Gaming machine

By employing a dual-display unit design on the game console to display different QR codes and accompanying information, and by using a forward-looking and non-forward-looking overlapping design, the problem of information being difficult to identify under changing lighting conditions is solved, thus achieving readability and visibility of information from different angles.

JP7834313B2Active Publication Date: 2026-03-24SOPHIA CO LTD
View PDF 3 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-10-27
Publication Date
2026-03-24

AI Technical Summary

Technical Problem

The QR codes displayed on existing game consoles are difficult to read under varying lighting conditions, making the information hard to recognize.

Method used

It adopts a dual display unit design to display different QR codes and accompanying information respectively, and through the overlapping design of forward-looking and non-forward-looking directions, it ensures that the information can be clearly seen from different angles.

Benefits of technology

This technology ensures the readability of information displayed on the game console under different ambient lighting conditions, improving the reliability and visibility of information recognition.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007834313000001
    Figure 0007834313000001
  • Figure 0007834313000002
    Figure 0007834313000002
  • Figure 0007834313000003
    Figure 0007834313000003
Patent Text Reader

Abstract

To provide a game machine for displaying easy-to-read predetermined information.SOLUTION: A two-dimensional code 501 as predetermined information shows the situation displayed so as to be visible easily (so as to be observed easily). Such a two-dimensional code 501 displayed so as to be visible easily allows a player to naturally realize that it is a read object. Two-dimensional codes 503, 508 have an obstacle in a front side and are displayed so as not to be visible easily. For example, a front frame and a glass frame, or decorative members or the like that the front frame and the glass frame have interfere with the two-dimensional codes 503, 508 in front view. Such two-dimensional codes 503, 508 displayed so as not to be visible easily allow a player to naturally realize that they are not read objects.SELECTED DRAWING: Figure 15
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] There is a gaming machine that displays specific information (QR (Quick Response) code (registered trademark)) for employees in a game hall or the like.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] [[ID=3�]]However, the predetermined information (for example, a two-dimensional code) displayed by the gaming machine may become difficult to read due to changes in the surrounding environment such as the emission of a nearby light-emitting part. On one aspect, the present invention provides a gaming machine that displays predetermined information that is easy to read.

Means for Solving the Problems

[0005] To achieve the above object, as shown below Play A gaming machine is provided. The gaming machine The system includes a first display unit that displays a first two-dimensional code display area for displaying a first two-dimensional code and a first accompanying information display area for displaying first accompanying information associated with the first two-dimensional code, and a second display unit that displays a second two-dimensional code display area for displaying a second two-dimensional code different from the first two-dimensional code and a second accompanying information display area for displaying second accompanying information associated with the second two-dimensional code. The first display part overlaps at least a part with the front component parts when observed from the front view direction in a front view. First A two-dimensional code or First The accompanying information is not easily visible, and it has been not easily visible when observed from a non-front view direction that does not depend on the front view. First A two-dimensional code or First The accompanying information is made easily visible do. The second display part overlaps at least a part with the front component parts when observed from the front view direction. Second A two-dimensional code or SecondThe accompanying information becomes difficult to see, and even when observed from a non-frontal view. Second QR code or Second Make supplementary information difficult to see. [Effects of the Invention]

[0006] According to one embodiment, a gaming machine displays predetermined information that is easy to read. [Brief explanation of the drawing]

[0007] [Figure 1] This is a perspective view showing an example of a gaming machine according to the first embodiment. [Figure 2] This is a front view showing an example of a game board according to the first embodiment. [Figure 3] This is a block diagram showing an example of a control system for a gaming machine according to the first embodiment. [Figure 4] This is a block diagram showing an example of the configuration of the performance control device according to the first embodiment. [Figure 5] This figure shows an example of a batch display device according to the first embodiment. [Figure 6] This is a diagram (part 1) showing the flowchart of the main process in the first embodiment. [Figure 7] This is a diagram (part 2) showing the flowchart of the main process in the first embodiment. [Figure 8] This is a diagram (part 3) showing the flowchart of the main process in the first embodiment. [Figure 9] This is a diagram (part 4) showing the flowchart of the main process in the first embodiment. [Figure 10] This is Figure (No. 5) showing the flowchart of the main process in the first embodiment. [Figure 11] This figure shows a flowchart of the timer interrupt processing in the first embodiment. [Figure 12] This figure shows a flowchart of the main processing in the performance control device of the first embodiment. [Figure 13] This figure shows an example of a two-dimensional code to be displayed on the front frame of the first embodiment. [Figure 14] It is a figure showing an example of a two-dimensional code displayed on the game board of the first embodiment. [Figure 15] It is a figure showing an example of the display of the two-dimensional code of the first embodiment. [Figure 16] It is a figure showing an example of the display of the two-dimensional code with accompanying information of the first embodiment. [Figure 17] It is a figure showing (1) an example of the classification of the two-dimensional code reading target of the first embodiment, (2) an example of the visibility and readability according to the two-dimensional code reading target, and (3) an example of the reading state of the two-dimensional code for the player of the first embodiment. [Figure 18] It is a figure showing an example of the classification of the information type of the two-dimensional code of the first embodiment. [Figure 19] It is a figure showing an example of the visibility and readability when opening the game frame when the two-dimensional code reading target of the first embodiment is the game hall manager. [Figure 20] It is a figure showing an example of the visibility and readability of the accompanying information and the visibility and readability of the two-dimensional code when the two-dimensional code reading target of the first embodiment is the manager. [Figure 21] It is a figure showing an example of the front surface of the gaming machine of the first embodiment. [Figure 22] It is a figure showing an example (part 1) of the display mode of the front surface of the gaming machine of the first embodiment. [Figure 23] It is a figure showing an example (part 2) of the display mode of the front surface of the gaming machine of the first embodiment. [Figure 24] It is a figure showing an example (part 1) of the light emission mode according to the decoration control state of the first embodiment. [Figure 25] It is a figure showing an example (part 2) of the light emission mode according to the decoration control state of the first embodiment. [Figure 26] It is a figure showing an example of the light emission mode of the information display panel of the first embodiment. [Figure 27] It is a figure showing an example of the information display panel of the first embodiment. [Figure 28] It is a figure showing an example of the partial light emission mode of the information display panel of the first embodiment. [Figure 29] This figure shows an example of a partially coordinated light emission mode of an information display panel according to the first embodiment. [Modes for carrying out the invention]

[0008] The embodiments will be described in detail below with reference to the drawings. [First Embodiment] First, the first embodiment will be described based on the drawings. Figure 1 shows the gaming machine of the first embodiment. This is a perspective view illustrating one example.

[0009] The gaming machine 10 of the first embodiment includes a front frame 12, and the front frame 12 is an outer frame (support frame) In part 11, when viewed from the front, the left side is the pivot side and the right side is the open side, allowing it to be opened and closed and rotated. The game board 30 (see Figure 2) is housed in a storage compartment (not shown) formed on the front side of the front frame 12. It is also fitted with a cover glass (transparent glass) that covers the front of the game board 30 on the front frame (main frame) 12. A glass frame (transparent member holding frame) 15 is attached, which is equipped with a transparent member 14.

[0010] Additionally, the left and right sides of the glass frame 15 contain lamps or LEDs (Light Emitting Diodes) inside. Built-in decoration and effects, and notification in case of abnormalities (for example, if a payout abnormality occurs, the system will run...) Lights up (or flashes) lights such as LEDs in an abnormality indicator color (for example, red). The frame decoration device 18 and the speaker (upper speaker) 19a that emits sound (for example, sound effects) It is provided. Furthermore, a speaker (lower speaker) 19b is also provided at the bottom of the front frame 12. Furthermore, in the event of an abnormality, the details of the abnormality will be announced by voice from speakers 19a and 19b. It is designed to be such that a lamp for indicating a dispensing abnormality is provided in a designated area of ​​the glass frame 15. You can do that.

[0011] Furthermore, at the bottom of the front frame 12 is an upper tray (storage) that supplies game balls to a ball launching device (not shown). (Plate) 21, Game balls dispensed from the payout unit located on the back side of the game machine 10 The upper tray ball outlet 22, when the upper tray 21 is full, stores the game balls that have been dispensed. A lower tray (receiving tray) 23 and an operating section 24 for the ball launching device are provided.

[0012] Furthermore, on the upper edge of the upper tray 21, there is an effect button 25 used for intervention operations related to game effects, etc. A feature is provided. The performance button 25 accepts an operation to intervene in the game's performance. It functions as a control receiving unit and also receives the required information (for example, light emission patterns, vibrations, protrusions, etc.). It also functions as a performance section that can be displayed in various ways (such as operation). In addition, the left edge of the upper tray 21 is for the player An option setting unit 29 is provided for setting various options. The setting unit 29 includes a cross cursor switch that can accept input in four directions, and a cross cursor switch The switch has a central switch in the middle that can accept confirmation operations, etc., and a directional cursor switch. Two auxiliary switches, used for volume control and other functions, are located on the periphery of the unit. Furthermore, on the lower right side of the front frame 12, there is a mechanism for opening and locking the front frame 12 and the glass frame 15. A keyhole 26 is provided for inserting a key.

[0013] Furthermore, the game machine 10 involves the operation of the performance button 25 (push button) (for example, pressing it). Based on the player's operation received from the performance button switch 25a (see Figure 4) that detects the player This allows for the creation of effects that involve the player's actions. For example, the player's actions The effect of intervening with this is a variable display game on the display device (variable display device) 41 (see Figure 2). There is a special effect in the game (decorative special feature display game), and the game machine 10 displays on the display device 41 The characters are made to move, and the decorative special feature displayed on the display device 41 is displayed in the game. It is possible to stop the identification information being displayed. However, such intervention by the player is not permitted. In addition to the performance button 25, the switches in the option setting section 29 (cross cursor switch, A configuration in which one or more of the following are used (central switch, accessory switch) is also acceptable. i. In Figure 4, which will be described later, each switch in the option setting unit 29 is grouped together as a setting switch 29 It is represented as 'a'.

[0014] Also, to the right of the performance button 25, when a player receives balls from an adjacent ball dispensing machine... The ball dispensing button 27 is operated to eject the prepaid card from the ball dispensing machine's card unit. A dispensing button 28 to be operated, and a balance display unit (not shown) that displays the balance of the prepaid card. ) and the like are provided. In the gaming machine 10 of this first embodiment, the player performs the above operations By rotating part 24, the ball launching device launches game balls supplied from the upper tray 21. The game is launched towards the game area 32 (see Figure 2) on the front of the game board 30. Also, the player can optionally The aforementioned setting switches 29a (cross cursor switch, center switch, attached) of the setting unit 29 By operating one or more of the (family switches), for example, - Set the volume emitted from 19a and 19b, and set the brightness of the game board 30. It is possible.

[0015] Next, the game board 30 will be explained using Figure 2. Figure 2 shows the game board of the first embodiment. This is a front view illustrating one example. On the surface of the game board 30, a roughly circular game area 32 is formed, surrounded by guide rails 31. The game area 32 consists of resin side cases 3 provided at each of the four corners of the game board 30. It is composed of being surrounded by 3 and guide rail 31. The game area 32 is displayed almost in the center. A center case (game performance component) 40 equipped with a device (variable display device) 41 is positioned. The display device 41 is located in a recess provided in the center case 40. It is mounted in a position set back from the front. In other words, the center case 40 is the display device. It surrounds the display area 41, protrudes forward from the display surface of the display device 41, and surrounds the game area Area 32 is designed to make it difficult for game balls to fall into it.

[0016] The display device 41 is, for example, an LCD (liquid crystal display), a CRT (Cathode Ray Tube), or a black screen. It consists of a device having a display screen such as a piping tube. The display device 41 is an LED Devices having a display screen capable of displaying dot matrix images, or other display devices, It may consist of a combination of two or more display devices. The display screen is capable of displaying images. The display area contains multiple identification information (special symbols) and special symbol variation display games. Information related to the game, such as characters and background images that enhance the visual effects, is displayed. Display device 4 On the display screen of 1, multiple special symbols assigned as identification information are displayed in a variable manner (possible). (The display changes) and a special display game corresponding to the special display change game is played. Additionally, the display screen includes images for effects based on the progress of the game (for example, a jackpot display). Images (such as fanfare images and ending images) are displayed.

[0017] Additionally, the top of the center case 40 is a panel that performs gameplay effects through its operation. A display device 44 is provided. This display device 44 is in the state shown in Figure 2, and the display device 4 It is capable of moving towards the center of 1.

[0018] In the game area 32, the lower right side of the center case 40 displays the start of the regular figure variation game. A normal symbol starting gate (normal symbol starting gate) 34 that sets conditions is provided. The game balls that enter gate 34 (game balls that pass through the normal starting gate 34) are then switched to the gate switch. It is detected by 34a (see Figure 3).

[0019] Furthermore, a general prize entry point 35 is located on the lower left side of the center case 40 in the game area 32. It is placed on the lower right side of the center case 40 and to the right of the special variable prize winning device 95, which will be described later. There are 35 general prize slots. Game balls that enter these 35 general prize slots are awarded prizes. It is detected by the switch 35a (see Figure 3).

[0020] Furthermore, below the center case 40 in the game area 32, there is a first special symbol variation display game. The starting conditions for the (Special Feature 1 Variable Display Game) are determined by the first starting entry point (starting entry area). A starting prize slot 36 (starting slot 1) is provided. When a game ball enters the starting prize slot 36, it starts It is detected by switch 36a (see Figure 3).

[0021] Additionally, below the starting prize entry opening 36, there is an outlet to collect game balls that did not enter the prize entry openings, etc. An opening 30a is provided. Furthermore, located below the center case 40, and to the left of the normal starting gate 34, A normal variable prize winning device that provides the starting conditions for the second special feature variable display game (special feature 2 variable display game). 37 (second starting prize entry opening, starting prize area) is provided. Normal variable prize device 37 (start Inlet 2), a movable member 37b is provided at the position that will be the inflow portion. The movable member 37b is a regular electric The solenoid 37c (see Figure 3) slides in the forward and backward direction, allowing the game balls to enter the inlet. A blocking state that prevents the inflow, and a tolerance state that allows the game balls to flow into the inflow area by moving backward. The state can be changed. The movable member 37b is normally in the closed state (to the player). (This is a disadvantageous situation for the player.) And the result of the regular display game is a predetermined stop table. When it enters the display state, it can be changed to the open state (a state advantageous to the player). The game balls that enter the normal variable prize winning device 37 are switched on the start port 2 switch 37a (Figure 3 (See reference) Detected by [reference]. Furthermore, the normal variable prize winning device 37 is designed to allow prize winning even when it is closed. It may be made that it is less likely to win a prize when the gate is closed than when it is open. The ordinary variable prize winning device 37 is ordinary It is equivalent to an electric motorized device (regular electric).

[0022] Furthermore, to the right of the center case 40 in the game area 32, there is a special symbol variation display game (special The game balls are accepted based on the results of the variable display game (Figure 1 and Special Figure 2). A special variable prize winning device (large prize opening 1) 38 that can be converted between a state that is difficult to accept and a state that is easy to accept is provided. The special variable prize winning device 38 has an opening / closing member (movable piece) 38c, and auxiliary game Depending on the outcome of the special feature variation display game, the opening / closing member 38c closes the grand prize opening. The opening / closing member 38c retracts from the state (a blocked state unfavorable to the player) and flows down the game area 32. It converts the ball into an open state (a state advantageous to the player) that can accept the game ball. The special variable prize winning device 38 is driven by the large prize winning opening 1 solenoid 38b (see Figure 3). It is equipped with a large prize opening (large prize opening 1) that is opened and closed by a driven opening / closing member 38c, as shown in the special figure. The winning game state (special game state) is determined by the results of the 1st variable display game and the 2nd special display game. During this time, and during the jackpot game state (special game state) resulting from winning in the specific area 96 described later, By changing the state of the large prize slot from closed to open, the flow of game balls into the large prize slot is controlled. It is designed to facilitate entry and to award players a predetermined game value (prize balls). Inside the large prize slot (prize area), there is a detection means for detecting the game ball that has entered the large prize slot. A large prize slot switch (count switch) 38a (see Figure 3) is installed.

[0023] Furthermore, on the lower right side of the center case 40 in the game area 32, there is a special symbol variation display game ( The game balls are accepted based on the results of the Special Feature 1 variable display game and the Special Feature 2 variable display game. A special variable prize-winning device (large prize-winning opening 2) 95 that can be converted between a state of no prize and a state of easy acceptance is installed. The special variable prize winning device 95 has an opening / closing member (opening / closing door) 95c, and auxiliary play Depending on the outcome of the special feature variation display game, the opening / closing member 95c closes the grand prize opening. The opening / closing member 95c retracts from the state (a blocked state unfavorable to the player) and the flow in the game area 32 is released. To convert the machine into an open state (a state advantageous to the player) that can accept the dropped game ball. The special variable prize winning device 95 is driven by a large prize winning opening 2 solenoid 95b (see Figure 3). It is equipped with a large prize opening (large prize opening 2) that is opened and closed by an opening / closing member 95c driven by a special During the minor win state based on the results of the variable display game in Figure 1 and the variable display game in Special Figure 2, a big win occurs. By changing the opening from a closed state to an open state, it facilitates the flow of game balls into the prize winning area. This allows the player to receive a predetermined amount of game value (prize balls). Inside (the prize area), there is a detection means for detecting the game ball that has entered the prize slot. A prize slot switch (count switch) 38a (see Figure 3) is installed.

[0024] Furthermore, the special variable prize winning device 95 guides the game balls that have entered the prize winning slot to a specific area 96. It is equipped with a V-channel. The special variable prize winning device 95 detects game balls that have flowed into a specific area 96. A fixed-area switch 38e (see Figure 3) is provided. The detection of game balls (winning in a specific area 96) is performed by the special variable prize winning device (large prize opening 1) 38 Condition 1 for the occurrence of a jackpot game state (special game state) that changes from a closed state to an open state It is one of them.

[0025] Furthermore, the center case 40 does not have a warp channel, but it can be modified to have a warp channel. This is also possible. For example, a warp port (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 moved around on the stage inside the center case 40. Alternatively, you could guide a portion of them to the warp exit. In that case, the warp exit will start Position yourself directly above the prize entry point 36 and guide the game ball that has been guided to the warp exit to the starting prize entry point 3 It would be good to make it easier to win a prize in the top 6.

[0026] In the first embodiment of the gaming machine 10, among the gaming area 32 through which the game balls flow, The area to the left of the center case 40 is designated as the left-side game area, and the area to the right of the center case 40 is The right side is designated as the game area. The player adjusts the launch force to send the game balls into the left side game area. By firing (so-called left-handed shot), the starting prize slot 36 and the general prize slot 35 (left-side play area) You can aim to win a prize by placing the ball in the designated area and launching the game ball into the right-hand play area (so-called right-handed play). By doing so, the regular starting gate 34, the regular variable prize winning device 37, the special variable prize winning devices 38, 95, It is now possible to aim for winnings in the general prize slot 35 (located in the right-hand game area), etc. Yes, they are.

[0027] Additionally, outside the game area 32 (in this case, the lower right of the game board 30), there is a special symbol variation display game. The first special figure variation display game and the second special figure variation display game and the normal figure starting gate 34 A single display device 50 that displays a game of random number display triggered by winning an award, and also displays various information. A system is in place.

[0028] The integrated display device 50 consists of a round display unit 51 made of LEDs, etc., and a hold display unit (Figure 1). 52, Special Feature 1 Symbol Display Unit 53, Special Feature 2 Symbol Display Unit 54, General Feature Symbol Display Unit 55, The display unit includes a hold display unit 56 and a status display unit 57 (see Figure 5). Details of the batch display device 50 are as follows: This will be explained later.

[0029] The gaming machine 10 has a right-hand play guide display located near the special variable prize winning device (large prize winning opening 1) 38 on the right side. It is equipped with 91c. The right-hand hitting guidance display device 91c lights up when guiding the player to hit to the right. The lights turn off in other states. Note that the right-hand hitting guidance display device 91c is included in the panel decoration device 46. It can be done.

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

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

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

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

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

[0035] In the first embodiment, the power supply unit 400 is configured separately from the game control device 100. However, the backup power supply unit 420 and the control signal generation unit 430 are located on separate boards or during gameplay. The control device 100 may be integrated with the game board 30, that is, it may be mounted on the main board. And the game control device 100 is subject to replacement when the model is changed, so the first embodiment As such, a backup power supply unit 420 and control board are located on a separate board from the power supply unit 400 or the main board. By providing the signal generation unit 430, it is possible to exclude it from replacement and reduce costs. can.

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

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

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

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

[0040] Furthermore, the game control device 100 is configured such that the setting key switch 127 is ON and the RAM is initialized. When the power is turned on with switch 112 in the OFF state, the settings of the gaming machine 10 can be checked. The control state transitions to a setting confirmation mode. For example, the game control device 100 transitions to a setting confirmation mode. The settings are displayed on the probability setting value display device 136.

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

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

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

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

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

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

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

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

[0049] The dispensing control device 200 includes a CPU, ROM, RAM, input interface, and output interface. Equipped with faces, etc., it follows the prize ball payout commands (commands and data) from the game control device 100. Then, the payout motor of the payout unit installed in the gaming machine 10 is driven to dispense the prize balls. It performs control for the purpose of dispensing balls to the game machine 10. Based on the ball request signal from the card unit, the dispensing motor of the dispensing unit is driven. This controls the dispensing of borrowed balls.

[0050] The input section 120 of the gaming microcomputer 111 has a start port 1 switch 36 inside the start prize entry port 36. a, Start port 2 switch 37a in the normal variable prize winning device 37, gate in the normal starting gate 34 Switch 34a, Prize slot switch 35a, Special variable prize slot switch 38, 95 Chi 38a is connected to the specific area switch 38e of the special variable prize winning device 95, and these switches A negative logic signal is input, such as a high level of 11V and a low level of 7V supplied from the power source. Therefore, the interface chip (proximity I / F) 121 that converts to a 0V-5V positive logic signal It is provided. This proximity interface 121 detects the emission of radio waves toward the gaming machine 10. The detection signal from the control panel radio wave sensor 62 is also input. Furthermore, the proximity interface 121 has an input range of 7V. By setting the voltage to -11V, the lead wires of sensors and proximity switches may be accidentally short-circuited, Sensors and switches become floating if they are disconnected from their connectors or if their lead wires are cut. It is configured to detect abnormal conditions such as the above and to output an abnormality detection signal. Yes, they are.

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

[0052] The output of the proximity interface 121 is supplied to the second input port 123 or the third input port 124. The data is then read into the game microcontroller 111 via the data bus 140. Of the 121 outputs, start port 1 switch 36a, start port 2 switch 37a, gate switch Switch 34a, Prize slot switch 35a, Large prize slot switch 38a, and Specific area switch 3 The detection signal from 8e is input to the second input port 123. Note that the start switch in Figure 1 The signal output of start port 1 switch 36a and start port 2 switch 37a (proximity I / F 12 Regarding the output from point 1, although it is shown as a single signal line in Figure 3, there are actually two.

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

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

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

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

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

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

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

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

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

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

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

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

[0065] Furthermore, the output unit 130 is connected to the data bus 140, and the special variable prize winning device 38 (large prize) is connected to the output unit 130. Opening and closing data of the large prize slot 1 solenoid 38b that opens and closes the opening and closing member 38c of prize slot 1), special The large prize opening 2 solenoid 9 opens and closes the opening / closing member 95c of the variable prize winning device 95 (large prize opening 2). The opening and closing data of 5b is used to open and close the movable member 37b of the ordinary variable prize winning device 37, which is controlled by a standard electric solenoid. First output for outputting the opening / closing data of 37c and the display data of the performance display device 135. Port 134a is provided.

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

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

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

[0069] The first driver 138a described above is designed to enable the driving of a solenoid that operates at 32V. Therefore, DC32V is supplied as the power supply voltage from power supply unit 400. Also, the integrated display unit A second driver 138b, which drives the 50 segment lines, is supplied with 12V DC. The third driver 138c, which drives the digit lines, draws current from the digit lines according to the display data. Since it is intended for extraction, the power supply voltage can be either 12V or 5V.

[0070] The second driver 138b, which outputs 12V, connects the LED anode via the segment wire. The third driver 138c, which supplies current to the terminal and outputs the ground potential, is connected to the cathode terminal. By drawing current through the segment wire, the selected components are sequentially selected using a dynamic drive method. The LED lights up when power supply voltage flows through it. The external information signal is output to the external information terminal board 71. The 4-driver 138d is supplied with DC 12V to provide a 12V level to external information signals. It will be done. Note that buffer 133, first output port 134a, first driver 138a, etc. The output unit 130 of the game control device 100 is located on the relay board 70 side, not on the main board. It may also be done so that the performance display device 135 or the fifth driver 138e and performance The display device 135 is the output unit 130 of the game control device 100, that is, not the main board, but the external It may also be provided on the substrate side (not shown).

[0071] Furthermore, the output unit 130 sends the identification code and program of each gaming machine to an external inspection device 490. A photocoupler 139 is provided for transmitting information such as [information]. The game microcomputer 111 sends and receives data with the inspection device 490 via serial communication. It is configured to allow two-way communication so that communication can take place. Furthermore, the transmission and reception of such data is as follows: The serial communication terminal of the gaming microcontroller 111 is the same as that of a typical general-purpose microprocessor. Because it is done using the first to third input ports 122, 123, 124 No ports are provided.

[0072] Next, the configuration of the performance control device 300 will be explained using Figure 4. Figure 4 shows the first implementation. This is a block diagram showing an example of the configuration of a control device for shaping and staging. The performance control device 300, like the gaming microcontroller 111, uses an amusement chip (IC). ) consists of a main control microcontroller (CPU) 311 and commands from the main control microcontroller 311 Graphics perform image processing for displaying video on the display device 41 according to the code and data. The VDP (Video Display Processor) 312 acts as the processor, and various melodies and effects are also included. Sound source LSI31 controls the output of sound in order to reproduce sounds such as fruit sounds from speakers 19a and 19b. It has 4.

[0073] The main control microcontroller 311 stores the program executed by the CPU and various data. The PROM321 consists of ROM (Programmable Read-Only Memory) and provides a working area. RAM322, FeRAM that can retain its contents even when power is not supplied during a power outage. Ferroelectric RAM 323 generates information indicating the current date and time (year, month, day, day of the week, time, etc.). A real-time clock (RTC) 338, which serves as the timing means, is connected. The microcontroller 311 also has a RAM 311a inside that provides a workspace. Additionally, the main control microcontroller 311 is connected to a WDT (Watchdog Timer) circuit 324. The main control microcontroller 311 receives commands (effect commands) from the game microcontroller 111. It analyzes the mandrel, determines the content of the performance, and instructs the VDP312 on the content of the output video, and the sound Instructions for sound playback to the source LSI314, lighting of decorative lamps, drive control of motors and solenoids, This involves tasks such as managing performance time.

[0074] The VDP312 includes RAM312a, which provides a workspace, and a component for scaling images. A scaler 312b is provided for this purpose. In addition, the VDP312 is equipped with character images and Image ROM 325 containing video data, and character data read from Image ROM 325 Ultra-fast VRAM326 used for unpacking and processing image data such as Kuta. It is connected.

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

[0076] From the VDP312 to the main control microcontroller 311, the video from the display device 41 and the glass frame 15 and Vertical synchronization signal VSYN for synchronizing the illumination of decorative lamps on the game board 30. C, the synchronization signal STS, which indicates the timing of data transmission, is input. Note that VDP312 The main control microcontroller 311 receives a signal to inform it of the processing status, such as the completion of drawing to VRAM. Waiting for the reception of combined signals INT0~n and commands and data from the main control microcontroller 311. Wait signals such as WAIT are also input to indicate that the system is in a certain state.

[0077] The performance control device 300 includes 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 using a (transmission) method. The video data and horizontal synchronization signal HSY are transmitted from the VDP312 to the signal conversion circuit 313. NC and vertical synchronization signals (VSYNC) are input and generated by the VDP312. The generated video is displayed on the display device 41 via the signal conversion circuit 313.

[0078] The sound source LSI314 is connected to the sound ROM327, which stores audio data. The main control microcontroller 311 and the sound source LSI 314 are connected via the address / data bus 340. It continues. Also, the interrupt signal I is transmitted from the sound source LSI314 to the main control microcontroller 311. NT is set to be input. The performance control device 300 is provided in the glass frame 15 The audio drives the upper speaker 19a and the lower speaker 19b provided on the front frame 12. An amplifier circuit 337 consisting of an op-amp and the like is provided, and the sound is generated by the sound source LSI 314. The generated sound is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337. To be empowered.

[0079] Furthermore, the performance control device 300 receives commands transmitted from the game control device 100. A communication interface chip (command I / F) 331 is provided. The special effects transmitted from the game control device 100 to the performance control device 300 via I / F331 Controlling the animation using commands such as the number of held figures command, decorative special figure command, variation command, stop information command, etc. It is received as a command signal (performance command). (Game control device 100's game microcontroller 111) It operates on DC 5V, and the main control microcontroller 311 of the performance control device 300 operates on DC 3.3V. To achieve this, the command I / F331 is equipped with a signal level conversion function.

[0080] Furthermore, the performance control device 300 is provided in the game board 30 (including the center case 40) A panel decoration device 46 having LEDs (light-emitting diodes) and the like is driven and controlled by a panel decoration LE D control circuit 332, frame having LED (light-emitting diode) provided in the glass frame 15 A frame decoration LED control circuit 333 drives and controls the decorative device (for example, frame decoration device 18, etc.). A display device 44 (for example, a display) is provided on the control panel 30 (including the center case 40). A control panel that drives and controls movable parts (etc.) that work in conjunction with the display in device 41 to enhance the performance effect. A movable body control circuit 334 is provided. It controls the operation of lamps, motors, solenoids, etc. These control circuits 332-334 control the main control via the address / data bus 340. It is connected to the microcontroller 311. A frame display device is provided, equipped with a drive source such as a motor that operates the frame, and this frame display device is driven by It may also be equipped with a control circuit for the movable frame that controls the animation.

[0081] Furthermore, the performance control device 300 includes the performance button switch 25a of the performance button 25 and an optophone. The setting switch 29a of the setting setting unit 29 and the initial position of the motor in the control panel display device 44 are detected. The on / off state of the effect motor switch 47 (effect motor switch) is detected and the main control is activated. Functions for inputting detection signals to the microcontroller 311, and volume control provided in the performance control device 300 This function detects the state of the switch 335 and inputs a detection signal to the main control microcontroller 311. A switch input circuit 336 is provided. Note that in Figure 4, the option setting unit 29 For convenience, each of these switches is collectively referred to as setting switch 29a, but for details, see the previous section. The status of each switch (directional cursor switch, center switch, accessory switch) is ON. Each switch is connected to be detected individually by the force circuit 336, and each switch's state Each detection signal indicating the status is input to the main control microcontroller 311.

[0082] The normal power supply unit 410 of the power supply unit 400 is a performance control device 300 having the above configuration. To supply a desired level of DC voltage to the electronic components controlled by it, DC32V for driving motors and solenoids, a display device 41 consisting of an LCD panel, and a motor DC12V for driving lights and LEDs, and DC5V which is the power supply voltage for the command I / F331. In addition to V, it generates a DC 15V voltage to drive motors, LEDs, and speakers. It is configured as follows. Furthermore, the main control microcontroller 311 is 3.3V or 1.2V When using an LSI that operates at such a low voltage, use DC3.3V based on DC5V. A DC-DC converter for generating DC1.2V is provided in the performance control device 300. The DC-DC converter may also be provided in the power supply unit 410.

[0083] The reset signal generated by the control signal generation unit 430 of the power supply unit 400 is used for the main control It is supplied to ICON 311 and resets the device. Also, the main control microcontroller The output from 311 is VDP312 (VDPRESET signal) and sound source LSI314. and amplifier circuit 337 (SNDRESET signal), control for driving lamps, motors, etc. This signal is supplied to circuits 332-334 (IORESET signal) and resets them to a reset state. Furthermore, the performance control device 300 is connected to a cooling fan 45 that cools various parts of the gaming machine 10. When the power to the performance control device 300 is turned on, the cooling fan 45 is operated. Furthermore, the circuit board that constitutes the performance control device 300 is a sub-control board (also known as a sub-board). It corresponds to (saying).

[0084] Next, we will explain the game control performed in these control circuits. In the game control device 100, the CPU 111A of the game microcontroller 111 is used for the start gate 3 Based on the input of the game ball detection signal from the gate switch 34a provided in 4, Random values ​​for hit detection are extracted and compared with the detection values ​​stored in ROM111B, and the graph changes. The system performs a process to determine whether the displayed game is a hit or a miss. Then, the general diagram of the batch display device 50 is displayed. The pattern display unit 55 displays an identification pattern (identification information) for a predetermined period of time, and then displays a normal pattern change. The process of displaying the dynamic game is performed. If the result of this dynamic game is a win, The regular diagram display section 55 has special symbols corresponding to each of the first to third winning stop symbols. The result is displayed, and the ordinary electric solenoid 37c is activated, and the ordinary variable prize winning device 37 The movable member 37b is opened for a predetermined time (for example, 0.5 seconds or 1.7 seconds) as described above. The game control device 100 controls the conversion member (movable member 37b) This constitutes a conversion control execution means that performs conversion control. Note that the result of the regular display game is incorrect. In this case, control is performed to display the result of the miss on the regular diagram display unit 55.

[0085] Furthermore, the detection signal of the game ball from the start port 1 switch 36a provided in the start prize port 36 Based on the input, the system stores the start-up winning information (start-up memory), and based on this start-up memory, the first special symbol variation is performed. The random values ​​used for determining the jackpot in the displayed game are extracted and compared with the judgment values ​​stored in ROM111B. Compared to that, the process determines whether the first special feature variation display game is a win or a loss. Also, the normal variation Based on the input of the game ball detection signal from the start port 2 switch 37a provided in the prize winning device 37, The system stores the start memory, and based on this start memory, it determines whether the second special feature variation display game is a jackpot. The random values ​​used are extracted and compared with the judgment values ​​stored in ROM111B, and the second special figure variation is displayed. This process determines whether the game result is a win or a loss.

[0086] Furthermore, the CPU 111A of the game control device 100 controls the above-mentioned first special symbol variation display game and the Control signals (performance control commands, performance commands) including the judgment result of the special feature variation display game. The output is sent to the performance control device 300. Then, the special symbol 1 display unit 53 of the integrated display device 50 and In the special figure 2, the pattern display unit 54 displays an identification pattern (identification information) for a predetermined period of time, and then displays it as stopped. The process of displaying the special feature variation game is performed. That is, the game control device 100 performs the process of displaying the special feature variation game. The starting prize-winning area (starting prize-winning opening 36, normal variable prize-winning device 37) for the game ball flowing down the technique area 32. This system provides a game control mechanism that controls the progress of a variable display game based on the winners of the prizes.

[0087] Furthermore, the performance control device 300 displays based on the control signals from the game control device 100. Device 41 performs the process of displaying a decorative special feature variation display game that corresponds to the special feature variation display game. Now. Furthermore, the performance control device 300, based on the control signal from the game control device 100, This controls the settings of the performance state, the output of sound from speakers 19a and 19b, and the illumination of various LEDs. The system performs the following processes: In other words, the performance control device 300 performs the following processes in relation to the game (variable display game, etc.) It serves as a means of controlling the effects related to the performance.

[0088] Then, the CPU 111A of the game control device 100 determines if the result of the special symbol variation display game is a jackpot. In the case of a minor win, the special result pattern or minor win will be displayed on the special symbol display section 53 or the special symbol display section 54. The system displays the result and processes that generate special game states and minor win game states. This involves performing special games and minor win games. 2. Processing to trigger a special game state when the result of the special symbol variation display game is a jackpot. In this case, the CPU 111A, for example, is specially variable by the large prize solenoid 38b. The control opens the opening / closing member 38c of the prize device 38, allowing game balls to flow into the large prize opening. This is performed. In this special game state, CPU 111A will, for example, place a predetermined number of items into the big prize slot (for example For example, when 9 game balls enter the winning slot, or when a predetermined period of time has elapsed since the opening of the main winning slot. One round consists of opening the grand prize gate until one of the following conditions is met. Perform control (cycle game) that continues (repeats) for a specified number of rounds. Also, in the first special Figure variable display game (Special Figure 1 variable display game) or the second special figure variable display game (Special Figure 2 variable display game), in the process of generating a small win game state due to the result being a small win, the CPU 111A, for example, controls to release the opening / closing member 38c of the special variable winning device 38 by the big winning port solenoid 38b, enabling the inflow of game balls into the big winning port. In addition, regarding the opening / closing operation pattern (opening / closing operation state) of the big winning port performed in these small win game states, for example, an operation of maintaining the opening / closing member in the open state for 200 msec is performed 4 times at intervals of 1500 msec. In this way, the game control device 100 forms big winning port opening / closing control means that performs control to open and close the big winning port when the stop result mode becomes a special result mode. Also, when the result of the special figure variable display game is a miss, the CPU 111A performs control to display the miss result mode on the special figure 1 symbol display section 53 and the special figure 2 symbol display section 54 of the batch display device 50. 置38の開閉部材38cを開放させ、大入賞口内への遊技球の流入を可能とする制御をお こなう。

[0089] なお、これら小当り遊技状態でおこなわれる大入賞口の開閉動作パターン(開閉動作態 様)は、たとえば200m秒だけ開閉部材を開状態に維持する動作を1500m秒間隔で 4回おこなうといったものである。このように、遊技制御装置100は、停止結果態様が 特別結果態様となった場合に、大入賞口を開閉する制御をおこなう大入賞口開閉制御手段 をなす。またCPU111Aは、特図変動表示ゲームの結果がはずれの場合は、一括表示 装置5の特図1図柄表示部53や特図2図柄表示部54にはずれの結果態様を表示する 制御をおこなう。

[0090] また、第1の実施形態の遊技制御装置100は、特図変動表示ゲームにおいて確率変動 をおこなわないが、図変動表示ゲームにおいて確率変動をおこなうものであってもよい。 たとえば、遊技制御装置100は、特図変動表示ゲームの結果態様にもとづき、特別遊技 状態の終了後に、遊技状態として高確率状態を発生可能となっている。この高確率状態は 、特図変動表示ゲームにて当り結果となる確率が、通常確率状態に比べて高い状態である 。また、第1特図変動表示ゲームおよび第2特図変動表示ゲームのどちらの特図変動表示 It should be noted that there are some potential inaccuracies in the original text, such as "装置5" in line 24 which might be a misrepresentation. The above translation is based on the best understanding of the text while keeping the original tags intact.Even if a high probability state is reached based on the outcome of the game, the first special symbol variation display game and the second Both the special feature display game and the game will enter a high probability state.

[0091] Furthermore, the game control device 100 determines the special game state based on the result of the special symbol variation display game. After the state ends, it is possible to enter a time-saving state (specific game state, normal high probability state) as a game state. This is the case. In this time-saving state, the probability of getting a winning result in the regular figure variation display game (regular figure Let the probability be set to a high probability (normally high probability state) which is higher than the normal probability (normally low probability state) of 0. This makes it possible to... Furthermore, control it so that the opening time of the normal variable prize winning device 37 per unit time increases. In this embodiment, the normal variable prize winning device 37 is in the normal game state. Therefore, the probability of not opening the movable member 37b is set to "0".

[0092] Furthermore, in the time-saving state, the execution time of the regular display variation game (regular display variation time) is even Then, it becomes 500 milliseconds, and the time for displaying the results of the regular display variation game is, for example, the time for the regular display to stop. , at 600m seconds, the regular variation display game is determined to be a win and the regular variation prize device 37 opens. When released, the release time of the first stop symbol (normal release time) and the number of releases (for example, 500ms x 1 time), the opening time of the second winning stop symbol (normal opening time) and the number of times it opens (for example) (1700ms x 2 times), the opening time of the third winning stop symbol (normal opening time) and the number of openings ( For example, it is possible to set it to be 1700ms x 3 times.

[0093] Furthermore, control is used to put the regular variable display game and the regular variable prize winning device 37 into a time-saving operation state. To this end, the game execution time, normal display stop time, number of normal train releases, and normal train releases will be displayed as appropriate. You can set a time limit, for example, in the time-saving state, the actual display of the regular graph fluctuation game described above The rotation time (normal change time) is controlled so that the second change display time is shorter than the first change display time. It is possible to control it (for example, 10,000 milliseconds becomes 1,000 milliseconds). Also, time reduction state In this case, the normal stop time for displaying the results of the normal change display game is shorter than the first stop time. It is possible to control it so that the second stop time is 70 (for example, 1604ms is 70 4 minutes). Also, in the time-saving state, the normal variation display game results in a normal variation. When the prize-winning device 37 is opened, the opening time (normal opening time) is set to the normal state (normal low probability state). It is possible to control the second opening time to be longer than the first opening time ( For example, 100 milliseconds becomes 1352 milliseconds). Also, in the time-saving state, the regular display changes game. For each winning result, the number of times the normal variable prize winning device 37 opens (normal electric opening count) is calculated as the first opening Set the second number of openings to a number greater than the initial number of openings (for example, 2 times) (for example, 4 times). It is possible. Also, in the time-saving state, the result of the regular display variation game is certain to be a win. The rate (normal probability) is the normal probability when the system is operating normally (normal low probability state, for example, 1 / It is possible to set a high probability (a generally high-probability state, for example, 250 / 251) that is higher than 251. It is possible.

[0094] In the shortened time state, the normal chart change time, normal chart stop time, number of normal electric train releases, normal electric train release time, normal By changing one or more of the probabilities shown in the diagram, the normal variable prize winning device 37 is set to the open state. The time required for the state change will be extended beyond the normal time. Also, multiple types of changes will be performed. It is also possible to set the time shortening state of the class. Also, when a win occurs, either the first release mode or the second release mode may be selected. In this case, the selection probabilities of the first release mode and the second release mode may be made different. Also, the high probability state and the time shortening state can occur independently of each other, and both can occur simultaneously, or only one of them can occur. Also, the time shortening state can be referred to as the general power support state (during general power support or during power support).

[0095] Next, the configuration of the batch display device will be described using FIG. 5. FIG. 5 is a diagram showing an example of the batch display device of the first embodiment. The batch display device 50 includes 7-segment LEDs d1 and 7-segment LEDs d2, and 16 LEDs from LED d3 to LED d18. D. The batch display device 50 performs various state displays according to the lighting modes of the 7-segment LEDs d1, the 7-segment LEDs d 2, and the LEDs from LED d3 to LED d18.

[0096] The batch display device 50 distributes various state display functions to the 7-segment LEDs d1, the 7-segment LEDs d2, and the LEDs from LED d3 to LED d18, thereby providing a round display section 51, a special drawing 1 hold display section 52, a special drawing 1 symbol display section 53, a special drawing 2 symbol display section 54, a general drawing symbol display section 55, a general drawing hold display section 56, a state display section 57, and a special drawing 2 hold display section 58. The round display section 51 displays the number of rounds in the special drawing game according to the lighting modes of the 4 LEDs from LED d3 to LED d6. The special drawing 1 hold display section 52 displays, according to the lighting modes of the 2 LEDs of LED d11 and LED d12, in the special drawing 1 game ​​​​The number of reserved symbols is displayed. The special figure 1 symbol display unit 53 has 8 L of 7-segment LED_d1 The lighting pattern of the ED (7 segment LEDs and 1 dot LED) determines the game shown in Figure 1. The symbols are displayed in the special figure 2 symbol display unit 54 has eight 7-segment LEDs d2 Depending on the lighting pattern of the LEDs (7 segment LEDs and 1 dot LED), Figure 2 The design is displayed in the window. The general design display unit 55 is LED_d8, LED_d10, The patterns in the Puzzle Game are displayed by the lighting patterns of the three LEDs, including LED_d18. The regular display unit 56 shows the lighting patterns of two LEDs, LED_d15 and LED_d16. This displays the number of reserved items in the regular game. The status display unit 57 uses LED_d7, LE The lighting patterns of the three LEDs D_d9 and LED_d17 determine the special feature game. The game status is displayed. The special feature 2 reserve display unit 58 has two LEDs, LED_d13 and LED_d14. The way the LED lights up indicates the number of reserved balls in Special Feature 2 game.

[0097] The following describes the control of a gaming machine that performs this type of game. First, the gaming control device. This section describes the control performed by the 100 amusement microcontroller 111. The control processing by n111 mainly consists of the main processing and processing that occurs at predetermined time intervals (for example, 4 milliseconds). It consists of timer interrupt processing.

[0098] [Main process] First, the main processing of the game control device of the first embodiment will be explained using Figures 6 to 10. To clarify, Figure 6 is a flowchart (part 1) showing the main processing of the first embodiment. Figure 7 is a flowchart (part 2) showing the main processing of the first embodiment. Figure 8 is a flowchart (part 3) showing the main processing of the first embodiment. Figure 9 This is a diagram (part 4) showing the flowchart of the main process in the first embodiment. Figure 10 is This is a diagram (part 5) showing the flowchart of the main process in the first embodiment.

[0099] The main processing starts when the power is turned on, initiated by the control unit (gaming microcontroller 111). This is done. In this main process, first, a process to disable interrupts (step S1) is performed. Then, when an interrupt occurs, at the starting address of the area where register values ​​and other values ​​are saved, Perform a stack pointer setting process (step S2) to set a specific stack pointer. Next, specify register bank 0 (step S3), and specify a given register (for example, register D). Set the higher address of the RAM starting address to (Step S4). RAM11 The address range for 1C is 0000h to 01FFh, with 00h or 01h being the highest value. In step S4, set 00h, which is at the beginning of the address range of RAM111C. To do.

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

[0101] After that, the state of input port 1 (first input port 122) is recorded in the first register (for example, B register). Load into the JISTA (step S6), then input port 3 (third input port 124) The state is read into the second register (for example, the C register) (step S7).

[0102] Here, a predetermined bit in the first register is masked, and the other bits are cleared (step (S8). For example, the B register corresponding to the detection signal from the RAM initialization switch 112. It retains only the 2nd bit, and the 0th bit, the 1st bit, and bits 3 through 7 are removed. Rearrange. Then, mask the specified bits in the second register and clear the other bits. (Step S9). For example, C register corresponding to the detection signal from the setting key switch 127. It only retains the 4th bit of the st, and bits 0 through 3 and bits 5 through 7. Clear it.

[0103] The information in the first register is integrated into the second register, and the information held by the second register is stored in RAM1. Keep it as reference information that does not rely on 11C (step S10). For example, B Regis The logical OR of the TA and C registers is stored in the C register, and the C register is used as a state reference register. To hold.

[0104] For example, the value of the state reference register (C register) "00000000B" is the 0th B The first bit, third bit, fifth bit through seventh bit are cleared and become "0". The second bit is "0", which corresponds to the detection signal ON from the RAM initialization switch 112. The fourth bit is "0", which corresponds to the detection signal ON from the setting key switch 127. This indicates that the value of the state reference register "00000000B" is the RAM initialization value. The setting change occurs when switch 112 is ON and setting key switch 127 is ON. Further status is indicated.

[0105] Furthermore, the value of the state reference register "00010000B" consists of the 0th bit and the 1st bit, The 3rd and 5th bits through the 7th bit are cleared to "0", and the 2nd bit is RA This corresponds to "0" when the detection signal from the M initialization switch 112 is turned ON, and the 4th bit is set. This indicates a "1" corresponding to the detection signal from key switch 127 being off. The value of the state reference register "00010000B" indicates that the RAM initialization switch 112 is ON. (ON) indicates the RAM initialization state where the setting key switch 127 is off (OFF). .

[0106] Furthermore, the value of the state reference register "00000100B" consists of the 0th bit and the 1st bit, The 3rd and 5th bits through the 7th bit are cleared to "0", and the 2nd bit is RA This corresponds to "1" for the detection signal from M initialization switch 112 being off, and the 4th bit is set. This indicates a value of "0" corresponding to the ON detection signal from key switch 127. The value of the state reference register "00000100B" indicates that the RAM initialization switch 112 is off. This indicates a setting confirmation state where (OFF) and setting key switch 127 is ON.

[0107] Furthermore, the value of the state reference register "00010100B" consists of the 0th bit and the 1st bit, The 3rd and 5th bits through the 7th bit are cleared to "0", and the 2nd bit is RA This corresponds to "1" for the detection signal from M initialization switch 112 being off, and the 4th bit is set. This indicates a "1" corresponding to the detection signal from key switch 127 being off. The value of the state reference register "00010100B" indicates that the RAM initialization switch 112 is off. (OFF), and the setting key switch 127 is OFF, indicating a power restoration (power outage recovery) state. This indicates.

[0108] This allows the detection signal from the RAM initialization switch 112 and the setting key switch 127 to The detection signals from the RAM initialization switch 112 are stored in the C register. The storage position (2nd bit) in the B register of the output signal and the detection from the setting key switch 127 The B register and C register differ because the storage location (4th bit) of the output signal is different. The logical OR of the STRs also detects the signal from the RAM initialization switch 112 and the setting key switch. The detection signal from Chi-127 is saved without being lost.

[0109] After that, the process of setting the power-on delay timer is performed (step S11). In the process, by setting predetermined initial values, the game control device 100 which constitutes the main control means Subordinate control means that perform various controls according to their instructions (for example, the dispensing control device 200 and Waiting for the program of the performance control device 300 (or other subordinate control device) to start up normally. A time (for example, 3 seconds) is set. This allows the game control device 10 to be activated when the power is turned on. 0 is raised first, and the command is sent to the subordinate control means before the subordinate control means is raised. This prevents the subordinate control means from missing commands. In other words, the game control system When power is turned on, the device 100 delays the activation of the main control means and waits for the activation of the secondary control means. It provides a waiting means for setting a predetermined waiting time.

[0110] Furthermore, the timing of the power-on delay timer is determined by the validity of the data held in the RAM area. Memory areas that are not subject to checksum calculation (RAM areas or other areas not subject to validity determination) This is done using a GISTA (or similar device). This allows for checking the checksum of the RAM area, etc. When calculating data, there is no need to exclude certain RAM areas from the calculation, so when power is turned on... This prevents the control from becoming complicated.

[0111] The detection signal from the RAM initialization switch 112 is stored in the second register (C register). Although it is designed to be saved, it is saved before the start of the waiting period, thus initializing the RAM. The operation of switch 112 can be reliably saved. That is, RAM initialization after the waiting period has elapsed. If you configure it to read the state of switch 112, it will wait for the waiting time to elapse before initializing the RAM. The RAM initialization switch 112 is operated, or the RAM initialization switch is activated from power-on until the standby time has elapsed. You need to keep manipulating 112. However, you need to read the state before the waiting period starts. Therefore, you can perform operations immediately after powering on without having to go through such troublesome procedures. It will now be detected, and the initialization operation performed when the power is turned on will not be accepted. This can prevent such situations.

[0112] Furthermore, the detection signal of the setting key switch 127 is stored in the second register (C register). Although it is designed to be saved before the start of the waiting period, the setting key switch The operation of 127 can be reliably detected. That is, after the waiting time has elapsed, the setting key switch 12 If you configure it to read the state of 7, it will wait for the waiting time to elapse before setting key switch 127 You can operate the settings key switch 127 or continue operating it from power-on until the standby time has elapsed. It is necessary to read the state before the waiting period starts, thus eliminating this hassle. Without requiring any special operations, detection will occur immediately after power-on. Therefore, setting changes or setting confirmation operations performed when the power is turned on will not be accepted. This can prevent such situations.

[0113] Next, the process of setting the power-on delay timer (for example, about 3 seconds) (step S11) After performing the above, the system will start timing the waiting period and monitoring for any power outages during that time. Perform steps S12 to S16). First, the power outage input from the power supply unit 400 The number of times to read and check the monitoring signal via the port and data bus (for example, 2 times) Set (step S12) and determine whether the power outage monitoring signal is ON or OFF (S Step S13).

[0114] If the power outage monitoring signal is on (step S13; Y), set in step S12 Determine whether the power outage monitoring signal remains ON for the number of checks (Step S1 4) If the power outage monitoring signal is not kept ON for the number of checks (step S14;N) returns to the determination of whether the power outage monitoring signal is ON or OFF (step S13). Also, if the power outage monitoring signal remains ON for the number of checks (step S14; Y) In other words, if it is determined that a power outage has occurred, the power to the gaming machine 10 is shut off. Wait for it to happen. In this way, if the power outage monitoring signal is continuously received for a predetermined period, a power outage will occur. By determining that this has occurred, it is possible to prevent false detection of power outages due to noise, etc., when the power is turned on. It can appropriately address problems in the situation.

[0115] In other words, the game control device 100 monitors for the occurrence of a power outage during a predetermined standby time. This serves as a monitoring means. This delays the activation of the game control device 100, which serves as the main control means. This will enable us to respond to power outages that occur during the period, and to address malfunctions when the power is turned on. It can be dealt with appropriately. Note that access to RAM111C will not be available until the waiting period ends. Because this is not permitted and the memory contents from the previous power outage are still being retained, In the event of a power outage here, there is no need to perform backup processing, etc. Therefore, during standby Even if a power outage occurs during operation, there is no need to back up the RAM111C, reducing the control burden. It can be mitigated.

[0116] On the other hand, if the power outage monitoring signal is not on (step S13;N), i.e., a power outage occurs. If not, update the power-on delay timer by "-1" (step S15), Determine whether the current value is "0" (step S16). If the timer value is not 0 If (step S16; N), i.e., if the waiting time has not ended, the power outage monitoring signal is issued. The process returns to setting the number of checks (step S12). Also, the timer value is set to "0 If this is the case (step S16; Y), that is, if the waiting time has ended, RAM11 Access to read / write RWM (Read Write Memory) such as 1C and EEPROM is permitted. Enable (Step S17), and output off data to all output ports (set to a state with no output). Do it (Step S18).

[0117] Next, the serial port (a port pre-installed on the gaming microcontroller 111) (Used for communication with the performance control device 300 and the payout control device 200) Set (Step S19) ).

[0118] In step S20, the timer interrupt in the game microcontroller 111 (clock generator) This process activates the CTC circuit, which generates a signal and a random number update trigger signal (CTC). Now.

[0119] In step S21, the process of setting the RAM error flag is performed. The setting of the permanent flag is temporary and will be used later to check for RAM anomalies. It may be updated in [location].

[0120] In step S22, the value of the power outage test area 1 in RWM is normal. Determine whether it is -1 (for example, 5Ah). If the value in power outage test area 1 is normal, (Step S22; Y) The value of the blackout test area 2 in the RWM is normal. Blackout test area check. Determine whether it is data 2 (for example, A5h) (step S23), and then check the power outage inspection area 2. If the value is normal (step S23; Y), calculate the checksum of a predetermined area in the RWM. The checksum calculation process (step S24) is performed.

[0121] In the checksum calculation process, data from the work area for game control and the work area for status display are used. The sum of the data in each region can be used to calculate a checksum, or a workpiece for game control. Checksums are calculated separately from the data in the area and the data in the work area for status display. Alternatively, the checksum may be calculated using only the data from the work area for game control. The work area for skill control is a work area within the RWM memory used for game control. Yes, there is. The status display work area is a part of the memory area within the RWM that is used for displaying the status. It is a business domain.

[0122] Next, check if the checksum calculated in step S24 matches the checksum at the time of power failure. It is determined whether or not (step S25), and if the checksum matches (it is normal) In case (step S25; Y), the RAM abnormality flag that was provisionally set in step S21 is returned. Clear this (Step S26).

[0123] If the checksum is determined not to match (not normal) (step S25; N) skips step S26 and proceeds to step S27, which means that in step S21 The provisionally set RAM anomaly flag becomes definitive. Check data in the power outage test area. If the data is determined to be abnormal (step S22;N or step S23;N) However, by skipping step S26 and proceeding to step S27, a provisional result is obtained in step S21. The RAM anomaly flag that was set to the target becomes definitive.

[0124] In step S27, the second register (C register) is referenced to set the key switch 12 It is determined whether the detection signal of 7 is ON and the detection signal of the RAM initialization switch 112 is ON. Determined. The detection signal of the setting key switch 127 is ON AND the detection of the RAM initialization switch 112 is ON. If the output signal is ON, proceed to step S33, and the detection signal of the setting key switch 127 If the signal is ON and the detection signal of the RAM initialization switch 112 is not ON, then step S Proceed to 28.

[0125] Furthermore, the game control device 100 receives the detection signal from the setting key switch 127 and the RAM initialization switch Because the detection signal of key 112 is stored in the second register (C register), the setting key... The detection signal of switch 127 and the detection signal of RAM initialization switch 112 are to be determined simultaneously. This is possible. In addition, the game control device 100 receives the detection signal from the setting key switch 127 and the RAM Because the detection signal of the initialization switch 112 is stored in the second register (C register), Detection signal of the setting key switch 127 and RAM initialization before the RAM validity check is performed. The detection signal from switch 112 can be used as the target for determination.

[0126] In step S28, the control unit determines whether the RAM abnormality flag is on or off. , if the RAM error flag is on (i.e., the RAM error flag is set) If the RAM abnormality flag is not on (i.e., RAM If the abnormal flag has been cleared, proceed to step S29.

[0127] In step S29, the control unit determines whether the flag indicating setting change mode is on or off. If the flag is on during the setting change mode, the process proceeds to step S48, and the setting change mode If the "Do Not Disturb" flag is not turned on, proceed to step S30.

[0128] Steps S30 to S32 occur when there is a RAM error or when the power is cut off during configuration. This process is executed when the system restarts without the RAM being cleared. Step S3 In case 0, the control unit sends a command for main abnormal error notification to the performance control device 300. As a result, the performance control device 300 responds to the performance system command for main abnormal error notification. To perform the operation. For example, the performance control device 300 receives a command for main abnormal error notification. If you trust it, display a message on the display device 41 instructing you to restart with a RAM clear. The sound output is made from speakers 19a and 19b. In addition, the performance control device 300 is Upon receiving a command to report an abnormal error, the frame decoration device 18, the panel decoration device 46, and the panel display device The main abnormal error is reported by 44.

[0129] In step S31, the control unit displays the 7-segment display data at the time of game stop on the performance display device 135 Output to the performance display device 135. The system can display data. The control unit also confirms the 7-segment display data when the game is stopped. The rate setting value is output to the rate setting value display device 136. At this time, the control unit outputs to the probability setting value display device 136. It can display numbers or characters that are not included in the probability settings. The control unit also displays an L when the game stops. The 7-segment display data, including the ED display data, may be output to the batch display device 50. At this time, the control unit may turn off or turn on all of the combined display devices 50.

[0130] In step S32, the control unit sends the ON data of the security signal to the external information terminal board 71. Output from there. At this time, the control unit outputs other signals that are output from the external information terminal board 71. The force data is turned off. The control unit repeatedly executes steps S31 and S32. The game machine 10 waits for the power to be cut off. In other words, while waiting for the power to be cut off, the external information terminal board A security signal is output from 71. Also, the gaming machine 10 waits for the power to be cut off. The external information terminal board 71 does not output any signals other than security signals.

[0131] The control unit then repeatedly performs steps S31 and S32 until it waits for the power to be shut off. In this row, RAM access is not prohibited. As a result, the gaming machine 10 does not have NMI (No When an n-Maskable Interrupt occurs, the return address can be stored in RAM, preventing program crashes. The risk of accidents is reduced. Thus, the control unit waits for the power to be shut off in step S31. The contents of the RAM stored during the repeated execution of step S32 are protected by prohibiting RAM access. However, since clearing the RAM upon restart is a condition for starting game control, the contents of the RAM are... This limits the risk of the contents of the RAM being unprotected. In other words, the gaming machine 10 has limited protection. By accepting a limited number of unprotected risks, we can achieve a reduction in the risk of program malfunction. Furthermore, the control unit repeats steps S31 and S32 until it waits for the power to be shut off. In this row, by not prohibiting RAM access, steps S31 and S32 By making subroutines callable, program efficiency can be improved.

[0132] Steps S33 to S36 are processes related to preparing for configuration changes, and step S In 27, the detection signal of the setting key switch 127 is ON and the RAM initialization switch 11 This process is executed when the detection signal for item 2 is turned on.

[0133] In step S33, the control unit determines whether the RAM abnormality flag is on or off. If the RAM error flag is on, proceed to step S34, and the RAM error flag is on Otherwise, proceed to step S35.

[0134] In step S34, the control unit, because the RAM abnormality flag is on, clicks the set value. A. Note that the setting value can also be cleared by setting an invalid value as the setting value. Alternatively, from the perspective of preventing fraud, it may be acceptable to set the value that is most unfavorable to the player. .

[0135] In step S35, the control unit performs the process of setting the setting change mode flag. The setting change mode flag is a flag that indicates whether or not the gaming machine 10 is changing its settings. The setting change mode flag is set when a setting change is in progress, and when a setting change is not in progress. The flag is cleared (reset) while in constant change mode.

[0136] In step S36, the control unit sends a command to the performance control device 300 indicating that the setting is being changed. This allows the performance control device 300 to perform performance control corresponding to the command being changed. For example, the performance control device 300 receives a command to change the settings and changes the settings. A message indicating that it is inside is displayed on the display device 41, and speakers 19a,1 Sound output is generated from 9b. Also, the performance control device 300 receives commands during setting changes. The frame decoration device 18, the panel decoration device 46, and the panel display device 44 will indicate that the settings are being changed. To report.

[0137] Step S37 is performed after the preparation for setting changes (steps S33 to S36), or This process is executed after the setup confirmation preparation (steps S49 and S50). In step S37, the control unit sets the security signal control timer to 128ms. Therefore, the gaming machine 10 will continue until at least the security signal control timer has timed out. During this time, a security signal is output.

[0138] Steps S38 to S40 are for waiting for the setting change to finish or for the setting confirmation to finish. This is the process related to the following. In step S37, the gaming machine 10 outputs a security signal and sets it. This prevents the execution of processes related to waiting for the configuration change to finish or waiting for the configuration confirmation to finish. This information is made available to the department.

[0139] After enabling the interrupt (step S38), the control unit accesses the second register (C register). By doing so, it is determined whether the detection signal of the setting key switch 127 is off (step S 39) The control unit proceeds to step S5 if the detection signal of the setting key switch 127 is off. Proceed to step 5, and if the detection signal of the setting key switch 127 is not off, proceed to step S40. .

[0140] In step S40, the control unit determines whether or not a power outage has occurred. The occurrence of a power outage can be determined by detecting the power outage monitoring signal for a predetermined period of time. The control unit If a power outage occurs, proceed to step S41; if no power outage occurs, proceed to step S Proceed to 39. That is, the control unit, with interrupts enabled in step S38, detects a power outage. Until then, wait for the setting key to be turned off.

[0141] If the control unit determines that a power outage has occurred, it will disable interrupts (step S4). 1) Perform the process of outputting off-data to all output ports (step S42). Subsequently, the power outage inspection area check data 1 is saved to the power outage inspection area 1 (step S43 ), save the power outage inspection area check data 2 to power outage inspection area 2 (step S44). Furthermore, a checksum calculation process (step) is performed to calculate the checksum when the RWM power is cut off. S45) Process to save the calculated checksum to the checksum area (Step S46) After performing the above, a process to prohibit access to RAM (step S47) is performed. Then, wait for the power to the gaming machine to be cut off. In this way, check data in the power outage inspection area. In addition to saving the data, the checksum at the time of power cut-off is calculated, so that before the power cut-off... When the power is turned on, it can be determined whether the information stored in the RWM has been properly backed up. It can be determined.

[0142] Step S48 is performed when it is determined in step S29 that the flag for setting change mode is on. This is executed when the following occurs. In step S48, the control unit accesses the second register (C register). The control unit then determines whether the detection signal of the setting key switch 127 is ON or OFF. If the detection signal of the setting key switch 127 is on, proceed to step S49, setting key If the detection signal from switch 127 is not on, proceed to step S51.

[0143] Steps S49 and S50 are processes related to preparing for configuration verification. Step S4 In step 9, the control unit performs the process of setting the flag for setting confirmation mode. The "Dochu" flag indicates whether or not the gaming machine 10 is currently checking its settings. Sometimes the "In Settings Confirmation Mode" flag is set, and when not in settings confirmation mode, the "In Settings Confirmation Mode" flag is set. The flag is cleared (reset). In step S50, the control unit checks the frame during the setting confirmation. The signal is sent to the performance control device 300. As a result, the performance control device 300 checks the settings. It performs performance control corresponding to the command. For example, the performance control device 300 performs setting confirmation. The display device 41 receives a command from the device and displays a message indicating that the settings are being checked. It displays information and outputs sound from speakers 19a and 19b. Also, the performance control device 3 00 receives a command during configuration confirmation and controls the frame decoration device 18, the panel decoration device 46, and the panel display device The device 44 indicates that the settings are being checked. After this, the control unit proceeds to step S37. nothing.

[0144] On the other hand, in step S48, the control unit is turned on when the detection signal of the setting key switch 127 is ON. If it is determined that there is no such thing, step S51 is executed. In step S51, the control unit determines Referencing register 2 (C register), if the detection signal for RAM initialization switch 112 is ON The control unit determines whether it exists or not. If the detection signal for the RAM initialization switch 112 is not on, proceed to step S52. The process then proceeds to step S58. That is, the gaming machine 10 presses the RAM initialization switch 112. Upon startup detection involving an operation, the process proceeds to execute the RAM initialization (RAM clear) process, R Power outage recovery processing is performed by detecting startup without pressing the AM initialization switch 112. Proceed to execution.

[0145] Next, we will explain the RAM initialization process performed from step S52 onward. In the process related to AM initialization, the control unit clears the RAM area other than the set value to 0 (zero-clear). a) (Step S52) The initial values ​​at the time of RAM initialization are saved in the area to be initialized. Step S53). For example, the control unit sets the starting address of the RAM when the RAM is cleared. Set the rear starting address 2 and access the storage area of ​​RWM (for example, RAM111C) The data of the area to be cleared (work area for game control) within the area that does not include the prohibited area. Reset to zero.

[0146] Note that the flags for setting change mode and setting confirmation mode are for the area to be cleared. Since it is included in the data, it will be cleared by zeroing out the data in the area to be cleared. .

[0147] In step S54, the control unit sends the RAM initialization command to the performance control device 300. I believe. As a result, the performance control device 300 will perform the performance corresponding to the command during RAM initialization. Control is performed. For example, the performance control device 300 receives a command during RAM initialization. Then, a message indicating that the RAM has been initialized is displayed on the display device 41, Sound output is generated from speakers 19a and 19b. Also, the performance control device 300 is RAM first Upon receiving the initialization command, the frame decoration device 18 and the panel decoration device 4 confirm that the RAM has been initialized. 6. Notification is given by the display device 44.

[0148] Furthermore, the control unit processes (steps) related to waiting for the completion of setting changes or the completion of setting confirmation. After the execution of steps S38 to S40, the detection signal of the setting key switch 127 is off. If a certain event is detected, step S55 is executed. The control unit disables interrupts (S55). After step S55, a notification termination command is sent to the performance control device 300 (step S 56).

[0149] As a result, the performance control device 300 starts the setting change upon receiving a command during the setting change. Configuration verification initiated by notification that changes are being made or by receiving a command indicating that configuration verification is in progress. We will now end the announcement regarding the situation.

[0150] Next, the control unit checks the setting change mode flag to determine whether or not it is in setting change mode. The control unit determines (step S57). If it is in setting change mode, step S5 The process proceeds to step 2, where it executes the RAM initialization process. Meanwhile, the control unit is in setting change mode. If none exists, proceed to step S58 and perform the process related to restoring power.

[0151] In step S58, the control unit executes the power outage recovery process. The power outage recovery process initializes... The initial values ​​upon power restoration are saved in the designated area, and the special feature game is highly likely to be played by referring to the special feature status. It determines whether the probability is high or low, and if the special feature game is high probability, it places a high probability notification flag in the high probability notification area. This process saves the ON information and the ON data of the high-probability notification LED into the segment area. Includes.

[0152] The areas that need to be initialized during the power outage recovery process are the power outage check area and the checksum area. , flags for setting change mode, flags for setting confirmation mode, and areas related to error and malfunction monitoring That is the case. In addition, during the power outage restoration process, it is determined whether the dispensing control device 200 is in a state where it can accept commands. The busy signal status area, which stores the status of the payout busy signal (a signal indicating whether a payout is busy), is also cleared. Therefore, it is considered an indeterminate state, indicating that the status of the payout busy signal has not been determined. Similarly, The touch switch signal status monitoring area, which stores the state of the touch switch signal, is also cleared. This is considered an indeterminate state, indicating that the state of the switch signal has not been determined.

[0153] Next, the control unit sends a command corresponding to the special game processing number for power outage recovery to the performance control board. The signal is sent to the (performance control device 300) (step S59), and the process proceeds to step S60. In the Tepp S59, there are commands for specifying the model, the number of reserved symbols for Special Feature 1, and the number of reserved symbols for Special Feature 2. Multiple commands such as probability information commands, probability setting value information commands, and screen specification commands Send. Depending on the model, in addition to these commands, information on the number of times the effect has been performed and the number of high-probability rounds may also be sent. Numerical information will be sent. Note that the screen-specific commands refer to the Special Feature 1 variation display game and the Special Feature 2 variation. The control status of the displayed game is normally in processing (variation, jackpot (first special game state)), If the state is neither of the following (minor win state (second special game state)), then a customer waiting demo will be displayed. This command instructs the display of the screen; otherwise, it instructs the display of the recovery screen. This is a command.

[0154] In step S60, the control unit performs the process of starting up the random number generation circuit. When the power is turned on, the values ​​of predetermined registers (soft random number registers 1 to n) in the random number generation circuit are extracted. Output, and corresponding various initial random numbers (initial random number for big win symbols, initial random number for small win symbols, initial The initial value (start value) of the random number for the period and the initial value (random number for the winning symbol) is set in a predetermined area of ​​the RWM. After that (step S61), the interrupt is enabled (step S62).

[0155] Next, the control unit updates the values ​​of various initial random numbers to disrupt the regularity of the random numbers. The number update process (step S63) is performed. This initial random number update process updates each initial random number For example, this process updates (increments) each by "+1". 10 continuously updates the initial random number within the main process as time permits, thereby generating random numbers This allows for an increase in randomness.

[0156] Here, the control unit temporarily disables interrupts (step S64) and performs the performance display editing process. Execute (step S65), and after the performance display editing process is executed, allow interrupts (step S66). The performance display editing process is the process related to the calculation and display of the base. The control unit is the performance Because the processing load for the display and editing process is relatively high, interrupts are disabled to provide faster processing results. The machine is preparing to release the game. As a result, the game state of the gaming machine 10 is updated by a timer interrupt. By this point, the derivation of the processing results for the performance display editing process will be guaranteed.

[0157] In step S67, the control unit determines whether or not a power outage has occurred. The occurrence of a power outage can be determined by detecting the power outage monitoring signal for a predetermined period of time. The control unit If a power outage occurs, proceed to step S41; if no power outage occurs, proceed to step S Proceed to 63.

[0158] In other words, the control unit will proceed from step S63 to step S67 unless a power outage occurs. The process is repeated. For details, the control unit, if no power outage has occurred, will perform the initial The process involves repeatedly updating random numbers, editing performance display, and checking power outage monitoring signals (loop processing). To do.

[0159] Then, before the initial value random number update process (step S63), interrupts are enabled (step S 66) As a result, if a timer interrupt occurs during the initial random number update process, the interrupt processing will be prioritized. This process will now be executed first, and the timer interrupt will be delayed by the initial random number update process. This avoids putting a strain on interrupt handling.

[0160] Similarly, interrupts are disabled before the performance display editing process (step S65) (step S6 4) As a result, the performance display editing process will be executed in priority over timer interrupts. This can prevent performance display editing processing from becoming overloaded.

[0161] Based on the above, the main control means (game control device 100) that comprehensively controls the game, and the main Subordinate control means (dispensing control device 200) that perform various controls according to instructions from the control means. In a gaming machine equipped with a performance control device 300, etc., the main control means, when power is turned on, A predetermined waiting time is set to delay the activation of the main control means and wait for the activation of the subordinate control means. A standby means (game control device 100) that determines the standby time and monitors for the occurrence of a power outage during the predetermined standby time. The system will be equipped with a means for monitoring power outages (game control device 100).

[0162] Furthermore, it is equipped with a power supply unit 400 that supplies power to various devices, and the power supply unit 400 is powered during a power outage. The system is configured to output a power outage monitoring signal when it detects the occurrence of a power outage, and the power outage monitoring means (game control The device 100) will detect if a power outage occurs when it continues to receive a power outage monitoring signal for a predetermined period of time. This means that the system is designed to make a judgment.

[0163] Furthermore, the main control means (game control device 100) includes a RAM 111C capable of storing data, An initialization operation unit (RAM initialization switch 112) that can be operated from the outside, and an initialization operation unit Initialization means for initializing data stored in RAM111C based on the operation performed. (Game control device 100) and the operation state of the initialization operation unit before the start of the standby time This means it's set to load.

[0164] Furthermore, the game control device 100 performs initialization processing in case of data abnormality (first initialization processing), and A function that distinguishes and executes the initialization process during the periodization operation (second initialization process) (first initialization process) Because it has a second initialization means, it can perform optimal and efficient initialization processing according to the situation. It can be expressed.

[0165] Furthermore, the main control means (game control device 100) includes a RAM 111C capable of storing data, Externally operable setting control unit (setting value change switch 126, setting key switch 12 7) The setting value stored in RAM111C is changed based on the operation of the setting control unit. By providing a means for changing settings (game control device 100), it becomes possible to change settings. Furthermore, by providing a setting display unit (probability setting value display device 136), the setting (setting value) can be confirmed. It is enabled. Also, the main control means (game control device 100) after the waiting time has elapsed, RAM This means you are allowing access to port 111C.

[0166] Furthermore, the main control means (game control device 100) accesses the RAM (RAM 111C) The power outage waiting process prohibits (step S47) and waits for all processes to stop executing. (Loop after step S47) and allow access to RAM (RAM111C) (step RAM abnormality waiting process (step S17) waits for all processes to stop while the execution of all processes is stopped. The loop of step S31 and step S32 is made executable.

[0167] Here, we will explain the waiting process in the event of a power outage and the waiting process in the event of a RAM error. The machine processing is performed after access to RAM is prohibited in step S47 of the main processing. This is a loop process that waits for all processes to stop executing. Also, the waiting process in the event of a power outage is Since it is executed after interrupts are disabled in step S41 of the main process, NMI interrupt Non-interrupts (timer interrupts) are prohibited. Note that the standby process during a power outage is NMI. Since interrupts cannot be disabled, NMI interrupts can occur. Furthermore, since the power outage standby process is a process that is executed when a power outage occurs, the said process The risk of an NMI interrupt occurring during execution is low. Also, the standby process in case of a power outage is abnormal notification. This is a standby process that does not involve power cut-off. As a result, the gaming machine 10 does not process power until the power is cut off. It can be redirected to that. In addition, the gaming machine 10 performs standby processing when a power outage occurs, and access to RAM By disabling the cess, the risk of RAM data being altered due to unstable voltage is reduced. Yes, they are.

[0168] The RAM abnormality waiting process is performed in step S17 of the main process, when accessing RAM (RWM) This is a loop process that is executed after permission is granted and waits for all other processes to stop executing. Furthermore, the RAM abnormality waiting process is implemented after interrupts are disabled in step S1 of the main process. As a result, interrupts other than NMI interrupts (timer interrupts) are prohibited. The standby process during power generation cannot disable interrupts for NMI interrupts, therefore N MI interrupts may occur. The RAM abnormality waiting process is a process that waits for power cut-off. Furthermore, the risk of an NMI interrupt occurring during the execution of this process is greater than that of the power outage standby process. However, the RAM abnormality waiting process does not access RAM even if an NMI interrupt occurs. Since this is permitted, the return address can be stored in RAM, and an NMI interrupt occurs. The risk of program malfunction due to this is small. Also, in step S30, the gaming machine 10 Since a command to notify the performance control device 300 of an abnormal error is sent, when a RAM abnormality occurs During the standby process, the performance control device 300 can simultaneously issue an abnormality notification. This allows for a quick restart of the gaming machine 10.

[0169] [Timer interrupt handling] Next, the timer interrupt processing of the game control device 100 will be explained using Figure 11. Figure 1 Figure 1 is a flowchart of the timer interrupt processing in the first embodiment. Interrupt handling is performed in the main processing described above, from the time interrupt permission is given until interrupts are prohibited. During the interval (from step S38 to step S41, from step S38 to step S55) (And from step S66 to step S64, and from step S66 to step S41) This is the interrupt handling that occurs. Timer interrupt handling is a process executed by CPU111A. .

[0170] Timer interrupt handling is performed by the periodic timers generated by the CTC circuit in the clock generator. The process is initiated when an interrupt signal is input to the CPU 111A. When a timer interrupt occurs, the system automatically enters an interrupt-disabled state, and the timer interrupt processing... The process begins.

[0171] When the timer interrupt processing starts, first, register bank 1 is specified (step S7). 1) By switching to register bank 1, the specified register (for example, in the main process) The register save process is performed to transfer the values ​​held in the registers being used to the RWM. This is equivalent to the following. Next, the RAM start address is entered into a designated register (for example, register D). The higher address is set (step S72). In step S72, the main process is The same process as in step S4 is performed, but the register bank is different.

[0172] Next, inputs from various sensors and switches, and signal acquisition, i.e., each input port The input process (step S73) reads the state. In step S74, the control unit... This refers to the flags for setting change mode and setting confirmation mode, and during setting change mode... The control unit determines whether it is in setting confirmation mode or setting change mode. If in confirmation mode, proceed to step S75, execute the setting change / confirmation process, and the timer Interrupt processing ends. Meanwhile, the control unit, while in setting change mode or setting confirmation mode... If there is no misalignment, proceed to step S76.

[0173] In step S76, the control unit, based on the output data set in the various processes, Drive of actuators such as solenoids (large prize solenoid 38b, general-purpose solenoid 37c) Executes output processing for control and other purposes.

[0174] Furthermore, if a launch stop signal is output in step S5 of the main processing, this output processing This process outputs a launch permission signal, and the launch permission signal can be set to the permission state. This state is considered to be the launch permission signal. This launch permission signal is output to the launch control device via the payout control device. In this case, no signal processing or other modifications are performed. Furthermore, the launch permission signal is transmitted to the game control device 1. This is the first signal indicating the launch permission status as seen from 00, and the launch as seen from the payout control device 200. A second signal indicating the permission status (launch permission signal) is also generated within the dispensing control device 200, and the launch is initiated. It is output to the control unit. In other words, two launch permission signals are output to the launch control unit. The system is configured such that the game ball becomes ready to be launched when both parties have permission to launch. It is.

[0175] Next, the control unit receives the commands set in the transmission buffer during various processes from the dispensing control device 20 Disbursement command transmission process that outputs 0 (step S77), random number update process 1 (step S7 8) Then, execute random number update process 2 (step S79). Here, random number update process 1 is initial The random numbers for the winning symbols, minor winning symbols, winning symbols, and winning symbols that are subject to the value random number update process. This process updates the initial value (start value) of the random number generator. Random number update process 2 is: Randomization of the variation pattern to determine the variation pattern in the variation display game of Special Figure 1 and Special Figure 2 This is a process to update the number. Note that this is either random number update process 1, or random number update process 1 plus random numbers Update process 2 may be configured to stop random number updates during configuration changes or to change the update cycle. stomach.

[0176] Next, the control unit has a start port 1 switch 36a, a start port 2 switch 37a, and the gates shown in the diagram. Switch 34a, Prize slot switch 35a, Large prize slot switch 38a, Specific area switch 38 e monitors whether there is a normal signal input, and also monitors for errors (such as when the front frame or glass frame is open). The prize slot switch / status monitoring process (step S80) is performed to check if it has been switched on or not. Now. Also, the start monitors the entry of switches 36a and 37a into the starting port. The starting port switch monitoring process (step S81) is performed. This is the starting prize slot 36 which forms the first starting prize slot, or the normal variable prize slot which forms the second starting prize slot. When a game ball enters slot 37, various random numbers (such as jackpot random numbers) are extracted, and the special symbol changes. Pre-determining the game result based on the winnings displayed before the game begins. Make a judgment.

[0177] Next, the control unit performs processing related to the Special Feature 1 Variable Display Game (S Step S82), Special Feature 2 Game Processing (STE) which performs processing related to the Special Feature 2 Variable Display Game. Following step S83, the process for so-called two-type games is performed (S Step S830 is executed, and then processing related to the regular graph fluctuation display game is performed. The process (step S84) is executed.

[0178] Next, the gaming machine 10 is equipped with a special feature display that shows the game and various information related to the game. The segment LEDs that indicate the display (for example, the LEDs in the design display section 53 of the collective display device 50, as shown in Figure 1) D) Segment LED editing process to drive to display the desired content (step S85) ), the system checks the detection signal from the magnetic sensor 61 to determine if there are any abnormalities. Magnet fraud monitoring process (step S86): Check the detection signal from the panel radio wave sensor 62. The system performs a panel radio wave interference monitoring process (step S87) to determine if there are any abnormalities. Then, the external information editing process sets the signals to be output to various external devices into the output buffer. The timer is controlled (step S88) and the performance display device control process (step S89) is performed. The interrupt handling process will be terminated.

[0179] In the first embodiment, the process of restoring the interrupt-disabled state (i.e., enabling interrupts) is performed. Processes to enable (or process to restore the register bank specification (i.e., register bank 0) The specified process will be performed automatically upon interrupt return (at the end of the timer interrupt process). It will be done. Depending on the CPU used, the process of restoring the interrupt disable state or registers may be required. Some gaming machines require an instruction to execute a process to restore the specified rank.

[0180] [Main process] Next, the main processing of the performance control device 300 will be explained using Figure 12. Figure 12 shows the first This diagram shows a flowchart of the main processing in the performance control device of the embodiment.

[0181] The main process involves controlling the performance control device 300 when the power supply to the pachinko machine 1 is started. This is a process executed by the CPU311. [Step D11] The control unit disables interrupts.

[0182] [Step D12] The control unit performs the initial setup of the CPU 311. [Step D13] The control unit performs the initial setup of the VDP312. [Step D14] The control unit enables the interrupt.

[0183] [Step D15] The control unit permits the generation of display data. That is, the control unit V The display circuit within DP312 (not shown) accesses the VRAM (not shown) within VDP312. Allow the system to perform the operation and generate display data.

[0184] [Step D16] The control unit sets a random number seed. This is done, for example, by the srand function. This is a process that sets a sequence of pseudorandom numbers using numbers. Here, the control unit performs the srand function You can use a fixed value such as 0 (zero) as an argument to the number, or it may differ depending on the gaming machine. You may use values ​​created based on the ID values ​​of the CPU, etc.

[0185] [Step D17] The control unit controls the RWM (e.g., RAM 322) of the performance control device 300. Area to be initialized in (for example, the performance flag area (the performance control device 300) The initial values ​​at power-on are set in the memory area used as various flags in the processing described later. To move.

[0186] [Step D18] The control unit clears the WDT (Watchdog Timer). [Step D19] The control unit executes the performance button input process. The performance button input process is Editing occurs when the effect button 25 (effect button switch 25a) is enabled. This is the current process. Note that the effect buttons are not turned on and off at high speed, so the control unit is the effect button The process for sensing the input may be performed within the performance button input process, or short (not shown) This can also be done within a periodic timer interrupt.

[0187] [Step D20] The control unit executes the hall / player setting mode processing. The operator setting mode processing involves setting the adjustable range of brightness, volume, etc. of the LEDs and display device 41, This process accepts operations from the player, such as changing the brightness and volume of the LEDs and display device 41. .

[0188] [Step D21] The control unit executes a random number update process. The random number update process is, for example, r The AND function is used to update the pseudorandom number at least once during each control cycle of the main process. This is the current process. The rand function recalculates based on the specified generation sequence each time a recalculation is performed. Since random numbers are generated, the control unit can obtain random numbers simply by executing the rand function. Furthermore, the counter that increments by "1" like the main board (game control device 100) You may use "Ta" as a random number.

[0189] [Step D22] The control unit performs a received command check process. The check process is a process that analyzes commands received from the game control device 100 in predetermined units. be.

[0190] [Step D23] The control unit executes the performance display editing process. The performance display editing process is V Various commands and parameters for instructing DP312 on the content to be drawn on the display device 41. This is the process of setting the parameters. For example, the control unit processes the command in the performance display editing process. Set it up in a table shape.

[0191] [Step D24] The control unit executes the drawing command preparation completion setting. The end-of-preparation setting is the preparation of all commands to VDP312 that are set during the performance display editing process. This process sets the status as complete.

[0192] [Step D25] The control unit determines whether or not it is frame switching timing, and If it is the frame switching timing, proceed to step D26; otherwise, Wait for the frame switching timing. Here, the frame switching timing is the V-blank interrupt ( The processing cycle (also called a V-sync interrupt) is created based on the period (for example, 1 / 60 seconds). For example, this timing occurs at a time interval equivalent to 1 / 30th of a second (≒ 33.333 ms). The V-blank interrupt is triggered by the VDP312 during a single run of the entire screen for drawing. It occurs each time the inspection is completed. The occurrence period of this V-blank interrupt is, as mentioned above, for example For example, 1 / 60th of a second. In this embodiment, the same drawing is repeated twice, triggering a V-blank interrupt. When this occurs twice, a frame switch takes place, and the frame switch timing cycle is Vbra Twice the period of the link interrupt (for example, 1 / 60 second) (for example, 1 / 30 second ≈ 33.33 ms) ) However, this is not the only possible configuration, and the frame switching timing can be changed as appropriate. Yes, for example, you can switch frames (update images) at intervals of 1 / 30th of a second or longer. Alternatively, frame switching may be performed at intervals of less than 1 / 30th of a second.

[0193] The frame switching timing determination process determines the subsequent processing (step D26 to Step D30, and subsequent steps D18 through D24, are performed on this frame. This is executed at each of the above processing cycles at the switching timing. Note that it needs to be synchronized with the performance content. Time management is performed in units of these frames (i.e., the processing cycles mentioned above). If the interval is 1 / 30th of a second, then for example, 3 frames would be 100ms. This is because the main base This is similar to how the board (game control device) manages time values ​​in 4ms units of the timer interrupt cycle. ru.

[0194] [Step D26] The control unit will operate according to the command set in Step D23, VDP3 The control unit instructs 12 to draw the screen. For example, the control unit sequentially executes the commands set in a table. Send the message to instruct the VDP312 to draw on the screen.

[0195] [Step D27] The control unit executes sound control processing. The sound control processing is performed by This is a process related to controlling the volume of audio from the speakers (upper speaker 19a, lower speaker 19b). ru.

[0196] [Step D28] The control unit executes the decoration control process. The decoration control process is performed by the panel decoration device. This process controls various LEDs, such as those in the 46 and frame decoration device 18. [Step D29] The control unit executes the movable body control process. The movable body control process involves various modes Process for controlling a movable body (for example, a control panel display device 44) that includes a data controller or solenoid. That is the case.

[0197] [Step D30] The control unit executes launch information control processing. Launch information control processing is performed Based on the firing status flag, firing-related information is set, and the special rotation status (predetermined amount) is also set. The mode adjustment of the performance is performed according to the number of special symbol variations per minute (i.e., the predetermined number of balls dispensed) of gameplay. This is a current process.

[0198] [Step D31] The control unit performs information disclosure processing. The information disclosure processing is performed for the player. This process involves disclosing performance information related to game performance. The control unit returns to step D18 after executing step D31, and thereafter, step D1 The process from step 8 to step D31 is repeated. That is, from step D18 to step D 31 is a loop process that is repeatedly executed at the above processing cycle after the activation of the performance control device 300. This constitutes the main loop process (which may be called the main loop in some cases).

[0199] Furthermore, the control unit performs steps D27 to in the main loop processing in order to match the on-screen effects. The process in step D29 is being executed, but the signals generated or set in these control processes and The process of actually outputting data (especially signals for driving and controlling various LEDs and motors) to a port. This is done within a short-period timer interrupt, which is not shown in the diagram. However, the control of various devices If a specialized IC is used, simply giving instructions via serial communication, etc., will trigger a timer interrupt. In some cases, no signals or other outputs are produced.

[0200] Next, Figures 13 and 14 show the two-dimensional code that the gaming machine 10 will be able to observe from the front. Let me explain. Figure 13 shows an example of a two-dimensional code to be displayed on the front frame of the first embodiment. This is a diagram. Figure 14 shows an example of a two-dimensional code to be displayed on the game board of the first embodiment. be.

[0201] The gaming machine 10 displays a two-dimensional code that can be read from the front. The two-dimensional code is optical It is an information display means that can be read by a specific reading means. A two-dimensional code is, for example, a QR code. In addition to matrix codes such as registered trademarks, there are also barcodes, etc. Two-dimensional codes are media By being printed on the body or on stickers attached to media, it can be displayed on the front of the gaming machine. It will be shown. Note that two-dimensional codes are used on LCDs and OEL (Organic Electro-Luminescence), etc. It is also acceptable to display it as shown by [the relevant source].

[0202] The two-dimensional code readable from the front of the gaming machine 10 is a two-dimensional code intended for players. There are two types of QR codes, one for players and one for non-players. This includes managers who oversee management, process control, and quality control, as well as managers in the distribution process. or staff members who perform maintenance and inspection work in amusement facilities, or staff members who conduct inspections. And so on. The QR code for players is scanned through the camera on their smartphone. This allows the player to read the QR code. In some cases, reading the 2D code may be difficult depending on the surrounding environment. For example, The method used by the technician to read the two-dimensional code is when the surrounding brightness of the two-dimensional code is stable. While reading is relatively easy in some cases, it can become difficult to read when there are significant changes in brightness. There is also the fact that the means of reading the QR code handled by the player is such that the area around the QR code is too bright. In some cases, reading may become difficult.

[0203] The gaming machine 10 displays information at the top of the front frame 12 as a two-dimensional code for the player. Panel 180 displays the two-dimensional code 501. The two-dimensional code 501 is observed from the front. The information is displayed in an easily accessible manner. The information display panel 180 is provided on the front frame 12. It is a decorative component capable of displaying information, and displays a two-dimensional code 501 as one of the required pieces of information. The information display panel 180 has the necessary design to promote the gaming machine and is located on the back side. The light-emitting part allows the light-emitting pattern to be changed. Two-dimensional code 501 relates to a gaming machine. We provide information such as the model name, game performance, and a brief introduction to the machine, and information related to the gaming machine. Information about the destination of the information being provided (for example, a URL (Uniform Resource Locator)) They serve it.

[0204] Gaming machine 10 has a two-dimensional code targeting people other than players, which is two-dimensional code 502,5 Display 03, 504, 505. Two-dimensional codes 502, 503, 504, 505 are the previous By the face frame 12, the glass frame 15, or the decorative members provided on the front frame 12 or the glass frame 15 It is displayed in a way that makes it difficult to observe from a frontal view.

[0205] Furthermore, the gaming machine 10 uses a two-dimensional code for the player within the gaming area of ​​the gaming board 30. 32 may display a two-dimensional code 509, or the center case 40 may display a two-dimensional code. It may display the original code 510, or the two-dimensional code 511 on the display device 41. It may also be something to be displayed. The two-dimensional code 509 is located in the game area 32 but is entered The pins are positioned outside the area where the game balls flow, and the pins are displayed in a way that makes them easy to observe from the front. The dimensional code 510 protrudes forward from the display surface of the display device 41 and is visible in the surrounding game area 32. The center case 40 is formed in such a way that it is difficult for the game balls to fall in, and observation from the front view It is displayed in an easy-to-understand manner. The two-dimensional code 511 is displayed in the display area of ​​the display device 41, when viewed from the front. It is displayed in a way that makes observation easy.

[0206] Furthermore, the gaming machine 10 has a two-dimensional code 50 that is intended for people other than the players. It may also display 6,507,508. (2D code 506,507,50) 8 is the front frame 12 or the glass frame 15, or the decorative members provided on the front frame 12 or the glass frame 15. Due to various factors, it is displayed in a way that makes it difficult to observe from the front.

[0207] Next, an example of displaying a two-dimensional code will be explained using Figure 15. Figure 15 shows the first implementation. This figure shows an example of a two-dimensional code display. The two-dimensional code 501 shown in Figure 15(1) is This shows how it is displayed in an easily visible (easily observable) manner. The QR code 501 presents is designed to naturally convey to the player that it is a scannable object. It is possible.

[0208] The two-dimensional code 503 shown in Figure 15(2) has a large portion missing at the bottom, making it difficult to see (not easily observable). This shows how it is displayed in the easy section. The two-dimensional code 508 shown in Figure 15(3) has a missing upper right section. This shows how it is displayed in a way that makes it difficult to see. The two-dimensional codes 503 and 508 are on the front side. Obstacles are present and make it difficult to see. For example, the front frame 12 or the glass frame 15, The decorative elements of the front frame 12 and glass frame 15 are visible in the front view under the two-dimensional code 503, 50 Interferes with 8. Two-dimensional codes 503 and 508, which are displayed in a way that is not easily visible, This allows players to naturally understand that the data is not being read.

[0209] Furthermore, this applies not only to QR codes 503 and 508, which are displayed in a way that is not easily visible, but also to other QR codes Because it records information with redundancy, it can be read even if part of the displayed content is missing. There are cases where it is possible to read the data and cases where it is unreadable. The gaming machine 10 does not read the data of the player. When the content of a two-dimensional code is displayed in a way that makes it difficult to see, the two-dimensional code The original code may be displayed in a readable format, or it may be displayed in a readable format. It may be, or it may include both. As a result, the gaming machine 10 has a visual Regarding two-dimensional codes that are easily readable and not readable, some are acceptable for players to read and others are not. To distinguish between what you do not want to display and what you do not want to display, you may intentionally obscure the visible area of ​​the displayed content. .

[0210] Next, an example of displaying a two-dimensional code with accompanying information will be explained using Figure 16. Figure 16 This is a diagram showing an example of displaying a two-dimensional code with accompanying information according to the first embodiment. Figure 16(1 The two-dimensional code 507 shown in ) is displayed on the left side of seal 507a. Seal 507a is The accompanying information 507b is displayed from the center to the right. The accompanying information 507b is a two-dimensional code. This information is displayed in relation to QR code 507, and may include all or part of the content of QR code 507. The type, purpose of reading, etc. are displayed. For example, the supplementary information 507b is the two-dimensional code 50 7 is the management number, and "012" is the whole or part of the content of the QR code 507. This may include the inclusion of "3456789" and designating the reader as the administrator. Seal 50 7a is attached to the side case 33, and when the player is facing it directly, a part of the front frame 12 overlaps. This can make it difficult to see.

[0211] Furthermore, the direction in which the player faces the object of observation is such that the object of observation is the player playing the game, and the object of observation is... If the elephant is on the game board 30 or near the edge of the game board 30, the seated player will be facing the front of the game machine. This is the direction in which the player faces. Also, the direction in which the player faces the object of observation is the direction in which the player is playing the game. If the object of observation is located on the periphery away from the game board 30, the seated player is the object of observation. This is the direction in which the player faces. Also, the direction in which the player faces directly towards the object of observation is the direction away from the gaming machine 30. When targeting players (for example, players in the aisles of the arcade), move away from the arcade machine 30. This is the direction in which the player faces the object of observation. Thus, the direction in which the player faces directly towards the object of observation and This does not necessarily coincide with the direction facing the front of the gaming machine. Therefore, the object of observation is the front of the gaming machine. In some cases, a direct view may not be easy when facing a certain direction.

[0212] The seal 507a shown in Figure 16(2) contains part of the two-dimensional code 507 and accompanying information 507b. This shows how a portion of the front frame 12 overlaps with the entire image, making it difficult to see. Further information is also provided. 507b may not be entirely obscured, but may be partially obscured. Obtained. In this way, the two-dimensional code 5 is displayed in a way that is not easily visible when the player is facing it directly. 07 allows players to naturally understand that it is not something to be read. On the other hand, Managers of amusement facilities, managers in the manufacturing and distribution processes, etc., can open the front frame 12. The contents of the label 507a can be made easily visible.

[0213] The accompanying information is textual information (for example, model name 512, catchphrase, etc.). It may also be image information (for example, character, icon, or other design elements, or lines and colors). This may also include designs that indicate an area using colors, etc. Furthermore, the accompanying information may consist of text and images. It may contain both information and data.

[0214] Furthermore, the specified information is not limited to two-dimensional codes; it can also be text information or image information. Good. When the specified information is text information or image information, the accompanying information is a two-dimensional code. It is acceptable for it to be present, and if the designated information is textual information, the accompanying information may be image information. Furthermore, if the designated information is image information, the accompanying information may be text information. However, the gaming machine 10 uses either the predetermined information or the accompanying information as a clue. To facilitate access to the other party.

[0215] Furthermore, the specified information or accompanying information is part of the front components when viewed from the front of the gaming machine 10. Even if overlapping makes visibility difficult, observation from a direction other than a direct view can make visibility easier. It may also be a type of device. In this case, the gaming machine 10 can easily access predetermined information or associated information. By restricting unauthorized access while still allowing access, it is possible to improve the convenience of observers. ru.

[0216] Furthermore, the specified information or accompanying information is part of the front components when viewed from the front of the gaming machine 10. When overlapping objects make them difficult to see, they may still be difficult to see even when observed from a direction other than a direct view. It may also be something that makes it easier. In this case, the gaming machine 10 will respond to predetermined information or incidental information. By restricting easy access and making access impossible, the intended observer... It guides users to the location of designated or supplementary information and prevents unintended observers from accessing it. It is possible.

[0217] Furthermore, in a front view of the gaming machine 10, some of the front components overlap, making visibility difficult. When it becomes easier, predetermined information that becomes easily visible by observation from a direction other than a frontal view (a (This includes supplementary information, or predetermined information and supplementary information) and observation from a direction other than a frontal view. Therefore, the designated information (or supplementary information, or designated information and supplementary information) becomes difficult to see. It may also include the following. Observation from a direction other than a front view means the front components and Observations can be made from observation positions that vary (reduce) the amount of overlap.

[0218] Furthermore, in a front view of the gaming machine 10, some of the front components overlap, making visibility difficult. Display units for predetermined information (or supplementary information, or predetermined information and supplementary information) that facilitate the process are provided in two or more locations. It may also be provided on top. The gaming machine 10 has two or more display units for predetermined information on the front frame 12 or The glass frame 15, or the front frame 12 and glass frame 15, and other components other than the game board 30, are provided. It may be provided on the game board 30, or it may be provided on the game machine 10. When the game board 30 is equipped with a display unit for the above predetermined information, it is provided inside the game area 32. It may also be provided outside the game area 32. This involves displaying two or more predetermined pieces of information on components other than the game board 30, on the inside and outside of the game area 32. These may be distributed and provided in various locations.

[0219] Furthermore, in a front view of the gaming machine 10, some of the front components overlap, making visibility difficult. Display units for predetermined information (or supplementary information, or predetermined information and supplementary information) that facilitate the process are provided in two or more locations. When installed, all predetermined information on the display unit can be viewed from a direction other than a frontal view. It may be made easier. According to this, the gaming machine 10 allows the player to access the information. This can increase interest in the gaming machine in question.

[0220] Furthermore, in a front view of the gaming machine 10, some of the front components overlap, making visibility difficult. It includes two or more pieces of predetermined information (or supplementary information, or predetermined information and supplementary information) that facilitate the process. At that time, all predetermined information should not be easily visible even when observed from a direction other than a frontal view. It may be considered as such. According to this, the gaming machine 10 attempts to allow the player to access the information. It is possible to increase interest in the gaming machine by providing an opportunity to see it. In addition, the gaming machine 10 ...providing players with an opportunity to attempt to access the information in question, while simultaneously disclosing unnecessary information to them. It is possible not to show it.

[0221] Furthermore, in a front view of the gaming machine 10, some of the front components overlap, making visibility difficult. Display units for predetermined information (or supplementary information, or predetermined information and supplementary information) that facilitate the process are provided in two or more locations. When providing a top, it is made easily visible by observation from a direction other than a frontal view. It may also include things that are not allowed. According to this, the gaming machine 10 is disclosed to the player. Because the information is a mix of information that is disclosed and information that is not, some information is easy for players to read and others are difficult to read. By providing opportunities to access relevant information, we can increase interest in the gaming machine in question. Cut.

[0222] Furthermore, the gaming machine 10 is not easily visible even when observed from a direction other than a frontal view. When a display unit for predetermined information (or supplementary information, or predetermined information and supplementary information) is provided, Even if the movable part makes it observable (allows information to be read) by changing its position Good. For example, the gaming machine 10 is in a state of winning, a time-saving mode, a probability variation mode, or other specific game states. When certain conditions are met, the movable member changes position, making the display unit for predetermined information observable. According to this, the gaming machine 10 has access to information that has been converted from undisclosed information to disclosed information. This can increase interest in the gaming machine by providing an opportunity to try it out.

[0223] Furthermore, when the gaming machine 10 is equipped with two or more display units for predetermined information, two different information will be displayed. The dimensional code display unit may be provided with two or more units, or a two-dimensional code that displays the same information may be provided. The system may be equipped with two or more "Do" display units.

[0224] Furthermore, the gaming machine 10 includes two or more display areas in the display section of a predetermined information, and a two-dimensional code The 2D code display area shows the model name, character, or other information. It may also include an accompanying information display area that displays at least one of the pieces of information. When the display unit of a predetermined piece of information includes two or more display areas, the two-dimensional code display area and the accompanying information The display areas are shown side by side. Note that the 2D code display area and the accompanying information display area are displayed side by side. In all displayed areas, the two-dimensional code display area and the accompanying information display area are located close together or adjacent to each other. They may be installed in close proximity, or they may be integrated with the decorative object using an LED unit or the like. It can be one or both.

[0225] Next, (1) classification of the objects to be read by the two-dimensional code, and (2) visual recognition of each object to be read by the two-dimensional code. (3) Reading status of the two-dimensional code for the player is shown in Figure 17. Let me explain. Figure 17 shows an example of (1) classification of the two-dimensional code to be read in the first embodiment, and ( 2) An example of the visibility and readability of two-dimensional codes depending on the target of reading, and (3) secondary for players This figure shows an example of the read state of the original code.

[0226] As shown in Figure 17(1), the classification of the two-dimensional codes to be read is displayed on the gaming machine 10. Dimensional codes can be read by players or by non-players. Furthermore, two-dimensional codes intended for reading by anyone other than the player are managed as being intended for the manufacturer. Some are targeted at players. Furthermore, some lists individuals other than the player using the QR code as targets for reading. Manufacturers and managers are just examples; those who inspect for legitimacy as a measure against fraud, and staff at the gaming establishments, Other types may also be used. Such a gaming machine 10 is a classification of the object to be read by the two-dimensional code. The two-dimensional code is displayed with the appropriate visibility. The gaming machine 10 is a two-dimensional code that targets the player for reading. Display the 2D code in a way that ensures it is easily visible and verifiable, without any structural interference. In addition, the gaming machine 10 reads at least a portion of the two-dimensional code that is intended to be read by people other than the player. The two-dimensional code is displayed in a way that makes it difficult to see or confirm due to interference from the structure. Furthermore, the gaming machine 10 interferes with at least a portion of the two-dimensional code that is intended to be read by someone other than the player. The structure can be modified so that it does not interfere with by anyone other than the player (for example, the front frame 12 or the glass frame). (15 openings, etc.) to make the two-dimensional code easily visible or verifiable.

[0227] In this way, the gaming machine 10 reads the two-dimensional code as shown in Figure 17(2) This enables visibility and readability. Two-dimensional codes that target players for reading have high visibility. The system is designed to be effective and allow the player to naturally perceive that it is being read. The target two-dimensional code will also be made easier to read. The light emitted from the device may reduce the visibility and readability of the 2D code, potentially harming the player's ability to read it. The two-dimensional code, as described later, has a limited period for which visibility and readability are improved. It can be anything.

[0228] Two-dimensional codes that are read by anyone other than the player should be considered to have poor visibility and therefore not readable by the player. In contrast, it naturally conveys that it is not the target of reading. The readability of a two-dimensional code can be good, poor, or impossible. Even if part of it is damaged or destroyed, a certain level of readability is guaranteed, so the one located on the front side The readability varies depending on the degree of the impairment. Furthermore, the two-dimensional data is intended for reading objects other than the player. The code may be such that both visibility and readability are impossible. Even if a 2D code makes both readability and readability impossible, the obstacle can be eliminated if it is not used by the gamer. This allows for good visibility and readability.

[0229] As shown in Figure 17(3), the two-dimensional code that targets the player is visually displayed depending on the state. The readability and readability can be changed. For two-dimensional codes that target the player, the player must face the code directly. When this happens, the structure on the front side will not interfere, but the lighting pattern of the decorative parts associated with the game's effects will change In some cases, visibility and readability may be reduced. Two-dimensional codes that target players for reading are In state A, both visibility and readability are good, and in state B, visibility is good. This impairs the readability of the object, and in state C, it impairs both visibility and readability.

[0230] Furthermore, the two-dimensional code intended to be read by the player may have a high-brightness illumination pattern in its decorative parts. Visibility can be poor if there are drastic changes in brightness or color. Furthermore, the 2D code intended to be read by the player may be temporarily interfered with by the movable parts of the decorative section on the front side. In such cases, visibility may be poor. Also, two-dimensional codes that target players for reading may be... In addition to cases where the movable parts of the decorative section temporarily interfered with each other on the front side, the illumination pattern of the decorative section was high brightness. Furthermore, if there are drastic changes in brightness or color, readability may be poor. Obtain. That is, in state A, the movable part of the decorative part does not temporarily interfere on the front side, and the decorative part This state is characterized by a light emission pattern that facilitates readability.

[0231] Next, we will explain the classification of information types in two-dimensional codes using Figure 18. Figure 18 shows the first This figure shows an example of information type classification of a two-dimensional code in an embodiment. The target of reading is the player. The two-dimensional code contains information related to the game. The two-dimensional code is intended to read the player. The code includes, for example, the model name, manufacturer name, release date, gameplay features, gameplay performance, and gameplay method. Explanations, game history (limited to display devices 41 etc. capable of displaying a two-dimensional code generated each time), There are external URLs, such as websites, that provide more detailed information. The target of reading is the player. The QR code is not related to the game and is generally not related to the management of the gaming machine. It is a type of information. Two-dimensional codes that do not target players are, for example, parts management numbers or game information. There is a technical equipment management number, and also other numbers such as a circuit board management number.

[0232] Furthermore, the gaming machine 10 has a two-dimensional code that is not visible from the front side, and this code is used on the gaming machine 1 A two-dimensional code is displayed that is observable from the reverse side of the number 0. It is not visible at all from the front side. Two-dimensional codes are those that do not target players for reading, such as those used in gaming control devices. Board management stickers, board sealing stickers, and other parts attached to the board box that houses 100 It is attached to products, unit parts, etc.

[0233] Figure 19 shows the visibility and readability of the two-dimensional code observable from the back side of the gaming machine 10. This will be explained using the following. Figure 19 shows the target of reading the two-dimensional code in the first embodiment as the amusement park manager. This figure shows an example of the visibility and readability when the game frame is open in such a case.

[0234] The gaming machine 10 has a circuit board management sticker that is attached to the circuit board box housing the gaming control device 100. The two-dimensional code to be read is displayed on the circuit board sealing sticker, for example, for management Make the number obtainable. The QR code displayed on the circuit board management sticker is on the back of the gaming machine 10. The administrator can easily observe from the side, or from the back side of the front frame 12 by opening the front frame 12. Therefore, the two-dimensional code displayed on the board management sticker is highly visible and easy to read. To improve both.

[0235] On the other hand, the 2D code displayed on the circuit board sealing sticker is the same as the 2D code displayed on the circuit board management sticker. The original code and the circuit board box are displayed on different sides. Therefore, the circuit board sealing sticker The two-dimensional code displayed on the circuit board impairs both visibility and readability. The QR code displayed on the board allows you to obtain information by removing the circuit board box, etc. be.

[0236] Such a gaming machine 10 allows the administrator to use the two-dimensional code displayed on the circuit board management sticker. Although obtaining the data and acquiring the QR code displayed on the circuit board sealing sticker is cumbersome, This can also deter dishonest behavior by creating an inconvenience for those who attempt to commit fraud.

[0237] Next, when the target of reading the two-dimensional code is the administrator, the visibility and readability of the accompanying information, Furthermore, the visibility and readability of the two-dimensional code will be explained using Figure 20. Figure 20 is the first Visibility and readability of accompanying information when the target of reading the two-dimensional code in Embodiment 1 is the administrator. This figure shows an example of ease of use, as well as the visibility and readability of the two-dimensional code.

[0238] The gaming machine 10, regarding a two-dimensional code with accompanying information that the target to be read is the administrator, If the front frame 12 is opened or the visibility of the accompanying information is improved, the visibility of the two-dimensional code To improve both readability and readability. As a result, the gaming machine 10 is easy for administrators to manage. It is possible to provide convenience.

[0239] On the other hand, the gaming machine 10, regarding the two-dimensional code with accompanying information that identifies the reader as the administrator, If the visibility of the accompanying information is poor, the visibility of the two-dimensional code will be made poor to ensure readability. No. Similarly, the gaming machine 10 reads a two-dimensional code with accompanying information that identifies the administrator as the reader. If the accompanying information is not visible, the visibility of the QR code will be made poor or impossible. Readability is not guaranteed. As a result, the gaming machine 10 does not improve the visibility of the accompanying information for administrators, etc. This can encourage and facilitate management.

[0240] Decorations that affect the visibility and readability of the QR code 501, which is intended to be read by players. The emission characteristics of the part will be explained using Figures 21 to 23. Figure 21 shows the first embodiment. This figure shows an example of the front of a gaming machine. Figure 22 shows the display state of the front of the gaming machine according to the first embodiment. This figure shows one example (part 1). Figure 23 shows the display on the front of the gaming machine in the first embodiment. This figure shows one example (part 2) of the design.

[0241] The gaming machine 10 has a frame decoration device 1 attached to the front of the front frame 12 or the front of the glass frame 15. The 8 lights up to enhance the gameplay. The frame decoration device 18 surrounds the game machine area, It has several light-emitting sections 514 to 525. Light-emitting sections 514 to 517 are located on the left side of the front frame 12. The light-emitting section 518 is located at the top of the front frame 12 and is integrated with the information display panel 180. The light-emitting sections 519-522 are located on the right side of the front frame 12. The light-emitting sections 523-525 are located on the front It is located at the bottom of the frame 12 and is integrated with the upper tray 21.

[0242] The information display panel 180 displays the model name (for example, "Kappa") along with the two-dimensional code 501. )512 and a character (for example, an image character like a kappa)513 are displayed. These two-dimensional codes 501, model name 512, and character 513 are displayed on the information display panel 1. This is one form of predetermined information displayed by 80. The information was intended to be displayed across the entire information display panel 180, but it was also intended to be displayed in a portion of it. That is also acceptable.

[0243] As shown in Figure 22, the gaming machine 10 displays game effects by coordinating the light-emitting parts 514 to 525. To perform this, coordinated display means, for example, that the light-emitting units 514 to 525 simultaneously light up in a predetermined pattern. It could be an object, or a predetermined lighting pattern that flows from top to bottom, bottom to top, or left to right. Time zones can flow in a certain direction, from right to left, counterclockwise, or clockwise. Some devices change by providing a certain feature. At this time, the light-emitting parts 514-517, 519-525 cooperate. The light-emitting section 518, which adjusts and displays the light, contributes to improving the visual effect, but the information display panel 180 is displayed This may reduce the visibility and readability of the specified information being displayed.

[0244] Furthermore, as shown in Figure 23, the gaming machine 10 has a coordinated display range of light-emitting units 514 to 517, The game will be limited to 519-525, and the light-emitting section 518 will be illuminated independently to create a gameplay effect. A coordinated display that limits the display range to light-emitting units 514-517 and 519-525 is, for example, The light-emitting parts 514-517 and 519-525 simultaneously enter a predetermined lighting mode. Or, the predetermined lighting pattern flows from top to bottom, from bottom to top, or from left to right. By adding a time difference, the flow changes so that it flows from right to left, counterclockwise, or clockwise. There are things that transform. At this time, the light-emitting parts 514~517 and 519~525 are displayed independently. The light-emitting section 518 shown does not contribute to improving the visual effect, but the information display panel 180 displays To improve the visibility and readability of specified information.

[0245] Note that each of the light-emitting units 514 to 525 may be a single light-emitting unit, or further, two units may be used. It may also be composed of the above-mentioned light-emitting parts. Next, the light emission patterns for each decorative control state will be explained using Figures 24 and 25. Figure 24 is This figure shows an example (part 1) of the light emission patterns for different decorative control states according to the first embodiment. Figure 25 This figure shows an example (part 2) of the light emission modes according to the decoration control state of the first embodiment.

[0246] The illumination patterns for each decoration control state shown in Figure 24 correspond to the information display panel 18 according to the game control state. This shows the light emission mode of 0. Of the light-emitting parts (frame decorative light-emitting parts) 514 to 525, light-emitting parts 514 to 51 When 7,519~525 are considered as the peripheral light-emitting section of the game area, the peripheral light-emitting section of the game area is used for decorative control. The system is controlled by coordinated lighting in all states: waiting for customers, normal gameplay, special gameplay, specific gameplay, and error. The decoration control state corresponds to the game control state. Of the light-emitting units 514 to 525 The light-emitting unit 518 is used in the information display panel (information display panel light-emitting unit) when the decoration control status is waiting for customers. The lights are controlled by independent illumination, and the decoration control state is normal gameplay, special gameplay, specific gameplay, and error. The coordinated illumination is controlled. The decorative control state is controlled for each control state for a predetermined period of time. It can be understood as such.

[0247] As a result, the gaming machine 10 receives a QR code 501, a model name 512, and a character. During the customer waiting period, which is the time (period) when 513 will be observed, QR code 50 1. To make the model name 512 and character 513 easily observable. That is, the gaming machine 10 is a customer waiting machine. In this regard, the visibility and readability of the two-dimensional code 501 are improved. In addition, the gaming machine 10 is designed to enhance the customer To improve the visibility and ease of understanding of the model name 512 and character 513 while waiting. The machine 10 displays the machine name 512 and character 513 in their original colors while waiting for customers. This allows for the decorative elements and the world view presented by the gaming machine 10 to be appropriately conveyed to the player. Furthermore, the gaming machine 10 illuminates the light-emitting part 514 during normal play, special play, specific play, and errors. All of the ~525 settings can produce visual effects corresponding to the decoration control state.

[0248] The illumination patterns for each decorative control state shown in Figure 25(1) are information display panels corresponding to the reach pattern. 180 light emission patterns are shown. The light-emitting part at the edge of the game area has a decorative control state that is either a specific reach or a normal reach. All lights are controlled by coordinated illumination. The information display panel operates independently in specific ranges. It is controlled by light emission, and in normal reach, it is controlled by coordinated light emission. Note that specific reach is normally This is a type of reach that has a different probability of winning compared to other reaches. For example, in gaming machine 10, a specific reach By making the "chi" a reach with a lower probability of winning than a normal reach, during a reach with a low probability of winning... For players who find the game boring, the information display panel 180 provides access to predetermined information. To make it easier to win. Also, the gaming machine 10 has a higher probability of winning for certain reaches than for normal reaches. By making it a "reach," information is displayed on a panel to the player during a reach where the expectation of winning is high. This facilitates access to the predetermined information displayed by the 180 and creates a sense of anticipation for winning. do.

[0249] Note that the light emission patterns for each decoration control state shown in Figure 25(1) are light emission patterns corresponding to the reach pattern. However, the lighting pattern may be adjusted depending on whether or not a specific effect is present. For example, lighting at the periphery of the game area. The department coordinates in all cases, whether or not the decorative control state performs a specific effect. It is controlled by light emission. The information display panel is controlled by independent light emission when performing specific effects. Furthermore, when no specific effects are being performed, the lights are controlled by coordinated illumination. Specific effects include: For example, the display device 41 may have a freeze effect that stops some or all of the displayed content. For example, in a freeze animation, the gaming machine 10 displays part of the content on the display device 41 or While everything is stopped, the information display panel 180 will show the player predetermined information. Access can be made easier.

[0250] The different light emission patterns for each decoration control state shown in Figure 25(2) are the light emitted from the information display panel 180 during the event. The light pattern is shown. The light-emitting part at the edge of the game area is controlled by coordinated light emission when the decoration control state is hit. The information display panel is controlled to light up independently only during the ending of a winning combination. Except for the ending, all other lights are controlled by coordinated illumination. For example, in the game machine 10, the ending While exhibiting the effects of the winning animations excluding the 'ring', the ending of the winning animation is also For players who show interest in the technique, the information display panel 180 displays predetermined information. To make access easier.

[0251] The different illumination patterns for each decoration control state shown in Figure 25(3) are the illumination of the information display panel 180 during gameplay. The light pattern is shown. The luminescent part at the edge of the game area is controlled by coordinated illumination during gameplay, with the decorative control state being controlled accordingly. The information display panel is controlled by independent illumination when no touch is detected during gameplay. In particular, touch detection is controlled by coordinated illumination. For example, the gaming machine 10 is touch-sensitive. The detection is considered as the player's intention to access predetermined information displayed on the player's information display panel 180. The information display panel 180 facilitates access to predetermined information. In addition, the gaming machine 10 If touch detection indicates that the player intends to access predetermined information displayed on the player's information display panel 180, This is considered to be making it difficult to access the predetermined information displayed on the information display panel 180, and playing the game. It enhances the visual effects inside.

[0252] Next, the light emission mode of the information display panel (light-emitting section 518) will be explained using Figure 26. Figure 26 shows an example of the light emission mode of the information display panel of the first embodiment. 1) The information display panel shown is one in which there is no change in brightness when the light is emitted independently, or a change in brightness. Even if present, it should be small enough not to affect the reading of the 501 2D code, and coordinated illumination will be used. This allows for large brightness changes and enables brightness changes without restrictions. This facilitates access to predetermined information in independent illumination and produces special effects in coordinated illumination. To demonstrate.

[0253] The information display panel shown in Figure 26(2) does not change color (hue) when independently illuminated. Alternatively, the color change should be small enough that it does not affect the reading of the 501 2D code. This allows for large color changes in coordinated emission, enabling color changes without limitations. The display panel facilitates access to predetermined information in independent illumination and in coordinated illumination. It will produce an effect.

[0254] The information display panel shown in Figure 26(3) is turned off in independent illumination mode and illuminates in coordinated illumination mode. It allows for lighting and flashing, and enables the lighting pattern to be changed without restriction. This allows the information display panel to: In independent illumination, it facilitates access to predetermined information, and in coordinated illumination, it enhances the visual effect. ru.

[0255] The information display panel shown in Figure 26(4) illuminates in white (always illuminated in white) in independent illumination mode. This restricts white illumination in coordinated light emission, allowing for variations in other lighting modes. The information display panel facilitates access to predetermined information through independent illumination, and through coordinated illumination. This produces a visual effect. The gaming machine 10 has the following light emission patterns as shown in Figures 26(1) to (4). These may be performed independently, or in any combination.

[0256] Up to this point, the gaming machine 10 has decorated the information display panel 180 with a single light-emitting unit 518. However, the information display panel 180 is equipped with two or more light-emitting units to provide decorative display. This may also be the case. Next, Figure 2 shows the information display panel 18, which is decorated and displayed by three light-emitting units. This will be explained using Figure 7. Figure 27 is a diagram showing an example of an information display panel in the first embodiment. .

[0257] The information display panel 180a shown in Figure 27(1) has three light-emitting units 518a, 518b, It is equipped with 518c, each of which can be controlled independently. The light-emitting unit 518a is an information display panel. The model name 512 and its surrounding area are decoratively displayed on part 180a. The light-emitting part 518b displays information. The character 513 and its surrounding area on panel 180a are decorated with decorative displays. The light-emitting section 518c is The two-dimensional code 501 and its surrounding area on the information display panel 180a are decorated with decorative elements.

[0258] The information display panel 180a shown in Figure 27(2) is one example of a display during coordinated display. The information display panel 180a when the display is adjusted has three light-emitting units 518a, 518b, and 518c. Each can be displayed in a different manner. As a result, the gaming machine 10 can display information in coordinated illumination. This enhances the visual effects on the information display panel 180a.

[0259] The information display panel 180a shown in Figure 27(3) is one example of a display when the lights are independently illuminated. The information display panel 180a when illuminated vertically has three light-emitting units 518a, 518b, and 518c. Each is displayed in the same manner. As a result, the gaming machine 10 displays information in an independent light emission. To facilitate access to specified information in Nel 180a.

[0260] Furthermore, the three light-emitting units 518a, 518b, and 518c emit light at the periphery of the game area when they are emitting light independently. It is sufficient if it is independent of the light emission mode of the light-emitting parts (light-emitting parts 514-517, 519-525). The light emission patterns do not necessarily have to be the same.

[0261] Here, the three light-emitting units 518a, 518b, and 518c will be explained using Figure 28. Figure 28 shows an example of a partial illumination mode of the information display panel according to the first embodiment. The light-emitting part 518a (information display panel (left)) decorates the left side of the information display panel 180a and , a light-emitting section 518b (information display panel (center)) that decorates the inside, and a light-emitting section 5 that decorates the right side 18c (Information display panel (right)) refers to the light that illuminates independently from the peripheral light-emitting part of the game area. , partial coordination is performed to display in coordination with three systems. For example, the three light-emitting units 518a, 518b and 518c work together to fix brightness and color in their respective modes for the visibility of predetermined information. It ensures clarity and readability. The three light-emitting units 518a, 518b, and 518c are coordinated. By adjusting the brightness and color gradually, the visibility and readability of the specified information are reduced. It is also acceptable to change the display method as long as it does not cause the user to lower the display.

[0262] Furthermore, the three light-emitting units 518a, 518b, and 518c work in coordination with the light-emitting unit at the edge of the game area. When it lights up, the three systems operate independently and coordinate with the peripheral light-emitting section of the game area, creating a partially independent display. Now. For example, the three light-emitting units 518a, 518b, and 518c each operate independently. It creates visual effects by changing brightness and color, among other things.

[0263] Next, the partial coordinated light emission mode of the information display panel 180a will be explained using Figure 29. Figure 29 shows an example of a partially coordinated light emission mode of an information display panel according to the first embodiment. Figure 29(1) shows three information display panels (left), information display panel (center), and information display panel. Nell (right) fixes each component to a specific brightness level (e.g., brightness 1) in partial coordination. This results in three information display panels (left), information display panel (center), and information display panel ( (Right) Overall, this facilitates the visibility and readability of the predetermined information on the information display panel 180a. ru.

[0264] Of the three systems shown in Figure 29(2), the information display panel (left) exhibits specific brightness in partial coordination. The brightness is fixed at a certain level (for example, brightness 1), and the information display panel (medium) has a specific brightness in partial coordination. The brightness is fixed at a certain level (for example, 2), and the information display panel (right) displays a specific brightness in partial coordination. The brightness is fixed at a degree (for example, 3). This allows the three light-emitting units 518a, 518b to function correctly. 518c provides visibility and readability in a manner suitable for the predetermined information on the information display panel 180a. Make it easy.

[0265] Figure 29(3) shows three information display panels (left), information display panel (center), and information display The panel (right) is fixed to a specific color (for example, color 1) in the partial coordination. This results in three information display panels (left), information display panel (center), and information display panel. (Right) Overall, the visibility and readability of the predetermined information on the information display panel 180a are improved. do.

[0266] Of the three systems shown in Figure 29(4), the information display panel (left) uses a specific color in partial coordination. The color (for example, color 1) is fixed, and the information display panel (center) uses a specific color in partial coordination. The color (for example, color 2) is fixed, and the information display panel (right) uses a specific color in partial coordination. It is fixed with a color (for example, color 3). This allows the three light-emitting units 518a, 518b to be fixed. 518c provides visibility and readability in a manner suitable for the predetermined information on the information display panel 180a. Make it easy.

[0267] Note: 3 information display panels (left), information display panel (center), information display panel (right) In partial coordination, specific brightness and color are used, but this is achieved through combinations of these. That's fine.

[0268] The information display panel 180a is equipped with three light-emitting units 518a, 518b, and 518c. When doing so, predetermined information was assigned to each, but the three light-emitting units 518a, 518b, The 518c may also include a light-emitting section that does not associate predetermined information. For example, The information display panel 180a has a light-emitting section 518c with a two-dimensional code 501, a model name 512, and a caption. The recta 513 is grouped together, and there is no predetermined information corresponding to the light-emitting parts 518a and 518b. This may be done. In this way, the information display panel 180a will have independently emitting parts. By limiting its application, the overall decorative effect of the gaming machine can be enhanced.

[0269] Furthermore, the information display panels 180 and 180a, which are the display areas for predetermined information, emit light independently. I have explained coordinated illumination, but this is not limited to that; it also applies to the display areas of predetermined information within the game board 30, and so Independent or coordinated light emission is performed on display areas of predetermined information in other areas. It may be something else.

[0270] In addition, although the gaming machine 10 is shown with a frame decoration device 18 as an example of a peripheral light-emitting part for the gaming area, This includes not only the gaming machine frame components (for example, the outer frame 11, the front frame 12, the cover frame) but also the gaming machine frame components that make up the gaming machine frame. It may be a light-emitting part provided in the last 14, glass frame 15, upper tray 21, etc., or the game board 3 This may be a light-emitting part provided on the game board components that make up 0, or the center case 40 This could be a light-emitting part provided in the center case component that makes up the center case, or it could be a cover glass. A light guide panel that overlaps with 14 may also be used. Note that the light guide panel is provided at the periphery of the light guide panel. The light emitted from the light-emitting part is guided and superimposed onto the game area 32, display device 41, etc., which are prepared in advance. It is one of the display devices that show a design.

[0271] Furthermore, the gaming machine 10 includes gaming frame components, gaming board components, center case components, and This is not limited to any one of the light guide panels, but also to any combination thereof. It may also be a device that provides a light-emitting section to replace the light-emitting section at the periphery of the game area.

[0272] Furthermore, the gaming machine 10 includes gaming frame components, gaming board components, center case components, and The game area is illuminated by any one or any combination of the light guide panels. When implementing a light-emitting unit to replace the main unit, an information display panel is provided on the component or part. It may be something that is attached to a different component or part, or it may be attached to a different component or part.

[0273] The gaming machine 10 of the first embodiment described above (including modified versions) is as follows in one aspect It has the following characteristics. Furthermore, the two-dimensional codes displayed by conventional gaming machines are illuminated by the light emitted from nearby light-emitting parts. For example, some characters became difficult to read due to changes in the surrounding environment. The gaming machine 10 of the first embodiment is It displays an easily readable two-dimensional code.

[0274] Furthermore, the QR codes displayed by conventional gaming machines are directed towards both players and non-players. There are digits and the target audience for reading (players, manufacturers, distributors, amusement facility managers, etc.) ) sometimes read unnecessary two-dimensional codes. Gaming machine 10 of the first embodiment This displays a two-dimensional code that is easy for the target audience to read.

[0275] (1) The gaming machine (for example, gaming machine 10) is positioned in a location where the player can observe it while playing the game. Display information (for example, QR codes 501, 502, 503, 504, 505). The machine reads the predetermined information (for example, two-dimensional codes 502, 503, 504, 505) When the elephant is not the player, before it overlaps with at least a portion of the predetermined information in a front view of the gaming machine. Surface components (for example, the front frame 12 and the glass frame 15, or the front frame 12 and the glass frame 15 It is equipped with decorative members, etc. (see Figures 13 and 15).

[0276] (2) In a front view of the gaming machine in (1), a predetermined condition is that at least a portion of it overlaps with the front components. The information can be read from directions other than a frontal view (see Figure 13). (3)(1) In a front view of the gaming machine, a predetermined condition is that at least a portion of it overlaps with the front components. The information is unreadable even from directions other than a frontal view (see Figure 13).

[0277] (4)(1) In a front view of the gaming machine, a predetermined condition is that at least a portion of it overlaps with the front components. The report contains predetermined information that can be read from directions other than the front view, and information that can be read from directions other than the front view. However, it includes predetermined information that is unreadable (see Figure 13).

[0278] (5) The specified information in (1) is a two-dimensional code (for example, two-dimensional codes 501, 502, This includes (503, 504, 505) (see Figures 13 and 15). (6) The specified information in (1) is character information related to the model (for example, model name 512, catch This includes phrases such as Chiphrases (see Figures 21 and 27).

[0279] (7) The specified information in (1) is image information related to the model (for example, character 513 This includes designs such as icons, or designs that indicate areas using lines, colors, etc. (Figure 21, Figure 21) (See 27)

[0280] (8) The specified information in (1) is a two-dimensional code (for example, text information, image information) This includes information displayed along with the QR code (see Figures 13 and 15). (9) The predetermined information in (1) to (8) is used for the gaming machine frame (for example, outer frame 11, front frame 12, This is displayed on the cover glass 14, glass frame 15, upper tray 21, etc.

[0281] The predetermined information in (10)(1) to (8) is displayed on the game board (for example, game board 30). ru. (11) The predetermined information from (1) to (8) is used in the gaming machine frame (for example, outer frame 11, front frame 12 The predetermined information displayed on the cover glass 14, glass frame 15, upper tray 21, etc., and the game board ( For example, there is the information displayed on the game board (30).

[0282] (12) The front view in (1) through (4) is when facing the gaming machine directly. (13) The frontal views in (1) through (4) are when the observer is facing directly towards the object of observation. (14) The gaming machine (for example, gaming machine 10) has a first light-emitting unit (for example, a game area peripheral light-emitting unit) The first light-emitting unit includes a light-emitting unit, a second light-emitting unit (for example, an information display panel), and a control unit. It can emit light in a predetermined light emission pattern. The second light emission unit emits predetermined information that can be observed by the player. A display unit that shows (for example, the two-dimensional code 501) It includes a display area and is capable of emitting light in a predetermined light emission mode. Control unit (for example, performance control unit) 300) coordinates the emission of light from the first light-emitting unit and the second light-emitting unit during the first period (for example, during gameplay). The first light-emitting part and the second light-emitting part are illuminated, and in a second period different from the first period (for example, a waiting state for customers) the first light-emitting part and the second An embodiment that allows the light-emitting part to emit light independently while making predetermined information easy to read (for example, uniform emission). Then the second light-emitting section is made to emit light (see Figure 24).

[0283] The specified information in (15)(14) (for example, the two-dimensional code 501) is used as supplementary information. Textual information about the species (for example, model name 512, catchphrase, etc.), and information about the model. Image information (for example, character 513, design of icons, or lines and colors) It is displayed together with the design (or other design element) that indicates the area.

[0284] The predetermined information made observable by the players in (16), (14), and (15) is the gaming machine or The game board becomes observable to the player when they are facing it directly. (17) The predetermined information to be made observable by the players in (1) to (4) is the predetermined information to be observed. The information is observable by the player when they are directly facing it.

[0285] (18)(17) The direction in which the player faces the predetermined information that is the object of observation is the game machine or This is a direction different from the direction in which the player is facing the game board. (19) The gaming machine (for example, gaming machine 10) has first information (for example, two-dimensional code 50 2) A first display area that displays the first information and a second information that is different from the first information (for example, a two-dimensional code 5 A second display area that displays 05), and a front component that overlaps with at least a portion of the first information ( For example, the front frame 12, the glass frame 15, or the decorative parts provided by the front frame 12 or the glass frame 15. Materials, etc., and front components (for example, the front frame 12 and the gas) that overlap with at least a portion of the second information. The first information includes a lath frame 15, or decorative members provided on the front frame 12 or glass frame 15, and Both the first and second pieces of information are made unreadable from the observation position where the player is directly facing them, and the first and second pieces of information are made unreadable. The amount of overlap between either piece of information and the front components from the player's direct observation position is The data can be read by changing the observation position (see Figure 15).

[0286] (20) A gaming machine (for example, gaming machine 10) reads a two-dimensional code that identifies the player as the target of reading. For example, a two-dimensional code display area that displays a two-dimensional code (501), and attached to the two-dimensional code Accompanying information (for example, model name 512, character 513, or other information) An accompanying information display area that displays at least one of these items is placed side by side in a position where the player can observe it. Includes a display unit (see Figure 21).

[0287] (21) The gaming machine (for example, gaming machine 10) has first information (for example, two-dimensional code 50 2) A first display area that displays the first information and a second information that is different from the first information (for example, a two-dimensional code 5 A second display area that displays 05), and a front component that overlaps with at least a portion of the first information ( For example, the front frame 12, the glass frame 15, or the decorative parts provided by the front frame 12 or the glass frame 15. Materials, etc., and front components (for example, the front frame 12 and the gas) that overlap with at least a portion of the second information. It includes a lath frame 15, or decorative members provided on the front frame 12 or glass frame 15. Either the first information or the second information is taken from the first observation position (for example, the front of the gaming machine 10, the first A frontal view of either the first or second piece of information, or a position where both the first and second pieces of information are visible. (Placement) A second observation position (for example, gaming machine 1) where the amount of overlap with the front components is different. A position not in front of 0, a position not in front of either the first information or the second information, the first By changing the position so that both the primary and secondary information are not visible, it becomes easier to read (see Figure 15). ).

[0288] (22) A gaming machine (for example, gaming machine 10) has a two-dimensional code (for example, a two-dimensional code A two-dimensional code display area that shows 501), and accompanying information associated with the two-dimensional code (for example) (If so, provide at least one of the following: model name 512, character 513, or other information) The display unit includes a display area for displaying supplementary information, positioned to be observed side-by-side (see Figure 21). see).

[0289] Furthermore, the above processing functions can be implemented by a computer. In that case, A program is provided that describes the processing content of the functions that the gaming machine should have. By running the GAM program on a computer, the above processing functions are realized on the computer. The program describing the processing details is recorded on a computer-readable recording medium. It can be stored. Examples of computer-readable recording media include magnetic memory devices. Examples include optical discs, magneto-optical recording media, and semiconductor memory. Magnetic storage devices include hard disks. These include hard disk drives (HDDs), flexible disks (FDs), magnetic tapes, etc. DVD (Digital Versatile Disk), DVD-RAM, CD (Compact Disk)-RO Examples include M / RW (ReWritable). Magneto-optical recording media include MO (Magneto-Optical disk). These include:

[0290] When distributing a program, for example, a DVD or C disc containing the program. Portable storage media such as D-ROMs are sold. Also, programs can be placed on server computers. Stored in a storage device, it can be accessed from a server computer to other computers via the network. You can also transfer that program to the data provider.

[0291] The computer running the program, for example, will have the program recorded on a portable storage medium. The program transferred from the RAM or server computer is stored in its own memory. The computer then reads the program from its own memory and enters the program into the computer. The process will be executed accordingly. Note that the computer will directly program from the portable storage medium. It can also read the data and execute the process according to the program. The data is transferred from a server computer connected via a network. Each time, it is possible to sequentially execute the processing according to the received program.

[0292] Furthermore, at least a portion of the above processing functions is handled by a DSP (Digital Signal Processor), A SIC (Application Specific Integrated Circuit), PLD (Programmable Logic De This can also be implemented using electronic circuits such as (vice).

[0293] Furthermore, the gaming machine of the present invention is a pachinko machine as shown in the disclosed embodiments. This is not limited to gaming machines; for example, other pachinko machines, arrangement ball games, etc. All gaming machines that use game balls, such as mahjong ball games and other game machines that use tokens. This is applicable to slot machines.

[0294] Furthermore, the disclosed embodiments are illustrative and not restrictive in all respects. It should be considered that... It may be used. The scope of the present invention is indicated by the claims rather than by the above description. All changes within the meaning and scope of the claims and equivalents are intended to be included. . [Explanation of Symbols]

[0295] 10 Gaming Machines 30 game boards 41 Display device 100 Game control devices 180, 180a Information Display Panel 300 Performance control device 501-511 QR Codes

Claims

[Claim 1] A first display unit that displays a first two-dimensional code display area for displaying a first two-dimensional code, and a first accompanying information display area for displaying first accompanying information associated with the first two-dimensional code, The system includes a second display unit that displays a second two-dimensional code display area for displaying a second two-dimensional code different from the first two-dimensional code, and a second accompanying information display area for displaying second accompanying information associated with the second two-dimensional code. The first display unit is, Observation from a front view shows that the front components overlap with at least a portion of the first two-dimensional code or the first accompanying information, making it difficult to see. Observation from a non-frontal view direction, rather than the aforementioned frontal view, makes the first two-dimensional code or the first accompanying information, which was previously difficult to see, more easily visible. The second display unit is, Observation from the aforementioned front view direction shows that the front components overlap with at least a portion of the second two-dimensional code or the second accompanying information, making it difficult to see. The second two-dimensional code or the second accompanying information is made difficult to see even when observed from the non-frontal viewing direction. Gaming machine.

Citation Information

Patent Citations

  • Game machine

    JP2020014504A

  • Game machine

    JP2021006227A

  • Game machine

    JP2022049227A