Gaming machine
The gaming machine enhances game performance and reliability by integrating a game control system with performance display and notification features, addressing quality improvements in conventional gaming machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SOPHIA CO LTD
- Filing Date
- 2023-12-11
- Publication Date
- 2026-04-20
AI Technical Summary
Conventional gaming machines lack improvements in quality and functionality, particularly in game performance and reliability.
A gaming machine equipped with a game control means that includes a performance display, information holding, and output means, along with a circuit board housed in a box with specific wiring patterns and connectors, allowing for validity checks and abnormality notifications, enhancing the gaming experience.
Improves the quality and reliability of gaming machines by ensuring robust game performance and player engagement through enhanced game control and notification systems.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there has been a gaming machine provided with game control means (main control board 41) capable of executing games (for example Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in conventional gaming machines, there has been room for improving the quality of the gaming machines.
[0005] An object of the present invention is to improve the quality of a gaming machine in a gaming machine.
Means for Solving the Problems
[0006] In a typical embodiment of the present invention, a gaming machine equipped with a game control means capable of executing a game, the game control means comprises: a performance display means capable of displaying information relating to the performance of the gaming machine; an information holding means capable of holding game information before power cut-off; an information output means capable of outputting information to the outside; a circuit board constituting the game control means; and a board box housing the circuit board. The game control means performs a validity check of the game information held in the information holding means in response to power-on, and if the game information is determined to be abnormal based on the validity check, the abnormality can be notified by a security signal output from the information output means. The circuit board is a component within the gaming machine or an external device. The circuit board box comprises a connector for connecting to an electronic component, a first wiring pattern connected to the electronic component, a second wiring pattern connected to the connector, and a through hole for allowing the first wiring pattern on the front side of the circuit board and the second wiring pattern on the back side of the circuit board to be electrically connected between the front and back sides of the circuit board, the circuit board box comprising a first case member and a second case member that defines a storage space for housing the circuit board between itself and the first case member, the second case member having a side wall portion that defines a storage space with a first height in the area where the electronic component is disposed and a storage space with a second height lower than the first height in the area where the connector is disposed, From the rectangular opening The circuit board has an opening that exposes the connector to the outside, and the circuit board has the second wiring pattern but does not have the first wiring pattern in the region overlapping with the opening, and the side wall extends substantially vertically from the circuit board to a first height, The distance from the through hole to the portion of the rectangular opening closest to the through hole is set to be greater than or equal to the size of the gap between the connector and the opening. It is formed in a position that overlaps with the aforementioned through hole. [Effects of the Invention]
[0007] According to one embodiment of the present invention, the quality of a gaming machine is improved. [Brief explanation of the drawing]
[0008] [Figure 1] This is a perspective view of the gaming machine from the front. [Figure 2A] This is a front view of the game board. [Figure 2B] This is a front view of a modified version of the game board. [Figure 3] This is a block diagram showing an example configuration of the game control system for a gaming machine. [Figure 4] This is a block diagram showing an example configuration of the performance control system for a gaming machine. [Figure 5A] This is a flowchart showing the steps for the first part of the main process. [Figure 5B] This is a flowchart showing the steps for the latter half of the main process. [Figure 6] This is a flowchart showing the procedure for handling timer interrupts. [Figure 7] Figure 1 is a flowchart showing the game processing procedure. [Figure 8] This is a flowchart showing the procedure for monitoring the first switch. [Figure 9] This is a flowchart showing the procedure for common processing of switch operation 1. [Figure 10] This is a flowchart showing the procedure for monitoring the switch for winning the regular train 1 prize. [Figure 11] Figure 1 is a flowchart showing the usual processing procedure. [Figure 12] Figure 1 is a flowchart showing the procedure for initiating the change. [Figure 13] Figure 1 is a flowchart showing the procedure for processing during fluctuations. [Figure 14] This flowchart shows the processing steps during the display of Figure 1. [Figure 15] Figure 1 is a flowchart showing the procedure during the fanfare process. [Figure 16A] This is a flowchart showing the procedure for processing each unit (Figure 1). [Figure 16B] This is an example of a timing chart for when the regular train 1 is activated. [Figure 17] This is a flowchart showing the procedure for handling remaining bulbs in a regular electric train. [Figure 18] This is a flowchart showing the procedure for the termination process for each unit (Figure 1). [Figure 19]It is a flowchart showing the procedure of game processing in General Drawing 2. [Figure 20] It is a flowchart showing the procedure of operation 2 switch monitoring processing. [Figure 21] It is a flowchart showing the procedure of General Electric 2 winning switch monitoring processing. [Figure 22] It is a flowchart showing the procedure of normal processing in General Drawing 2. [Figure 23A] It is a flowchart showing the procedure of variable start processing in General Drawing 2. [Figure 23B] It is a table showing examples of winning probabilities in General Drawings 1 to 4. [Figure 24] It is a flowchart showing the procedure of processing during variable in General Drawing 2. [Figure 25] It is a flowchart showing the procedure of processing during display in General Drawing 2. [Figure 26A] It is a flowchart showing the procedure of processing during winning in General Drawing 2. [Figure 26B] It is an example of a timing chart when General Electric 2 to 4 operate. [Figure 27] It is a flowchart showing the procedure of remaining ball processing in General Electric 2. [Figure 28] It is a flowchart showing the procedure of end processing during winning in General Drawing 2. [Figure 29] It is a flowchart showing the procedure of game processing in General Drawing 3. [Figure 30] It is a flowchart showing the procedure of game processing in General Drawing 4. [Figure 31A] It is an example (part 1) of a timing chart when the game control device executes the variable display game in General Drawings 1 to 4. [Figure 31B] It is an example (part 2) of a timing chart when the game control device executes the variable display game in General Drawings . [Figure 32] It is a modified example of a timing chart when the game control device executes the variable display game in General Drawings 1 to 4. [Figure 33] It is a front view of the game board of the second modified example. [Figure 34]This is a perspective view of the starting gate in a modified example. [Figure 35] This figure shows the external appearance of the game control device according to the second embodiment. [Figure 36A] This is an enlarged front view of a part of the game control device of the second embodiment. [Figure 36B] This is an enlarged pattern view (back side) of the pattern around the operation 1b switch connector of the game control device of the second embodiment, as seen from the back side. [Figure 36C] This is an enlarged view of the area around the 1b switch connector of the game control device of the second embodiment. [Figure 37A] This is an enlarged front view of a part of the game control device of a modified example of the second embodiment. [Figure 37B] This is an enlarged view of the area around the operating switch connector 1b of the game control device, a modified example of the second embodiment. [Modes for carrying out the invention]
[0009] [First Embodiment] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. In the description of the gaming machine, front, back, left, and right refer to the directions as seen from the perspective of the player during gameplay.
[0010] [Overall diagram of the gaming machine] Figure 1 is a diagram illustrating a gaming machine.
[0011] The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment via hinges so as to be able to open and close and rotate. The opening / closing frame consists of a front frame 12 (main body frame) and a glass frame 15.
[0012] A game board 30 (see Figure 2) is mounted on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached to it. The cover glass 14 functions as a game viewing area that makes the game area 32 (see Figure 2) formed on the game board 30 visible.
[0013] The front frame 12 and the glass frame 15 can each be opened individually. For example, by opening only the glass frame 15, the game area 32 of the game board 30 can be accessed. Also, by opening the front frame 12 while the glass frame 15 is closed, the game control device (main board) 100 (see Figure 3) etc., which is located on the back side of the game board 30, can be accessed.
[0014] Various frame components are arranged around the edge portion of the cover glass 14 of the glass frame 15.
[0015] Decorative devices 18a and 18b, capable of illuminating according to the game state, are installed in the upper center and left side of the glass frame 15. The decorative devices 18a and 18b house lighting components such as LEDs and perform illuminating effects according to the game state. These lighting components, installed inside the decorative devices 18a and 18b, constitute a part of the frame decorative device 18 (see Figure 4).
[0016] Upper speakers 19a are installed in the upper right corner and upper left corner of the glass frame 15, respectively. In addition to these upper speakers 19a, two lower speakers 19b are provided at the bottom of the gaming machine 10. The lower speakers 19b are installed in the lower left corner of the glass frame 15 and the lower right corner of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc.
[0017] On the right side of the glass frame 15, a projection display unit 13 is provided, which extends vertically from the gaming machine 10 and protrudes forward (towards the player). The projection display unit 13 is a display device that performs light effects and other effects according to the progress of the game. The lighting components provided inside the projection display unit 13 also constitute part of the frame decoration device 18 (see Figure 4).
[0018] A tray unit is attached to the lower part of the glass frame 15, which has a tray 21 capable of storing game balls. The tray 21 is formed in the shape of a box with an open top. The game balls stored in the tray 21 are supplied one by one to a ball launching device (not shown).
[0019] The upper tray unit further comprises a performance control device that receives input from the player, a ball dispensing device that receives input from the player, and a decorative device 22 that performs light-up effects, etc., according to the game state.
[0020] The performance control device is an operating device that incorporates a touch panel 25b into the performance button 25, and is located in the upper center of the upper tray unit for ease of use by the player.
[0021] By operating the performance control device, players can initiate performances in variable display games (games), etc., that involve player intervention. For example, they can select performance patterns (performance modes). Note that variable display games include regular diagram variable display games (regular diagram 1-4 variable display games), and when simply referred to as "variable display games," this specification refers to regular diagram variable display games.
[0022] Furthermore, the display pattern may be changed not only while the variable display game is running, but also when the player operates the display control device while the game is not running.
[0023] When the variable display game is executed and a win occurs, the game state becomes a special (predetermined) game state (predetermined game state). The special game state is, for example, a jackpot state (special game state). In this embodiment, the predetermined game state is a game state in which the movable members 37b (normal 1 to 4) of each normal variable prize winning device 37 are operational. The normal game state (normal state) is a game state in which no special (predetermined) game state (predetermined game state, special game state) occurs.
[0024] The ball dispensing device is an operating device used by players when they borrow game balls, and is located on the upper right side of the upper tray unit. The ball dispensing device comprises a ball dispensing button 27, a return button 28, and a balance display unit 26. The ball dispensing button 27 is a button operated by the player when borrowing game balls, and the return button 28 is a button operated by the player when they want to eject a prepaid card or the like from a card unit (not shown) located adjacent to the game machine 10. The balance display unit 26 is a display area where the balance of a prepaid card or the like is displayed.
[0025] The decorative device 22 houses lighting components such as LEDs inside and performs lighting effects according to the game state. It is located on the front part of the upper tray unit. The lighting components arranged inside the decorative device 22 constitute a part of the frame decorative device 18 (see Figure 4).
[0026] Below the glass frame 15, which includes the upper tray unit described above, and below the front frame 12, there is an operating handle 24 for controlling the operation of the ball launching device (not shown) and a lower tray 23 capable of storing game balls.
[0027] The operating handle 24 is located in the lower right part of the front frame 12, below the lower right speaker 19b. By rotating the operating handle 24, the ball launching device launches game balls supplied from the upper tray 21 into the game area 32 of the game board 30. The launch speed of the game balls launched from the ball launching device is set to increase as the amount of rotation of the operating handle 24 increases. In other words, the ball launching device can change the launch force, which is the force (speed) at which the game balls are launched into the game area, in response to the operation of the operating handle 24 by the player, and can launch game balls in various launch modes with different launch forces. Launch modes include center shots (normal shots) that aim to send the game balls down into a predetermined area in the center of the game area 32, and right-hand shots that send the game balls down to the right side of the game area 32. Furthermore, the firing method may include left-handed shooting (normal shooting) which aims to send the game ball down into a predetermined area on the left side of the game area 32.
[0028] The lower tray 23 is positioned below the upper tray unit at a predetermined distance from it. The lower tray 23 has a ball removal hole 23a that penetrates vertically through its bottom surface, and an opening / closing operation part 23b for opening and closing the ball removal hole 23a. By operating the opening / closing operation part 23b to open the ball removal hole 23a, the game balls stored in the lower tray 23 can be discharged to the outside through the ball removal hole 23a.
[0029] [Game board] Next, with reference to Figure 2A, the game board 30 of the gaming machine 10 will be described. Figure 2A is a front view of the game board 30 provided in the gaming machine 10.
[0030] As shown in Figure 2A, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front of the game board body 30a. The game machine 10 is configured to play by launching game balls from a ball launching device into the game area 32 surrounded by the guide rails 31. Windmills, obstacle nails, and the like are arranged in the game area 32 as components that change the direction of the flow of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these components.
[0031] Approximately below the center of the game area 32, two regular symbol start gates (regular symbol start gates) 34 and a regular symbol start opening (regular symbol start opening) 34b are arranged in a series (single row) vertically (in the direction of the flow of game balls, up and down direction). Inside each of the two regular symbol start gates 34 and the regular symbol start opening 34b, a gate switch (operation 1a~1n switch, SW) 34a (see Figure 3) is provided to detect the game ball that has passed through. When a game ball that has been played into the game area 32 passes through a regular symbol start gate 34 or enters a regular symbol start opening 34b, the regular symbol 1 variation display game is executed.
[0032] Approximately in the center of the game area 32, multiple obstacle nails 95a (nails, guide nails) are arranged, for example, in a ring shape, with spacing that prevents game balls from passing through. The multiple obstacle nails 95a arranged in a ring shape function as a boundary separating the central part of the game area 32 from the left and right sides.
[0033] In the central part of the game area 32, that is, inside the ring-shaped arrangement of multiple obstacle nails 95a, a large number of obstacle nails 95b are densely arranged. In addition, among the large number of obstacle nails 95b, a large number of obstacle nails 95c arranged in two rows in the vertical direction guide the game ball to the upper starting gate 34. Below the central part of the game area 32, two starting gates 34 and a starting opening 34b, which are arranged in series as described above, are arranged, and a large number of obstacle nails 95d are provided to guide the game ball so that it can pass continuously between these components. The large number of obstacle nails 95d are arranged in a "V" shape, widening downwards.
[0034] Approximately above the center of the game area 32, a passage opening (passage opening entrance, inlet) 32a is provided, through which game balls can pass inside a ring-shaped arrangement of multiple obstacle nails 95a. The passage opening 32a is formed by leaving a gap between some of the obstacle nails among the ring-shaped arrangement of multiple obstacle nails 95a, large enough for game balls to pass through. A switch capable of detecting game balls passing through the passage opening 32a may be provided on the back of the passage opening 32a, and the performance control device 300 may be controlled to play voice or sound from the upper speaker 19a and the lower speaker 19b when the switch detects that a game ball has passed through the passage opening 32a. The numerous obstacle nails 95b (including multiple obstacle nails 95c) inside the ring-shaped arrangement of multiple obstacle nails 95a adjust the proportion of game balls that pass through the upper starting gate 34 among the game balls that pass through the passage opening 32a.
[0035] Furthermore, among the multiple obstacle nails 95a arranged in a ring, for example, the obstacle nails near the normal variable prize winning device 37 (normal variable prize winning device 37d) (for example, the obstacle nails shown by the dashed square frame in Figure 2A) may be spaced apart to form a second passage opening 32b near the normal variable prize winning device 37. With this configuration, when a player shoots to the right to try to get a game ball into the normal variable prize winning device 37, it is also possible to pass or get the game ball through the normal starting gate 34 or the normal starting opening 34b. As a result, it is possible to aim for another win when in a predetermined game state, thereby increasing the performance of consecutive wins and enhancing the enjoyment of the game.
[0036] A general prize entry point 35 is located in the lower left game area 32 of the center case 40, and another general prize entry point 35 is located in the lower right game area 32 of the center case 40. The entry of game balls into these general prize entry points 35 is detected by prize entry point switches (SW) 35a to 35n (see Figure 3) provided in the general prize entry points 35. Alternatively, a general prize entry point 35 may be provided instead of the start entry point 34b shown in the figure below the center of the game area 32.
[0037] On the right side of the game area 32, there are multiple (for example, four) ordinary variable prize-winning devices 37 (37d to 37g). The ordinary variable prize-winning device 37 is equipped with a movable member (movable piece) 37b that rotates so that its upper end tilts forward, thereby converting it into a state where game balls can easily flow in. When the movable member 37b is in the closed state, game balls cannot enter the ordinary variable prize-winning device 37 or it is extremely difficult for them to enter.
[0038] The movable member 37b is a so-called wing-type conventional electric mechanism, and when the result of the normal variation display game reaches a predetermined stop display pattern, it rotates and opens via the conventional electric solenoid 37c (see Figure 3), changing to an open state (a state that is advantageous to the player and makes it easier to win prizes) that allows game balls to flow into the normal variation prize winning device 37. The movable member 37b is controlled by the game control device 100, which will be described later.
[0039] Alternatively, instead of providing multiple regular variable prize winning devices 37, one regular variable prize winning device 37 may be provided in the game area 32 below the center case 40, which has a starting prize winning opening (first starting prize winning area) 36 that provides the conditions for starting the special variable prize display game, and a second starting prize winning opening (second starting prize winning area) directly below it. In a game machine 10 with only one regular variable prize winning device 37, the special variable prize display game can be executed as an auxiliary game when a game ball enters the starting prize winning opening 36 or the regular variable prize winning device 37.
[0040] Furthermore, in a gaming machine 10 equipped with only one normal variable prize winning device 37, a special variable prize winning device 39 having an attacker-type opening / closing door 39c that opens the large prize winning opening can be provided, for example, in the game area 32 to the lower right of the normal variable prize winning device 37. The special variable prize winning device 39 changes the state of the large prize winning opening from a closed state (a blocked state unfavorable to the player) to an open state (a special game state favorable to the player) depending on the result of the special variable display game, thereby facilitating the flow of game balls into the large prize winning opening and granting the player a predetermined game value (prize balls). A count switch (large prize winning opening switch) is provided inside the large prize winning opening as a detection means for detecting game balls that have entered the large prize winning opening. In addition, a light-emitting member is provided inside or near the large prize winning opening to illuminate the large prize winning opening.
[0041] When a game ball enters the general prize slot 35 or the normal variable prize slot 37, the payout control device 200 (see Figure 3) discharges a number of prize balls corresponding to the type of prize slot into the upper tray 21 from the payout device. Note that if a game ball passes through or enters the two normal starting gates 34 and normal starting slots 34b, the payout control device 200 (see Figure 3) may or may not award prize balls. Furthermore, an outlet 30b is provided at the bottom of the game area 32 to collect game balls that did not enter the prize slots, etc.
[0042] Furthermore, outside the game area 32, at the lower right corner of the game board body 30a, is a unified display device 50 for executing the regular display game. The unified display device 50 includes display units 53 to 57 that display information such as the current game state.
[0043] The unified display device 50 has a variable display unit 53 (normal display unit, lamps D1, D2, D10, D18) for four types of normal display variable display games, and a memory display unit (normal display 1 hold display unit 56a, normal display 2 hold display unit 56b, normal display 3 hold display unit 56c, normal display 4 hold display unit 56d) for notifying the number of starts (holds) for each normal display variable display game. The normal display 1 hold display unit 56a is composed of lamps D15a and D16a. The normal display 2 hold display unit 56b is composed of lamps D15b and D16b. The normal display 3 hold display unit 56c is composed of lamps D15c and D16c. The normal display 4 hold display unit 56d is composed of lamps D15d and D16d. In the general display unit 53, the variable display game is performed by a variable display (flashing) in which lamps D1, D2, D10, and D18 repeatedly turn on and off.
[0044] Furthermore, the integrated display device 50 is equipped with a first game state display unit 57 (first game state indicator, lamp D8) that notifies whether it is time to play to the right (when playing to the right) or to play in the middle (normal play).
[0045] The variable display unit 53 for the variable display game may be composed of four 7-segment type displays (LED lamps), etc. When the variable display unit 53 is a 7-segment type display, the variable display game is performed by a variable display that repeatedly turns on and off (flashes) the identification information (for example, the central segment). The variable display unit 53 is not limited to such segment type displays, but may be composed of a collection of multiple LEDs, and when performing the variable display, all LEDs provided as a display may be turned on and off at once (all LEDs flashing simultaneously), or cyclically turned on and off (one LED turns on at predetermined intervals in a predetermined order), or a predetermined number of LEDs among the multiple LEDs may be turned on and off (flashes) or cyclically turned on.
[0046] Next, we will explain the gameplay flow and details of the regular display variation game in the gaming machine 10.
[0047] In the gaming machine 10, the game is played by launching game balls from a ball launching device (not shown) toward the game area 32. The launched game balls move down the game area 32, changing direction due to obstacles such as nails and windmills placed at various points within the game area 32, and either enter or win a prize in the general starting opening 34b, the general prize opening 35, or the normal variable prize opening device 37, or flow into the out opening 30b located at the bottom of the game area 32 and are discharged from the game area 32. When a game ball enters the general prize opening 35 or the normal variable prize opening device 37, a number of prize balls corresponding to the type of prize opening entered are discharged into the upper tray 21 via a payout device.
[0048] The regular starting gate 34 and the regular starting opening 34b are each provided with an operation switch 1a to 1n 34a (gate switch, see Figure 3) that detects a game ball that has passed through the regular starting gate 34. When a game ball passes through the regular starting gate 34 or enters (or wins) the regular starting opening 34b, it is detected by the operation switch 1a to 1n 34a, and based on the result of the random value for winning determination extracted at this time, the regular variation display game (regular variation 1 display game) is executed.
[0049] If a normal figure variation display game (normal figure 1 variation display game) cannot be started, for example, if one of the normal figure variation display games (normal figure 1 to 4 variation display games) is already in progress and has not yet finished, or if the result of the normal figure variation display game is a win and the movable member 37b (normal electric 1 to 4) of one of the normal variation prize devices 37 (normal variation prize devices 37d to 37g) is converted to an open state, then when a game ball passes through the normal figure start gate 34 or enters (or wins) the normal figure start opening 34b, if the normal figure 1 start memory count (normal figure 1 reserve) is less than the upper limit, that memory count is increased (+1).
[0050] Each regular diagram start memory (regular diagram 1-4 start memory (regular diagram 1-4 held)) stores a random value for determining whether the regular diagram display game is a win or a loss. When this random value matches the judgment value, the regular diagram display game is a win and a specific result pattern (specific result) is derived.
[0051] The regular diagram fluctuation display game is executed on the regular diagram display unit 53 provided on the integrated display device 50. The regular diagram display unit 53 consists of LEDs that indicate a win when lit and a loss when unlit, serving as regular identification information (regular diagram). The regular identification information fluctuations are displayed by blinking these LEDs, and after a predetermined fluctuation display time has elapsed, the result is displayed by turning the LEDs on or off.
[0052] As shown in Figure 2B, each ordinary variable prize winning device 37 may be equipped with a 7-segment type display (LED lamp) and the ordinary identification information may be displayed on the display.
[0053] Figure 2B is a front view of a modified version of the game board 30.
[0054] If the random number of the normal symbol extracted when the ball passes through the normal symbol start gate 34 or enters the normal symbol start opening 34b is a winning value, the normal symbol displayed on the normal symbol display 53 stops in a winning state, and the game enters a winning state. At this time, the normal electric solenoid 37c (see Figure 3) of the normal variable prize winning device 37d is driven, and the movable member 37b (normal electric 1) of the normal variable prize winning device 37d is converted to an open state for a predetermined time (for example, 5500 msec or 1900 msec), allowing the game ball to enter the normal variable prize winning device 37d.
[0055] The entry of a game ball into the normal variable prize winning device 37 (37d~37g) is detected by the operation 2~5 switch 39a (see Figure 3). A game ball that enters the normal variable prize winning device 37d is detected as the starting prize ball for the normal variable display game (Figure 2), and is stored as a normal start memory (Figure 2 hold) up to a predetermined upper limit.
[0056] Game balls that enter the normal variable prize winning device 37e are detected as starting prize balls for the normal variable display game 3, and game balls that enter the normal variable prize winning device 37f are detected as starting prize balls for the normal variable display game 4. Each of these is stored as a normal start memory (normal hold) or normal start memory (normal hold), up to a predetermined upper limit.
[0057] The game control device 100 executes a game displaying the regular figures 2-4 based on a win in the regular figure winning devices 37d-f or the start memory of regular figure 2-4 (regular figure 2-4 hold).
[0058] Furthermore, game balls that enter the normal variable prize winning device 37g are detected by the operation switch 5 39a, but are not stored as normal start memory and are used for paying out prize balls and for the normal electric count 4 described later.
[0059] When a game ball passes through the normal diagram start gate 34 or when a game ball enters or is awarded to the normal diagram start opening 34b or the normal variable award device 37 at a predetermined timing (when the winning random value (winning random number 1 to 4) at the time of ball entry or award detection is a winning value), the variable display unit 53 (normal diagram display, lamps D1, D2, D10, D18) derives a predetermined (specific) result pattern (predetermined result pattern) as the result of the normal diagram variable display game, and the system enters a winning state (predetermined game state). Correspondingly, if the normal variable award device 37 is equipped with a 7-segment type display as shown in Figure 2B, the display pattern of the display will be the predetermined result pattern (for example, an odd number such as "7"). In addition, the display of each normal variable award device 37 may display the number of normal diagram 1 to 4 start memories (normal diagram 1 to 4 reserves).
[0060] At this time, the corresponding ordinary variable prize winning device 37 is opened by energizing the ordinary electric solenoids 1-4 37c (see Figure 3), which opens the movable member 37b (ordinary electric solenoids 1-4), causing the prize winning opening to change from a closed state to an open state for a predetermined time (for example, 5500 msec or 1900 msec). In other words, the prize winning opening provided in the corresponding ordinary variable prize winning device 37 stays wide open for a predetermined time or until a predetermined number of game balls have entered, and during this time the player is given the advantage of being able to win many game balls.
[0061] The variable display unit 53 (normal display unit) is configured as a separate display unit for each normal display variable display game (normal display 1 to 4 variable display games), but it may also be configured as the same display unit. The normal display variable display games are set so that they are not executed simultaneously. Furthermore, normal display 4 variable display game is executed with priority over normal display 1 to 3 variable display games, normal display 3 variable display game is executed with priority over normal display 1 and 2 variable display games, and normal display 2 variable display game is executed with priority over normal display 1 variable display game.
[0062] Furthermore, although not particularly limited, non-contact magnetic proximity sensors (hereinafter referred to as proximity switches) are used in the operation 2-5 switches 39a, operation 1a-1n switches 34a, prize slot switch 35a, and switches located on the back of the passage slot 32a within the above-mentioned ordinary variable prize winning device 37. These sensors utilize a coil for magnetic detection and the phenomenon where the magnetic field changes when metal approaches the coil to detect the game ball. In addition, microswitches with mechanical contacts can be used in the glass frame opening detection switch 63 located on the glass frame 15 of the game machine 10, and in the front frame opening detection switch 64 (main frame opening detection switch) located on the front frame (game frame) 12, etc.
[0063] [Game control device] Figure 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 is equipped with a game control device 100 (main board), which is a main control device (main board) that comprehensively controls the game, and consists of a CPU unit 110 having a gaming microcomputer (hereinafter referred to as a gaming microcomputer) 111, an input unit 120 having input ports, an output unit 130 having output ports and drivers, and a data bus 140 connecting the CPU unit 110, the input unit 120 and the output unit 130.
[0064] The CPU unit 110 includes a gaming microcontroller (CPU) 111 called an amusement chip (IC), and an oscillator circuit (crystal oscillator) 113 equipped with an oscillator such as a crystal resonator, which generates the CPU's operating clock, timer interrupts, and a clock that serves as the reference clock for the random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operational by being supplied with a predetermined level of DC voltage, such as DC32V, DC12V, or DC5V, generated by the power supply device 400.
[0065] The power supply unit 400 includes a normal power supply unit 410 which has an AC-DC converter that generates a DC 32V voltage from a 24V AC power supply and a DC-DC converter that generates lower level DC voltages such as DC 12V and DC 5V from a DC 32V voltage, a backup power supply unit 420 which supplies power voltage to the RAM inside the gaming microcontroller 111 in the event of a power outage, and a control signal generation unit 430 which has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal to notify the gaming control device 100 of the occurrence and recovery of a power outage.
[0066] In this 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 may be configured to be provided on a separate circuit board or integrated with the game control device 100, i.e., on the main circuit board. Since the game board 30 and the game control device 100 are subject to replacement when the model is changed, by providing the backup power supply unit 420 and the control signal generation unit 430 on a separate circuit board from the power supply unit 400 or the main circuit board, as in the embodiment, it is possible to reduce costs by excluding them from replacement.
[0067] The backup power supply unit 420 can be constructed with a single large-capacity capacitor, such as an electrolytic capacitor. The backup power supply is supplied to the game control device 100's game microcontroller 111 (especially the built-in RAM), so that data stored in the RAM is retained even during a power outage or after a power interruption. The control signal generation unit 430 monitors the 32V voltage generated by the normal power supply unit 410, for example, and detects a power outage when it drops to, for example, 17V or below, changing the power outage monitoring signal and outputting a reset signal after a predetermined time. It also outputs a reset signal after a predetermined time has elapsed from the time the power is turned on or after a power outage is restored.
[0068] Furthermore, the game control device 100 is equipped with a RAM initialization switch 112. When the RAM initialization switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111c in the game microcontroller 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop of the main program executed by the game microcontroller 111. The reset signal is a type of forced interrupt signal that resets the entire control system.
[0069] Furthermore, the game control device 100 (main board) is equipped with a setting key switch 93. The setting key switch 93 is turned on by the operator's rotation operation, etc., to enable the change of probability setting values (setting values) according to the settings related to game conditions (game). The RAM initialization switch 112 can also be used as a setting value change switch that can change the probability setting values according to the operator's operation. In this embodiment, the probability setting value is a setting value for setting the winning probability (winning probability of the normal figure fluctuation display game, jackpot probability and minor win probability (only if there is a minor win)), but other game conditions other than probability (effects, etc.) can also be changed according to the probability setting value. The setting key switch 93 and the RAM initialization switch 112 constitute a setting change means (setting change device 42) that can change the settings related to game conditions (probability setting values). Note that another switch may also serve as the setting value change switch instead of the RAM initialization switch 112, or a dedicated setting value change switch may be provided.
[0070] The setting key switch 93 and the RAM initialization switch 112 are located on the game control device 100 inside the gaming machine 10, in a position that cannot be operated (inaccessible) unless the front frame 12 (main body frame) is opened. In other words, ordinary players cannot access and operate the setting key switch 93 and the RAM initialization switch 112.
[0071] As described later, when the gaming machine 10 is powered on (power restored after a blackout), the gaming machine 10 can transition to various states depending on the on / off state of the setting key switch 93 and the RAM initialization switch 112, such as a variable setting state (setting change state, setting change mode) in which the probability setting value can be changed, and a setting confirmation state (setting confirmation mode) in which the probability setting value can be checked.
[0072] In this embodiment, the probability settings are defined, for example, in six stages: probability setting 1 (setting 1), probability setting 2 (setting 2), probability setting 3 (setting 3), probability setting 4 (setting 4), probability setting 5 (setting 5), and probability setting 6 (setting 6). Generally, setting 1 is the most unfavorable setting for the player, and setting 6 is the most favorable setting for the player. Settings 1 and 2 are low settings, settings 3 and 4 are intermediate settings, and settings 5 and 6 are high settings.
[0073] In the probability setting change process, each time the RAM initialization switch 112 is pressed by the operator, the working setting value (setting) in the working setting value area is changed as follows: setting value 0 (setting 1, probability setting value 1) → setting value 1 (setting 2, probability setting value 2) → setting value 2 (setting 3, probability setting value 3) → setting value 3 (setting 4, probability setting value 4) → setting value 4 (setting 5, probability setting value 5) → setting value 5 (setting 6, probability setting value 6) → setting value 0 (setting 1) → setting value 1 (setting 2) → ... In this way, the RAM initialization switch 112 also functions as a setting value change switch. For the sake of explanation, working setting values 0 to 5 are provided in the setting change state (setting change mode), corresponding to probability setting values 1 to 6, respectively. However, working setting values and probability setting values can also be treated as the same thing by setting them to the same numerical range (i.e., 0 to 5 or 1 to 6) (making the working setting value and probability setting value the same number).
[0074] Alternatively, instead of operating the RAM initialization switch 112 (setting value change switch), the probability setting value may be changed by rotating the setting key switch 93 to a predetermined position. Also, the probability setting value is not limited to 6 levels. The display probability setting value corresponding to the selected working setting value of 0 to 5 is then displayed on a performance display device 152, for example, a 4-digit 7-segment display (8-segment display if dot Dp is included).
[0075] The gaming microcomputer 111 includes a CPU (Central Processing Unit: Microprocessor) 111a, a read-only ROM (Read-Only Memory) 111b, and a RAM (Random Access Memory) 111c that can be read and written at any time.
[0076] ROM111b non-volatilely stores immutable information for game control (programs, fixed data, judgment values for various random numbers, etc.). RAM111c is used as a work area for CPU111a and a storage area for various signals and random values during game control. It stores information related to the game (game information) and serves as a storage means that can retain the stored information even if a power outage occurs. Electrically rewritable non-volatile memory such as EEPROM may be used as ROM111b or RAM111c.
[0077] Furthermore, ROM111b stores a general diagram variation pattern setting information table (general diagram 1-4 variation pattern setting information table) for determining variation patterns (variation modes) that define, for example, the execution time of a general diagram variation display game. The general diagram variation pattern setting information table is a table for CPU111a to determine a variation pattern by referring to general diagram variation pattern random numbers 1-3, which are stored as startup memory. The general diagram variation pattern setting information table also includes a losing variation pattern table selected when the result is a loss, a winning variation pattern table selected when the result is a win, and so on.
[0078] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the performance control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire game machine 10. Although not shown in the figures, the game microcomputer 111 is equipped with a random number generation circuit for generating random numbers for determining winning patterns to determine winning random numbers for determining wins in the regular display game, and a clock generator that generates a timer interrupt signal for the CPU 111a with a predetermined period (for example, 4 msec (milliseconds)) and a clock that provides the update timing for the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113.
[0079] Furthermore, in processing related to the regular pattern variation display game, the CPU 111a retrieves one of several regular pattern variation setting information tables stored in the ROM 111b. Specifically, the CPU 111a selects and retrieves one of several regular pattern variation setting information tables based on the game result (win or loss) and the number of starts stored in the regular pattern variation display game. Here, the CPU 111a acts as a variation distribution information acquisition means that retrieves one of several regular pattern variation setting information tables stored in the ROM 111b when executing the regular pattern variation display game.
[0080] The payout control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and controls the payout motor 91 of the payout unit to dispense prize balls according to the prize ball payout command (command or data) from the game control device 100. The payout control device 200 also controls the payout motor 91 of the payout unit to dispense the dispensed balls based on the ball lending request signal from the card unit 600.
[0081] The input section 120 of the game control device 100 is connected to a radio wave sensor 62 (panel radio wave sensor) that detects the emission of radio waves to the game machine, the operation switches 1a to 1n 34a of the regular starting gate 34 and the regular starting opening 34b, the operation switches 2 to 5 39a in the regular variable prize winning device 37, and the prize opening switch 35a of the general prize opening 35. An interface chip (proximity I / F) 121 is provided that receives negative logic signals such as a high level of 11V and a low level of 7V supplied from these switches and converts them into positive logic signals of 0V-5V.
[0082] Furthermore, the interface chip (proximity I / F) 121 is connected to the remaining ball outlet switch 73 and the out ball detection switch 74. The remaining ball outlet switch 73 detects game balls that have passed through the remaining ball outlet, which normally discharges game balls from the variable prize winning device 37. The out ball detection switch 74 may detect only game balls that have passed through the out outlet 30b, or it may detect all game balls that have been launched into the game area and have finished playing.
[0083] The output of the proximity interface 121 is supplied to the second input port 123, the third input port 124, or the fourth input port 126 and read by the gaming microcontroller 111 via the data bus 140. Of the outputs of the proximity interface 121, the detection signals for the operation 1a-1n switches 34a, operation 2-5 switches 39a, and the prize entry switch 35a are input to the third input port 124.
[0084] Furthermore, among the outputs of the proximity interface 121, the detection signal from the radio wave sensor 62 and the abnormality detection signal output when an abnormality is detected in a sensor or switch are input to the second input port 123.
[0085] Furthermore, among the outputs of the proximity interface 121, the detection signals from the remaining bulb ejection switch 73 or the out-of-bounds bulb detection switch 74 are input to the fourth input port 126.
[0086] Furthermore, the second input port 123 receives detection signals from a magnetic sensor switch 61 for detecting fraudulent activity, which is provided on the front frame 12 of the gaming machine 10; signals from a glass frame opening detection switch 63 provided on the glass frame 15 of the gaming machine 10; signals from a front frame opening detection switch 64 (main frame opening detection switch) provided on the front frame 12 (main frame); and signals from a vibration sensor 65 that detects vibrations of the gaming machine 10.
[0087] Furthermore, the second input port 123 receives the setting key switch signal from the setting key switch 93 and supplies it to the gaming microcontroller 111 via the data bus 140.
[0088] Furthermore, of the outputs of the proximity interface 121, the output to the third input port 124 is also supplied from the game control device 100 to a test firing device (not shown) via the relay board 70. In addition, the detection signals of the operation 1a-1n switches 34a and operation 2-5 switches 39a of the proximity interface 121 are configured to be input to the game microcontroller 111 in addition to the third input port 124.
[0089] As mentioned above, the proximity interface 121 has a signal level conversion function. To enable this level conversion function, the proximity interface 121 is supplied with a voltage of 12V from the power supply unit 400, in addition to the voltage, such as 5V, that is normally required for the operation of the IC.
[0090] The data held by the third input port 124 can be read by the gaming microcontroller 111 decoding the address assigned to the third input port 124, thereby asserting (changing to the enabled level) the enable signal CE2. The same applies to the second input port 123, the fourth input port 126, and the first input port 122, which will be described later.
[0091] Furthermore, the input unit 120 is provided with a first input port 122 that receives signals from the payout control device 200, including a frame radio wave malfunction signal, a payout busy signal, a status signal indicating a payout abnormality, a shoot ball depletion switch signal indicating a shortage of game balls before payout, an overflow switch signal indicating an overflow, a touch switch signal based on input from a touch switch on the operating handle 24, and a RAM initialization switch 112, and supplies them to the game microcomputer 111 via the data bus 140. The overflow switch signal is a signal output when it is detected that the lower tray 23 has more than a predetermined amount of game balls stored in it (it is full). The frame radio wave malfunction signal is a signal output based on the detection of radio waves by a frame radio wave sensor provided on the front frame 12 (main frame), and the payout busy signal is a signal indicating whether or not the payout control device 200 is in a state where it can accept commands.
[0092] Furthermore, the input section 120 is provided with a Schmitt buffer 125 for inputting signals such as power outage monitoring signals and reset signals from the power supply unit 400 to the gaming microcontroller 111, and the Schmitt buffer 125 has the function of removing noise from these input signals. The power outage monitoring signal from the power supply unit 400 is first input to the first input port 122 and then taken into the gaming microcontroller 111 via the data bus 140. In other words, it is treated as a signal equivalent to the signals from the various switches mentioned above. This is because there is a limit to the number of terminals on the gaming microcontroller 111 that can receive external signals.
[0093] On the other hand, the reset signal RST, which has been de-noised by the Schmidt buffer 125, is directly input to the reset terminal provided on the gaming microcontroller 111 and is also supplied to each port of the output unit 130. Furthermore, the reset signal RST is output directly to the relay board 70 without going through the output unit 130, thereby turning off the test firing signal held in the ports (not shown) of the relay board 70 for output to the test firing device.
[0094] Alternatively, the reset signal RST may be configured to be output to the test firing device via the relay board 70. Note that the reset signal RST is not supplied to ports 122, 123, and 124 of the input unit 120. This is because the data set by the game microcontroller 111 to each port of the output unit 130 immediately before the reset signal RST is received needs to be reset to prevent system malfunction, but the data read by the game microcontroller 111 from each port of the input unit 120 immediately before the reset signal RST is received is discarded by the reset of the game microcontroller 111.
[0095] The output unit 130 is equipped with a Schmidt buffer 132 located on the communication path from the game microcomputer 111 to the performance control device 300 and on the communication path from the game microcomputer 111 to the payout control device 200. Data is transmitted from the game control device 100 to the performance control device 300 and the payout control device 200 via serial communication. This is a one-way communication system, preventing the performance control device 300 from inputting signals to the game control device 100.
[0096] Furthermore, the output unit 130 is configured to accommodate a buffer 133, which is connected to the data bus 140 and outputs data to a test-firing device of a certified organization (not shown) that provides information about the variable display game and signals indicating the probability of winning, via the relay board 70. The buffer 133 is a component that is not implemented in the game control device (main board) of a pachinko game machine that is installed in amusement parlors as a mass-produced product. Note that detection signals of switches that do not require processing, such as the operating switch output from the proximity interface 121, are supplied to the test-firing device via the relay board 70 without passing through the buffer 133.
[0097] On the other hand, detection signals that cannot be directly supplied to the test firing device, such as the magnetic sensor switch 61 and the panel radio wave sensor 62, are first taken up by the gaming microcomputer 111, processed into other signals or information, and then supplied to the test firing device via the data bus 140, buffer 133, and relay board 70 as, for example, an error signal indicating that the gaming machine is in a state where it cannot be controlled for gameplay.
[0098] The relay board 70 is also provided with ports that receive signals output from the buffer 133 and supply them to the test firing device, as well as connectors that relay and transmit the signal lines of switch detection signals that do not go through the buffer. The chip enable signal CE output from the gaming microcontroller 111 is also supplied to the ports on the relay board 70, and the signal of the port selected and controlled by the signal CE is supplied to the test firing device.
[0099] Furthermore, the output unit 130 is provided with a second output port 134 for outputting opening and closing data for the solenoids (ordinary electric 1-4 solenoids) 37c, which are connected to the data bus 140 and open the ordinary variable prize winning device 37.
[0100] Furthermore, the output unit 130 is provided with a third output port 135 for outputting on / off data of the segment lines to which the anode terminals of the LEDs are connected, according to the content to be displayed on the batch display device 50, and a fourth output port 136 for outputting on / off data of the digit lines to which the cathode terminals of the LEDs of the batch display device 50 are connected.
[0101] Furthermore, the output unit 130 is provided with a fifth output port 137 for outputting information related to the gaming machine 10, such as winning information, to an external information terminal 71. The external information terminal 71 is equipped with a photorelay and can be connected to an external device installed in a gaming parlor (such as an information collection terminal or an internal management device (hall computer)), allowing information related to the gaming machine 10 to be supplied to the external device. In addition, a launch permission signal is also output from the fifth output port 137 to the payout control device 200 via a Schmidt buffer 132.
[0102] Furthermore, the output unit 130 is provided with a first driver (drive circuit) 138a that receives the opening / closing data signals of the general-purpose solenoids 1-4 37c output from the second output port 134, generates and outputs solenoid drive signals, a second driver 138b that outputs on / off drive signals for the segment lines on the current supply side of the integrated display device 50 output from the third output port 135, a third driver 138c that outputs on / off drive signals for the digit lines on the current draw side of the integrated display device 50 output from the fourth output port 136, and a fourth driver 138d that outputs external information signals to the external information terminal 71 for supply to external devices such as a management device from the fifth output port 137.
[0103] The first driver 138a is supplied with a DC 32V power supply from the power supply unit 400 so that it can drive a solenoid that operates at 32V. The second driver 138b, which drives the segment lines of the integrated display device 50, is supplied with DC 12V. The third driver 138c, which drives the digit lines, is used to draw current from the digit lines according to the display data, so the power supply voltage can be either 12V or 5V.
[0104] The second driver 138b, which outputs 12V, supplies current to the anode terminal of the LED via a segment wire, and the third driver 138c, which outputs ground potential, draws current from the cathode terminal via a digit wire, thereby supplying power voltage to the sequentially selected LEDs in a dynamic drive system and causing them to light up. The fourth driver 138d, which outputs an external information signal to the external information terminal 71, is supplied with DC 12V to give the external information signal a level of 12V. Note that the buffer 133, the second output port 134, the first driver 138a, etc., may be provided on the relay board 70 side rather than on the output section 130 of the game control device 100, i.e., on the main board.
[0105] Furthermore, the output unit 130 is equipped with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 500. The photocoupler 139 is configured to communicate bidirectionally so that the gaming microcontroller 111 can send and receive data with the inspection device 500 via serial communication. Note that this data transmission and reception is performed using the serial communication terminals of the gaming microcontroller 111, just like a normal general-purpose microprocessor, so there are no ports such as input ports 122, 123, and 124.
[0106] Furthermore, the output unit 130 is provided with a driver 150 that receives serial data (control data, lighting pattern data, character code, etc.) output from the second output port 134 and drives the performance display device 152 (status display device). In this embodiment, the performance display device 152 consists of multiple (four) 7-segment type (8-segment type if dot Dp is included) displays (LED lamps), and the driver 150 is an LED driver, but is not limited to this.
[0107] The performance display device 152 is provided on the game control device 100 (main board), but it may be provided in another location. For example, the performance display device 152 can display performance information such as the probability setting value for display, the ratio of winning combinations, the payout rate, and the number of balls dispensed.
[0108] Here, the number of balls dispensed is the number of game balls dispensed from the game area 32 (also called the number of balls that went out), and is the sum of the number of game balls that passed through the prize entry opening (number of prizes) and the number of game balls that passed through the out opening 30b. The number of balls dispensed can be obtained by counting the signals of the out ball detection switch 74, etc. In this embodiment, the prize entry opening includes a general prize entry opening 35 and a normal variable prize entry device 37 (normal variable prize entry devices 37d to 37g).
[0109] The payout rate is the ratio (percentage) of the total number of prize balls to the number of balls dispensed (or launched), and is calculated as (number of balls acquired ÷ number of balls dispensed) × 100 (%). In other words, the payout rate is the number of balls acquired (total number of prize balls) per 100 balls dispensed.
[0110] For example, the prize ratio is the percentage (%) of the total number of prize balls obtained from winning in the regular variable prize winning device 37 (number of prize balls obtained by prize type) out of the total number of prize balls obtained from winning in the winning slots during a predetermined period (for example, from the time the gaming machine 10 is powered on until the present) (= so-called continuous prize ratio).
[0111] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be explained using Figure 4. Figure 4 is a block diagram of the performance control system of the gaming machine 10.
[0112] The performance control device 300 includes a main control microcontroller (CPU) 311 made of an amusement chip (IC) similar to the game microcontroller 111, a VDP (Video Display Processor) 312 which acts as a graphics processor to perform image processing for displaying video on the display device 41 according to commands and data from the main control microcontroller 311, and a sound source LSI 314 which controls the output of sound in order to play various melodies and sound effects from the speaker 19.
[0113] The main control microcontroller 311 is connected to a program ROM 321 consisting of a PROM (programmable read-only memory) that stores programs executed by the CPU and various data, a RAM 322 that provides a work area, an FeRAM 323 that can retain its contents even when power is not supplied during a power outage, and an RTC (real-time clock) 338 that serves as a timing means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.). In addition, the main control microcontroller 311 also has RAM inside that provides a work area.
[0114] Furthermore, a WDT (Watchdog Timer) circuit 324 is connected to the main control microcontroller 311. The main control microcontroller 311 analyzes commands from the game microcontroller 111, determines the content of the performance, instructs the VDP 312 on the content of the output video, instructs the sound source LSI 314 on the sound to be played, lights up decorative lamps, controls the drive of motors and solenoids, and manages the performance time.
[0115] The VDP312 includes a RAM312a that provides a workspace and a scaler312b for scaling images. The VDP312 is also connected to an image ROM325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM)326 used to expand and process image data such as characters read from the image ROM325.
[0116] While not strictly limited, the main control microcontroller 311 and the VDP312 are configured to transmit and receive data in parallel. Transmitting data in parallel allows for faster transmission of commands and data compared to serial transmission.
[0117] The VDP312 inputs the vertical synchronization signal VSYNC, which synchronizes the video from the display device 41 with the illumination of decorative lamps on the glass frame 15 and the game board 30, and the synchronization signal STS, which indicates the timing of data transmission. In addition, the VDP312 also inputs interrupt signals INT0~n to indicate the processing status, such as the completion of drawing to VRAM, and the wait signal WAIT to indicate that it is waiting to receive commands or data from the main control microcontroller 311.
[0118] The performance control device 300 is equipped with a signal conversion circuit 313 that generates a video signal to be transmitted to the display device 41 using the LVDS (Low Amplitude Signal Transmission) method. Video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 can be displayed on the display device 41 via the signal conversion circuit 313. In this embodiment, as shown in Figures 2A and 2B, the display device 41 is not provided on the game board 30, but for example, the display device 41 may be provided on the left side or near the center of the game area 32. In this case, the display device 41 is provided behind the obstacle nails 95b or in a position that does not overlap with the obstacle nails 95b so that the display device 41 does not obscure the view of the obstacle nails 95b. Alternatively, a movable mechanism that can move around the game board 30 may be provided, and the display device 41 may be installed on the movable mechanism. By providing the display device 41 in this manner, it is possible to display suggestions for how to play, such as playing to the right (right-hand play instruction), the number of consecutive wins (number of consecutive wins), the current number of consecutive wins and wins, the number of memory slots for each regular symbol (number of reserved symbols for each regular symbol), the number of balls acquired, etc., so that the player can see them.
[0119] The sound source LSI 314 is connected to an audio ROM 327 that stores audio data. The main control microcontroller 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcontroller 311. The performance control device 300 is equipped with an amplifier circuit 337 consisting of an audio power amplifier that drives the upper speaker 19a located in the glass frame 15 and the lower speaker 19b located in the front frame 12. The audio generated by the sound source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337.
[0120] Furthermore, the performance control device 300 is equipped with an interface chip (command I / F) 331 that receives commands transmitted from the game control device 100. Through the command I / F 331, the performance control device 300 receives commands related to the number of reserved balls and variations transmitted from the game control device 100 as performance control command signals (performance commands). The performance control device 300 executes performances corresponding to the performance control command signals (performance commands). Since the game microcontroller 111 of the game control device 100 operates at DC 5V and the main control microcontroller 311 of the performance control device 300 operates at DC 3.3V, the command I / F 331 is equipped with a signal level conversion function.
[0121] Furthermore, the performance control device 300 includes a panel decoration LED control circuit 332 for driving and controlling a panel decoration device 46 having LEDs (light-emitting diodes) provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 for driving and controlling a frame decoration device (e.g., frame decoration device 18, etc.) having LEDs (light-emitting diodes) provided on the glass frame 15, and a panel performance movable body control circuit 334 for driving and controlling a panel performance device 44 (e.g., a movable mechanism that works in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30 (including the center case 40). Note that the panel decoration device 46 may include the aforementioned lamp display device 80.
[0122] These control circuits 332-334, which drive and control lamps, motors, solenoids, etc., are connected to the main control microcontroller 311 via the address / data bus 340. A control circuit for movable frame elements, which drives and controls frame-setting devices such as motors provided in the glass frame 15, may also be included.
[0123] Furthermore, the performance control device 300 is equipped with a function to detect the on / off state of the performance button switch 25a built into the performance button 25 provided on the glass frame 15, the touch panel 25b provided on the surface of the performance button 25, and the performance mechanism switch 47 (performance motor switch) which detects the initial position of the motor in the panel performance device 44, and input a detection signal to the main control microcontroller 311. It is also equipped with a switch input circuit 336 which detects the state of the volume control switch 335 provided on the performance control device 300 and inputs a detection signal to the main control microcontroller 311.
[0124] The normal power supply unit 410 of the power supply unit 400 is configured to supply a desired level of DC voltage to the performance control device 300 having the above-described configuration and the electronic components controlled by it. In addition to DC32V for driving motors and solenoids, DC12V for driving the display device 41 consisting of a liquid crystal panel, motors and LEDs, and DC5V which is the power supply voltage for the command I / F 331, it is configured to generate DC15V for driving motors, LEDs and speakers.
[0125] Furthermore, if an LSI that operates at a low voltage such as 3.3V or 1.2V is used as the main control microcontroller 311, a DC-DC converter for generating DC3.3V or DC1.2V based on DC5V is provided in the performance control device 300. Note that the DC-DC converter may normally be provided in the power supply unit 410.
[0126] The reset signal generated by the control signal generation unit 430 of the power supply unit 400 is supplied to the main control microcontroller 311, which resets the device. The main control microcontroller 311 also outputs the VDP312 (VDPRESET signal), the sound source LSI314, the amplifier circuit 337 that drives the speaker (SNDRESET signal), and the control circuits 332-334 (IORESET signals) that drive and control lamps, motors, etc., which reset these as well. In addition, a cooling fan 45 that cools various parts of the gaming machine 10 is connected to the performance control device 300, and the cooling fan 45 is operated when the power to the performance control device 300 is turned on.
[0127] Next, the game control performed in these control circuits will be explained. The CPU 111a of the game microcomputer 111 of the game control device 100 stores the start entry (normal diagram 1 start memory, start memory, normal diagram 1 hold) based on the input of game ball detection signals from the operation switches 1a to 1n 34a provided in the normal diagram start gate 34 and normal diagram start opening 34b. Based on the normal diagram 1 start memory, it extracts a random value for determining the win of the normal diagram and compares it with the determination value stored in the ROM 111b to determine whether the normal diagram 1 variable display game is a win or a loss.
[0128] Then, the variable display unit 53 (normal display unit) displays a normal variable display game in which the identification pattern is displayed in a variable manner for a predetermined time and then stopped. If the result of the normal variable display game is a win, the variable display unit 53 displays a special result pattern and operates the corresponding normal electric solenoids 1-4 37c to open the movable member 37b of the normal variable prize winning device 37 for a predetermined time (for example, 5500 msec or 1900 msec) as described above. In other words, the game control device 100 acts as a conversion control execution means that performs conversion control of the conversion member (movable member 37b). If the result of the normal variable display game is a loss, the variable display unit 53 displays a loss result pattern.
[0129] Furthermore, based on the input of the game ball detection signal from the operation 2-5 switch 39a provided in the normal variable prize winning device 37, a normal figure 2-4 start memory (start memory, normal figure 2-4 hold) is stored, and based on the normal figure 2-4 start memory, a random value for determining the win of the corresponding normal figure 2-4 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the normal figure 2-4 variable display game is a win or a loss.
[0130] The CPU 111a of the game control device 100 then outputs a control signal (performance control command) including the judgment result of the regular figure variation display game to the performance control device 300. The variation display unit 53 (regular figure display) then displays a regular figure variation display game in which the identification symbols are varied for a predetermined time and then stopped. In other words, the game control device 100 is a game control means that controls the progress of the regular figure variation display game based on the passage of game balls flowing down the game area 32 into or entering (or winning) the regular figure start area (regular figure start gate 34, regular figure start opening 34b) or winning into the start winning area (regular variation winning device 37).
[0131] Furthermore, the performance control device 300 performs processes such as setting the performance state, outputting sound from speakers 19a and 19b, and controlling the illumination of various LEDs, based on control signals from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variable display game, etc.).
[0132] Then, if the result of the regular variable display game is a win, the CPU 111a of the game control device 100 displays a predetermined result pattern on the variable display unit 53 (regular display unit) and generates a predetermined game state. In the process of generating the predetermined game state, the CPU 111a, for example, uses the regular electric 1-4 solenoids 39b to open the movable members 37b (regular electric 1-4) of the corresponding regular variable prize winning device 37, and performs control to allow game balls to flow into the regular variable prize winning device 37.
[0133] Then, one round (R) is defined as opening the movable member 37b of the normal variable prize winning device 37 until either a predetermined number of game balls (for example, 4 or 6) enter the normal variable prize winning device 37, or a predetermined opening time (for example, 5500 msec or 1900 msec) has elapsed since the opening of the movable member 37b, and this is continued (repeated) for a predetermined number of rounds (normal number of reserved balls (for example, 4 or 6)) in a control (cycle game). In other words, the game control device 100 is a movable member opening / closing control means that controls the opening and closing of the movable member 37b when the stopping result pattern becomes a predetermined result pattern. In addition, if the result of the predetermined variable display game is a loss, the control is performed to display the loss result pattern on the variable display unit 53 (normal display unit).
[0134] Furthermore, the game control device 100 can generate the predetermined game state again after the predetermined game state has ended, based on the normal diagram 1 start memory (normal diagram 1 hold). In a predetermined game state continuation, the same game as the first predetermined game state is repeated for the second and subsequent times. For example, as shown in Figures 2A and 2B, the two normal diagram start gates 34 and normal diagram start openings 34b are arranged vertically, making it easy for a single game ball to pass through or enter them, and it is possible to generate three normal diagram 1 start memories (normal diagram 1 hold) and repeat the predetermined game state three times (three consecutive wins).
[0135] [Transition state upon power-on] As mentioned above, the system transitions to one of four states (modes) depending on the on / off state of the RAM initialization switch 112 and the setting key switch 93 when the power is turned on.
[0136] When the power is turned on, if the RAM initialization switch 112 and the setting key switch 93 are turned on, the system transitions to a variable setting state (setting change state, setting change mode) in which the probability setting value (setting value) can be changed (see A1027-A1036 in Figure 5B).
[0137] Next, if the setting key switch 93 is ON but the RAM initialization switch 112 is OFF when the power is turned on, the system transitions to a setting confirmation state (setting confirmation mode) where the probability setting value can be checked (see A1031-A1036 in Figure 5B).
[0138] Furthermore, if the setting key switch 93 is off but the RAM initialization switch 112 is on when the power is turned on, the system will enter the RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) will be executed to initialize RAM 111c (see A1042-1044 in Figure 5B).
[0139] If the setting key switch 93 and the RAM initialization switch 112 are off when the power is turned on, the system will transition to the normal power restoration state (normal power restoration mode) and will simply be powered back on.
[0140] [Control of the game control device] The following describes the control of a gaming machine that performs this type of game. First, the control performed by the gaming microcomputer (gaming microcontroller) 111 of the gaming control device 100 will be described. The control processing by the gaming microcontroller 111 mainly consists of the main processing shown in Figures 5A and 5B and the timer interrupt processing shown in Figure 6, which is performed at a predetermined time interval (for example, 4 msec).
[0141] [Main processing (game control device)] First, let's explain the main process. Figures 5A and 5B are flowcharts showing the procedure for the main process performed by the game control device 100. The main process begins when the power is turned on. In the flowchart of the process performed by the game control device 100, the step codes (numbers) are represented as "A****".
[0142] As shown in Figure 5A, when the game control device 100 starts the main processing, it first executes a process to disable interrupts (A1001). Furthermore, it executes a stack pointer setting process to set the stack pointer, which is the starting address of the area where values such as registers are saved when an interrupt occurs (A1002).
[0143] Next, register bank 0 is specified as the register bank to be used (A1003), and the upper address of the RAM starting address is set in the designated register (A1004). For example, if the RAM address is in the range of 0000h to 01FFh, 00h is set as the upper address.
[0144] Next, the game control device 100 outputs a launch prohibition (launch stop) signal and sets the launch permission signal to the prohibited state (A1005). The launch permission signal is set to the prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a launch prohibition signal, thereby prohibiting the launch of game balls. After that, the game control device 100 reads the state of the setting key switch 93 and the RAM initialization switch 112 (A1006). That is, it reads the signals from the setting key switch 93 and the RAM initialization switch 112.
[0145] Furthermore, the game control device 100 sets a power delay timer (A1007). By setting a predetermined initial value for the power delay timer, a waiting time (e.g., 3 seconds) is set to wait until the programs of the subordinate control devices (e.g., the payout control device 200 and the performance control device 300), which perform various controls according to instructions from the game control device 100, which constitutes the main control means, start up normally. This prevents the game control device 100 from starting up first when the power is turned on and sending commands to the subordinate control devices (e.g., the payout control device 200 and the performance control device 300) before they start up, thus preventing the subordinate control devices from missing commands. In other words, the game control device 100 acts as a waiting means that, when the power is turned on, delays the start of the main control means (game control device 100) and sets a predetermined waiting time to wait for the start of the subordinate control devices (payout control device 200, performance control device 300, etc.).
[0146] Furthermore, the power delay timer is timed using a memory area (such as a RAM area or register that is not subject to the RAM validity check (checksum calculation)). This prevents the power-on control from becoming complicated because it eliminates the need to exclude certain RAM areas when calculating check data such as the RAM area checksum.
[0147] Furthermore, by reading the state of the setting key switch 93 and the RAM initialization switch 112 before the standby time begins, the operation of the setting key switch 93 and the RAM initialization switch 112 can be reliably detected. In other words, if the state of the setting key switch 93 and the RAM initialization switch 112 were read after the standby time had elapsed, it would be necessary to wait for the standby time to elapse before operating the setting key switch 93 and the RAM initialization switch 112, or to continuously operate the setting key switch 93 and the RAM initialization switch 112 from power-on until the standby time had elapsed. However, by reading the state before the standby time begins, it is possible to prevent situations where the operation of the setting key switch 93 and the RAM initialization switch 112 performed at power-on is not accepted, without having to perform such cumbersome operations.
[0148] When the power delay timer is set (A1007), the game control device 100 performs the process of timing the standby time and monitoring for the occurrence of a power outage during the standby time (A1008 to A1010).
[0149] When the power outage monitoring process is initiated, the game control device 100 first determines whether or not a power outage has occurred by reading the power outage monitoring signal input from the power supply device 400 via the port and data bus (A1008). If a power outage has occurred (the result of A1008 is "Y"), it waits until the power to the game machine is shut off.
[0150] If no power outage has occurred (result of A1008 is "N"), the game control device 100 updates the power-on delay timer by -1 (A1009) and determines whether the timer value is 0 or not (A1010). If the timer value is not 0 (result of A1010 is "N"), that is, if the waiting time has not ended, the process returns to step A1008.
[0151] In other words, the game control device 100 acts as a power outage monitoring means, which monitors for power outages during a predetermined standby period. This makes it possible to respond to power outages that occur during the period when the startup of the game control device 100, which acts as the main control means, is delayed, and to appropriately deal with malfunctions at the time of power-on. Furthermore, since access to RAM is not permitted until the end of the standby period, and the contents of the memory from the previous power outage are retained, there is no need to perform backup processing in the event of a power outage at this time. Therefore, even if a power outage occurs during the standby period, there is no need to back up the RAM, and the control burden can be reduced.
[0152] On the other hand, the game control device 100 will respond if the timer value is 0 (the result of A1010 is "Y"). ), that is, when the waiting time is over, access to read / write RWM (read / write memory) such as RAM and EEPROM is permitted (A1011), and off data is output to all output ports (set to a state with no output) (A1012).
[0153] Next, the game control device 100 sets the serial port (a port pre-installed on the game microcontroller 111, which in this embodiment is used for communication with the performance control device 300 and the payout control device 200) (A1013).
[0154] Furthermore, the driver 150 that drives the performance display device 152 (status display device) may be initialized at this point. The game control device 100 writes a command containing control data corresponding to the initial settings to the transmit buffer of the second output port 134 (serial communication circuit) and sends it to the driver 150. For example, the game control device 100 sets the duty cycle in the initial settings. The duty cycle corresponds to the brightness of each LED (each segment) of the performance display device 152. The game control device 100 also sets the number of digits used by the performance display device 152 in the initial settings. In this embodiment, the number of digits used is 4.
[0155] Next, the game control device 100 activates a CTC (Counter / Timer Circuit) circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the game microcontroller 111 (clock generator) (A1014). The CTC circuit is provided in the clock generator of the game microcontroller 111. The clock generator includes a frequency divider circuit that divides the oscillation signal (original clock signal) from the oscillation circuit 113, and a CTC circuit that generates a timer interrupt signal with a predetermined period (for example, 4 milliseconds) and a CTC signal that gives the CPU 111a a trigger for random number updates to be supplied to the random number generation circuit, based on the divided signal.
[0156] Next, the game control device 100 sets a RAM error flag (A1015) indicating an abnormality in the RAM (in this case, RAM111c). Here, an error assumption flag is temporarily set in a predetermined register.
[0157] Next, the game control device 100 determines whether the value of the power outage inspection area 1 in the RWM is normal power outage inspection area check data (A1016). If it is normal (the result of A1016 is "Y"), it determines whether the value of the power outage inspection area 2 in the RWM is normal power outage inspection area check data (A1017).
[0158] Furthermore, if the value in the power outage test area 2 is normal (result of A1017 is "Y"), the game control device 100 performs a checksum calculation process to calculate a checksum of a predetermined area in the RWM (for example, the game control work area) (A1018), and determines whether the calculated checksum matches the checksum at the time of power outage (A1019). If the checksums match (result of A1019 is "Y"), the RAM is normal, and the RAM abnormality flag indicating a RAM abnormality is cleared (A1020). After that, the process proceeds to step A1021.
[0159] Furthermore, if the game control device 100 determines that the check data in the power outage inspection area is not normal data (the result of A1016 is "N", or the result of A1017 is "N"), or if the checksums do not match (the result of A1019 is "N"), it proceeds to the processing of step A1021 without clearing the RAM abnormality flag.
[0160] Next, the game control device 100 determines whether both the setting key switch 93 and the RAM initialization switch 112 are on (A1021). If both switches are on (the result of A1021 is "Y"), the game control device 100 transitions to the variable setting state (setting change mode) and executes the probability setting change process in steps A1027-A1037.
[0161] If at least one of the setting key switch 93 and the RAM initialization switch 112 is off (result of A1021 is "N"), the game control device 100 determines whether a RAM abnormality flag indicating a RAM (in this case, RAM 111c) abnormality is set (A1022). If the RAM abnormality flag is not set (result of A1022 is "N"), it determines whether the probability setting change in progress flag is set (A1023). If the probability setting change in progress flag is not set (result of A1023 is "N"), it executes the probability setting confirmation process in steps A1031-A1037 (during setting confirmation state, during setting confirmation mode), the RAM initialization process (RAM clear process) in steps A1041-1044, or the normal power-on (power-recovery) process in steps A1041, A1045, and A1046.
[0162] If the probability setting change flag is set (result of A1023 is "Y"), the game control device 100 sends a main abnormality error notification command to the performance control device 300 to notify that there is an abnormality in the game control device 100 (main board, main circuit board) (A1024). Upon receiving the main abnormality error notification command, the performance control device 300 notifies that there is an abnormality in the game control device 100.
[0163] Next, the game control device 100 outputs the 7-segment display data at the time of game stoppage (the error display data for "E1" in Figure 9(C)) to the driver 150 of the performance display device 152 in order to display it on the performance display device 152 (A1025). Then, it outputs ON data for a security signal to the external information terminal 71 to notify external devices (such as the internal management device (hall computer) or information collection terminal) of the abnormality (A1026). Note that even if information related to a jackpot remains in the RAM 111c, other signals to the external information terminal 71, such as the jackpot signal, are kept in the OFF state. After that, the process of steps A1025 and A1026 is repeated and the device waits, and then the setting change operation (turning on both the setting key switch 93 and the RAM initialization switch 112) is performed again and the device waits for the power to be turned on. Furthermore, while waiting and repeating steps A1025 and A1026, interrupts remain disabled (A1001), and since timer interrupt processing (Figure 7) that enables the execution of special feature 1 and 2 game processing and normal feature game processing cannot be performed, games (special feature variation display game, normal feature variation display game) cannot be played.
[0164] In this manner, if the probability setting change flag is set even though no setting change operation (turning on both the setting key switch 93 and the RAM initialization switch 112) has been performed, an abnormality is detected and the processes A1024-A1026 are executed. For example, if the power is turned off and the system restarts while the probability setting change is in progress (before the setting change is completed), the probability setting change flag may be set even though no setting change operation has been performed.
[0165] On the other hand, even if the RAM abnormality flag is set (result of A1022 is "Y"), the game control device 100 sends a main abnormality error notification command to the performance control device 300 to notify that there is an abnormality in the game control device 100 (main board) (A1024), outputs the 7-segment display data at the time of game stoppage (data for the "E1" error display in Figure 9(C)) to the driver 150 of the performance display device 152 (A1025), and outputs the ON data for the security signal to the external information terminal 71 to notify external devices of the RAM abnormality (A1026). As described above, even if information related to a jackpot remains in RAM 111c, other signals to the external information terminal 71, such as the jackpot signal, are kept in the OFF state. After that, the process of steps A1025 and A1026 is repeated and the device waits.
[0166] If both the setting key switch 93 and the RAM initialization switch 112 are ON (result of A1021 is "Y"), the game control device 100 starts the process of changing the probability setting (setting variable state) and first determines whether the RAM abnormality flag is set (A1027). If the RAM abnormality flag is set (result of A1027 is "Y"), since it is unclear whether the probability setting value is correct, the probability setting value stored in the probability setting value area of RAM 111c is cleared to an initial value (for example, the minimum setting value "1") (A1028), and then the probability setting change flag is set to indicate that the probability setting is being changed (A1029). If the RAM abnormality flag is not set (result of A1027 is "N"), the probability setting change flag is set without clearing the probability setting value (A1029). Next, the probability setting change command is sent to the performance control device 300 (performance control board) (A1030), and the process proceeds to step A1034. Furthermore, when the performance control device 300 receives a command indicating that the probability settings are being changed, it will notify the user via the display device 41 or other means that the probability settings are being changed.
[0167] The game control device 100 determines whether the setting key switch 93 is on (A1031) if at least one of the setting key switch 93 and the RAM initialization switch 112 is off (result of A1021 is "N"), the RAM abnormality flag is not set (result of A1022 is "N"), and the probability setting change flag is not set (result of A1023 is "N"). If the setting key switch 93 is on (result of A1031 is "Y"), the RAM initialization switch 112 is off, the probability setting confirmation process (setting confirmation state) starts, and the probability setting confirmation flag is set to indicate that the probability setting is being confirmed (A1032). Then, the probability setting confirmation command is sent to the performance control device 300 (performance control board) (A1033), and the process proceeds to step A1034. The performance control device 300, upon receiving the probability setting change command, notifies the display device 41 or the like that the probability setting is being confirmed.
[0168] After step A1030 or step A1033, the game control device 100 executes the processes from step A1034 to A1040 as common processes for both probability setting changes and probability setting confirmations.
[0169] The game control device 100 first saves 128ms (a predetermined time) in the security signal control timer area in order to output a security signal during probability setting changes and probability setting confirmation (A1034). The count of the security signal control timer and the output of the security signal are performed in the probability setting change / confirmation process (Figure 6B) described later, but if the probability setting change or probability setting confirmation is completed early, the remaining count of the security signal control timer and the output of the security signal are performed in the external information editing process (A1321). During probability setting changes and probability setting confirmation, the security signal is output for at least 50ms.
[0170] Next, the game control device 100 enables interrupts (A1035). This makes the timer interrupt processing (Figure 7) executable. Then, it determines whether the setting key switch 93 is off or not (A1036). If the setting key switch 93 is on (result of A1036 is "N"), it determines whether a power outage has occurred or not (A1037). If a power outage has not occurred (result of A1037 is "N"), it returns to the processing in step A1036. On the other hand, if a power outage has occurred (result of A1037 is "Y"), it executes the power outage processing in steps A1055-A1061.
[0171] Thus, as long as the setting key switch 93 is ON and no power outage occurs, the system will remain in a variable setting state (setting change state, setting change mode) where the probability setting value can be changed, or in a setting confirmation state (setting confirmation mode) where the probability setting value can be checked.
[0172] On the other hand, if the setting key switch 93 is off (result of A1036 is "Y"), the game control device 100 disables interrupts (A1038) and sends a notification termination command to the performance control device 300 (performance control board) (A1039). Upon receiving the notification termination command, the performance control device 300 terminates the notification that the probability setting is being checked or the notification that the probability setting is being changed.
[0173] Next, the game control device 100 determines whether the probability setting change flag is set, that is, whether the probability setting has been changed up to that point (A1040). If the probability setting change flag is set (the result of A1040 is "Y"), that is, if the probability setting has been changed up to that point, the RAM initialization process (described later) in steps A1042-A1044 is executed. On the other hand, if the probability setting change flag is not set (the result of A1040 is "N"), that is, if the probability setting has been checked up to that point, the normal power-on (power-restore) processing from step A1045 onwards is executed.
[0174] The game control device 100 determines whether the RAM initialization switch 112 is on or off (A1041) if the setting key switch 93 is off (result of A1031 is "N"). If the RAM initialization switch 112 is on (result of A1041 is "Y"), the RAM area 111c, excluding the probability setting value area for storing the probability setting value, is cleared to 0 (A1042). That is, the game information stored in RAM 111c is cleared to 0, except for the probability setting value stored in the probability setting value area. Furthermore, the aforementioned probability setting change flag is also cleared here. It is also possible to configure the system so that the stack area and unused areas are not cleared in addition to the probability setting value area. Performance information is derived based on the number of prize balls obtained by winning, and includes, for example, the payout rate, base value (payout rate in normal gameplay), prize ratio, and number of balls dispensed. The work area and stack area related to performance information and its display (performance display) are not cleared here, but it is also possible to configure the system so that they are cleared.
[0175] Next, the game control device 100 saves the initial values for RAM initialization in the area to be initialized (A1043). Then, it sends the RAM initialization command to the performance control device 300 (performance control board) (A1044) and proceeds to step A1047.
[0176] On the other hand, if the RAM initialization switch 112 is off (result of A1041 is "N"), the game control device 100 starts the normal power-on (power restoration) process (power outage recovery process) because both the setting key switch 93 and the RAM initialization switch 112 are off, and saves the initial values for power restoration (power restoration) in the area to be initialized (A1045). Also, the aforementioned probability setting confirmation flag is cleared here. Next, the power outage recovery command corresponding to the processing number prepared to rationally execute the game processing shown in Figure 1 below is sent to the performance control device 300 (performance control board) (A1046), and proceeds to the process in step A1047.
[0177] Furthermore, the RAM initialization command sent in step A1044 and the power restoration command sent in step A1046 include a machine type specification command indicating the type of gaming machine, command numbers for Normal Figures 1-4 indicating the number of reserved machines in Normal Figures 1-4 (Normal Figure 1 reserved machine command, Normal Figure 2 reserved machine command, Normal Figure 3 reserved machine command, Normal Figure 4 reserved machine command), and a power restoration command indicating that the power has been turned on.
[0178] Furthermore, the commands used during RAM initialization and power restoration include a setting value information command (probability setting value information command) that indicates the setting value information (setting information), which is information about the probability setting value (setting value) of the gaming machine 10. The gaming control device 100 only needs to send the setting value information command to the performance control device 300 once when power is restored (turned on), and thereafter the performance control device 300 can perform performance control by referring to the setting value information it has stored.
[0179] The commands used during RAM initialization also include the RAM initialization command (RAM clear command). Upon receiving the RAM initialization command, the performance control device 300 will, for example, display a customer waiting demo on the display device 41 and announce the RAM initialization (RAM clear) for 30 seconds using LEDs on the panel decoration device 46 and sound from the speaker. The commands used when power is restored after a power outage include a screen specification command that specifies the content to be displayed on the screen of a display device that can be installed on the gaming machine 10. The screen specification command is the customer waiting demo 1-4 command when all of Figures 1-4 are normally being processed (neither in a variation nor a win), and the restoration screen command otherwise.
[0180] After step A1044 or step A1046, the game control device 100 activates the random number generation circuit (A1047). Specifically, the CPU 111a sets a code (specified value) to activate the random number generation circuit in a predetermined register (CTC update enable register) within the random number generation circuit. The bit transposition pattern of the hardware random numbers (in this case, jackpot random numbers) generated by the hardware of the random number generation circuit is also set.
[0181] A bit transposition pattern is a pattern that defines how to swap the bit configuration of an extracted random number (the configuration before bit transposition in the upper row) in a predetermined order and store it as a different bit configuration (the configuration after bit transposition in the lower row).
[0182] In this embodiment, by swapping the bits of a random number according to a bit transposition pattern, the regularity of the random number can be disrupted, and the confidentiality of the random number can be enhanced. The bit transposition pattern may be a single fixed pattern, or it may be selected from a set of pre-prepared patterns. Alternatively, it may be set arbitrarily by the user.
[0183] Subsequently, the game control device 100 extracts the values of predetermined registers (soft random number registers 1 to n) in the random number generation circuit when the power is turned on, and saves them in a predetermined area of the RWM as the start values for various initial random numbers (initial value of random number 1 for determining the winning symbol in regular diagram 1 (initial random number 1 for determining the winning symbol), initial values of random numbers 1 to 4 for determining the wins in regular diagrams 1 to 4 (initial random number 1 to 4 for determining the wins (initial random number 1 for determining the winning symbol, initial random number 2 for determining the winning symbol, initial random number 3 for determining the winning symbol, initial random number 4 for determining the winning symbol)) (A1048), and enables interrupts (A1049). Note that only regular diagram 1 (main regular diagram) has multiple types of winning symbols and is saved as initial random number 1 for random numbers, but regular diagrams 2 to 4 have fixed winning symbols and no random numbers are used. Furthermore, in the random number generation circuit within the CPU 111a used in this embodiment, the initial value of the software random number register changes each time the power is turned on. By using this value as the starting value (initial value) for various initial random numbers, the regularity of the random numbers generated by the software can be disrupted, making it difficult for players to obtain fraudulent random numbers.
[0184] Next, the game control device 100 performs an initial random number update process to update the values of various initial random numbers and break the regularity of the random numbers (A1050). Although not particularly limited, in this embodiment, the winning symbol random number 1 and winning random numbers 1-4 are configured to be generated using random numbers generated by a random number generation circuit. However, winning random number 1 is a so-called "high-speed counter" that is updated based on a clock with a speed equal to or greater than the CPU's operating clock, while winning symbol random number 1 and winning random numbers 2-4 are "low-speed counters" that are updated based on a CTC output (a different CTC (CTC2) from the timer interrupt processing CTC (CTC0) of the timer interrupt processing) that has the same period as the timer interrupt processing, which is the processing unit of the program.
[0185] Furthermore, for Winning Symbol Random Number 1 and Winning Random Numbers 2-4, a so-called "initial value change method" is employed, in which the starting value is changed using each initial value random number (generated by software) after each cycle of random numbers. Note that each of the aforementioned random numbers may be updated using a counter-type update of +1 or 1, or it may be updated using a random-type update in which all values within the range appear differently without repetition until a cycle is completed. In other words, Winning Random Number 1 is a random number updated only by hardware, while Winning Symbol Random Number 1 and Winning Random Numbers 2-4 are random numbers updated by both hardware and software.
[0186] Next, the game control device 100 disables interrupts (A1051) and executes a performance display editing process to edit performance information and its display (performance display) (A1052). Here, performance information (such as the ratio of winning combinations and the payout rate) may be calculated. Also, if the RAM abnormality flag is set in the register, the work area and stack area related to the performance information and its display (performance display) may be cleared (if they were not cleared in step A1042). After that, interrupts are enabled (A1053). This makes the timer interrupt processing (Figure 7) executable.
[0187] Next, the game control device 100 determines whether or not a power outage has occurred (A1054). If no power outage has occurred (the result of A1054 is "N"), the process returns to step A1050. Thus, the process from steps A1050 to A1054 is repeated until a power outage occurs.
[0188] If a power outage occurs (result of A1054 is "Y"), the game control device 100 starts processing for power outages, temporarily disables interrupts (A1055), and outputs off data to all output ports (1056). Then, it saves power outage inspection area check data 1 to power outage inspection area 1 (A1057) and power outage inspection area check data 2 to power outage inspection area 2 (A1058). Furthermore, it executes a checksum calculation process to calculate the checksum when the RWM power is cut off (A1059), and then saves the calculated checksum (A1060). Finally, it executes a process to disable access to the RWM (A1061) and waits until the power to the game machine is cut off.
[0189] In this way, by saving check data in the power outage test area and calculating a checksum at the time of power cut-off, it is possible to determine whether the information stored in the RWM before the power cut-off has been properly backed up when the power is restored.
[0190] [Timer interrupt handling] Next, we will explain timer interrupt processing. Figure 6A is a flowchart showing the procedure for timer interrupt processing (interrupt processing program). Timer interrupt processing is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111a. When a timer interrupt occurs in the gaming microcontroller 111, timer interrupt processing is started.
[0191] When timer interrupt processing begins, the game control device 100 first specifies register bank 1 as the register bank to be used (A1301), and sets the higher address of the RAM start address in a predetermined register (for example, register D) (A1302). Switching from register bank 0, which is used in the main process, to register bank 1 at the start of timer interrupt processing is equivalent to saving the registers used in the main process. When timer interrupt processing begins, the system automatically enters an interrupt-disabled state.
[0192] Next, the game control device 100 performs input processing to read inputs and signals from various sensors and switches, that is, to read the state of each input port (A1303). Next, it determines whether the probability setting is being changed or checked based on the probability setting change flag and the probability setting confirmation flag (A1304). If the probability setting is being changed or checked (the result of A1304 is "Y"), it performs probability setting change / confirmation processing to change or confirm the probability setting value (A1305).
[0193] When the game control device 100 is neither changing the probability setting nor checking the probability setting (the result of A1304 is "N"), it executes output processing to control the drive of actuators such as solenoids (e.g., the large prize slot solenoid 39b) and LEDs (light emission control) based on the output data set in various processes (A1306). If a firing prohibition signal is output in step A1005 of the main process, this output processing will output a firing permission signal, making it possible to set the firing permission signal to the permission state.
[0194] Next, the game control device 100 executes a payout command transmission process (A1307) to output commands set in the transmission buffer during various processes to the payout control device 200, and then executes random number update process 1 (A1308) and random number update process 2 (A1309). After that, it executes a payout switch / status monitoring process (A1310) to monitor whether there are normal signal inputs from the operation 1a~1n switch 34a, the payout slot switch 35a, and the operation 2~5 switch 39a, and to monitor for errors (such as whether the front frame or glass frame is open).
[0195] Next, the game control device 100 sequentially executes the regular figure 1 to 4 game processing, which involves processing related to the regular figure 1 to 4 variable display game (A1313a to A1313d). It then executes segment LED editing processing, which drives the segment LEDs provided in the game machine 10, which display the special figure variable game and various information related to the game, to display desired content (A1314).
[0196] Furthermore, the game control device 100 performs a magnet fraud monitoring process to check the detection signal from the magnetic sensor switch 61 and determine whether or not there is an abnormality (A1315). Furthermore, it performs a radio wave fraud monitoring process (game board radio wave fraud monitoring process) to check the detection signal from the radio wave sensor 62 of the game board and determine whether or not there is an abnormality (A1316).
[0197] Next, the game control device 100 performs external information editing processing to set signals to be output to various external devices into the output buffer (A1319). Then, it performs performance display monitor control processing to control the display on the performance display device 152 (A1320). After that, it terminates the timer interrupt processing.
[0198] While the configuration is designed to automatically restore the interrupt-disabled state and register bank designation upon return from timer interrupt handling, depending on the CPU used, it may be necessary to enable interrupts and reset the register bank designation to register bank 0 after the external information editing process.
[0199] Furthermore, the game control device 100 may be configured to determine if an abnormal discharge is occurring in the normal variable prize winning device 37 when an abnormal discharge flag is set by the abnormal discharge monitoring process. If an abnormal discharge is occurring, the game control device 100 can skip the processing from step A1313a to step A1313d, for example, and execute the processing from step A1315 onwards.
[0200] Furthermore, the game control device 100 may perform vibration fraud monitoring based on input from the vibration sensor 65, and abnormal discharge monitoring based on abnormal discharge from the normal variable prize winning device 37. In the abnormal discharge monitoring process, the device monitors abnormal discharge from the normal variable prize winning device 37 based on input from the operation 2-5 switches 39a and the remaining ball discharge switch 73 of the normal variable prize winning device 37, and sets an abnormal discharge flag when an abnormal discharge occurs. Game balls that have passed through the operation 2-5 switches 39a of the normal variable prize winning device 37 are discharged by passing through the remaining ball discharge switch 73.
[0201] [General Figure 1 Game Processing] Next, we will explain the details of the regular Figure 1 game processing (A1313a) in timer interrupt processing. Figure 7 is a flowchart of the procedure for the regular Figure 1 game processing. The regular Figure 1 game processing monitors the inputs of the 1a-1n switches 34a, controls the overall processing related to the regular Figure 1 variable display game, and sets the display of regular Figure 1.
[0202] The game control device 100 first performs an operation 1 switch monitoring process (A7601) to monitor the input from the operation 1a to 1n switches 34a.
[0203] Next, the game control device 100 performs a normal power 1 prize entry switch monitoring process, which monitors the input from the operation 2 switch 39a (A7602).
[0204] If the game processing number for Normal Figure 1 is not 2 or greater, i.e., 0 or 1 (result of A7603 is "N"), the game control device 100 determines whether a game other than Normal Figure 1 is in a winning state (A7604). If a game other than Normal Figure 1 is in a winning state (result of A7604 is "Y"), the game control device 100 proceeds to step A7617, and if a game other than Normal Figure 1 is not in a winning state (result of A7604 is "N"), the game control device 100 proceeds to step A7605.
[0205] On the other hand, if the game processing number in Figure 1 is 2 or greater (the result of A7603 is "Y"), the game control device 100 proceeds to step A7605.
[0206] Next, the game control device 100 updates the regular game 1 processing timer by -1 (deducts 1) if it is not 0 (A7605). Note that the minimum value of the regular game 1 processing timer is set to 0. Then, the game control device 100 determines whether the value of the regular game 1 processing timer has become 0 or not (A7606).
[0207] If the value of the regular game processing timer is 0 (the result of A7606 is "Y"), that is, if time has run out or has already run out, the game control device 100 sets the regular game sequence branch table, which is referenced in order to branch to the processing corresponding to the regular game processing number, in a register (A7607).
[0208] Furthermore, the game control device 100 obtains the branch destination address of the process corresponding to the game processing number in Figure 1 based on the set game sequence branch table in Figure 1 (A7608). Then, it makes a subroutine call using the game processing number in Figure 1 and executes the game branch processing corresponding to the game processing number in Figure 1 (A7609).
[0209] If the game processing number is "0" in step A7609, the game control device 100 monitors the start of the variation in the variation display game shown in Figure 1 and executes the normal processing shown in Figure 1, which includes setting the start of the variation display game shown in Figure 1, setting the effects, and setting the information necessary for processing during the variation shown in Figure 1. (A7610)
[0210] Furthermore, if the game processing number is "1" in step A7609, the game control device 100 executes the normal figure 1 variation processing, which involves setting information necessary for performing the normal figure 1 display processing (A7611). For example, in the normal figure 1 variation processing, in order to transition to the normal figure 1 display processing, the game processing number is set to "2" and saved in the normal figure 1 game processing number area, and the normal figure display time is saved in the normal figure 1 game processing timer area.
[0211] Furthermore, if the game processing number is "2" in step A7609, the game control device 100 executes the "Normal Figure 1 Display Processing" (A7612), which includes setting the "Normal Figure 1 Fanfare Command," setting the fanfare time, and setting the information necessary for the "Normal Figure 1 Fanfare Processing." For example, in the "Normal Figure 1 Display Processing," if the result of the "Normal Figure 1 Variable Display Game" is a win, the game processing number is set to "3" and saved in the "Normal Figure 1 Game Processing Number Area" in order to proceed to the "Normal Figure 1 Fanfare Processing." On the other hand, if the result of the "Normal Figure 1 Variable Display Game" is a loss, the game processing number is set to "0" and saved in the "Normal Figure 1 Game Processing Number Area" in order to proceed to the "Normal Figure 1 Normal Processing."
[0212] Furthermore, if the game processing is "3" in step A7609, the game control device 100 executes the normal diagram 1 fanfare processing, which includes setting the normal diagram 1 opening time and setting information necessary for performing the normal diagram 1 hit processing (A7613). For example, in the normal diagram 1 fanfare processing, in order to transition to the normal diagram 1 hit processing, "4" is set as the game processing number and saved in the normal diagram 1 game processing number area, and normal electricity 1 opening time 1 or normal electricity 1 opening time 2 is saved in the normal electricity 1 game processing timer area based on the normal electricity 1 opening information.
[0213] Furthermore, if the game processing number in step A7609 is "4", the game control device 100 executes the normal diagram 1 hit processing, which involves setting information necessary to continue the normal diagram 1 hit processing or to perform the normal electric 1 remaining ball processing (A7614). For example, in the normal diagram 1 hit processing, after setting the normal variable prize device 37 (normal variable prize device 37d) to open a predetermined number of times, the game processing number is set to "5" and saved in the normal diagram 1 game processing number area in order to proceed to the normal electric 1 remaining ball processing.
[0214] Furthermore, if the game processing number is "5" in step A7609, the game control device 100 executes the regular power 1 remaining ball processing, which involves setting information necessary for performing the regular power 1 end processing (A7615). For example, in the regular power 1 remaining ball processing, in order to proceed to the regular power 1 end processing, the game processing number is set to "6" and saved in the regular power 1 game processing number area, and the regular power 1 ending time is saved in the regular power 1 game processing timer area.
[0215] Furthermore, if the game processing number is "6" in step A7609, the game control device 100 executes a normal processing step 1 termination process (A7616) which sets the information necessary to perform the normal processing step 1 (A7610). For example, in the normal processing step 1 termination process, "0" is set as the game processing number and saved in the normal processing step 1 area in order to transition to the normal processing step 1.
[0216] Subsequently, the game control device 100 prepares a regular symbol 1 variation control table for controlling the variation of regular symbols by the regular symbol display unit 53 (variation display unit 53) (A7617). Then, it executes the symbol variation control process related to the control of the variation of regular symbols by the regular symbol display unit 53 (A7618), and terminates the regular symbol 1 game process.
[0217] On the other hand, if the value of the game processing timer shown in Figure 1 is not 0 (the result of A7606 is "N"), that is, if time has not expired, the game control device 100 executes the processing from step A7617 onwards.
[0218] [Operation 1 Switch Monitoring Process] Next, we will explain the details of the operation 1 switch monitoring process (A7601) in the general game processing shown in Figure 1. Figure 8 is a flowchart showing the procedure for the operation 1 switch monitoring process.
[0219] The game control device 100 first determines whether there is an input to the operation 1a switch 34a corresponding to one of the regular diagram start gates 34 (for example, the upper regular diagram start gate 34 in the game area 32 shown in Figure 2) (A7701). If there is an input to the operation 1a switch 34a (the result of A7701 is "Y"), it performs the common operation 1 switch processing (A7702), and then determines whether there is an input to the operation 1b switch 34a corresponding to the other of the regular diagram start gates 34 (for example, the lower regular diagram start gate 34 in the game area 32 shown in Figure 2) (A7703).
[0220] On the other hand, if there is no input to the actuation switch 1a 34a (the result of A7701 is "N"), the game control device 100 determines whether or not there is an input to the actuation switch 1b 34a, which corresponds to the other side of the normal starting gate 34 (A7703).
[0221] Then, if there is input to the activator 1b switch 34a (result of A7703 is "Y"), the game control device 100 executes the common process for the activator 1 switch (A7704) and terminates the activator 1 switch monitoring process. On the other hand, if there is no input to the activator 1b switch 34a (result of A7703 is "N"), the activator 1 switch monitoring process terminates immediately.
[0222] In the above-described operation 1 switch monitoring process, the input to the operation 1a switch 34a and operation 1b switch 34a corresponding to the normal starting gate 34 was explained. However, the input may be determined by using three or more corresponding operation 1a to 1n switches 34a. For example, if a normal starting opening 34b is provided in the game area 32 as shown in Figure 2, the game control device 100 can further determine the input to the operation 1c switch 34a corresponding to the normal starting opening 34b.
[0223] [Operation 1 Switch Common Processing] Next, we will explain in detail the common processing for switch 1 in the switch 1 monitoring process (A7702, A7704). Figure 9 is a flowchart showing the procedure for the common processing for switch 1. The common processing for switch 1 is a process that is performed in common for each input when there is input from switch 1a to 1n 34a (switch 1a, switch 1b 34a).
[0224] First, the game control device 100 loads the start signal output count, which is the number of times information regarding the number of inputs to the monitored switches (passing through the gate or entering the prize slot) among the activated switches 1a to 1n 34a is output to the management device outside the game machine 10 (A7711). Then, it updates the loaded value by +1 (A7712) and determines whether the output count overflows (A7713). If the output count does not overflow (result of A7713 is "N"), it saves the updated value to the RWM start signal output count area (A7714) and proceeds to step A7715. On the other hand, if the output count overflows (result of A7713 is "Y"), it proceeds to step A7715. In this embodiment, values from "0" to "255" can be stored in the start signal output count area. Furthermore, if the loaded value is "255", the updated value becomes "0" after a +1 update, and the system is configured to determine that the number of output counts has overflowed.
[0225] Next, the game control device 100 determines whether the number of reserved symbols in Normal Diagram 1 (number of Normal Diagram 1 start memories, Normal Diagram 1 reserved symbols) is less than the upper limit (A7715). If the number of reserved symbols in Normal Diagram 1 is not less than the upper limit, i.e., is greater than or equal to the upper limit (the result of A7715 is "N"), the common processing for the Activation 1 switch is terminated. If the number of reserved symbols in Normal Diagram 1 is less than the upper limit (the result of A7715 is "Y"), the number of reserved symbols in Normal Diagram 1 is updated by +1 (A7716).
[0226] Next, the game control device 100 calculates the address of the random number storage area corresponding to the number of reserved symbols in Figure 1 (A7717), extracts and prepares the winning random number 1 to be used in the Figure 1 reserved information determination process (A7718), and saves the winning random number 1 to the RWM's winning random number 1 storage area (A7719). Next, it extracts and prepares the winning symbol random numbers for the monitored operation switches 1a to 1n 34a to be used in the Figure 1 reserved information determination process (A7720), and saves them to the RWM's winning symbol random number storage area (A7721).
[0227] Next, the game control device 100 saves the random number variation patterns 1 to 3 to the corresponding random number variation area of the RWM (A7722), and executes the regular figure 1 reserve information determination process (A7723). In the regular figure 1 reserve information determination process, pre-read stop symbol commands corresponding to the stop symbol information based on the saved winning random numbers and winning symbol random numbers, and pre-read variation pattern commands corresponding to the first half variation number (number of variation before reach) and second half variation number (number of variation after reach) based on the saved random number variation patterns 1 to 3 are set as performance commands. Then, a decorative regular figure 1 reserve number command corresponding to the regular figure 1 reserve number is prepared as a performance command (A7724), and the performance command setting process (A7725) is executed to end the operation 1 switch common process.
[0228] Here, the game control device 100 (RAM 111c) is a start memory means that extracts a predetermined random number based on the inflow of game balls into the normal starting gate 34, the normal starting opening 34b, and the starting prize area of the normal variable prize winning device 37, and stores a predetermined number of these numbers as start memories that grant the right to execute the variable display game. Furthermore, the start memory means (game control device 100) stores various random values extracted based on the passage of game balls into the normal starting gate 34 and the entry into the normal starting opening 34b as a normal starting memory 1, up to a predetermined number, and stores various random values extracted based on the inflow of game balls into the starting prize area of the normal variable prize winning device 37 as normal starting memories 2 to 4, up to a predetermined number.
[0229] [Regular Electric Train 1 Prize Winning Switch Monitoring Process] Next, we will explain the details of the regular train 1 prize switch monitoring process (A7602) in the regular train 1 game processing. Figure 10 is a flowchart showing the procedure for the regular train 1 prize switch monitoring process.
[0230] The game control device 100 first determines whether the normal power 1 is open, that is, whether the normal figure 1 variable display game is in a winning state and the normal variable prize device 37 (normal variable prize device 37d) is performing a predetermined number of opening operations (A7801). If the normal power 1 is open (the result of A7801 is "Y"), it determines whether there is input to the operation 2 switch 39a (A7802). If there is input to the operation 2 switch 39a (the result of A7802 is "Y"), it updates the count of the normal power 1 counter (normal power 1 count) by +1 (A7803).
[0231] Next, the game control device 100 determines whether the updated number of normal electric 1 counters has reached the upper limit (for example, 4) (A7804). If the number of normal electric 1 counters has reached the upper limit (the result of A7804 is "Y"), the normal electric 1 game processing timer area is cleared to 0 (A7805), and the normal electric 1 prize entry switch monitoring process is terminated. In other words, if there are more than the upper limit of normal electric 1 prize entries while normal electric 1 is open (in the winning state), the normal electric 1 game processing timer area is cleared to 0 at that point, the normal electric 1 prize entry device 37d is closed, and the winning state of normal electric 1 is terminated prematurely.
[0232] On the other hand, the game control device 100 terminates the monitoring process for the normal power 1 winning switch if it determines that the normal power 1 is not open (result of A7801 is "N"), if it determines that there is no input to the operation 2 switch 39a (result of A7802 is "N"), or if it determines that the normal power 1 count has not reached the upper limit (result of A7804 is "N").
[0233] [Diagram 1: Normal Processing] Next, we will explain the details of the normal processing (A7610) in the normal processing of Figure 1 game. Figure 11 is a flowchart showing the procedure for the normal processing.
[0234] The game control device 100 first determines whether the number of reserved symbols in the regular diagram 1 is 0 (A7901). If the number of reserved symbols in the regular diagram 1 is 0 (result of A7901 is "Y"), it determines whether customer waiting demo 1 has been set (A7902). If customer waiting demo 1 has not been set (result of A7902 is "N"), it sets the customer waiting demo 1 flag in the customer waiting demo flag area (A7903). The performance control device 300 starts the customer waiting demo when the customer waiting demo 2-4 flags, described later, are set along with the customer waiting demo 1 flag. For example, the customer waiting demo is performed by flashing LEDs on the panel decoration device 46, etc., or by displaying a video on the display device 41 (if present).
[0235] Next, the game control device 100 prepares the customer waiting demo 1 command as a performance command (A7904), performs the performance command setting process (A7905), and proceeds to the process in step A7906. On the other hand, if customer waiting demo 1 has already been set in step A7902 (the result of A7902 is "Y"), it sets "0" related to the normal processing in Normal Figure 1 as the processing number (A7906), and saves the processing number in the Normal Figure 1 game processing number area (A7907). Then, it saves the fraud monitoring period flag in the Normal Power 1 fraud monitoring period flag area (A7908), and terminates the normal processing in Normal Figure 1.
[0236] Furthermore, if the number of reserved symbols in the regular diagram 1 is not zero (the result of A7901 is "N"), the game control device 100 executes the regular diagram 1 variation start process (A7909). Then, the game control device 100 sets "1" as the process number for transitioning to the regular diagram 1 variation in progress process (A7910), and saves the process number in the regular diagram 1 game process number area (A7911).
[0237] Next, the game control device 100 clears the "Customer Waiting Demo 1 In Progress" flag set in the "Customer Waiting Demo Flag Area" (A7912), saves a signal related to the start of the "Normal Symbol 1" variation (turning on the "Normal Symbol 1 Variation In Progress" signal) in the "Test Signal Output Data Area" (A7913), and saves a "Variation In Progress" flag indicating that the "Normal Symbol Variation Display Game" ("Normal Symbol 1 Variation Display Game") is in variation in the "Normal Symbol 1 Variation Control Flag Area" (A7914). Then, it saves the initial value of the blinking control timer (for example, 100 msec), which is the initial value of the blinking period timer of the "Normal Symbol Display Unit 53" (variation display unit), in the "Normal Symbol 1 Blinking Control Timer Area" (A7915), saves an initial value (here, "0" indicating a blank symbol) in the "Normal Symbol 1 Variation Symbol Number Area" (A7916), and then terminates the "Normal Symbol 1" normal processing.
[0238] [Figure 1: Start of Fluctuation Process] Next, we will explain the details of the Figure 1 variation start process (A7909) in the regular processing of Figure 1. Figure 12 is a flowchart showing the procedure for the Figure 1 variation start process. The Figure 1 variation start process is performed at the start of the Figure 1 variation display game.
[0239] The game control device 100 executes a win flag 1 setting process (A8201) to set a win flag 1 for determining whether the regular figure 1 variable display game is a win or a loss. The game control device 100 may also determine whether the regular figure 1 variable display game is a win with a probability corresponding to the probability setting value (setting) set in the game machine 10.
[0240] Next, the game control device 100 executes a normal diagram 1 stop symbol setting process (A8202) related to the setting of normal diagram 1 stop symbols (symbol information) for the normal diagram 1 variable display game. In the normal diagram 1 stop symbol setting process, the stop symbol number for when the game is a miss or a win, and the miss stop symbol pattern or win stop symbol pattern corresponding to this stop symbol number are saved. Then, decorative normal diagram 1 commands corresponding to the stop symbol patterns are prepared as performance commands, and the performance command setting process is executed. In addition, round number information (round upper limit) corresponding to the stop symbol number is acquired and saved. The game control device 100 can also make the normal electricity 1 opening pattern different depending on the stop symbol number (type of winning symbol) when the game is a win.
[0241] Furthermore, the game control device 100 executes a regular diagram 1 information setting process (A8203) to set regular diagram 1 information, which is a parameter for setting the variation pattern.
[0242] Next, the game control device 100 prepares a Figure 1 variation pattern setting information table, which is a table containing information for referencing various information regarding the setting of the variation pattern of the Figure 1 variation display game (A8204).
[0243] Subsequently, the game control device 100 executes a variation pattern setting process (A8205) to set the variation pattern (variation pattern number), which is the variation mode in the variation display game shown in Figure 1.
[0244] Next, the game control device 100 executes a variation start information setting process (A8206) to set information for the start of variation in the regular figure 1 variation display game, and then terminates the regular figure 1 variation start process. In the variation start information setting process, the variation time value corresponding to the variation pattern (variation pattern number) is obtained and saved in the regular figure 1 game processing timer area. Then, the variation command (MODE, ACTION) corresponding to the variation pattern number is prepared as an effect command, and the effect command setting process is performed. Therefore, when the game control device 100 executes the regular figure 1 variation display game, the effect control device 300 can cause the display device of the game machine 10 (for example, the display device 41) to perform a reach effect as a variation effect for the regular figure 1 variation display game. In this embodiment, the reach effect is performed only when the regular figure 1 variation display game is executed, but it may also be performed when the regular figure 2 to 4 variation display games are executed.
[0245] Furthermore, in the variable start information setting process, the number of reserved Normal Figure 1 values related to the Normal Figure 1 variable display game that is about to start is updated by -1 (decreased by 1). In other words, as the Normal Figure 1 variable display game (Normal Figure 1 variable display game) related to the oldest Normal Figure 1 reserved 1 is executed, if there are Normal Figure 1 reserved values 2 to 4 that are reserved after Normal Figure 1 reserved 1, the rank of each of these Normal Figure 1 reserved values 2 to 4 is moved up by one. As a result of this process, the values for Normal Figure 1 reserved values 2 to 4 in the Normal Figure 1 random number storage area are moved from the Normal Figure 1 reserved value 1 to the Normal Figure 1 reserved value 3 in the Normal Figure 1 random number storage area. Then, the value for Normal Figure 1 reserved value 4 in the Normal Figure 1 random number storage area is cleared, and the number of reserved Normal Figure values is decremented by 1.
[0246] [Figure 1: Processing during fluctuations] Next, we will explain the details of the variable processing (A7611) in the regular game processing shown in Figure 1. Figure 13 is a flowchart showing the procedure for the variable processing shown in Figure 1.
[0247] The game control device 100 determines whether the win flag 1 (win information or loss information) set in the normal diagram 1 variation start process is a win (A8301). If the win flag 1 is not a win (the result of A8301 is "N"), the game control device 100 clears the normal diagram 1 win flag (A8302) and proceeds to step A8304. On the other hand, if the win flag 1 is a win (the result of A8301 is "Y"), the normal diagram 1 win flag is set (A8303) and proceeds to step A8304. The normal diagram 1 win flag indicates that normal diagram 1 is in a win state and is used in each of the game processes for normal diagrams 2 to 4 to determine whether the other normal diagrams (other than normal diagrams 2 to 4) are in a win state.
[0248] Next, the game control device 100 sets the processing number to "2" as a setting process to transition to the normal diagram 1 display processing (A8304), and saves the processing number in the normal diagram 1 game processing number area (A8305). After that, the game control device 100 saves the normal diagram display time (for example, 600 msec), which is the display time of the result of the normal diagram variable display game (normal diagram 1 variable display game) on the normal diagram display unit 53 (variable display unit), in the normal diagram 1 game processing timer area (A8306). ).
[0249] Furthermore, the game control device 100 saves a signal related to the end of the variation of regular symbol 1 (turning off the signal indicating that regular symbol 1 is varying) in the test signal output data area (A8307). Subsequently, the game control device 100 saves an initial value for the control timer (for example, 256 msec) in the symbol confirmation count signal control timer area related to the number of times the regular symbol variation display game (regular symbol 1 variation display game) for output to the external information terminal is executed (A8308).
[0250] Subsequently, the game control device 100 saves a stop flag in the regular figure 1 variation control flag area (A8309) indicating that the regular figure variation display game (regular figure 1 variation display game) is stopped, and terminates the regular figure 1 variation in progress processing.
[0251] [Processing while displaying Figure 1] Next, the details of the normal drawing 1 display process (A7612) in the normal drawing 1 game process will be described. FIG. 14 is a flowchart showing the procedure of the normal drawing 1 display process.
[0252] The game control device 100 first loads the win flag 1 (win information or loss information) set in the normal drawing 1 variation start process (A8401), and clears the win flag 1 area of the RWM (A8402). Then, it determines whether win information is set in the loaded win flag 1 (A8403).
[0253] If no win information is set in the win flag 1 (the result of A8403 is "N"), the game control device 100 sets "0" as the process number for transitioning to the normal drawing 1 normal process (A8414), saves the process number in the normal drawing 1 game process number area (A8415). Then, it saves the flag during the illegal monitoring period in the normal power 1 illegal monitoring period flag area (A8416), and ends the normal drawing 1 display process.
[0254] On the other hand, if win information is set in the win flag 1 (the result of A8403 is "Y"), the game control device 100 loads the decoration normal drawing 1 command corresponding to the stop symbol pattern from the decoration normal drawing 1 command area of the RWM, prepares it as an effect command (A8404), and executes the effect command setting process (A8405). The effect control device 300 may display the stop symbol corresponding to the decoration normal drawing 1 command on a display device (such as display device 41).
[0255] Subsequently, the game control device 100 prepares the fanfare command corresponding to the normal power 1 release information as an effect command (A8406), and executes the effect command setting process (A8407). In this way, the fanfare command includes information related to the normal power 1 release, and the normal power 1 release information is transmitted to the effect control device 300 by the fanfare command. The effect control device 300 may execute the fanfare effect corresponding to the fanfare command using a speaker or a display device (such as display device 41).
[0256] After that, the game control device 100 sets a fanfare time (e.g., 11000 msec or 9000 msec) corresponding to the general power 1 release information (whether it is a long release) (A8408), and saves the set fanfare time in the general diagram 1 game process timer area (A8409).
[0257] Subsequently, the game control device 100 sets "3" as a process number for transitioning to the middle process per general diagram 1 (A8410), and saves the process number in the general diagram 1 game process number area (A8411). After that, a signal regarding the start per general diagram 1 (turning on the normal symbol 1 middle signal) is saved in the test signal output data area (A8412).
[0258] Furthermore, the game control device 100 saves a flag (illegal monitoring period outside flag) that defines the outside of the illegal monitoring period of the normal variable winning device 37 (normal variable winning device 37d) in the general power 1 illegal monitoring period flag area (A8413), and ends the general diagram 1 display middle process.
[0259] 〔General Diagram 1 Fanfare Middle Process〕 Next, the details of the general diagram 1 fanfare middle process (A7613) in the general diagram 1 game process will be described. FIG. 15 is a flowchart showing the procedure of the general diagram 1 fanfare middle process.
[0260] The game control device 100 first prepares a general power 1 release middle command (A8501) and executes an effect command setting process (A8502). The effect control device 300 may execute an effect corresponding to the general power 1 release middle command with a speaker or a display device. Then, "4" is set as a process number for transitioning to the middle process per general diagram 1 (A8503), and the process number is saved in the general diagram 1 game process number area (A8504).
[0261] Subsequently, the game control device 100 determines whether the general power 1 release information is a long release (A8505).
[0262] If the normal power 1 release information indicates a long release (the result of A8505 is "Y"), the game control device 100 saves normal power 1 release time 1 (for example, 5500 msec) to the normal power 1 game processing timer area (A8506). On the other hand, if the normal power 1 release information indicates a long release (the result of A8505 is "N"), the game control device 100 saves normal power 1 release time 2 (for example, 1900 msec) to the normal power 1 game processing timer area (A8507).
[0263] Next, the game control device 100 saves a signal related to the start of operation of the regular electric motor 1 (turning on the signal indicating that the regular electric motor 1 is in operation) in the test signal output data area (A8508). Furthermore, it saves ON data in the regular electric motor 1 solenoid output data area in order to output a signal to drive (turn on) the regular electric motor 1 solenoid 37c (A8509).
[0264] Furthermore, the game control device 100 clears the information in the normal variable prize winning area (A8510) which stores the number of wins in the normal variable prize winning device 37 (normal variable prize winning device 37d), and terminates the normal fanfare processing.
[0265] [Normal processing per figure 1] Next, we will explain the details of the intermediate processing (A7614) for each game in the regular Figure 1 game processing. Figure 16A is a flowchart showing the procedure for the intermediate processing for each game in the regular Figure 1 game.
[0266] The game control device 100 first prepares a normal power 1 closing command to close the movable member 37b of the normal variable prize winning device 37d (A8601), and then executes the performance command setting process (A8602). Then, it sets "5" as the processing number to proceed to the normal diagram 1 remaining ball processing (A8603), and saves the processing number in the normal diagram 1 game processing number area (A8604).
[0267] Next, the game control device 100 saves the remaining ball processing time (for example, 900 msec) in the regular game processing timer area (A8605). After that, it saves off data in the regular solenoid output data area to set the regular solenoid 37c to off (A8606), and terminates the regular game processing.
[0268] In this way, the game control device 100 executes the process from the variable processing (A7611) to the winning processing (A7615) corresponding to the processing number set in the normal game processing, thereby changing the operating timing of the normal power 1 according to the winning symbol (opening pattern), as shown in Figure 16B.
[0269] Figure 16B is an example of a timing chart when the regular electric train 1 is in operation.
[0270] For example, if the normal power 1 opening information indicates a long opening time (the result of A8505 is "Y"), the normal power 1 (movable member 37b of the normal variable prize winning device 37d) will operate at the timing of the winning symbol 1 (opening pattern 1) shown in Figure 16B. For example, with the winning symbol 1, the normal symbol display time is set to 600 msec (A8303), and the fanfare time (fan time) is set to 11000 msec (A5120, A5121), and during this time, the normal power 1 will be in a closed state.
[0271] Furthermore, for example, in the case of winning symbol 1, the normal power 1 opening time 1 (5500 msec) is saved in the normal symbol 1 game processing timer area (A8506), and during the normal power 1 opening time 1 (5500 msec), normal power 1 operates and switches from the closed state to the open state. After that, for example, the remaining ball processing time (normal power 1 remaining ball processing time) is set to 900 msec (A8605), and the normal symbol 1 ending time (ending time), which will be described later, is set to 100 msec (A8903), and normal power 1 returns to the closed state.
[0272] On the other hand, if the normal power 1 opening information is not for a long opening time (the result of A8505 is "N"), normal power 1 will operate at the timing of the winning symbol 2 (opening pattern 2) shown in Figure 16B. For example, even with winning symbol 2, similar to winning symbol 1, the normal symbol display time is set to 600 msec (A8303) and the fanfare time (fan time) is set to 11000 msec (A5120, A5121), and during this time, normal power 1 will be in a closed state.
[0273] On the other hand, for example, with winning symbol 2, the normal power 1 opening time 2 (1900 msec) is saved in the normal symbol 1 game processing timer area (A8507), and during the normal power 1 opening time 2 (1900 msec), normal power 1 operates and switches from the closed state to the open state. After that, for example, similar to winning symbol 1, the remaining ball processing time is set to 900 msec (A8605), and the normal symbol 1 ending time (ending time), which will be described later, is set to 100 msec (A8903), and normal power 1 returns to the closed state.
[0274] [Disposal of remaining bulbs in regular electric trains] Next, we will explain the details of the remaining ball processing (A7615) in the regular game processing. Figure 17 is a flowchart showing the procedure for the remaining ball processing in regular game processing.
[0275] The game control device 100 first sets the processing number "6" related to the termination process for each regular game (A8901), and saves the processing number in the regular game processing number area (A8902). Then, it saves the regular game ending time (for example, 100 msec) in the regular game processing timer area (A8903).
[0276] Furthermore, the game control device 100 saves a signal related to the end of normal electric 1 operation (end of operation of the movable member 37b of the normal variable prize winning device 37d) (turning off the normal electric mechanism 1 operation signal) in the test signal output data area (A8904). Subsequently, it clears the normal electric 1 count area, which counts the number of entries into the normal variable prize winning device 37 (normal variable prize winning device 37d) (A8905), and then clears the normal electric 1 release information area (A8906). After that, it finishes the normal electric 1 remaining ball processing.
[0277] [End processing per normal pattern 1] Next, the details of the end processing per normal pattern 1 (A7616) in the normal pattern 1 game processing will be described. FIG. 18 is a flowchart showing the procedure of the end processing per normal pattern 1.
[0278] The game control device 100 first clears the flag during normal pattern 1 (A9101), sets the process number "0" related to the normal pattern 1 normal processing (A9102), and saves the process number in the normal pattern 1 game process number area (A9103). Then, it saves the signal related to the end of winning in normal pattern 1 (turning off the normal symbol 1 during signal) in the test signal output data area (A9104).
[0279] Furthermore, the game control device 100 saves the flag (illegal monitoring period flag) that defines the illegal monitoring period of the normal variable winning device 37 (normal variable winning device 37d) in the normal electricity 1 illegal monitoring period flag area (A9105), and then ends the end processing per normal pattern 1.
[0280] [Normal pattern 2 game processing] Next, the details of the normal pattern 2 game processing (A1313b) in the timer interrupt processing will be described. FIG. 19 is a flowchart showing the procedure of the normal pattern 2 game processing. In the normal pattern 2 game processing, the input of the operation 2 switch 39a is monitored, the overall control of the processing related to the normal pattern 2 variable display game, the setting of the display of normal pattern 2, etc. are performed. Note that the normal pattern 2 game processing and the normal pattern 3 and 4 game processing described later perform the same processing as the normal pattern 1 game processing, but the operation switches to be monitored are different respectively.
[0281] The game control device 100 first executes an operation 2 switch monitoring process for monitoring the input from the operation 2 switch 39a (A10601).
[0282] Subsequently, the game control device 100 executes a normal electricity 2 winning switch monitoring process for monitoring the input from the operation 3 switch 39a (A10602).
[0283] If the game processing number for Normal Figure 2 is not 2 or greater, i.e., 0 or 1 (result of A10603 is "N"), the game control device 100 determines whether a game other than Normal Figure 2 is in a winning state (A10604). If a game other than Normal Figure 2 is in a winning state (result of A10604 is "Y"), the game control device 100 proceeds to step A10617, and if a game other than Normal Figure 2 is not in a winning state (result of A10604 is "N"), the game control device 100 proceeds to step A10605.
[0284] On the other hand, if the game processing number in Figure 2 is 2 or greater (the result of A10603 is "Y"), the game control device 100 proceeds to step A10605.
[0285] Next, the game control device 100 updates the normal game processing timer (Figure 2) by -1 (subtracts 1) if it is not 0 (A10605). Note that the minimum value of the normal game processing timer (Figure 2) is set to 0. Then, the game control device 100 determines whether the value of the normal game processing timer (Figure 2) has become 0 or not (A10606).
[0286] If the value of the Game Processing Timer in Figure 2 is 0 (the result of A10606 is "Y"), that is, if time has run out or has already run out, the Game Control Device 100 sets the Game Sequence Branch Table in Figure 2, which is referenced to branch to the processing corresponding to the Game Processing Number in Figure 2, in a register (A10607).
[0287] Furthermore, the game control device 100 obtains the branch destination address of the process corresponding to the game processing number in Figure 2 based on the configured game sequence branch table in Figure 2 (A10608). Then, it makes a subroutine call using the game processing number in Figure 2 and executes the game branch process corresponding to the game processing number in Figure 2 (A10609).
[0288] If the game processing number is "0" in step A10609, the game control device 100 monitors the start of the variation in the regular display game (Figure 2) and executes the regular processing (Figure 2) which includes setting the start of the variation in the regular display game, setting the effects, and setting the information necessary for processing during the regular variation (Figure 2).
[0289] Furthermore, if the game processing number is "1" in step A10609, the game control device 100 executes the normal figure 2 variation processing, which involves setting information necessary for performing the normal figure 2 display processing (A10611). For example, in the normal figure 2 variation processing, in order to transition to the normal figure 2 display processing, the game processing number is set to "2" and saved in the normal figure 2 game processing number area, and the normal figure display time is saved in the normal figure 2 game processing timer area.
[0290] Furthermore, if the game processing number is "2" in step A10609, the game control device 100 executes the "Normal Figure 2 Display Processing" (A10612) if the result of the "Normal Figure 2 Variable Display Game" is a win. This processing includes setting the "Normal Figure 2 Opening Time" and setting the information necessary to perform the "Normal Figure 2 Winning Processing". For example, in the "Normal Figure 2 Display Processing", in order to transition to the "Normal Figure 2 Winning Processing", the game processing number is set to "3" and saved in the "Normal Figure 2 Game Processing Number Area", and the "Normal Electricity 2 Opening Time" is saved in the "Normal Electricity 2 Game Processing Timer Area. On the other hand, if the result of the "Normal Figure 2 Variable Display Game" is a loss, the game processing number is set to "0" and saved in the "Normal Figure 2 Game Processing Number Area" in order to transition to the "Normal Figure 2 Normal Processing".
[0291] Furthermore, if the game processing number in step A10609 is "3", the game control device 100 executes the normal diagram 2 hit processing, which involves setting information necessary to continue the normal diagram 2 hit processing or to perform the normal electric 2 remaining ball processing (A10614). For example, in the normal diagram 2 hit processing, after setting the normal variable prize device 37 (normal variable prize device 37e) to open a predetermined number of times, the game processing number is set to "4" and saved in the normal diagram 2 game processing number area in order to proceed to the normal electric 2 remaining ball processing.
[0292] Furthermore, if the game processing number is "4" in step A10609, the game control device 100 executes the regular power 2 remaining ball processing, which involves setting information necessary for performing the regular power 2 end processing (A10615). For example, in the regular power 2 remaining ball processing, in order to proceed to the regular power 2 end processing, the game processing number is set to "5" and saved in the regular power 2 game processing number area, and the regular power 2 ending time is saved in the regular power 2 game processing timer area.
[0293] Furthermore, if the game processing number is "5" in step A10609, the game control device 100 executes the Normal 2 End Processing (A10616), which involves setting the necessary information for performing the Normal 2 Processing (A10610). For example, in the Normal 2 End Processing, in order to transition to the Normal 2 Processing, the game processing number is set to "0" and saved in the Normal 2 Game Processing Number area.
[0294] Subsequently, the game control device 100 prepares a regular symbol 2 variation control table for controlling the variation of regular symbols by the regular symbol display unit 53 (variation display unit 53) (A10617). Then, it executes the symbol variation control process related to controlling the variation of regular symbols by the regular symbol display unit 53 (A10618), and terminates the regular symbol 2 game process.
[0295] On the other hand, if the value of the game processing timer shown in Figure 2 is not 0 (the result of A10606 is "N"), that is, if time has not expired, the game control device 100 executes the processing from step A10617 onwards.
[0296] [Operation 2 Switch Monitoring Process] Next, we will explain the details of the operation 2 switch monitoring process (A10601) in the general game processing shown in Figure 2. Figure 20 is a flowchart showing the procedure for the operation 2 switch monitoring process.
[0297] The game control device 100 first determines whether the normal power 1 is operating (normal power 1 is open), that is, whether the normal figure 1 variable display game is in a winning state and the normal variable prize device 37 (normal variable prize device 37d) is performing a predetermined number of opening operations (A10701). If the normal power 1 is operating (the result of A10701 is "Y"), it then determines whether there is an input to the operation 2 switch 39a (10702).
[0298] If there is input to the Activation 2 switch 39a (result of 10702 is "Y"), it is determined whether the number of reserved symbols in Normal Diagram 2 (number of Normal Diagram 2 start memories, number of reserved symbols in Normal Diagram 2) is less than the upper limit (A10703). If the number of reserved symbols in Normal Diagram 2 is less than the upper limit (result of A10703 is "Y"), the number of reserved symbols in Normal Diagram 2 is updated by +1 (A10704).
[0299] Next, the game control device 100 calculates the address of the random number storage area corresponding to the number of reserved balls in Figure 2 (A10705), extracts and prepares the winning random number 2 to be used in the Figure 2 reserved ball information determination process (A10706), and saves the winning random number 2 to the RWM's winning random number 2 storage area (A10707).
[0300] Then, a decorative "Number of Reserved Figures 2" command corresponding to the "Number of Reserved Figures 2" is prepared as a performance command (A10708), the performance command setting process (A10709) is executed, and the operation 2 switch monitoring process is terminated.
[0301] On the other hand, the game control device 100 terminates the operation 2 switch monitoring process if the normal power 1 is not operating (result of A10701 is "N"), if there is no input to the operation 2 switch 39a (result of A10702 is "N"), or if the number of reserved normal figures 2 is not less than the upper limit, i.e., is greater than or equal to the upper limit (result of A10703 is "N").
[0302] [Regular Electric Train 2 Prize Winning Switch Monitoring Process] Next, we will explain the details of the regular train 2 prize switch monitoring process (A10602) in the regular train 2 game processing. Figure 21 is a flowchart showing the procedure for the regular train 2 prize switch monitoring process.
[0303] The game control device 100 first determines whether the normal power 2 is open, that is, whether the normal figure 2 variable display game is in a winning state and the normal variable prize device 37 (normal variable prize device 37e) is performing a predetermined number of opening operations (A10801). If the normal power 2 is open (the result of A10801 is "Y"), it determines whether there is an input to the operation 3 switch 39a (A10802). If there is an input to the operation 3 switch 39a (the result of A10802 is "Y"), it updates the count of the normal power 2 counter (normal power 1 count) by +1 (A10803).
[0304] Next, the game control device 100 determines whether the updated number of normal electric 2 counters has reached its upper limit (for example, 4) (A10804). If the number of normal electric 2 counters has reached its upper limit (the result of A10804 is "Y"), the normal electric 2 game processing timer area is cleared to 0 (A10805), and the normal electric 2 prize entry switch monitoring process ends. In other words, if there are more than the upper limit of normal electric 2 prizes while normal electric 2 is open (in the winning state), the normal electric 2 game processing timer area is cleared to 0 at that point, the normal electric 2 prize entry device 37e is closed, and the winning state of normal electric 2 ends prematurely. Note that in the normal electric 3 and 4 prize entry switch monitoring process in normal electric 3 and 4 games described later (A13602, A14602), the game control device 100 similarly determines whether the updated number of normal electric 3 and 4 counters has reached its upper limit, but the upper limit of the number of normal electric 3 and 4 counters in that case is, for example, 6.
[0305] On the other hand, the game control device 100 terminates the monitoring process for the normal power 2 winning switch if it determines that the normal power 2 is not open (result of A10801 is "N"), if it determines that there is no input to the operation 3 switch 39a (result of A10802 is "N"), or if it determines that the normal power 2 count has not reached the upper limit (result of A10804 is "N").
[0306] [Normal Processing (Figure 2)] Next, we will explain the details of the normal processing (A10610) in the normal processing of Figure 2 game processing. Figure 22 is a flowchart showing the procedure of the normal processing of Figure 2.
[0307] The game control device 100 first determines whether the number of reserved symbols in the regular diagram 2 is 0 (A10901). If the number of reserved symbols in the regular diagram 2 is 0 (result of A10901 is "Y"), it determines whether customer waiting demo 2 has been set (A10902). If customer waiting demo 2 has not been set (result of A10902 is "N"), it sets the customer waiting demo 2 flag in the customer waiting demo flag area (A10903). The performance control device 300 starts the customer waiting demo when the customer waiting demo 1 to 4 flags are set.
[0308] Next, the game control device 100 prepares the customer waiting demo 2 command as a performance command (A10904), performs the performance command setting process (A10905), and proceeds to the process in step A10906. On the other hand, if customer waiting demo 2 has already been set in step A10902 (the result of A10902 is "Y"), it sets "0" related to the normal processing in Figure 2 as the processing number (A10906), and saves the processing number in the normal processing number area in Figure 2 (A10907). Then, it saves the fraud monitoring period flag in the normal monitoring period flag area in Figure 2 (A10908), and terminates the normal processing in Figure 2.
[0309] Furthermore, if the number of reserved balls in the regular diagram 2 is not zero (the result of A10901 is "N"), the game control device 100 executes the regular diagram 2 variation start process (A10909). Then, the game control device 100 sets "1" as the process number for transitioning to the regular diagram 2 variation in progress process (A10910) and saves the process number in the regular diagram 2 game process number area (A10911).
[0310] Next, the game control device 100 clears the "waiting demo 2" flag set in the "waiting demo flag area" (A10912), saves a signal related to the start of the regular symbol 2 variation (turning on the regular symbol 2 variation signal) in the test signal output data area (A10913), and saves a "varying" flag indicating that the regular symbol variation display game (regular symbol 2 variation display game) is in varying in the regular symbol 2 variation control flag area (A10914). Then, it saves the initial value of the blinking control timer (for example, 100 msec), which is the initial value of the blinking period timer of the regular symbol display unit 53 (variation display unit), in the regular symbol 2 blinking control timer area (A10915), saves an initial value (here, "0" indicating a blank symbol) in the regular symbol 2 variation symbol number area (A10916), and then terminates the regular symbol 2 normal processing.
[0311] [Figure 2: Start of Fluctuation Process] Next, we will explain the details of the variation initiation process (A10909) in the normal processing shown in Figure 2. Figure 23A is a flowchart showing the procedure for the variation initiation process shown in Figure 2.
[0312] The game control device 100 first loads a random number (winning random number 2) from the RWM's winning random number 2 storage area (for the number of reserved balls 1), and then clears the loaded area (winning random number 2 storage area) to 0 (A11201).
[0313] The game control device 100 determines whether the winning random number 2 is greater than or equal to an upper limit judgment value (for example, 4092) (A11202). If the winning random number 2 is greater than or equal to the upper limit judgment value (the result of A11202 is "Y"), i.e., it is a miss, the process proceeds to step A11204. If the winning random number 2 is less than the upper limit judgment value (the result of A11202 is "N"), the device determines whether the winning random number 2 is less than the lower limit judgment value (A11203).
[0314] The game control device 100, if the winning random number 2 is less than the lower limit judgment value (for example, 0) (the result of A11203 is "Y"), that is, if it is a miss, saves the miss information in the winning flag 2 area (A11204). Furthermore, it sets the miss stop symbol number as the normal figure 2 stop symbol number (A11205), saves the miss symbol information in the normal figure 2 stop symbol information area (A11206), and proceeds to the processing of step A11210.
[0315] The probability of winning can be set in advance, for example, as shown in Figure 23B.
[0316] Figure 23B is a table showing examples of winning probabilities for Figures 1-4.
[0317] For example, as shown in (A) of Figure 23B, the probability of winning is 996 / 997 for random number 1, 4092 / 4093 for random number 2, 4090 / 4091 for random number 3, and 3000 / 3001 for random number 4. Also, for example, the upper limit judgment value is 996 for random number 1, 4092 for random number 2, 4090 for random number 3, and 3000 for random number 4, and the lower limit judgment value is 0 for random numbers 1 to 4. In other words, the possible distribution range (range of random numbers) for winning random numbers 1 to 4 is 0 to 996 for winning random number 1, 0 to 4092 for winning random number 2, 0 to 4090 for winning random number 3, and 0 to 3000 for winning random number 4, and it is a loss only when the value of winning random numbers 1 to 4 matches the upper limit judgment value.
[0318] Furthermore, the winning probabilities for Figures 1-4 may be set so that all possible distribution ranges for winning random numbers 1-4 result in a win, as shown in Figure 23B (B). Alternatively, the winning probabilities for Figures 1-4 may be set so that the winning probability for Figure 1 is lower, as shown in Figure 23B (C).
[0319] In Figure 23B (B), the upper limit judgment values for Normal Numbers 1 to 4 are each +1 greater than the possible distribution range of Winning Random Numbers 1 to 4. Therefore, all loaded Winning Random Numbers 1 to 4 can be considered wins. Accordingly, it is preferable that the game machine 10 be set such that, for example, it is difficult for the game ball to pass through the passage entrance 32a, and the number of game balls that pass through or enter (or win) the Normal Number Start Gate 34 or Normal Number Start Opening 34b is extremely small compared to the number of game balls launched (number of launches). In such a game machine 10, all loaded Winning Random Numbers 1 to 4 become wins, so when a game ball passes through or enters the Normal Number Start Gate 34 or Normal Number Start Opening 34b, the player can be certain of a win, which enhances the enjoyment of the game.
[0320] Furthermore, in Figure 23(C), Normal Figure 1 has a probability of 5 / 997 of being a win. Also, Normal Figure 1 has an upper limit judgment value of 12 and a lower limit judgment value of 7. Therefore, Normal Figure 1 is a win when the loaded winning random number 1 is between 7 and 11, and Normal Figure 1 is a loss when other winning random numbers 1 (0 to 6, 12 to 996) are loaded. Accordingly, it is preferable that the game machine 10 is set such that, for example, the game balls can easily pass through the passage entrance 32 (or there is no passage entrance 32), and the number of game balls that pass through or enter (or win) the Normal Figure Start Gate 34 or Normal Figure Start Entrance 34b is not extremely small compared to the number of balls launched. In such a game machine 10, the Normal Figure 1 variation display game can be executed relatively frequently, and the execution of the Normal Figure 1 variation display game can frequently give the player a sense of anticipation for a win, thereby improving the enjoyment of the game.
[0321] On the other hand, if the winning random number 2 is not less than the lower limit judgment value (the result of A11203 is "N"), i.e., if it is a win, the game control device 100 saves the win information in the win flag 2 area (A11207), sets the winning stop symbol number corresponding to the loaded winning random number 2 (A11208), saves the winning stop symbol information corresponding to the winning stop symbol number in the stop symbol information area of Figure 2 (A11209), and proceeds to the processing of step A11210. In this embodiment, there is only one type of winning stop symbol (winning symbol), but there may be several types.
[0322] Next, the game control device 100 saves the stop symbol number in the regular figure 2 stop symbol area (A11210), saves the stop symbol number (symbol data of regular figure 2) in the test signal output data area (A11211), shifts the winning random number 2 storage area (A11212), clears the empty area after the shift to 0 (A11213), and updates the regular figure 2 reserve count by -1 (A11214).
[0323] In other words, when the regular figure variation display game (regular figure variation display game) for the oldest regular figure 2 reserve number 1 is executed, the ranks of regular figure 2 reserves 2 to 4, which are reserved after regular figure 2 reserve 1, are moved up by one. As a result of this process, the values for regular figure 2 reserve number 2 to regular figure 2 reserve number 4 in the winning random number 2 storage area move from the values for regular figure 2 reserve number 1 to regular figure 2 reserve number 3 in the winning random number 2 storage area. Then, the value for regular figure 2 reserve number 4 in the winning random number 2 storage area is cleared, and the regular figure 2 reserve number is decremented by 1.
[0324] Next, the game control device 100 prepares a decorative regular figure 2 reserve count command corresponding to the regular figure 2 reserve count as a performance command (A11215), and executes the performance command setting process (A11216). Then, the game control device 100 saves the regular figure display time (for example, 700 msec), which is the display time of the result of the regular figure variation display game (regular figure 2 variation display game) on the regular figure display unit 53 (variation display unit), to the regular figure 2 game processing timer area (A11217), and terminates the regular figure 2 variation start process.
[0325] [Figure 2: Processing during fluctuations] Next, we will explain the details of the variable processing (A10611) in the regular game processing shown in Figure 2. Figure 24 is a flowchart showing the procedure for the variable processing shown in Figure 2.
[0326] The game control device 100 determines whether the winning flag 2 (winning information or losing information) set in the normal diagram 2 variation start process is a win (A11301). If the winning flag 2 is not a win (the result of A11301 is "N"), the game control device 100 clears the normal diagram 2 win flag (A11302) and proceeds to step A11304. On the other hand, if the winning flag 2 is a win (the result of A11301 is "Y"), the normal diagram 2 win flag is set (A11303) and proceeds to step A11304. The normal diagram 2 win flag indicates that normal diagram 2 is in a win state and is used in the game processing of normal diagrams 1, 3, and 4 to determine whether other normal diagrams (other than normal diagrams 1, 3, and 4) are in a win state.
[0327] Next, the game control device 100 sets the processing number to "2" as a setting process to transition to the normal diagram 2 display processing (A11304), and saves the processing number in the normal diagram 2 game processing number area (A11305). After that, the game control device 100 saves the normal diagram display time (for example, 600 msec), which is the display time of the result of the normal diagram variable display game (normal diagram 2 variable display game) on the normal diagram display unit 53 (variable display unit), in the normal diagram 2 game processing timer area (A11306).
[0328] Furthermore, the game control device 100 saves the signal related to the end of the variation shown in Figure 2 (turning off the signal for the variation of the normal symbol 2) in the test signal output data area (A11307).
[0329] Subsequently, the game control device 100 saves a stop flag in the regular figure 2 variation control flag area (A11308) indicating that the regular figure variation display game (regular figure 2 variation display game) is stopped, and terminates the regular figure 1 variation processing.
[0330] [Processing while displaying Figure 2] Next, we will explain the details of the Figure 2 display processing (A10612) in the Figure 2 game processing. Figure 25 is a flowchart showing the procedure for the Figure 2 display processing.
[0331] The game control device 100 first loads the winning flag 2 (winning information or losing information) set in the variation start process shown in Figure 2 (A11401), and clears the winning flag 2 area of the RWM (A11402). Then, it determines whether or not winning information is set in the loaded winning flag 2 (A11403).
[0332] If no win information is set in the win flag 2 (the result of A11403 is "N"), the game control device 100 sets "0" as the processing number to proceed to the normal processing of the normal diagram 2 (A11414), and saves the processing number in the normal diagram 2 game processing number area (A11415). After that, it saves the fraud monitoring period flag in the normal power 2 fraud monitoring period flag area (A11416), and terminates the normal diagram 2 display processing.
[0333] Meanwhile, if the game control device 100 has hit information set in hit flag 2 (the result of A11403 is "Y"), it prepares the normal power 2 open command (A11404) and executes the performance command setting process (A11405). Then, it sets "3" as the processing number to transition to the normal diagram 2 hit processing (A11406) and saves the processing number in the normal diagram 2 game processing number area (A11407).
[0334] Subsequently, the game control device 100 saves the normal power release time (for example, 5500 msec) to the normal game processing timer area (A11408).
[0335] Next, the game control device 100 saves a signal related to the start of the regular electric 2 win (turning on the signal during the regular symbol 2 win) and a signal related to the start of the regular electric 2 operation (turning on the signal during the operation of the regular electric mechanism 2) in the test signal output data area (A11409). Furthermore, it saves ON data in the regular electric 2 solenoid output data area in order to output a signal to drive (turn on) the regular electric 2 solenoid 37c (A11410).
[0336] Furthermore, the game control device 100 clears the information in the normal electric 2 count area, which stores the number of wins into the normal electric 2 prize winning device 37 (normal electric electric 2 prize winning device 37e) (A11411). Then, it clears the information in the normal electric 2 fraudulent win count area, which stores the number of wins into the normal electric electric 2 prize winning device 37 (normal electric electric 2 prize winning device 37e) during the normal electric 2 fraudulent monitoring period (A11412).
[0337] Subsequently, a flag (outside fraud monitoring period flag) that defines the period outside the fraud monitoring period for the normal variable prize winning device 37 (normal variable prize winning device 37e) is saved to the normal power 2 fraud monitoring period flag area (A11413), and the normal figure 2 display processing is terminated.
[0338] [Normal processing per figure 2] Next, we will explain the details of the processing for each hit in Figure 2 of the game (A10614). Figure 26A is a flowchart showing the procedure for the processing for each hit in Figure 2.
[0339] The game control device 100 first prepares a normal power 2 closing command to close the movable member 37b of the normal variable prize winning device 37e (A11601), and then executes the performance command setting process (A11602). Then, it sets "4" as the processing number to proceed to the normal diagram 2 remaining ball processing (A11603), and saves the processing number in the normal diagram 2 game processing number area (A11604).
[0340] Next, the game control device 100 saves the remaining ball processing time (for example, 900 msec) in the game processing timer area (A11605). After that, it saves off data in the solenoid output data area to set the solenoid 37c to off (A11606), and terminates the in-game processing.
[0341] In this way, the game control device 100 can activate the regular power supply 2 as shown in Figure 26B by executing the regular power supply 2 fluctuation processing (A10611) to the regular power supply 1 hit processing (A7615) corresponding to the processing number set in the regular power supply 2 game processing. Furthermore, the game control device 100 can activate the regular power supplies 3 and 4 in the same way as the regular power supply 2 as shown in Figure 26B by performing the same processing in the regular power supply 3 and 4 game processing which will be described later.
[0342] Figure 26B is an example of a timing chart when regular power lines 2-4 are operating.
[0343] For example, at the timing of opening pattern 1 shown in Figure 26B, the regular power 2-4 (movable members 37b of the regular variable prize winning devices 37e-37g) operate separately. For example, in opening pattern 1, the regular display time is set to 600 msec (A11306), and during this time, regular power 2 is in a closed state.
[0344] Furthermore, for example, in opening pattern 1, the normal power 2 opening time (5500 msec) is saved in the normal diagram 2 game processing timer area (A11408), and during the normal power 2 opening time (5500 msec), normal power 2 operates and switches from the closed state to the open state. After that, for example, the remaining ball processing time (normal power 2 remaining ball processing time) is set to 900 msec (A11605), and the normal diagram 2 ending time (ending time), which will be described later, is set to 100 msec (A11903), and normal power 2 returns to the closed state. Note that normal powers 3 and 4 can also operate in the same way at the timing of opening pattern 1.
[0345] [Handling of remaining bulbs in regular electric trains] Next, we will explain the details of the remaining ball processing (A10615) in the regular game processing shown in Figure 2. Figure 27 is a flowchart showing the procedure for the remaining ball processing in the regular game.
[0346] The game control device 100 first sets the processing number "5" related to the end processing of the regular game 2 (A11901), and saves the processing number in the regular game 2 processing number area (A11902). After that, it saves the regular game 2 ending time (for example, 100 msec) in the regular game 2 processing timer area (A11903).
[0347] Furthermore, the game control device 100 saves a signal related to the termination of the normal electric motor 2 operation (termination of operation of the movable member 37b of the normal variable prize winning device 37e) (turning off the normal electric motor 2 operation signal) in the test signal output data area (A11904). Subsequently, it clears the normal electric motor 2 count area, which counts the number of entries into the normal variable prize winning device 37 (normal variable prize winning device 37e) (A11905), and then clears the normal electric motor 2 release information area (A11906). After that, it terminates the normal electric motor 2 remaining ball processing.
[0348] [Ending process for each of the two diagrams] Next, we will explain the details of the termination process (A10616) for each game in the regular game processing. Figure 28 is a flowchart showing the procedure for the termination process for each game in the regular game.
[0349] The game control device 100 first clears the normal symbol 2 win flag (A12101), sets the processing number for normal symbol 2 processing to "0" (A12102), and saves the processing number to the normal symbol 2 game processing number area (A12103). After that, it saves the signal related to the end of the win for normal symbol 2 (normal symbol 2 variable display game) (turning off the normal symbol 2 win signal) to the test signal output data area (A12104).
[0350] Furthermore, the game control device 100 saves a flag (fraud monitoring period flag) that defines the period for monitoring fraudulent activity of the normal variable prize winning device 37 (normal variable prize winning device 37e) in the normal variable monitoring period flag area (A12105), and then terminates the normal win termination process.
[0351] [General Figure 3 Game Processing] Next, we will explain the details of the regular Figure 3 game processing (A1313c) in timer interrupt processing. Figure 29 is a flowchart of the procedure for the regular Figure 3 game processing. In the regular Figure 3 game processing, the input of the operation 3 switch 39a is monitored, the overall processing related to the regular Figure 3 variable display game is controlled, and the display settings for regular Figure 3 are configured. Note that the regular Figure 3 game processing performs the same processing as the regular Figure 1 and 2 game processing and the regular Figure 4 game processing which will be described later, but the operation switches being monitored are different in each case.
[0352] The game control device 100 first performs an operation 3 switch monitoring process to monitor the input from the operation 3 switch 39a (A13601).
[0353] Next, the game control device 100 performs a normal power 3 prize entry switch monitoring process, which monitors the input from the operation 4 switch 39a (A13602).
[0354] If the game processing number for Normal Figure 3 is not 2 or greater, i.e., 0 or 1 (result of A13603 is "N"), the game control device 100 determines whether a game other than Normal Figure 3 is in a winning state (A13604). If a game other than Normal Figure 3 is in a winning state (result of A13604 is "Y"), the game control device 100 proceeds to step A13617, and if a game other than Normal Figure 3 is not in a winning state (result of A13604 is "N"), the game control device 100 proceeds to step A13605.
[0355] On the other hand, if the game processing number in Figure 3 is 2 or greater (the result of A13603 is "Y"), the game control device 100 proceeds to step A13605.
[0356] Next, the game control device 100 updates the normal game processing timer (Figure 3) by -1 (subtracts 1) if it is not 0 (A13605). Note that the minimum value of the normal game processing timer (Figure 3) is set to 0. Then, the game control device 100 determines whether the value of the normal game processing timer (Figure 3) has become 0 or not (A13606).
[0357] If the value of the regular game processing timer in Figure 3 is 0 (the result of A13606 is "Y"), that is, if time has run out or has already run out, the game control device 100 sets the regular game sequence branch table in a register, which is referenced to branch to the processing corresponding to the regular game processing number in Figure 3 (A13607).
[0358] Furthermore, the game control device 100 obtains the branch destination address of the process corresponding to the game processing number in Figure 3 based on the set game sequence branch table in Figure 3 (A13608). Then, it makes a subroutine call using the game processing number in Figure 3 and executes the game branch process corresponding to the game processing number in Figure 3 (A13609).
[0359] If the game processing number in step A13609 is "0", the game control device 100 monitors the start of the variation in the variation display game shown in Figure 3, and executes the normal processing shown in Figure 3, which includes setting the start of the variation display game shown in Figure 3, setting the effects, and setting the information necessary for processing during the variation shown in Figure 3. (A13610)
[0360] Furthermore, if the game processing number is "1" in step A13609, the game control device 100 executes the normal figure 3 variation processing, which involves setting information necessary for performing the normal figure 3 display processing (A13611). For example, in the normal figure 3 variation processing, in order to transition to the normal figure 3 display processing, the game processing number is set to "2" and saved in the normal figure 3 game processing number area, and the normal figure display time is saved in the normal figure 3 game processing timer area.
[0361] Furthermore, if the game processing number in step A13609 is "2", the game control device 100 executes the normal display processing for normal display 3 if the result of the normal display 3 variable display game is a win (A13612). This processing includes setting the normal display 3 opening time and setting information necessary for performing the normal display 3 win processing. For example, in the normal display processing for normal display 3, in order to transition to the normal display 3 win processing, the game processing number is set to "3" and saved in the normal display 3 game processing number area, as well as the normal display 3 opening time is saved in the normal display 3 game processing timer area. On the other hand, if the result of the normal display 3 variable display game is a loss, the game processing number is set to "0" and saved in the normal display 3 game processing number area in order to transition to the normal display 3 normal processing.
[0362] Furthermore, if the game processing number in step A13609 is "3", the game control device 100 executes the normal figure 3 hit processing, which involves setting information necessary to continue the normal figure 3 hit processing or to perform the normal electric 3 remaining ball processing (A13614). For example, in the normal figure 3 hit processing, after setting the normal variable prize device 37 (normal variable prize device 37f) to open a predetermined number of times, the game processing number is set to "4" and saved in the normal figure 3 game processing number area in order to proceed to the normal electric 3 remaining ball processing.
[0363] Furthermore, if the game processing number is "4" in step A13609, the game control device 100 executes the regular power 3 remaining ball processing, which involves setting information necessary for performing the regular power 3 end processing. For example, in the regular power 3 remaining ball processing, in order to proceed to the regular power 3 end processing, the game processing number is set to "5" and saved in the regular power 3 game processing number area, and the regular power 3 ending time is saved in the regular power 3 game processing timer area.
[0364] Furthermore, if the game processing number is "5" in step A13609, the game control device 100 executes the normal processing 3 completion process (A13616), which involves setting the necessary information for performing the normal processing 3 (A13610). For example, in the normal processing 3 completion process, "0" is set as the game processing number and saved in the normal processing 3 game processing number area in order to transition to the normal processing 3.
[0365] Subsequently, the game control device 100 prepares a regular symbol 3 variation control table for controlling the variation of regular symbols by the regular symbol display unit 53 (variation display unit 53) (A13617). Then, it executes the symbol variation control process related to controlling the variation of regular symbols by the regular symbol display unit 53 (A13618), and terminates the regular symbol 3 game process.
[0366] On the other hand, if the value of the game processing timer shown in Figure 3 is not 0 (the result of A13606 is "N"), that is, if time has not expired, the game control device 100 executes the processing from step A13617 onwards.
[0367] [General Figure 4 Game Processing] Next, we will explain the details of the regular Figure 4 game processing (A1313d) in timer interrupt processing. Figure 30 is a flowchart of the procedure for the regular Figure 4 game processing. The regular Figure 4 game processing involves monitoring the input of the Activation Switch 4 39a, controlling the overall processing related to the regular Figure 4 variable display game, and setting the display of regular Figure 4. Note that the regular Figure 4 game processing performs the same processing as the regular Figure 1 to 3 game processing, but the Activation Switches being monitored are different in each case.
[0368] The game control device 100 first performs an operation 4 switch monitoring process to monitor the input from the operation 4 switch 39a (A14601).
[0369] Next, the game control device 100 performs a normal power 4 prize entry switch monitoring process, which monitors the input from the activation switch 5 39a (A14602).
[0370] If the normal figure 4 game processing number is not 2 or greater, i.e., 0 or 1 (result of A14603 is "N"), the game control device 100 determines whether a game other than normal figure 4 is in a winning state (A14604). If a game other than normal figure 4 is in a winning state (result of A14604 is "Y"), the game control device 100 proceeds to step A14617, and if a game other than normal figure 4 is not in a winning state (result of A14604 is "N"), the game control device 100 proceeds to step A14605.
[0371] On the other hand, if the game processing number in Figure 4 is 2 or greater (the result of A14603 is "Y"), the game control device 100 proceeds to step A14605.
[0372] Next, the game control device 100 updates the normal game processing timer by -1 (deducts 1) if it is not 0 (A14605). Note that the minimum value of the normal game processing timer is set to 0. Then, the game control device 100 determines whether the value of the normal game processing timer has become 0 or not (A14606).
[0373] If the value of the regular game processing timer is 0 (the result of A14606 is "Y"), that is, if time has run out or has already run out, the game control device 100 sets the regular game sequence branch table in a register (A14607) which is referenced to branch to the processing corresponding to the regular game processing number.
[0374] Furthermore, the game control device 100 obtains the branch destination address of the process corresponding to the game processing number in Figure 4 based on the set game sequence branch table in Figure 4 (A14608). Then, it makes a subroutine call using the game processing number in Figure 4 and executes the game branch process corresponding to the game processing number in Figure 4 (A14609).
[0375] If the game processing number in step A14609 is "0", the game control device 100 monitors the start of the variation in the variation display game shown in Figure 4, and executes the normal processing shown in Figure 4, which includes setting the start of the variation display game shown in Figure 4, setting the effects, and setting the information necessary for processing during the variation shown in Figure 4. (A14610)
[0376] Furthermore, if the game processing number is "1" in step A14609, the game control device 100 executes the normal figure 4 variation processing, which involves setting information necessary for performing the normal figure 4 display processing (A14611). For example, in the normal figure 4 variation processing, in order to transition to the normal figure 4 display processing, "2" is set as the game processing number and saved in the normal figure 4 game processing number area, and the normal figure display time is saved in the normal figure 4 game processing timer area.
[0377] Furthermore, if the game processing number in step A14609 is "2", the game control device 100 executes the normal display processing for normal display 4 if the result of the normal display 4 variable display game is a win (A14612). This processing includes setting the normal display 4 opening time and setting information necessary for performing the normal display 4 win processing. For example, in the normal display processing for normal display 4, in order to transition to the normal display 4 win processing, the game processing number is set to "3" and saved in the normal display 4 game processing number area, as well as the normal power 4 opening time is saved in the normal power 4 game processing timer area. On the other hand, if the result of the normal display 4 variable display game is a loss, the game processing number is set to "0" and saved in the normal display 4 game processing number area in order to transition to the normal display 4 normal processing.
[0378] Furthermore, if the game processing number in step A14609 is "3", the game control device 100 executes the normal figure 4 hit processing, which involves setting information necessary to continue the normal figure 4 hit processing or to perform the normal electric 4 remaining ball processing (A14614). For example, in the normal figure 4 hit processing, after setting the normal variable prize device 37 (normal variable prize device 37g) to open a predetermined number of times, the game processing number is set to "4" and saved in the normal figure 4 game processing number area in order to proceed to the normal electric 4 remaining ball processing.
[0379] Furthermore, if the game processing number is "4" in step A14609, the game control device 100 executes the regular power 4 remaining ball processing, which involves setting information necessary for performing the regular power 4 end processing (A14615). For example, in the regular power 4 remaining ball processing, in order to proceed to the regular power 4 end processing, the game processing number is set to "5" and saved in the regular power 4 game processing number area, and the regular power 4 ending time is saved in the regular power 4 game processing timer area.
[0380] Furthermore, if the game processing number is "5" in step A14609, the game control device 100 executes the normal processing 4 end-of-day processing (A14616), which involves setting the necessary information for performing the normal processing 4 (A14610). For example, in the normal processing 4 end-of-day processing, "0" is set as the game processing number and saved in the normal processing 4 game processing number area in order to transition to the normal processing 4.
[0381] Subsequently, the game control device 100 prepares a regular symbol 4 variation control table for controlling the variation of regular symbols by the regular symbol display unit 53 (variation display unit 53) (A14617). Then, it executes the symbol variation control process related to the control of the variation of regular symbols by the regular symbol display unit 53 (A14618), and terminates the regular symbol 4 game process.
[0382] On the other hand, if the value of the game processing timer shown in Figure 4 is not 0 (the result of A14606 is "N"), that is, if time has not expired, the game control device 100 executes the processing from step A14617 onwards.
[0383] [Example of a timing chart when running a game with variable display (Figures 1-4) (Part 1)] Figure 31A is an example (part 1) of a timing chart when the game control device 100 executes the game shown in Figures 1-4.
[0384] At time t1 in Figure 31A, when a game ball passes through the normal diagram start gate 34 or enters (or wins) the normal diagram start opening 34b, the game control device 100 executes the normal diagram 1 variable display game (normal diagram 1) based on the normal diagram 1 start memory (normal diagram 1 reserve) that is stored. When the normal diagram 1 variable display game is executed, the normal diagram 1 reserve count is decremented by 1 (-1 update), and the normal diagram 1 reserve related to the currently executing normal diagram 1 variable display game becomes a reserve being consumed (consumed 1 (contained 1)). After that, the normal diagram 1 variable display game stops, and a win occurs.
[0385] At time t2, after the game displaying the variable display of Figure 1 based on the reserved (cancelled 1) during the consumption of the reserved (canceled 1) in Figure 1 has stopped, the game control device 100 switches the movable member 37b (normal electric 1) of the normal variable prize winning device 37d to the open state (open). With normal electric 1 in the open state, game balls flowing down the right side of the game area 32 by shooting to the right become able to enter the normal variable prize winning device 37d.
[0386] The game control device 100 then stores a normal ball entry start memory (normal ball entry reserve) each time a game ball enters the normal ball entry device 37d. At time t2, the normal electric 1 is opened, and for example, when four game balls enter the normal ball entry device 37d, four normal ball entry reserves are stored (four reserves). The normal electric 1 switches from the open state to the closed state (closed) after the normal electric 1 opening time (for example, 5500 msec (normal electric 1 opening time 1) or 1900 msec (normal electric 1 opening time 2)) has elapsed or the normal electric 1 count reaches or exceeds the upper limit (for example, 4).
[0387] When the normal power supply 1 is switched from the open state to the closed state, the game control device 100 executes the normal figure 2 variable display game (normal figure 2) based on the oldest reserve (normal figure 2 reserve 1 (reserve 1)) among the four stored normal figure 2 start memories (normal figure 2 reserves (normal figure 2 reserves 1 to 4)). When the normal figure 2 variable display game is executed, the normal figure 2 reserve count is decremented by 1 (-1 update), and the normal figure 2 reserve count becomes 3. After that, the normal figure 2 variable display game stops, and a win occurs.
[0388] Next, at time t3, after the regular display game based on regular display 2 hold 1 (hold 1) has stopped, the game control device 100 switches the movable member 37b (regular electric 2) of the regular variable prize winning device 37e to the open state (open). With the regular electric 2 in the open state, the flowing game balls become able to enter the regular variable prize winning device 37e.
[0389] The game control device 100 then stores a normal ball entry start memory (normal ball entry reserve) each time a game ball enters the normal ball entry device 37e. At time t3, the normal electric 2 is opened, and for example, when four game balls enter the normal ball entry device 37e, four normal ball entry reserves are stored (four reserves). The normal electric 2 switches from the open state to the closed state (closed) when the normal electric 2 open time (for example, 5500 msec) has elapsed or the normal electric 2 count reaches an upper limit (for example, 4).
[0390] When the regular power supply 2 is switched from the open state to the closed state, the game control device 100 executes the regular figure 3 variable display game (regular figure 3) based on the oldest reserve (regular figure 3 reserve 1 (reserve 1)) among the four regular figure 3 start memories (regular figure 3 reserves (regular figure 3 reserves 1 to 4)) stored in memory. When the regular figure 3 variable display game is executed, the number of regular figure 3 reserves is decremented by 1 (-1 update), and the number of regular figure 3 reserves becomes 3. After that, the regular figure 3 variable display game stops, and a win occurs.
[0391] Next, at time t4, after the regular display game based on regular display 3 reserve 1 (hold 1) has stopped, the game control device 100 switches the movable member 37b (regular electric 3) of the regular variable prize winning device 37f to the open state (open). With the regular electric 3 in the open state, the flowing game balls become able to enter the regular variable prize winning device 37f.
[0392] The game control device 100 then stores a normal ball entry start memory (normal ball entry reserve) each time a game ball enters the normal ball entry device 37f. At time t4, the normal electric 3 is opened, and for example, when four game balls enter the normal ball entry device 37f, four normal ball entry reserves are stored (four reserves). The normal electric 3 switches from the open state to the closed state (closed) when the normal electric 3 open time (for example, 5500 msec) has elapsed or the normal electric 3 count reaches the upper limit value (for example, 6).
[0393] When the normal power supply 3 is switched from the open state to the closed state, the game control device 100 executes the normal figure 4 variable display game (normal figure 4) based on the oldest reserve (normal figure 4 reserve 1 (reserve 1)) among the four stored normal figure 4 start memories (normal figure 4 reserve (normal figure 4 reserve 1 to 4)). When the normal figure 4 variable display game is executed, the normal figure 4 reserve count is decremented by 1 (-1 update), and the normal figure 4 reserve count becomes 3. After that, the normal figure 4 variable display game stops, and a win occurs.
[0394] Next, at time t5a, after the regular figure 4 variable display game based on regular figure 4 hold 1 (hold 1) has stopped, the game control device 100 switches the movable member 37b (regular electric 4) of the regular variable prize winning device 37g to the open state (open). With the regular electric 4 in the open state, the flowing game balls become able to enter the regular variable prize winning device 37g.
[0395] Then, the regular power 4 switches from the open state to the closed state (closed) when the regular power 4 open time (for example, 5500 msec) has elapsed or the regular power 4 count reaches the upper limit value (for example, 6). When the regular power 4 is switched to the closed state, the game control device 100 executes the regular power 4 variation display game (regular power 4) based on the oldest reserve (regular power 4 reserve 2 (reserve 2)) among the remaining three regular power 4 start memories (regular power 4 reserve 2 to 4), and then the regular power 4 variation display game stops and a win is declared.
[0396] Note that for Normal Figure 4 Reserves 2-4, the rank will move up by one each time Normal Figure 4 Reserve 1 is used. However, in the following explanation of the timing chart, the +1 rank increase will be omitted to make it easier to see which Normal Figure 4 Reserve is being used. Similarly, the +1 rank increase for Normal Figure 2 Reserves 2-4 and Normal Figure 3 Reserves 2-4 will also be omitted.
[0397] Next, at time t5b after the regular figure 4 variable display game based on regular figure 4 hold 2 (hold 2) has stopped, the game control device 100 switches the movable member 37b (regular electric 4) of the regular variable prize winning device 37g to the open state (open). In other words, the regular electric 4 is opened for the second time.
[0398] Subsequently, similarly, when the normal power 4 open time elapses or the upper limit of the normal power 4 count is reached, the normal power 4 switches from the open state to the closed state. When the normal power 4 switches to the closed state, the game control device 100 executes the normal power 4 variable display game (normal power 4) based on the older of the remaining two normal power 4 start memories (normal power 4 reserve 3, 4) (normal power 4 reserve 3 (reserve 3)), and then the normal power 4 variable display game stops and a win occurs.
[0399] Next, at time t5c, after the regular figure 4 variable display game based on regular figure 4 hold 3 (hold 3) has stopped, the game control device 100 switches the movable member 37b (regular electric 4) of the regular variable prize winning device 37g to the open state (open). In other words, the regular electric 4 is opened for the third time.
[0400] Subsequently, similarly, when the normal power 4 open time elapses or the upper limit of the normal power 4 count is reached, the normal power 4 switches from the open state to the closed state. When the normal power 4 switches to the closed state, the game control device 100 executes the normal power 4 variable display game (normal power 4) based on the remaining normal power 4 start memory (normal power 4 reserve 4 (reserve 4)), and then the normal power 4 variable display game stops and a win occurs. When the normal power 4 variable display game based on normal power 4 reserve 4 is executed, all normal power 4 start memory counts (normal power 4 reserve counts) are consumed and become 0.
[0401] Next, at time t5d, after the game displaying the variation of the normal diagram 4 based on the normal diagram 4 hold 4 (hold 4) has stopped, the game control device 100 switches the movable member 37b (normal electric 4) of the normal variation prize winning device 37g to the open state (open). That is, normal electric 4 is opened for the fourth time. In this way, even when there are normal diagram 2 start memory counts and normal diagram 3 start memory counts (for example, 3 each), the game control device 100 executes normal diagram 4 with priority over normal diagrams 2 and 3 (priority variation). Also, as will be described later, even when there are normal diagram 2 start memory counts (for example, 3), the game control device 100 executes normal diagram 3 with priority over normal diagram 2 (priority variation). Furthermore, when there are normal diagram 1 start memory counts (in the case of 2 consecutive wins or more), the game control device 100 can similarly execute normal diagrams 2 to 4 with priority over normal diagram 1.
[0402] Subsequently, similarly, when the normal power 4 open time elapses or the upper limit of the normal power 4 count is reached, the normal power 4 switches from the open state to the closed state. When the normal power 4 switches to the closed state while the normal diagram 4 start memory count is 0, the game control device 100 executes the normal diagram 3 variable display game based on the normal diagram 3 reserve 2 (reserve 2), and then the normal diagram 3 variable display game stops, resulting in a win.
[0403] Next, at time t6, after the regular figure 3 variable display game based on regular figure 3 hold 2 (hold 2) has stopped, the game control device 100 switches the movable member 37b (regular electric 3) of the regular variable prize winning device 37f to the open state (open). In other words, the regular electric 3 is opened for the second time.
[0404] Then, each time a game ball enters the normal variable prize winning device 37f, the game control device 100 stores the normal diagram 4 start memory (normal diagram 4 reserve (for example, 4)), and when the normal electric 3 opening time (for example, 5500 msec) has elapsed or the normal electric 3 count reaches the upper limit value (for example, 6) or more, the normal electric 3 switches from the open state to the closed state (closed).
[0405] When the regular power supply 3 is switched from the open state to the closed state, the game control device 100 executes the regular power supply 4 variation display game (regular power supply 4) based on the oldest reserve (regular power supply 4 reserve 1 (reserve 1)) among the stored regular power supply 4 start memory (regular power supply 4 reserve). Thereafter, each time the regular power supply 4 variation display game is executed, the number of regular power supply 4 reserves is decremented by 1 (-1 update), and the above-described variation of regular power supply 4 and opening of regular power supply 4 are repeated until the number of regular power supply 4 reserves becomes 0.
[0406] [Example of a timing chart when running a game with variable display (Figures 1-4) (Part 2)] Figure 31B is an example (part 2) of a timing chart when the game control device 100 executes the game with the variable display shown in Figures 1-4. In the following explanation of the timing chart, content that overlaps with Figure 31A will be omitted as appropriate.
[0407] Figure 31B illustrates an example of the timing from when the regular figure 3 variable display game (regular figure 3) based on regular figure 3 reserve 4 stops and a win occurs. Note that the regular figure 3 reserve count is all consumed and becomes 0 due to the regular figure 3 based on regular figure 3 reserve 4 that is executed immediately before time t54. Also, the regular figure 2 reserve count is decremented by 1 to 3 (regular figure 2 reserves 2-4), and the regular figure 4 reserve count is all consumed and becomes 0.
[0408] At time t54 in Figure 31B, the regular electric current 3 is opened, and for example, when 4 game balls enter the regular variable prize winning device 37f, 4 regular figure 4 reserves (regular figure 4 reserves 1-4) are stored (4 reserves).
[0409] Subsequently, when the normal power supply 3 is switched from the open state to the closed state, the game control device 100 executes the normal power supply 4 variation display game (normal power supply 4) based on the normal power supply 4 hold 1 (hold 1), and if the normal power supply 4 is a win, the normal power supply 4 is opened at the following time t55a.
[0410] Thereafter, from time t55b to time t55d, in the same manner as from time t5b to t5d in Figure 31A, each time the stop result of Normal Figure 4 based on Normal Figure 4 Reserves 2-4 is correct, Normal Power 4 is switched from the closed state to the open state.
[0411] Then, when all of the regular diagram 4 reserves have been used up, that is, when the number of regular diagram 4 reserves is 0, and the regular electricity 4 is switched to the closed state, the game control device 100 executes the regular diagram 2 variable display game (regular diagram 2) based on the regular diagram 2 reserve 2 (reserve 2), and then the regular diagram 2 variable display game is stopped and a win occurs.
[0412] Next, at time t32, after the regular figure 2 variable display game based on regular figure 2 hold 2 (hold 2) has stopped, the game control device 100 switches the movable member (regular electric 2) of the regular variable prize winning device 37e to the open state (open). In other words, the regular electric 2 is opened for the second time.
[0413] Then, each time a game ball enters the normal variable prize winning device 37e, the game control device 100 stores a normal figure 3 start memory (normal figure 3 reserve (for example, 4)), and when the normal electric 2 open time elapses or the upper limit of the normal electric 2 count is reached, the normal electric 2 switches from the open state to the closed state (closed). When the normal electric 2 is switched to the closed state, the game control device 100 executes the normal figure 3 variable display game (normal figure 3) based on the oldest reserve (normal figure 3 reserve 1 (reserve 1)) among the stored normal figure 3 start memories (normal figure 3 reserve (figure 3 reserve 1 to 4)), and then the normal figure 3 variable display game stops and a win is declared.
[0414] Next, at time t42, after the regular figure 3 variable display game based on regular figure 3 hold 1 (hold 1) has stopped, the game control device 100 switches the movable member 37b (regular electric 3) of the regular variable prize winning device 37f to the open state (open).
[0415] Then, each time a game ball enters the normal variable prize entry device 37f, the game control device 100 stores a normal diagram 4 start memory (normal diagram 4 reserve). At time t42, the normal electric 3 is released, and for example, when 4 game balls enter the normal variable prize entry device 37f, 4 normal diagram 4 reserves (normal diagram 4 reserves 1 to 4) are stored (4 reserves).
[0416] When the normal power supply 3 is switched from the open state to the closed state, the game control device 100 executes the normal figure 4 variable display game (normal figure 4) based on the normal figure 4 reserve 1 (reserve 1), and then the normal figure 4 variable display game is stopped and a win occurs.
[0417] Next, at time t52, after the regular figure 4 variable display game (regular figure 4) based on regular figure 4 hold 1 (hold 1) has stopped, the game control device 100 switches the movable member 37b (regular electric 4) of the regular variable prize winning device 37g to the open state (open). After that, once the regular electric 4 is switched to the closed state, the regular electric 4 is similarly switched to the open state each time the regular figure 4 variable display game based on regular figure 4 holds 2 to 4 (hold 2 to 4) is executed, allowing the flowing game balls to enter the regular variable prize winning device 37g.
[0418] In this way, a regular Figure 2 variable display game (regular Figure 2) based on one regular Figure 2 hold allows regular Figure 3 holds to be stored up to an upper limit (e.g., 4), and based on the stored regular Figure 3 holds, the regular Figure 3 variable display game (regular Figure 3) can be executed multiple times (up to the upper limit of regular Figure 3 holds). Similarly, the regular Figure 4 variable display game (regular Figure 4) can also be executed multiple times (up to the upper limit of regular Figure 4 holds) by a regular Figure 3 variable display game based on one regular Figure 3 hold allowing regular Figure 4 holds to be stored up to an upper limit (e.g., 6). That is, one execution of regular Figure 2 allows regular Figure 3 to be executed up to 4 times (1 x 4) and regular Figure 4 to be executed up to 24 times (1 x 4 x 6). Also, one execution of regular Figure 1 allows regular Figure 2 to be executed up to 4 times (1 x 4), regular Figure 3 to be executed up to 16 times (1 x 4 x 4), and regular Figure 4 to be executed up to 96 times (1 x 4 x 4 x 6).
[0419] Subsequently, similarly, when regular diagram 2 is executed based on regular diagram 2 held 3 and 4, multiple regular diagram 3 held are stored, and when regular diagram 3 is executed based on the said regular diagram 3 held, multiple regular diagram 4 held are stored and regular diagram 4 is executed. Then, when all regular diagram held (regular diagrams 1 to 4 held) are consumed, the series of processes, namely the execution of regular diagrams 1 to 4 and the release of regular diagrams 1 to 4 when the relevant regular diagram is hit, is completed.
[0420] [Modified versions of the timing chart when running the regular display game (Figures 1-4)] Figure 32 is a modified example of the timing chart when the game control device 100 executes the variable display game shown in Figures 1-4.
[0421] In the above description, the game control device 100 was configured to execute the next regular diagram variation display game (regular diagram 1 to 4) after each regular power (regular power 1 to 4) switched from the open state to the closed state. However, as shown in the modified timing chart in Figure 33, the game control device 100 may also execute the regular diagram variation display game (regular diagram 2 to 4) based on the regular diagram start memory (regular diagram 2 to 4 held) if the next regular diagram start memory (regular diagram 2 to 4 held) occurs when the previous regular power (regular power 1 to 3) is in the open state.
[0422] In other words, when any of the normal power 1 to 3 open commands is prepared (when the previous normal power is in the open state), the game control device 100 can start the next normal figure variation display game (normal figure 2 to 4) in response to the normal figure 2 to 4 hold which is updated by +1 by the common processing of the operation 1 to 3 switches.
[0423] Specifically, as shown at time t1 in Figure 32, the regular display game (regular display 1) is executed based on the regular display 1 start memory (regular display 1 hold, consumption 1 (exit 1)). After that, when the regular display 1 stops and a win occurs, at the following time t2, the regular power 1 (movable member 37b of the regular variable prize winning device 37d) opens, and game balls can be entered into the regular variable prize winning device 37d.
[0424] Then, at time t2a, when a game ball enters the normal variable prize winning device 37d while the normal electric 1 is open, the normal variable display game (normal figure 2) is immediately started based on the normal figure 2 start memory generated by that entry. As a result, the normal figure 2 start memory corresponding to the started normal figure 2 becomes a pending (exhausted 1) that is being consumed, so new normal figure 2 start memories can be accumulated from 0 up to the upper limit of the normal figure 2 pending number (normal figure 2 start memory number) (for example, 4). Therefore, in this modified example, normal figure 2 can be executed one more time based on the pending that is being consumed, in addition to the pending that has been updated by +1 up to the upper limit (for example, 1 consumed + 4 pending). Note that normal electric 1 corresponds to the normal electric of the previous stage, and the normal figure 2 start memory corresponds to the normal figure start memory of the next stage.
[0425] Furthermore, at time t3, when the regular electric 2 is opened, game balls can be entered into the regular variable prize winning device 37e. When a game ball enters the regular variable prize winning device 37e, the regular variable display game (regular variable 3) is immediately started based on the regular variable 3 start memory generated by that entry. Similarly, the regular variable 3 start memory corresponding to the started regular variable 3 becomes a pending (exhausted 1) that is being consumed, so new regular variable 3 start memories can be accumulated from 0 up to the upper limit (for example, 4) (for example, 1 consumed + 4 pending). Note that regular electric 2 corresponds to the previous regular electric, and the regular variable 3 start memory corresponds to the next regular variable start memory.
[0426] Next, at time t4, when the regular electric 3 opens, game balls can enter the regular variable prize winning device 37f. When a game ball enters the regular variable prize winning device 37f, the regular figure 4 variable display game (regular figure 4) starts immediately, and the regular figure 4 start memory corresponding to the started regular figure 4 becomes a pending (deleted 1) that is being consumed, so new regular figure 4 start memories (regular figure 4 pending) can be accumulated from 0 up to the upper limit (for example, 6). In the modified example of Figure 32, similar to the examples in Figures 31A and 31B, the regular electric 4 opening time (for example, 5500 msec) ends when the number of regular figure 4 start memories (number of regular figure 4 pending) reaches 4 before the upper limit is reached (1 consumed + 4 pending). Also, regular electric 3 corresponds to the previous regular electric, and the regular figure 4 start memory corresponds to the next regular figure start memory.
[0427] Then, at time t5a, after the regular diagram 4, which was started based on the pending (discontinued 1) during digestion, has stopped in the winning state, the regular electric 4 switches to the open state. Here, the regular diagram 4 start memory when the regular electric 4 is in the open state is the regular diagram start memory of the same stage (same level) as the regular electric 4, and does not correspond to the next stage regular diagram start memory as described above. Therefore, the game control device 100 waits until the regular electric 4 changes from the open state to the closed state, and after the regular electric 4 has switched to the closed state, it executes the regular diagram 4 based on the regular diagram 4 start memory (regular diagram 4 pending 1 (hold 1)). Thus, the variation of the regular diagram 4 and the opening of the regular electric 4 occur alternately without overlap.
[0428] Subsequently, from time t5b to time t5e, the fluctuation of Normal Diagram 4 based on Normal Diagram 4 Reserves 1-4 (Reserves 1-4) and the opening of Normal Electricity 4 alternately repeat. Once all of the Normal Diagram 4 Reserves (Normal Diagram 4 Start Memory) are consumed, Normal Diagram 3 is executed based on Normal Diagram 3 Reserve 1 (Reserve 1). Note that Normal Diagram 3 Reserves (Reserve 1, Normal Diagram 3 Start Memory) correspond to the Normal Diagram Start Memory preceding Normal Electricity 4, but as shown at time t5e in Figure 32, the fluctuation may start immediately without waiting for Normal Electricity 4 to switch to the closed state.
[0429] Then, at time t6, after the regular figure 3 fluctuation display game based on regular figure 3 hold 1 (hold 1) has stopped, regular train 3 is released, and thereafter, based on the currently consumed holds and regular figure 4 holds (1 consumed + n held), the fluctuation of regular figure 4 and the release of regular train 4 are repeated. Furthermore, the series of processes, namely the execution of regular figures 1 to 4 and the release of regular trains 1 to 4 when the relevant regular figure is hit, are repeated until all regular figure holds (regular figure 1 to 4 holds) are consumed.
[0430] [Game board of the second modified version] Note that the game board 30 is not limited to the configurations shown in Figures 2A and 2B, but may also be configured as shown in Figure 33. Figure 33 is a front view of the second modified example of the game board 30.
[0431] In the second modified game board 30, three regular symbol start gates 34 and regular symbol start openings 34b are arranged vertically (in the direction of the downward flow of the game balls) in a series (single row) slightly below the center of the game area 32. Inside the three regular symbol start gates 34 and regular symbol start openings 34b, there are operating switches 1a to 1n 34a (gate switches, see Figure 3) for detecting game balls that have passed through the regular symbol start gates 34 or entered the regular symbol start openings 34b. Similarly in the second modified game board 30, when a game ball launched into the game area 32 passes through the regular symbol start gates 34 or enters the regular symbol start openings 34b, the regular symbol 1 variation display game is executed.
[0432] Furthermore, the second modified game control device 100 can also generate a predetermined game state again after the end of a predetermined game state based on the start memory (hold) shown in Figure 1 (continuous play of the predetermined game state).
[0433] In the second modified game board 30, as shown in Figure 33, the three regular starting gates 34 and regular starting openings 34b are arranged vertically, making it easy for a single game ball to pass through or enter them, generating four regular starting memories (regular holdings) at once, and allowing the predetermined game state to be repeated four times (four consecutive wins).
[0434] Furthermore, the multiple regular starting gates 34 and regular starting openings 34b described above only need to be provided so that a single game ball can pass through continuously, and do not need to be arranged in a vertical line. In addition, although the above embodiment described a configuration in which the regular starting gates 34 and regular starting openings 34b are arranged side by side, in a game machine 10 capable of executing a special symbol variation display game, for example, the special symbol starting gate and the special symbol starting opening may be arranged side by side, or other gates may be arranged side by side with other starting openings. Moreover, the regular starting gates 34 and regular starting openings 34b may be arranged side by side with other gates or other starting openings.
[0435] [Diagram of modified starting gate] Furthermore, the general-purpose starting gate 34 is not limited to being installed in series as shown in Figure 2A above, but may also be installed as shown in Figure 34. Figure 34 is a perspective view of a modified general-purpose starting gate 34.
[0436] In the modified diagram of the starting gate 34, a multi-stage (for example, 3 stages (1st stage, 2nd stage, 3rd stage)) cruun is arranged in a 3-stage cruun configuration, with the cruuns arranged in a series (single line) vertically (in the direction of the flow of the game balls). The cruun is, for example, a dish-shaped member on which the game balls can roll.
[0437] Each roulette wheel is provided with, for example, a starting gate 34 at the bottom through which the game balls can pass, and two outlets 30b for collecting the game balls. Each roulette wheel may have two or more starting gates 34, and one or three or more outlets 30b. The number of tiers in the roulette wheel is not limited to three, but may be increased or decreased to two or fewer tiers, or four or more tiers.
[0438] The game ball can flow down to the second stage of the roulette wheel by passing through the normal starting gate 34 of the first stage roulette wheel, and can flow down to the third stage of the roulette wheel by passing through the normal starting gate 34 of the second stage roulette wheel.
[0439] On the other hand, if a game ball enters the out-out opening 30b provided in each stage of the roulette wheel, it is immediately collected. Therefore, one game ball can pass through the starting gate 34 up to three times, increasing the player's anticipation of winning and thus enhancing the enjoyment of the game.
[0440] Furthermore, the game balls that pass through the normal starting gate 34 of the third stage of the roulette wheel may flow downwards, or they may be collected directly at the exit of the normal starting gate 34. If they are collected directly at the exit, the third stage gate functions as a normal starting opening 34b for the game balls to enter. On the other hand, if the game balls flow downwards, a normal starting opening 34b (not shown) can be provided below the normal starting gate 34 of the third stage of the roulette wheel, allowing the game balls to enter this opening 34b.
[0441] Alternatively, instead of providing an out-hole 30b for collecting game balls in each roulette wheel, a through-hole may be provided through which the game balls can pass downwards, increasing the chances of the game balls entering the starting gate 34 at each level. By providing such a passage, even if a game ball fails to pass through the starting gate 34 in the first level roulette wheel, for example, the chance to pass through the starting gate 34 continues in the second and third level roulette wheels, which can heighten the player's anticipation and enhance the enjoyment of the game.
[0442] Alternatively, instead of the third-stage roulette wheel, a display device that shows the roulette wheel on the display screen may be provided, and the random number 1 of the winning symbols generated when the second-stage regular symbol starting gate 34 is used to perform a decorative regular symbol variation display game on the display screen. For example, if the decorative regular symbol variation display game results in a win, a spectacular animation can be performed showing the game ball entering the roulette wheel on the display screen.
[0443] Alternatively, instead of the first and second stage general diagram start gates 34, through holes may be provided so that the general diagram 1 start memory is generated only when passing through the third stage general diagram start gate 34.
[0444] [Operation and Effects of the First Embodiment] The gaming machine 10 according to this embodiment includes a game control means (game control device 100) capable of executing a game (normal diagram variation display game, normal diagram), and is capable of generating a predetermined game state that is advantageous to the player when the result of the game is a predetermined result (win). The gaming machine 10 includes a plurality of starting areas (normal diagram starting gate 34, normal diagram starting opening 34b) through which a game ball flowing down the game area 32 can pass or enter, and a storage means (game control device 100) capable of storing a predetermined memory (normal diagram starting memory, normal diagram 1 hold) as a right to generate a predetermined game state when a game ball passes through or enters a starting area. The plurality of starting areas are arranged so that a single game ball can pass through or enter the plurality of starting areas in succession.
[0445] With this type of gaming machine 10, it is possible to easily generate multiple wins, thereby improving the enjoyment of the game.
[0446] Furthermore, in the gaming machine 10 according to this embodiment, the starting area located at the bottom of the gaming area 32 among the multiple starting areas (starting gate 34, starting opening 34b in the diagram) is a starting opening (starting opening 34b in the diagram) into which gaming balls can be entered.
[0447] With this type of gaming machine 10, game balls that have passed through starting areas other than the lowest one enter the lowest starting area, making it easier to generate multiple wins. Furthermore, since the game balls are collected in the lowest starting area and a predetermined result (win) is achieved, it becomes easier for the player to recognize that the predetermined result has been achieved, thereby improving the enjoyment of the game.
[0448] Furthermore, the gaming machine 10 according to this embodiment is equipped with a storage means (game control device 100) that can store a start memory corresponding to the right to execute a game (normal variation display game, normal) as a predetermined memory (normal start memory, normal 1 hold) when a game ball passes through or enters the start area (normal start gate 34, normal start opening 34b), and when the game is executed a predetermined game state is generated (i.e., the probability that the game will result in a predetermined outcome (win) is 100%).
[0449] With this type of gaming machine 10, a win is achieved when a game ball passes through or enters the starting area, which can increase the player's motivation to aim for the starting area and enhance the enjoyment of the game.
[0450] The gaming machine 10 according to this embodiment includes a gaming control means (gaming control device 100) capable of executing a game (normal diagram variation display game, normal diagram), and an effect control means (effect control device 300) capable of executing effects related to the game, and is capable of generating a predetermined game state that is advantageous to the player when the result of the game is a predetermined result (win). The gaming machine 10 includes a display device 41 capable of displaying a display related to the game, a plurality of starting areas (normal diagram starting gate 34, normal diagram starting opening 34b) through which a game ball flowing down the game area 32 can pass or enter, and a storage means (gaming control device 100) capable of storing predetermined memories (normal diagram starting memory, normal diagram 1 to 4 hold) as the right to generate a predetermined game state when a game ball passes through or enters a starting area. The plurality of starting areas are arranged so that one game ball can pass through or enter the plurality of starting areas in succession. When a predetermined game state is reached, or when a predetermined memory is stored, the effect control device displays a display related to the game on the display device 41.
[0451] With such a gaming machine 10, the display screen of the display device 41 shows suggestions for how to play, such as playing to the right (right-hand play instructions), the number of consecutive wins (number of consecutive wins), the current number of consecutive wins and wins, the number of memory slots for each regular symbol (number of reserved symbols for each regular symbol), the number of balls acquired, etc., in a way that makes it easier to generate multiple wins, thereby improving the enjoyment of the game.
[0452] [Second Embodiment] The game control device 100 of the second embodiment of the game machine 10 will be described with reference to Figures 35 to 37B. Note that configurations other than those described below may be the same as in the first embodiment. Furthermore, in the following embodiments, the same reference numerals are used for components that perform the same functions as in the first embodiment, and redundant descriptions are omitted as appropriate.
[0453] [Appearance of the game control device of the second embodiment] Figure 35 shows the external appearance of the game control device 100 according to the second embodiment.
[0454] The game control device 100 shown in Figure 35 is configured as a circuit board box for housing the game control board.
[0455] The circuit board box comprises a mounting base (first case member) that is attached to the gaming machine 1, and a lid member (second case member) 550 that is attached to the mounting base and defines a storage space for housing the game control board between itself and the mounting base. The circuit board box is made of transparent synthetic resin, and is configured so that the game control board housed inside can be seen even when the lid member 550 is attached to the mounting base.
[0456] The mounting base (first case member) and the lid member (second case member) 550 are sealed together by a one-way screw (fastener) that can only be turned in the tightening direction. In order to remove the game control board, it is necessary to disconnect the one-way screw. Therefore, when the fastening between the mounting base and the lid member 550 is released, traces are left behind, making it easy to detect any fraudulent activity, such as the replacement of the game control board.
[0457] The game control device 100 is equipped with terminals for connecting to various components within the game machine or to external devices. Specifically, the top of the circuit board box is equipped with, from left to right, an operation 1a switch connector 511, an operation 1b switch connector 512, a combined display connector 513, a performance connector 514, and various switch connectors 515 including operation 2-5 switches 39a. Furthermore, the lower left side is equipped with a test terminal connector 516, and the lower right side is equipped with an information output connector 517 and a power supply connector 518.
[0458] To explain each terminal, the 1a switch connector 511 is connected to the 1a switch 34a, and the 1b switch connector 512 is connected to the 1b switch 34b. A signal is input when a game ball enters the normal starting gate 34.
[0459] The integrated display connector 513 is connected to the integrated display device 50 via the connection wiring 501. The integrated display connector 513 has two rows and twelve pins. Furthermore, the integrated display connector 513 is sandwiched between other connectors, that is, it is positioned inward compared to the other connectors. This reduces the possibility of damage or connection failures occurring, such as when a game ball hits it during installation on the island equipment, and prevents the inconvenience of various displays not being shown on the integrated display device 50, making it impossible to understand the progress of the game.
[0460] The effect connector 514 is connected to the effect control device 300, and commands related to the game are transmitted to it. The various switch connectors 515 are connected to the operation 2-5 switches 39a and the count switch, etc. Operation 1c switch 34a, which corresponds to the normal start port 34b, may also be connected.
[0461] The test terminal connector 516 is connected to the test device 500 and outputs test signals. The information output connector 517 outputs game data to external devices such as information collection devices and management devices (not shown). The power supply connector 518 is connected to the power supply device 450 and the payout control device 410 and receives power, inputs signals such as power outage monitoring signals and reset signals, and sends and receives commands related to payouts.
[0462] [Around the connector of the game control device in the second embodiment] Next, with reference to Figures 36A to 36C, the configuration around the connector (particularly the 1b switch connector 512) of the game control device 100 of the second embodiment will be described.
[0463] Figure 36A is an enlarged front view of a part of the game control device 100 of the second embodiment. Figure 36B is an enlarged pattern view (back side) of the pattern (circuit, wiring) around the operating 1b switch connector 512 of the game control device 100 of the second embodiment, as seen from the back side, and Figure 36C is an enlarged view of the area around the said operating 1b switch connector 512.
[0464] As shown in Figure 36A, the game control board of the game control device 100 of the second embodiment has various wiring or circuit patterns (for example, patterns 531 to 534, etc.) formed on it. The game control board is, for example, a general double-sided printed circuit board (double-sided board).
[0465] For example, as shown in Figure 36B, pattern 531 is formed as a back surface pattern 531b that is electrically connected (conductive) to the back surface of the game control board via a through hole (via hole) 531a, and is connected from this back surface to one side of the 2-pin connector pin 512b of the operating 1b switch connector 512. In Figure 36B, the back surface pattern (second pattern) formed on the back surface of the game control board, including the back surface pattern 531b, is shown by a solid line, and the pattern formed on the front surface of the game control board (first pattern) is shown by a dashed line. Here, the front surface of the game control board is the side with the connector such as the operating 1b switch connector 512 (first surface), and the back surface is the side without the connector (second surface).
[0466] Furthermore, the connector pin 512b is fixed to the connector body 512a and protrudes from the surface of the game control board through a through-hole. The connector body 512a is formed so that one side has a different shape (for example, a recessed shape) than the other side, so that the orientation can be matched when inserting the corresponding connector. In addition, the connector body of each connector on the game control board is formed to have a different shape (for example, different length or recess shape) than the connector body of other connectors, so that it can be matched with the corresponding connector. This prevents the wrong connector from being inserted into the connector body.
[0467] The cover member 550 has an opening 550b that exposes the 1b switch connector 512 to the outside of the cover member 550. The opening 550b is formed in a rectangular shape that conforms to the shape of the connector body 512 of the 1b switch connector 512. A gap (gap portion) of distance D1 or D2 is created between the cover member 550 and the connector body 512a of the 1b switch connector 512.
[0468] Here, as described above, pattern 531 is connected from the back surface pattern 531b formed on the back surface of the game control board to one side of the connector pin 512b, and therefore is not formed around the actuation 1b switch connector 512 on the front surface of the game control board. Similarly, various other patterns (including patterns 532 to 534, etc., of the game control board) are not formed around the actuation 1b switch connector 512 on the front surface of the game control board.
[0469] Therefore, even if an attempt is made to make an electrical connection to various patterns on the game control board, including pattern 531, from the surface of the game control board through the opening 550b, it is not possible to make an electrical connection because these patterns are formed on the back surface of the game control board around the actuating 1b switch connector 512. As a result, unauthorized access from around the actuating 1b switch connector 512 can be effectively prevented, thereby improving the quality of the game machine 10. Furthermore, since the opening 550b is formed in a rectangular shape, it is easier to tolerate dimensional errors of the opening 550b relative to the actuating 1b switch connector 512, making it possible to manufacture it at a low cost and thus improving productivity (throughput).
[0470] Furthermore, as shown in Figure 36A, the distance L1 between the through hole 531a and the outer periphery of the opening 550b (the edge of the lid member 550 around the opening 550b) is greater than or equal to the distance D1 or D2 between the connector body 512a of the operating 1b switch connector 512 and the outer periphery of the opening 550b (the edge of the lid member 550). In addition, the pattern 531 is provided in a position that does not pass through (does not overlap with) the gap formed with an interval of approximately distance D1 (distance D2 in some parts).
[0471] Here, distance L1 is the distance between the closest point between the through hole 531a and the outer periphery of the opening 550b.
[0472] Furthermore, distance D1 is the normal gap (design allowable space, e.g., 2 mm) between the connector body 512a and the outer circumference of the opening 550b, and distance D2 is the distance between the farthest points between the connector body 512a and the outer circumference of the opening 550b (e.g., 5 mm).
[0473] Therefore, since distance L1 is greater than or equal to distance D1 or distance D2, even if one attempts to make an electrical connection from the opening 550b to the through hole 531a or pattern 531, the distance to the outer periphery of the opening 550b is too great, making access difficult. As a result, fraud can be effectively prevented, and the quality of the gaming machine 10 can be improved.
[0474] While the relationship between the closest distance L1 between the through-hole 531a and the outer circumference of the opening 550b and distances D1 and D2 has been explained, a similar relationship can be established between the closest distance between the through-hole 531a and the connector body 512a and distances D1 and D2. That is, the closest distance between the through-hole 531a and the connector body 512a will be greater than or equal to distances D1 and D2. By establishing such a relationship, even if someone attempts to make an electrical connection from the opening 550b to the through-hole 531a or pattern 531, the distance to the connector body 512a becomes too great, making access difficult. This effectively prevents fraud and improves the quality of the gaming machine 10.
[0475] Furthermore, the pattern 531 and the through-hole 531a are positioned so as not to pass through the gap formed between the connector body 512a and the outer periphery of the opening 550b (the edge of the cover member 550) (in other words, they are not located inside the opening 550b but are covered by the cover member 550), and similarly, access to the through-hole 531a and the pattern 531 becomes difficult when attempting to make an electrical connection, thus effectively preventing fraud and improving the quality of the gaming machine 10.
[0476] Furthermore, the through-hole 531a is formed in a position that overlaps with the side wall portion 550a of the lid member 550. The side wall portion 550a is a part of the surface that forms the side surface of the lid member 550, and is a surface that rises and extends at an angle (for example, vertically) away from the game control board. Connectors such as the 1b switch connector 512 are formed on the outside of the side wall portion 550a so as to reduce the gap formed between them and the lid member 550a, and so as to make it easier to insert the corresponding connector. The through-hole 531a may be formed at a position further away from the 1b switch connector 512 than the side wall portion 550a.
[0477] Furthermore, the same configuration as described above can be applied to the surrounding components of connectors other than the 1b switch connector 512. Also, in the following modified examples, the same configuration as described above can be applied to the surrounding components of connectors other than the 1b switch connector 512.
[0478] [Around the connector of the game control device in a modified example of the second embodiment] Next, with reference to Figures 37A and 37B, the configuration around the connector (particularly the 1b switch connector 512) of the modified game control device 100 of the second embodiment will be described.
[0479] Figure 37A is an enlarged front view of a part of the modified game control device 100 of the second embodiment. Figure 37B is an enlarged view of the area around the operating switch connector 512 of the modified game control device 100 of the second embodiment.
[0480] As shown in Figure 37A, in the game control board of the modified game control device 100 of the second embodiment, various patterns (e.g., patterns 531 to 534, etc.) and connectors (especially the 1b switch connector 512) are formed in the same way as the game control board of the second embodiment described above in Figure 36A.
[0481] On the other hand, as shown in Figure 37B, the opening 550b of the lid member 550 is formed in a recessed shape so that the gap (gap portion) between the connector body 512a and the outer periphery of the opening 550b (the edge of the lid member 550 around the opening 550b) is a substantially uniform distance D1 (for example, 2 mm). In other words, the opening 550b is formed in a recessed shape so as to more accurately conform to the shape of the connector body 512 of the operating 1b switch connector 512. Therefore, in the modified lid member 550, a constant distance D1 is maintained around the entire circumference between the connector body 512a and the outer periphery of the opening 550b. Distance D1 is a relatively narrow distance compared to distance D2.
[0482] Therefore, in the modified game control device 100's game control board, even if an attempt is made to make an electrical connection to the through hole 531a or pattern 531 through the gap (gap) formed between the connector body 512a and the outer periphery of the opening 550b, there is no area where the gap widens, thus reducing the room for inserting a component to attempt unauthorized access. As a result, fraud can be effectively prevented, and the quality of the game machine 10 can be improved.
[0483] [Effects and Effects of the Second Embodiment] The gaming machine 10 according to this embodiment includes a control device (gaming control device 100) that controls a game (normal figure variation display game, normal figure), and is capable of generating a predetermined game state that is advantageous to the player when the result of the game is a predetermined result (win). The gaming machine 10 includes a connector (for example, an operating 1b switch connector 512) to which the wiring-side connector of a wiring that can be electrically connected to the outside of the control device is connected, and a cover member (lid member 550) that covers the control device, the cover member having an opening 550b that exposes the connector, and the opening 550b is shaped to conform to the shape of the connector.
[0484] With this type of gaming machine 10, even if someone attempts to make an electrical connection to the through-hole 531a or pattern 531 through the gap (gap) formed between the connector body 512a and the outer circumference of the opening 550b, the gap maintains a constant distance D1 around its entire circumference, and there is no region where the gap widens. As a result, there is less room to insert a component in order to attempt unauthorized access. Consequently, fraud can be effectively prevented, and the quality of the gaming machine 10 can be improved.
[0485] Furthermore, in the gaming machine 10 according to this embodiment, the control device (gaming control device 100) further includes a pattern (e.g., pattern 531) that is electrically connected to a connector (e.g., an operating 1b switch connector 512), and the pattern does not pass through the gap (gap, design allowable space, e.g., 2 mm) formed between the connector and the opening 550b on the side (front surface, first surface) of the control device that has the connector.
[0486] With this type of gaming machine 10, since the pattern (e.g., pattern 531) does not pass through the gap formed between the connector and the opening 550b, it becomes difficult to access the through-hole 531a or pattern 531 when attempting to make an electrical connection, thereby effectively preventing fraud and improving the quality of the gaming machine 10.
[0487] Furthermore, the gaming machine 10 according to this embodiment includes a pattern (for example, pattern 531) that is electrically connected to a connector (for example, an operating 1b switch connector 512), and a cover member (lid member 550) that covers a control device (gaming control device 100). The cover member has an opening 550b that exposes the connector. The opening 550b is formed in a rectangular shape. The pattern does not pass through the gap formed between the connector and the opening 550b on the side of the control device that has the connector (front surface, first surface).
[0488] With this type of gaming machine 10, since the pattern does not pass through any gaps on the surface equipped with the connector of the control device, electrical connection cannot be made, and unauthorized access can be effectively prevented. Furthermore, because the opening 550b is formed in a rectangular shape, it is possible to tolerate mating errors when connecting the connector, which allows for inexpensive manufacturing and improves productivity (throughput).
[0489] The gaming machine 10 according to this embodiment includes a pattern (e.g., 531) that is electrically connected to other electronic components or connectors (e.g., an operating 1b switch connector 512) provided on the control device (gaming control device 100), a through hole 531a that allows the pattern to be electrically connected between the side of the control device with the connector (front surface, first surface) and the other surface (back surface, second surface), and a cover member (lid member 550) that covers the control device. The cover member has an opening 550b that exposes the connector. The distance L1 between the through hole 531a and the outer periphery of the opening 550b (the edge of the lid member 550 around the opening 550b) is greater than or equal to the distance D1 or distance D2 between the connector and the outer periphery of the opening 550b.
[0490] In this type of gaming machine 10, since distance L1 is greater than or equal to distance D1 or distance D2, even if one attempts to make an electrical connection from the opening 550b to the through hole 531a or pattern 531, the distance is too great to access them. As a result, fraud can be effectively prevented, and the quality of the gaming machine 10 can be improved.
[0491] Furthermore, in the gaming machine 10 according to this embodiment, the cover member (lid member 550) has a side wall portion 550a that extends at an angle (for example, vertically) from the side (front surface, first surface) on which the connector of the control device (gaming control device 100) is located, in a direction away from the gaming control board of the gaming control device 100. The through hole 531a, which is formed at the position closest to the connector (for example, the 1b switch connector 512) among the through holes, is formed at a position that overlaps with the side wall portion 550a or at a position further away from the connector than the side wall portion 550a.
[0492] With this type of gaming machine 10, the through-hole 531a is formed at a position that overlaps with the side wall portion 550a of the lid member 550 or at a position further away from the connector than the side wall portion 550a. As a result, the distance becomes greater, making it difficult to access and effectively preventing fraud, thereby improving the quality of the gaming machine 10. Furthermore, since the side wall portion 550a is angled upwards toward the direction away from the game control board, even if a hole is illegally drilled in the side wall portion 550a, the through-hole 531a and pattern 531 are not arranged directly below the hole, making access difficult and effectively preventing fraud.
[0493] It should be noted that the present invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of its technical idea, and these are clearly included within the technical scope of the present invention. For example, it is possible to combine multiple embodiments. Also, for example, the present invention can be applied to other types of gaming machines (such as slot machines). The scope of the present invention is indicated by the claims, and all modifications within the meaning and content equivalent to the claims are intended to be included. [Explanation of symbols]
[0494] 10 Gaming Machines 25 Performance Buttons 30 game boards 32 Gaming Area 34 General-purpose starting gate 34b General diagram starting port 37. Standard Variable Prize Winning Device 50 Batch display device (LED) 100 Gaming control devices (main board, gaming control board) 200 Dispensing Control Device 300 Performance control device (sub-board)
Claims
[Claim 1] In a gaming machine equipped with game control means capable of running a game, The aforementioned game control means is A performance display means capable of displaying information regarding the performance of the gaming machine, Information retention means capable of retaining game information before power cut-off, Information output means capable of outputting information externally, The circuit board constituting the game control means, A circuit board box for housing the aforementioned circuit board, Equipped with, In response to power-on, the system performs a validity check on the game information held in the information holding means, and if the game information is determined to be abnormal based on the validity check, the abnormality can be notified by outputting a security signal from the information output means. The aforementioned circuit board is A connector that connects to components within the gaming machine or to external devices, A first wiring pattern connected to an electronic component, A second wiring pattern connected to the aforementioned connector, A through hole that allows the first wiring pattern on the front side of the circuit board and the second wiring pattern on the back side of the circuit board to be electrically connected between the front side and the back side of the circuit board, Equipped with, The aforementioned circuit board box is First case component, A second case member that defines a storage space for housing the circuit board between itself and the first case member, Equipped with, The aforementioned second case member is A side wall portion defines a storage space with a first height in the area where the electronic components are arranged, and a storage space with a second height lower than the first height in the area where the connectors are arranged. An opening formed in a rectangular shape that exposes the connector to the outside, Equipped with, The circuit board has the second wiring pattern but does not have the first wiring pattern in the region overlapping with the opening. The side wall portion extends substantially vertically from the circuit board to the first height, and is formed at a position overlapping the through hole, such that the distance from the through hole to the portion of the rectangular opening closest to the through hole is greater than or equal to the size of the gap between the connector and the opening. Gaming machine.
Citation Information
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