two types of signals: a common signal for all machines that does not depend on the game performance (machine) and a signal for all machines that depends on the game performance (machine). The model-common signals include the first fraud countermeasure signal used for the first fraud countermeasure and and a second fraud prevention signal used for a second fraud prevention measure different from the first fraud prevention measure. The dependent signal includes a game distinction signal that can distinguish between a low value game and a high value game, and The daughter board has a first information output terminal corresponding to the first anti-tamper signal and a second information output terminal corresponding to the second anti-tamper signal. and a second information output terminal corresponding to a model-dependent signal and a game distinction signal. and the third information output terminal group are arranged so as not to be adjacent to each other, and the first information output terminal and the third information output terminal group are arranged so as not to be adjacent to each other. A fourth information output terminal for outputting a pulse signal is disposed between the information output terminal group, and the second information output a fifth information output terminal different from the fourth information output terminal that outputs a pulse signal between the terminal and the third information output terminal group; Arrange information output terminals (see, for example, Figures 21, 22, and 27).

[0408] [Second embodiment] Next, a gaming machine 10 according to a second embodiment will be described. The operation input in the operation presentation can be manual operation by the player or automatic operation by the player setting. It is switchable, and the input state (manual operation and automatic operation) in the operation performance can be suitably switched. Note that the same components as those in the first embodiment are denoted by the same reference numerals and the description thereof will be omitted. do.

[0409] First, the input control in the operation presentation will be explained using FIG. 38. FIG. 38 shows the second 10 is a diagram showing an example of input control in the operation performance of the embodiment. The output is a presentation that accepts a player's operation and allows the presentation mode to be changed. There are pressing operations that can be accepted by operating means such as the push button 25. Not limited to the push button 25, but also levers and handles that can receive operational inputs by physical displacement. Alternatively, a touch panel or photo panel that can accept operation input without physical displacement may be used. It may be a sensor, an imaging device, etc. Hereinafter, the push button 25 will be used as a representative of the operation means. This section explains the operation method used in the previous section, but it uses an operation means that replaces the push button 25. Alternatively, two or more operating means may be used.

[0410] The operation presentation control state in the gaming machine 10 is an operation presentation enabled state and an operation presentation disabled state. The operation effect valid state allows the player to accept operations related to game effects. The operation effect enabled state is a state in which the game effect is not accepted. The game state is limited to a game state in which the game can be executed, but the operation effect disabled state is a game state in which the game effect can be executed. The operation effect valid state is not limited to the state in which the operation effect is valid. Regarding the operation means, player operations that are not related to game effects will not be accepted. In the valid state, the player's operation related to the game performance is not accepted, but the player's operation not related to the game performance is accepted. For example, player operations that are not related to game effects, such as volume adjustment and brightness adjustment, are accepted. Adjustments, customization of effects, viewing game history, operations related to checking game methods, etc. (various operations There is a work called "Saku".

[0411] The operation effects in the gaming machine 10 are classified into a front operation effect and a back operation effect. This is an operation effect that clearly indicates that a player's operation related to the technique effect is acceptable. The hidden operation effects are effects that provide a wide range of interest to players playing the gaming machine 10. This is a performance that provides new excitement to experienced players. Although the game itself can provide enough excitement, the hidden operation will provide new opportunities to discover new interests. By providing this information to engineers, we aim to improve long-term operation.

[0412] The hidden operation effect is performed without clearly indicating that player operations related to the game effect are acceptable. It is an operation effect. It is not clearly stated that player operations related to the game effect are acceptable. The term "konau" may be implicit or not explicit compared to the table operation presentation. That is, the front operation effect may be used to easily let the player know that the player's operation is available. The hidden operation effect is that the player can accept the player's operation. It is not easily recognizable compared to the outgoing.

[0413] In addition, the operation presentation control state is a state in which the player's manual operation is performed to receive the player's operation related to the game presentation. There is a manual input mode that requires manual operation by the player, and an automatic input mode that does not require manual operation by the player. The manual input mode accepts player operations based on the player's manual operation. On the other hand, the automatic input mode is a mode in which the player's operation is triggered by a predetermined trigger without any input based on the player's manual operation. In manual input mode, operation input is performed for both front and back operation presentations. Automatic input mode can accept operation input for table operation presentation. However, it does not accept any operation inputs that target the hidden operation effects. The game can be played in input mode and automatic input mode, but the hidden operation effect can be played in manual input mode. The game can be produced in the automatic input mode, but the game cannot be produced in the automatic input mode.

[0414] The manual input mode and the automatic input mode can be switched to each other. The system will transition to automatic input mode if there is continuous operation for a specified period during the validity period of the For example, when the manual input mode is active and the hidden operation is not in effect, push button 2 If the pressing operation of 5 continues for 7 seconds, the manual input mode transitions to the automatic input mode. In addition, when the push button 25 is pressed in the automatic input mode, the automatic input The input mode transitions to the manual input mode.

[0415] Next, examples of screen displays in the operation presentation will be described with reference to FIGS. 39 to 45. FIG. 39 is a diagram showing an example (part 1) of a screen display in the second embodiment. 41 is a diagram showing an example (part 2) of a screen display according to the embodiment. FIG. 42 is a diagram showing an example (part 3) of a display. 43 is a diagram showing an example (part 5) of a screen display in the second embodiment. FIG. 44 is a diagram showing an example (part 6) of a screen display according to the second embodiment. FIG. 10 is a diagram showing an example (part 7) of a screen display according to the second embodiment.

[0416] First, here is an example of the screen display that guides you through the input modes in manual input mode and automatic input mode. The following will be explained with reference to Figure 39. The display screen 520 shown in Figure 39(1) is in the manual input mode. The display screen 522 shown in FIG. 39(2) shows the screen during the change display (three symbols change). This shows the screen during the change display (three patterns changing) in the dynamic input mode.

[0417] Both display screens 520 and 522 include an input mode guide display 521 in the display content. The input mode guide display 521 on the display screen 520 displays the message "Automatic" in a dimmed color. This indicates that the automatic input mode is not enabled, i.e., the manual input mode is enabled. The input mode guide display 521 on the screen 522 displays the message "Automatic" in a dark color. The user is informed that the dynamic input mode is enabled, i.e., the automatic input mode is active.

[0418] The input mode guide display 521 is always displayed in a predetermined game state. It may be displayed in a predetermined state, or may be displayed from a predetermined trigger to a predetermined The predetermined game state may be, for example, a variable display state or a customer status. The input mode guide display 521 also indicates when a predetermined error has occurred or when a jackpot has been reached. When there is no obvious operational effect being performed, such as during the fanfare or ending. The predetermined presentation state may be, for example, a front operation presentation or a back operation presentation. During the period of operation performance, or the period prior to the front operation performance or the back operation performance, There are periods after the performance, periods consisting of a combination of these periods, etc. For example, pressing the push button 25, completing the initialization process, completing the power recovery process, waiting for customers, The end of a state, the passage of a predetermined time, etc.

[0419] The input mode guide display 521 may be displayed at a predetermined display position. Alternatively, the display position may be changed. The display position of the inner display 521 may be changed depending on whether the game is in a reach state or not. The mode guide display 521 may be displayed at a predetermined size, or may be displayed in a variable size. For example, the input mode guide display 521 may be displayed as follows: The display size may be changed depending on whether the ball is in a reach state or not, or whether the ball is waiting for a customer, etc.

[0420] The input mode guide display 521 is displayed in a large size when it overlaps with the large pattern group 501, which is a decorative pattern. The input mode guide display 521 is displayed in priority to the decorative pattern group 501. A small pattern group 502, a special pattern 1 reserved number display 503, a special pattern 2 reserved number display 504, and a reserved It is displayed in a position that does not overlap with the pending call display 505 and the pending call digestion display 506. The gaming machine 10 is capable of inputting the input mode without giving the player a disadvantage in guiding the game progress. We can guide you to the following.

[0421] Although the gaming machine 10 guides the input mode by the input mode guide display 521, , instead of or in addition to the input mode guide display 521, a voice For example, the gaming machine 10 may be configured to provide guidance by using a sound effect (including sound effects) or light emission. , the illumination state of the push button 25 (off in manual input mode, yellow light in automatic input mode, etc.) ) can guide the input mode. In addition, the gaming machine 10 can The operation sound of the push button 25 may be changed.

[0422] Next, examples of screens prompting players to perform operations in the manual input mode and the automatic input mode are shown in Fig. 4. The display screen 524 shown in FIG. 40(1) is used in the manual input mode. The display screen 526 shown in FIG. 40(2) is a screen that prompts the technician to perform an operation. A screen prompting the player to perform an operation is displayed.

[0423] Both the display screens 524 and 526 have an input mode guide display 521 and an operation prompt guide display 522. The input mode guide display 521 on the display screen 524 includes the following: The input mode guide display 521 on the display screen 526 indicates that the input mode is selected. Informs you that you are in auto-fill mode.

[0424] The operation promotion guide display 525 is a display that prompts the player to perform a player operation in the front operation performance. In addition, the hidden operation effect is not an effect that encourages the player to perform a player operation, so the operation promotion guide display 52 5 is not displayed. The operation prompt guide display 525 displays an image of the push button 25. The user is informed that the operation target is the push button 25. 5 displays the message "Press!" and indicates that the operation is to press the push button 25. The operation prompting display 525 also displays a time gauge to indicate the operation acceptance period. The size of the gap and the time elapsed since the start of operation acceptance (or the remaining time available for operation acceptance) are displayed. do.

[0425] In addition, when the gaming machine 10 prompts the player to perform a player operation, it displays an outline of the push button 25. Decorate the image display with colors that indicate the level of expectation (for example, colors according to the development rules described below). In this way, the degree of expectation may be suggested before the operation input is accepted. 0 indicates that the light-emitting part of the push button 25 is colored to indicate the degree of expectation (for example, the development rule described later). The color may be changed to indicate the degree of expectation before accepting the operation input. .

[0426] Note that the illumination of the operation section (for example, the illumination of the push button 25) is turned on during the operation prompt display period. When the period when the automatic input mode is displayed overlaps with the period when the automatic input mode is displayed, the operation prompt is supported. The illumination of the selected display color takes precedence over the illumination indicating that the device is in automatic input mode. For example, The operation section lights up in white, red, or rainbow colors to indicate the operation prompts. When the automatic input mode is activated, the light will not change to yellow but will remain white, red, or The rainbow color continues to be emitted. Also, the operation panel illumination changes to the display color corresponding to the automatic input mode. When the light is yellow, if the display color is changed to the color corresponding to the operation prompt, the light will immediately turn yellow. Switch from light to white, red, or rainbow color. , the operation prompt display period and the automatic input mode notification period overlap. When the operation promotion guide display period ends, the display color corresponding to the automatic input mode is The color immediately changes to yellow. This allows the gaming machine 10 to display the operation prompt and the automatic input mode. This makes it possible to provide a guide that is easy for players to understand.

[0427] Next, the display of the screen after the player's operation in the manual input mode of the front operation effect or the back operation effect An example of the display will be explained with reference to Fig. 41. The display screen 528 shown in Fig. 41(1) is in manual input mode. In this case, a screen is shown which accepts the player's operation and notifies the player of a predetermined expectation level. The display screen 530 shows that the player's operation has been accepted in the manual input mode but has not met the predetermined expectation level. A screen without notification is shown.

[0428] Both the display screens 528 and 530 have an input mode guide display 521 and an expectation level notification display 52 The expectation level notification display 529 includes the display content of 9. The expectation level notification display 529 is displayed by the display mode and color of a predetermined display element. The expectation level notification display 529 on the display screen 528 indicates the degree of expectation. The expected level of expectation is notified (including suggestions and guidance) based on the information, and the The color of the balloon (or the background color or text color of the balloon) indicates a predetermined expectation level. The expected value to be notified is the result of the game (occurrence of a win, the value of the win, etc.). It may also be the expected degree of development of the game presentation, the expected degree of setting value related to the gaming performance, etc. stomach.

[0429] The expectation notification display 529 on the display screen 528 receives the player's operation and displays a positive The screen 528 shows a screen for notifying the degree of expectation. The character indicates a relatively high expectation, and the aura behind the character indicates that The expectation level corresponding to a color (for example, blue) is notified.

[0430] The expectation notification display 529 on the display screen 530 indicates that the player's operation has been accepted but the significance The display screen 530 does not display the expected degree of winning. The emotionless character does not convey any significant expectation, and the speech bubble behind the character Its color (e.g., white) does not convey any significant expectation.

[0431] In this way, the gaming machine 10 may notify a significant expectation level by accepting a player's operation, or may not notify a significant expectation level by accepting a player's operation. For example, the gaming machine 10 may not notify the player of the expected value. Even if you accept it, by probabilistically announcing the significant expectation, you can play multiple times with one operation. This can encourage user operation.

[0432] In addition, the screen after manual operation input in the automatic input mode of the table operation presentation will also be displayed as a manual operation screen. The automatic input mode is switched to the manual input mode by the operation input, and the display screens 528 and 530 In addition, the screen after automatic operation input in the automatic input mode of the table operation presentation is the same as the input The display screens are the same as the display screens 528 and 530 except that the power mode guide display 521 is displayed in a dark color. In addition, in the automatic input mode of the hidden operation effect, the hidden operation effect is the target of automatic input. Since this does not occur, the display screens 528 and 530 are not reached.

[0433] Next, we will show examples of the operation reception screen for the hidden operation effects in manual input mode and automatic input mode. The following will be explained with reference to Figure 42. The display screen 532 shown in Figure 42(1) is in the manual input mode. The display screen 53 shown in FIG. 42(2) is a screen that allows the user to input the hidden operation effect. 4 shows a screen that allows input operations for hidden operation effects to be accepted in the automatic input mode.

[0434] The display screens 532 and 534 are used for displaying hidden operation effects during predetermined effects in the variable display of the special game. This is a display screen when the input operation of is possible. The hidden operation performance is a guide display equivalent to the operation promotion guide display 525. Although it is not performed, a performance identification display 533 is displayed to enable the user to recognize that it is a predetermined performance. .

[0435] The display screens 532 and 534 display an input mode guide display 521 and a performance identification display 533. The input mode guide display 521 on the display screen 532 indicates that the input mode is manual. The input mode guide display 521 on the display screen 534 guides the user to enter the automatic input mode. This will inform you that this is a

[0436] The effect identification display 533 indicates that a predetermined effect is being performed. 533 is a method of suggesting a hidden operation effect to a player who is aware that a predetermined effect is a hidden operation effect. On the other hand, the effect identification display 533 indicates that a predetermined effect is a hidden operation effect. No guidance is given to players who are not already aware of this.

[0437] The effect identification display 533 may be guided by the appearance of a predetermined character. Alternatively, the guidance may be given by a predetermined presentation mode that does not rely on a character. The predetermined presentation mode may be, for example, a predetermined display on the display device 41, a light emission mode of the light emitting device, a predetermined Sound output, the movable state of the movable member, the vibration state of the vibration device, and other predetermined effects in the effect device There are various aspects.

[0438] In addition, the hidden operation performance also requires manual operation for players playing in automatic input mode. This allows for operation input to be accepted, making it an interesting device regardless of whether it is in manual input mode or automatic input mode. The performance identification display 533 is not only in the manual input mode but also in the automatic input mode. It also displays the information, so you can easily acquire interesting information without having to distinguish between manual and automatic input modes. Contribute to.

[0439] Next, examples of the screen display at the end of the hidden operation in manual input mode and automatic input mode are shown in Figure 1. 43. The display screen 536 shown in FIG. 43(1) is in the manual input mode. The display screen 538 shown in FIG. 43(2) is a screen on which an input operation for the hidden operation effect is received. 1 shows a screen where no input oper...

Claims

[Claim 1] A variable display game execution means capable of executing a variable display game; an operation means capable of receiving an operation input by a player; an operation prompting means for prompting the player to perform an operation; an expectation effect means for performing an effect that indicates, by color, the expectation that the variable display game will derive a predetermined result; an input state setting means for setting a first input state in which an operation input can be accepted by a player's operation or a second input state in which an operation input can be accepted without a player's operation at a predetermined input operation acceptance opportunity; a guiding means capable of guiding the second input state in the second input state, the expectation degree effect means is capable of executing the effect with a color in accordance with a predetermined effect rule; a first expectation level effect means for executing the effect in response to a first player operation that accepts the player operation without prompting the player to perform the operation; and second expectation level presentation means for executing the presentation by a second player operation that accepts the player operation while encouraging the player operation, the first expectation presentation means is capable of executing a first development presentation for developing the expectation without allowing a drop in the expectation in accordance with a first development rule, based on the first player operation accepted during a continuous first period; the second expectation presentation means is capable of presenting the expectation based on the second player operation accepted in a second period, presenting the expectation based on the second player operation accepted in a third period not subsequent to the second period, and executing a second development presentation that allows the expectation based on the second player operation accepted in the second period and the expectation based on the second player operation accepted in the third period to be lowered and developed; Gaming machine.

Citation Information

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