Gaming machine
By setting up multiple game status and performance control devices in the game console, the problem of game consoles causing player addiction has been solved, achieving the effect of preventing addiction and ensuring that players can play games with a calm mind.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SOPHIA CO LTD
- Filing Date
- 2022-01-27
- Publication Date
- 2026-06-24
AI Technical Summary
Existing game consoles are prone to causing players to become addicted to games, lack anti-addiction measures, and affect players' mentality.
By setting multiple game states, using counters, flags, and a game unplayability generator, the game's unplayability state is controlled, and state initialization and error notifications are performed through portable performance devices and performance control devices to prevent addiction.
It effectively prevents players from becoming addicted and ensures that players can play the game with a calm mindset.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, gaming machines capable of executing games (such as games) are known (see, 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] In recent years, further improvement has been desired regarding prevention of player immersion in games. An object of the present invention is to provide a gaming machine that prevents player immersion and allows players to play games with peace of mind.
Means for Solving the Problems
[0005] To solve the above problems, a gaming machine capable of controlling the game by setting one of two or more game states is provided, comprising: a counting means for counting a count value based on the difference between the number of game media given to the player or the number of game media to be given to the player and the number of game media used; a flag that can be set to indicate the occurrence of a game-unplayable state in which the game cannot be played when predetermined conditions based on the count value are met, and a game stop means that generates a game-unplayable state based on the flag; a movable performance device that performs predetermined performance actions; and a performance control means that can control the performance actions of the movable performance device, wherein the flag is stored in a memory area that stores game states, and the initialization operation of the memory area of the gaming machine The game state is not initialized when powered on without an initialization operation, but is initialized when powered on with an initialization operation, the game state is initialized when powered on with an initialization operation, the count value is initialized when powered on, the game stop means is capable of generating a suppression state that suppresses the occurrence of a game-unavailable state, the performance control means, if the movable performance device is in an operating position other than the initial position after the occurrence of a game-unavailable state, returns the movable performance device from the operating position to the initial position, performs the initial operation of the movable performance device if the game-unavailable state is not at powered on, does not perform the initial operation of the movable performance device if the game-unavailable state is at powered on, and enables notification of the occurrence of a game-unavailable state by a game-unavailable state notification means when the game-unavailable state is in effect. Unable to play, The system enables notification of predetermined errors that occur after the occurrence of the game-inoperable state by an error notification means. The error notification means terminates the notification of the predetermined error once the predetermined error is resolved. do. [Effects of the Invention]
[0006] According to the present invention, it is possible to provide a gaming machine that prevents players from becoming addicted and allows them to play with peace of mind. [Brief explanation of the drawing]
[0007] [Figure 1] This is a perspective view of the gaming machine from the front. [Figure 2] This is a front view 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 5] This is a flowchart (part 1) showing the procedure for the main process. [Figure 6] This is a flowchart (part 2) showing the procedure for the main process. [Figure 7] This is flowchart (part 3) showing the procedure for the main process. [Figure 8] This diagram shows the RAM configuration of a microcontroller used for gaming. [Figure 9] This is a flowchart showing the procedure for initializing safety device information. [Figure 10] This is a flowchart showing the procedure for editing performance display. [Figure 11] This is a flowchart showing the procedure for handling timer interrupts. [Figure 12] This is a flowchart showing the output processing procedure. [Figure 13] This is a flowchart showing the procedure for the prize slot switch / status monitoring process. [Figure 14] This is a flowchart showing the procedure for monitoring fraud and prize winnings. [Figure 15] This is a flowchart showing the procedure for updating the prize count counter. [Figure 16] This flowchart shows the procedure for checking the status of a gaming machine. [Figure 17] This flowchart shows the procedure for changing / confirming probability settings. [Figure 18] This is a flowchart showing the procedure for processing special game graphics. [Figure 19] This flowchart shows the procedure for monitoring the start switch. [Figure 20] This flowchart shows the procedure for common processing of the special start port switch. [Figure 21] This is a flowchart showing the procedure for monitoring switches in a specific area. [Figure 22] This is a flowchart showing the procedure for normal processing of special drawings. [Figure 23]It is a flowchart showing the procedure of the special figure 1 change start process. [Figure 24] It is a flowchart showing the procedure of the special figure 2 change start process. [Figure 25] It is a flowchart showing the procedure of the big win flag 1 setting process. [Figure 26] It is a flowchart showing the procedure of the big win flag 2 setting process. [Figure 27] It is a flowchart showing the procedure of the big win determination process. [Figure 28] It is a flowchart showing the procedure of the small win determination process. [Figure 29] It is a flowchart showing the procedure of the bonus win determination process. [Figure 30] It is a flowchart showing the procedure of the special figure 1 stop symbol setting process. [Figure 31] It is a flowchart showing the procedure of the special figure 2 stop symbol setting process. [Figure 32] It is a flowchart showing the procedure of the special figure information setting process. [Figure 33] It is a flowchart showing the procedure of the change pattern setting process. [Figure 34] It is a flowchart showing the procedure of the 2-byte allocation process. [Figure 35] It is a flowchart showing the procedure of the allocation process. [Figure 36] It is a flowchart showing the procedure of the change start information setting process. [Figure 37] It is a flowchart showing the procedure of the special figure change in progress process. [Figure 38] It is a flowchart showing the procedure of the time shortening end setting process. [Figure 39] It is a flowchart showing the procedure of the effect mode information check process. [Figure 40] It is a flowchart showing the procedure of the first half of the special figure display in progress process. [Figure 41] It is a flowchart showing the procedure of the second half of the special figure display in progress process. [Figure 42]This flowchart shows the procedure for setting up support operation. [Figure 43] This is a flowchart showing the procedure for processing special effects in the game. [Figure 44] This is a flowchart showing the procedure for normal operation of special features. [Figure 45] This is a flowchart showing the procedure for ending a jackpot. [Figure 46] This is a flowchart showing the procedure for the jackpot termination setting process 1. [Figure 47] This is a flowchart showing the procedure for the jackpot termination setting process 2. [Figure 48] This is a flowchart showing the procedure for processing the general diagram game. [Figure 49] This is a flowchart showing the procedure for gate switch monitoring. [Figure 50] This is a flowchart showing the procedure for monitoring the regular electricity entry switch. [Figure 51] This is a flowchart showing the procedure for normal processing. [Figure 52] This flowchart shows the procedure for setting up the transition process during normal diagram changes. [Figure 53] This flowchart shows the procedure for processing during normal graph fluctuations. [Figure 54] This is a flowchart showing the procedure for processing while the general diagram is displayed. [Figure 55] This is a flowchart showing the procedure for processing each drawing. [Figure 56] This flowchart shows the procedure for the transition to normal operation settings. [Figure 57] This flowchart shows the procedure for disposing of remaining light bulbs in regular operation. [Figure 58] This is a flowchart showing the procedure for the completion process per drawing. [Figure 59] A flowchart showing the procedure for the first part of the external information editing process. [Figure 60] This is a flowchart showing the procedure for the latter half of the external information editing process. [Figure 61]This is a time chart showing the transmission of external information or test signals. [Figure 62] This is a flowchart showing the procedure for processing related to safety devices. [Figure 63] This is a flowchart showing the procedure for out-of-bounds integration processing. [Figure 64] This is a flowchart showing the procedure for controlling the performance display device. [Figure 65] This is a flowchart showing the procedure for verifying the number of tokens won. [Figure 66] This is a flowchart showing the procedure for monitoring the operation of safety devices. [Figure 67] This is a flowchart showing the main processing of the performance control system. [Figure 68] This is a flowchart showing the process of checking received commands. [Figure 69] This is a flowchart showing the process of parsing received commands. [Figure 70] This is a flowchart showing the processing of single-use commands. [Figure 71] This is a flowchart showing the pre-read symbol command processing. [Figure 72] This is a flowchart showing the processing of predictive variable commands. [Figure 73] This is a flowchart for processing pattern-based commands. [Figure 74] This is a flowchart showing the processing of variable commands. [Figure 75] This is a flowchart showing the process for setting up variable effects. [Figure 76] This is a flowchart showing the procedure for processing hit-related commands. [Figure 77] This table shows the configuration of the performance-related devices depending on the status of the safety devices. [Figure 78] This is an example of a screen transition diagram (Example 1) showing the display screens of a display device in chronological order. [Figure 79] This is an example of a screen transition diagram (Example 1) showing the display screens of a display device in chronological order. [Figure 80]This is another example (Example 2) of a screen transition diagram showing the display screens of a display device in chronological order. [Figure 81] This diagram illustrates an example of an operation notification display when the vehicle is not waiting for customers. [Figure 82] This diagram illustrates the display of the notification before and after a reach during a variable display, excluding when waiting for customers. [Figure 83] This diagram illustrates an example of an operation notification display while waiting for customers. [Figure 84] An example of the display screen of the device in the settings confirmation state (settings confirmation mode) is shown. [Figure 85] This figure shows an example of a specific model display that appears in a format other than video (Example 1). [Figure 86] This figure shows an example of a specific model display that appears in a format other than video (Example 2). [Figure 87] This diagram shows an example of a menu screen and an item screen corresponding to the item selected on the menu screen. [Figure 88] This diagram illustrates an example of the relationship between the operation of a safety device, the menu screen, and the item screen corresponding to the item selected on the menu screen. [Figure 89] This is a timing chart illustrating an example of the relationship between the operation of a safety device, its display, and the action buttons. [Figure 90] This diagram illustrates an example of the relationship between the operation of a safety device, its display, and the action buttons. [Figure 91] This diagram illustrates an example of the relationship between the operation of a safety device and the menu screen. [Figure 92] This diagram illustrates an example of the relationship between the activation of a safety device and the corresponding item screen selected on the menu screen. [Figure 93] This diagram illustrates an example of the relationship between the activation of a safety device and the corresponding item screen selected on the menu screen. [Figure 94] This timing chart illustrates an example of the relationship between the activation of a safety device and the corresponding item screen selected on the menu screen. [Figure 95]This diagram illustrates an example of the relationship between the in-game movie and the menu screen. [Figure 96] This diagram illustrates a variation of the menu screen. [Figure 97] This diagram illustrates an example of an indicator showing that the system is in operation. [Figure 98] This timing chart illustrates an example of the relationship between the activation of a safety device and an external signal. [Figure 99] This flowchart illustrates an example of the initial operation setting process performed by a performance control system. [Figure 100] This flowchart illustrates an example of the power-saving mode processing performed by a gaming control device. [Figure 101] This flowchart illustrates an example of the power saving function setting process performed by the performance control system. [Modes for carrying out the invention]
[0008] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. The terms "front, back, left, and right" refer to the directions as seen from the perspective of the player during gameplay.
[0009] [Overall diagram of the gaming machine] Figure 1 is a diagram illustrating a gaming machine. The gaming machine 10 is attached to a frame 11 fixed to the island equipment via a hinge 16 so as to be able to open and close and rotate. It is equipped with an opening and closing frame. The opening and closing frame consists of a front frame 12 (main frame) and a glass frame 15 (front frame unit). It is composed of (a set). Also, the opening / closing frame is attached to the hinge on its left end. It has a pivot end, and its right end is the open end, which is released by rotation. Frame 11 and front frame 12 constitute the outer frame unit 17.
[0010] The front frame 12 is equipped with a game board 30 (see Figure 2), and the front of the game board 30 is A glass frame 15 having a cover glass 14 is attached. The cover glass 14 is play As a game viewing area that makes the game area 32 (see Figure 2) formed on the game board 30 visible, It is possible. Note that the cover glass 14 is shown as an example of a transparent material, and the cover glass A plastic cover may be used instead of S14. The glass frame 15 is a transparent component. It functions as a retaining frame for the transparent component.
[0011] The front frame 12 and the glass frame 15 can each be opened individually. For example, by opening only the glass frame 15, it is possible to access the game area 32 of the game board 30. This can be done. 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., located on the back side of the game board 30, is activated. It can be done.
[0012] Various frame components are arranged around the edge portion of the cover glass 14 of the glass frame 15. ru.
[0013] The upper center, right side, and left side of the glass frame 15 are equipped with features that allow for light-up effects according to the game state. Decorative devices 18a, 18b, and 18c are installed. Decorative devices 18a, 18b, and 18c are, It is a display device that houses lighting components such as LEDs inside and performs lighting effects according to the game state. Yes. The lighting components arranged inside these decorative devices 18a, 18b, and 18c are frame decorative components. It constitutes part of the structure 18 (see Figure 4).
[0014] The decorative device 18a is located on the upper part of the glass frame 15 (or opening / closing frame) and is positioned in the left-right direction of the gaming machine 10. It is a top unit that extends and protrudes diagonally upwards and forwards. The unit 18a has a substantially flat front section 456 on which various markings such as the model name are displayed. Decorative device 18a is fixed and does not move in this embodiment, but is designed to reduce the feeling of pressure on the player. It extends forward only when necessary from its retracted initial position (normal position), or vertically. Movement is permitted.
[0015] The decorative device 18b extends vertically to the right of the glass frame 15 and also faces forward. This is a protruding projection unit (front frame light-emitting unit). The decorative device 18c is made of glass. On the left side of frame 15, a projection unit extends vertically and protrudes forward. This is the front frame light-emitting unit. The decorative devices 18b and 18c are located on the central side (inside) of the gaming machine 10. The machine emits light towards the player (on the side) and also leaks light to the outside of the gaming machine 10 through multiple openings. It can be done.
[0016] Upper speakers 19a are positioned at the upper right corner and upper left corner of the glass frame 15, respectively. In addition to these upper speakers 19a, there are two lower speakers 19b at the bottom of the gaming machine 10. It is provided. The lower speaker 19b is located at the lower left corner of the glass frame 15 and the lower right of the front frame 12. They are positioned in the corners. These upper speaker 19a and lower speaker 19b are used for sound effects and warnings. These emit sounds such as alerts and notification sounds. The left and right upper speakers 19a are located on the right and left sides, respectively. It is covered by a speaker decorative member 13 on the side.
[0017] The lower part of the glass frame 15 has an upper tray unit with an upper tray 21 capable of storing game balls (game media). The top tray 20 is attached. The top tray 21 is formed in a box shape with an opening at the top. The game balls stored in tray 21 are supplied to the ball launching device one ball at a time.
[0018] The upper tray unit 20 includes a performance control device that receives input operations from the player, and a control device that receives input from the player. A ball dispensing device that accepts input operations, and a decorative device 2 that performs light effects, etc., according to the game state. It also includes 2 and .
[0019] The performance control device includes performance buttons 25, a directional key switch 28, and volume control buttons. This is an operating device including switches 27e and 27f, and is designed to be easy for players to operate, including the upper tray unit. It is located at the top center and to its left. The performance button 25 is surrounded by the control panel 26. It is positioned within the opening of the control panel 26 so as to be. The control panel 26 has a metal surface. Light can be reflected by plating or by making the entire material out of metal, for example, silver (silver It has a metallic sheen (of a certain color). When the effect button 25 lights up, the surrounding control panel 26 lights up the effect button. The light from Tan 25 is reflected, making the illumination effect of the effect button 25 more effective.
[0020] The performance button 25 includes a built-in performance button switch 25a and a surface provided It may include a touch panel 25b.
[0021] The volume control button switches 27e and 27f are located on the control panel 26 of the upper tray unit 20. Located on the left side, it allows you to adjust the volume of the upper speaker 19a and lower speaker 19b by increasing or decreasing them (+ / -). The directional pad switch 28 (directional pad SW) is located on the control panel 26 of the upper tray unit 20. Located on the upper left side, adjacent to the volume control button switches 27e and 27f, for example, for performance Adjust the brightness of the LED. The directional key switch 28 is also called the directional key switch. It is a typical type consisting of multiple switches (for example, four) arranged in the front, back, left, and right directions. For example, in a predetermined state such as while waiting for customers and / or while playing (during a game), the volume control button Pressing down the turn switches 27e and 27f allows you to adjust the volume of speakers 19a and 19b. It may be a performance, and the front or rear switch of the directional key switch 28 is pressed down for performance purposes. The light intensity (brightness, luminance) of LEDs, etc., may be adjustable. Furthermore, the volume control button may be... Without providing switches 27e and 27f, the left or right switch of the directional pad switch 28 can be pressed to operate the controls. The speakers 19a and 19b may be designed so that their volume can be adjusted.
[0022] When the player operates the performance control device (especially the performance button 25), the display device 41 (See Figure 2) Special effect animations that involve player intervention in special feature display games, etc. It is possible to do the following: For example, select a performance pattern (performance mode), or respond to startup memory. It is possible to perform a preview effect that foreshadows the outcome of the fluctuating display game in advance. Oh, the variable display game includes special variable display games, and if it's simply called a variable display game... In this specification, "special feature variation display game" refers to the special feature variation display game.
[0023] Furthermore, the player can operate the display control device not only while the variable display game is running, but also when it is not running. You may also change the presentation pattern by doing so.
[0024] Note that the game state when a variable display game is played consists of multiple game states. The "technique state (normal state)" refers to a game state in which no special game state has occurred. A specific game state refers to, for example, a time-saving state or a special display state in a game. A state in which the probability of a result (e.g., a big win) occurring is high (probability variation state, probability fluctuation state), a big win state ( The game machine 10 is in a special game state, a minor win game state (minor win state). The game control device 100 (game state selection means, The setting means selects (sets) one game state from among the multiple game states and sets the current game state It can be considered a state.
[0025] Here, the probability variation state (specific game state) continues until the next big win occurs (loop (Type A), or a type that continues until a predetermined number of variable display games have been played (number of-play type) , ST, and those that continue until a predetermined probability of falling out is won (fall-out lottery type), etc. be.
[0026] Furthermore, instead of determining whether or not a bonus state is triggered by a random number of winning symbols, the bonus is It may be possible to ensure that a bonus round is always triggered when this event occurs.
[0027] The ball dispensing device is an operating device that a player uses when borrowing game balls, and the upper tray unit It is located on the upper right side of the control panel 26 of the ball dispenser 20. The ball dispensing operation device is located on the balance display unit 2 It is equipped with 7c, a ball dispensing button 27a, and a return button 27b. The balance display unit 27c is This is a display area where the balance of prepaid cards, etc., is shown. The ball dispensing button 27a dispenses game balls. The button that the player operates when borrowing is the return button 27b, which is adjacent to the gaming machine 10. When dispensing prepaid cards, etc., from a card unit (not shown in the diagram) arranged as shown. These are buttons operated by the player.
[0028] The decorative device 22 houses lighting components such as LEDs inside, and displays light effects according to the game state. A device for dispensing, etc., is provided on the upper tray unit 20. It is located inside the decorative device 22. The installed lighting component constitutes part of the frame decoration device 18 (see Figure 4).
[0029] Below the glass frame 15, which includes the above-mentioned upper tray unit 20, etc., and below the front frame 12 It includes an operating handle 24 for controlling the operation of the ball launching device (not shown) and a storage device for game balls. A lower tray unit 29 is provided, which includes a lower tray 23 that can be retained. The upper tray units 20 are shaped to fit and are arranged in a stacked arrangement in the vertical direction. By operating the upper tray control unit 27d of the knit 20, the game balls in the upper tray 21 are moved to the lower tray 23. It can be made to flow down.
[0030] The operating handle 24 is located at the lower right of the front frame 12, below the lower right speaker 19b. The ball launching device is positioned so that the player can operate it by turning the operating handle 24. The game balls supplied from the upper tray 21 are launched into the game area 32 of the game board 30. The launch speed of the game balls increases as the amount of rotation of the operating handle 24 increases. It is set up to do so. In other words, the ball launching device is set to launch game balls into the game area 32. The launch force (speed) can be changed in response to the player's operation of the control handle 24, The game balls can be launched in various firing modes with different firing trajectories. The firing modes include the left side of the game area 32. Left-handed shooting (normal shooting) to make the game balls flow down, and on the right side of the game area 32, the game balls This includes a right-handed swing that sends the ball down.
[0031] The lower tray 23 of the lower tray unit 29 is positioned at a predetermined distance from the upper tray unit 20, It is located below unit 20. The lower tray 23 penetrates the bottom surface of the lower tray 23 in the vertical direction. It has a ball-passing hole and an opening / closing operation part 23b for opening and closing the ball-passing hole. The user operates the opening / closing operation unit 23b to open the ball removal hole, thereby storing the balls in the lower tray 23. The game balls can be ejected to the outside through the ball removal hole.
[0032] Furthermore, on the back of the front frame 12, there is a power supply unit 400 that supplies power to various devices, and an island equipment unit. An upper tank 448 for storing game balls supplied from a replenishment device (not shown), upper This is a dispensing device (dispensing unit) that dispenses game balls flowing down from tank 448 into the upper tray 21. These are arranged.
[0033] [Game board] Next, with reference to Figure 2, the game board 30 of the gaming machine 10 will be explained. Figure 2 shows the gaming machine This is a front view of the game board 30 installed in 10.
[0034] As shown in Figure 2, the game board 30 consists of a flat game board body 3 which serves as a mounting base for various components. It is equipped with 0a. The game board body 30a is made of wood or synthetic resin, and the game board body 30a A game area 32 surrounded by guide rails 31 is provided on the front of the game machine 10. The game is played by launching game balls from a ball launching device into the game area 32 surrounded by guide rails 31. It is configured in such a way. The game area 32 has a windmill as a component that changes the direction of the flow of the game balls. Obstacle nails and other components are arranged, and the launched game ball changes its direction of rolling due to these components. Then it flows down the game area 32.
[0035] Approximately in the center of the game area 32 is a center section that forms a window area for displaying the variable display game. The case (front component) 40 is attached. A window section is formed in the center case 40. Behind it is a display device (variable display device) that displays multiple identification information in a variable manner. A display device 41 is provided as such. The display device 41 is, for example, a liquid crystal display. The display content can be seen from the front of the game board 30 through the window of the center case 40. They are arranged in such a manner. Note that the display device 41 is not limited to those equipped with a liquid crystal display. It may also be equipped with a display such as an EL or CRT.
[0036] The display screen (display section) of the display device 41 is provided with multiple variable display areas, and each variable Identification information (special symbols) and characters that enhance the variable display game are displayed in the dynamic display area. In addition, the display screen shows images based on the progress of the game (such as jackpot displays, fanfare displays, etc.) Endings (and other similar displays) will be shown.
[0037] Furthermore, the center case 40 holds the game balls that flow down the game area 32. An inlet 40a to warp passage 40e that leads to the inside, and after passing through warp passage 40e A stage section 40b on which game balls can roll is provided. The stay of the center case 40 Since the ji section 40b is positioned above the starting prize entry opening 36, it rolls on the stage section 40b. The game balls are designed to easily enter the starting prize slot 36.
[0038] The upper and right sides of the center case 40 are the upper display unit 40c and the side A performance unit 40d is provided. Upper performance unit 40c and side performance unit 40d This constitutes part of the panel decoration device 46 (see Figure 4) and the panel display device 44 (see Figure 4). .
[0039] The game area 32 on the right side of the center case 40 has a regular symbol start gate. A 34 is provided. Inside the 34 is the 34. A gate switch (SW) 34a (see Figure 3) is provided to detect the game balls that have passed through. When a game ball that has been launched into the game area 32 passes through the normal starting gate 34, A game with variable display settings is played.
[0040] A general prize entry point 35 is located in the play area 32 at the lower left of the center case 40. A general prize entry point 35 is also located in the game area 32 in the lower right of the center case 40. The entry of a game ball into the general prize slot 35 is controlled by the prize slot switch (SW) located at the general prize slot 35. ) Detected by 35a~35n (see Figure 3).
[0041] The game area 32 below the center case 40 is given the conditions for starting the special symbol variation display game. A starting prize entry opening (starting opening 1, first starting prize entry area) 36 is provided. Center case 40 In the game area 32 on the right side, below the starting gate 34 is the second starting prize entry point (starting gate). 2. A normal variable prize winning device 37 (normal electric prize, normal electric) is provided, which has a second starting prize winning area. The standard variable prize winning device 37 rotates forward, converting it into a state where game balls can easily flow in. It is equipped with a movable member (movable piece) 37b. When the movable member 37b is in the closed state, the game ball The ball is normally prevented from entering the prize-winning device 37. If a prize is won in the regular variable prize winning device 37, a special variable display game will be played as an auxiliary game. Furthermore, the starting prize entry point 36 is designed to make it easier for the game ball to enter when shooting left-handed, and the normal variable prize entry mechanism At location 37, the game ball is more likely to enter the winning slot when hitting to the right.
[0042] The movable member 37b is a so-called tongue-type ordinary electric mechanism, and as a result of the regular diagram variation display game When the display shows a predetermined stop status, the electric solenoid 37c (see Figure 3) operates This opens the gate, making it easier for the game balls to flow into the normal variable prize winning device 37 (advantageous to the player). It changes to a state where it is easy to win a prize. The movable member 37b is not in the open state (state where it is easy to win a prize). In a closed state (a state where it is difficult to win prizes, a state where it is hard to win prizes), the game balls are difficult to enter the normally variable prize winning device 37. Yes. In this embodiment, the starting prize entry port 36 differs from the ordinary variable prize entry device 37, It does not have a movable member (opening / closing member) and is always in an open state, but it does not have a movable member (opening / closing part A configuration with (material) is also possible.
[0043] The movable member 37b is controlled by the game control device 100, which will be described later. Device 100 shortens the variation time of the regular figure variation display game and increases the probability of winning in the regular figure variation display game. By setting the probability higher than usual, the frequency of situations where winning is easy can be increased, or special games The duration of the easy-to-win state is longer than the duration of the easy-to-win state that occurs during normal gameplay without performing any special moves. By doing so, the aforementioned specific game state will be triggered, which is the time-saving state (normal power support state). In addition, even in the probability variation state (excluding the latent probability variation state), the time reduction state (regular electric support) can be overlapped. A (T) state occurs.
[0044] In the game area 32 to the right of the starting prize entry opening 36, there is a lower large prize entry opening solenoid 38b (see Figure 3). By retracting from the front towards the back, the large prize opening is opened. A first special variable prize winning device 38 (special electric device) having a type 38c opening and closing door is provided. The first special variable prize winning device 38 closes the grand prize winning opening according to the result of the special variable display game. From a closed state (a disadvantageous, blocked state for the player) to an open state (a favorable game state for the player) By converting the balls into a ball, the game balls can be easily passed into the lower prize pocket, allowing the player to play the game as intended. It is designed to assign value (for example, the number of bonus balls awarded or the number of time-saving / probability-changing rounds after a big win). Furthermore, within the lower prize slot, there is a detection means for detecting the game ball that has entered the prize slot. A prize entry switch 38a (count switch) is installed. Device 38 makes it easier for the game ball to enter a prize when the player is shooting to the right.
[0045] In the game area 32 above the normal variable prize winning device 37, there is an upper large prize winning solenoid 39b (Figure 3 (See reference) The opening and closing door rotates so that the upper end tilts to the right, thereby opening the large prize slot at the top. A second special variable prize-winning device 39 having 39c is provided. This refers to a state where the big prize slot is closed based on the result of the special symbol variation display game (a closed state that is disadvantageous to the player). It changes from a blocked state to an open state (a special game state advantageous to the player), and into the big prize winning area By facilitating the flow of game balls, the game provides players with a predetermined game value (for example, prize balls or the end of a jackpot). The number of time-saving rounds / number of bonus rounds after completion is awarded. As a detection means for detecting game balls that have entered the large prize slot, the upper large prize slot switch 39a (count) A switch (see Figure 3) is installed. Furthermore, the second special variable prize winning device 39 is for right-handed players. At that time, the game balls become easier to win.
[0046] Inside the second special variable prize winning device 39, a specific area 72 (the so-called V prize winning area) is provided. The door 39c is opened by a minor win, and then the game enters the specific area 72 (V-entry slot). A jackpot is confirmed when the ball enters the target area. The specific area 72 is open for an extended period of time only during a minor win. The game balls may be made to pass through easily, for example. The passage of a game ball into a specific area 72 (V-winning) is detected by a sensor (specific area switch 72a, described later), etc. It can be detected via this, and when a V-win is detected, it is confirmed that the game will transition to a big win state after the minor win ends. At the same time, the performance control device 300 described later receives information indicating that a V-win has occurred (specific area communication The device sends an over-command (etc.). The performance control device 300 then displays the V-winning combination on the display device 41, etc. It can be reported in [location].
[0047] In other words, in this embodiment, the gaming machine 10 is a so-called Type 1 and Type 2 mixed machine (Type 1 + Type 2 machine) Yes. In this embodiment, the second special variable prize winning device 39 is opened when a minor win occurs. When a game ball enters the V-entry slot in the specific area 72 (V-entry slot) within the second special variable prize winning device 39, a jackpot is won. This will occur.
[0048] General prize slot 35, start prize slot 36, normal variable prize device 37, and special variable prize device 38 When a game ball enters one of the 39 large prize slots, the payout control device 200 (see Figure 3) will... The number of prize balls corresponding to the type of winning slot is dispensed from the payout device into the upper tray 21. Also, the lower game area Area 32 is provided with an outlet 30b for collecting game balls that did not enter the prize slots, etc. In addition, there are general prize slots 35, starting prize slots 36, normal variable prize devices 37, and special variable prize slots. Devices 38 and 39 and their vicinity are equipped with LEDs that can light up when a game ball enters a prize (see below) A part of the panel decoration device 46 is installed.
[0049] Furthermore, outside the game area 32, at the lower right corner of the game board body 30a, there is a special symbol variation display. The game will run (Special Feature 1 Variable Display Game, Special Feature 2 Variable Display Game) and the Normal Feature Variable Display Game. A single-display display device 50 is provided. The single-display display device 50 includes an LED lamp (light-emitting part, It includes display units 51-60, which are composed of optical components and display information such as the current game state.
[0050] The integrated display device 50 is a fluctuation table composed of a 7-segment type display (LED lamp), etc. First special feature variation display unit 51 (special feature 1 display unit, lamp D1) and second special feature variation display for gameplay Display unit 52 (Special Figure 2 display unit, lamp D2) and variable display unit 53 (Normal Figure Variable Display Game) The display unit (lamps D8, D10, D18) and the start (hold) memory count for each variable display game. Knowledgeable memory display unit (Figure 1 Reserved display 54, Figure 2 Reserved display 55, General Figure Reserved display 56) ) and have. The hold indicator 54 in Special Figure 1 is composed of lamps D11 and D12. Special Feature 2 Reserved Indicator 55 is composed of lamps D13 and D14. Normal Feature Reserved Indicator 56 It consists of lamps D15 and D16.
[0051] Furthermore, the integrated display device 50 displays information for when shooting to the right (when shooting to the right) or when shooting to the left (when shooting normally) The first game status display unit 57 (first game status indicator, lamp D7) notifies that the game status is in the specified state. The second game state display unit 58 lights up when a time-saving state occurs to notify the occurrence of a time-saving state. Skill status indicator (lamp D17): When the power of the gaming machine 10 is turned on, the probability state of a big win is high probability state. The third game state display unit 59 (third game state indicator, probability state) indicates that the game is in a certain state. Display unit, lamp D9), number of rounds during a jackpot (number of times special variable prize winning devices 38, 39 are opened and closed) A round display section 60 (lamps D3 to D6) is provided to display the following:
[0052] In the display unit 51 in Special Figure 1 and the display unit 52 in Special Figure 2, the variable display game uses identification information (for example). This is achieved by a fluctuating display in which the central segment repeatedly lights up and turns off (flashes). The display units 51 in Figure 1 and 52 in Figure 2 are not limited to such segment-type display units. It may consist of a collection of multiple LEDs, or when performing a variable display, All LEDs installed as a device can be turned on and off simultaneously (all LEDs flashing at the same time), or they can cycle through the lights. Lighting (one LED lights up and turns off in a predetermined order at predetermined intervals), or multiple LEDs This can also be done by turning a predetermined number of LEDs on and off (flashing) or by cyclical lighting. In the general display unit 53, the variable display game uses the on / off switching of lamps D10 and D18. It is executed by repeating fluctuating displays (flashing). Also, the general display unit 53 and the special display unit 1 5 1. It can be configured as appropriate, similar to the display unit 52 in Special Figure 2.
[0053] The lamp display device 75 lights up and turns off as symbols (the fourth special symbol and the fourth symbol, described later). Lamp display units 1 and 2 (LEDs) that perform a repeating variable display (flashing), and each special drawing change It has lamp display sections 3-6 (LEDs) for notifying the number of memories stored in the start (hold) of the dynamic display game. The lamp display device 75 is controlled by the performance control device 300 (described later).
[0054] The lamp display units 1 and 2 display a variable blinking pattern with a predetermined blinking cycle (for example, 200 msec (milliseconds)). It blinks in seconds. In other words, the switching between off and on of lamp indicators 1 and 2 is controlled by the blinking cycle. This is performed over a period of half that time (for example, 100 msec). (See Table 1 of the 50 display unit) The fluctuation time of the fluctuation display in the indicator 51, special figure 2 indicator 52, and general figure indicator 53 is controlled by the game control system While measured at position 100, the fluctuation time of the lamp display units 1 and 2 of the lamp display device 75 This is measured by the performance control device 300 (described later).
[0055] Lamp indicators 3 and 4 (Special Figure 1 Reserve LED1, Special Figure 1 Reserve LED2) are either off or lit. The number of reserved symbols (first start memory) in Special Feature 1 is displayed based on the combination of state and flashing state. The lamp indicators 5 and 6 (Special Figure 2 Reserved LED1, Special Figure 2 Reserved LED2) are either off or lit. The lamp displays the number of reserved symbols (second start memory) based on the combination of state and flashing status. Display units 3-6 stop displaying the number of reserved balls when a jackpot occurs, but when not in a jackpot state. (Including cases where a reach is occurring on the display device 41 as described below), the number of pending items is displayed.
[0056] Next, the flow of gameplay in the gaming machine 10, the regular figure variation display game and the special figure variation display game I will explain the details.
[0057] In the gaming machine 10, game balls are launched from a ball launching device (not shown) toward the game area 32. The game is played by doing so. The launched game balls are placed at various locations within the game area 32. The ball moves down the game area 32, changing its direction of rotation due to obstacles such as nails and windmills, and the game starts with a normal drawing. T34, General prize slot 35, Start prize slot 36, Normal variable prize device 37, or Special variable prize device The ball will either enter or be awarded a prize in slots 38 and 39, or enter the out slot 30b located at the bottom of the game area 32. It flows into the general prize entry point 35, the start prize entry point 36, and the regular When a game ball enters the regular prize-winning device 37 or the special prize-winning devices 38, 39, the winning ball A number of prize balls corresponding to the type of winning slot are dispensed into the upper tray 21 via the payout device.
[0058] The regular starting gate 34 has a gate that detects the game balls that have passed through the regular starting gate 34. A switch 34a (see Figure 3) is provided. The game ball passes through the normal starting gate 34. The gate switch 34a detects this, and the random value for hit determination extracted at this time Based on the judgment result, a game displaying the changes in the regular diagram is executed.
[0059] A situation where the regular display variation game cannot be started, for example, when the regular display variation game is already in progress. If the regular display game has not finished, or if the result of the regular display game is a hit When the normal variable prize winning device 37 is converted to the open state, the game balls start in the normal diagram If step 34 is passed, and the number of normal diagram start memories (number of normal diagram reserves) is less than the upper limit, then the number of memories will be It is added (+1).
[0060] The regular diagram start memory (regular diagram hold) is used to determine whether the regular diagram variation display game is a win or a loss. A random value for determination is stored, and if this random value for determination matches the determination value, The regular display game results in a win, leading to a specific outcome (specific result).
[0061] The general display variation game is executed on the general display unit 53 provided on the integrated display device 50. The general diagram indicator 53 is lit up as general identification information (general diagram). It consists of LEDs that indicate the position and, when off, indicate the misalignment, and these LEDs blink. This will display the changes in the normal identification information, and after the predetermined change display time has elapsed, the LED will light up or The system is designed to display the results by turning off the lights.
[0062] If the random number extracted when passing through the normal diagram starting gate 34 is a winning value, the normal diagram will be displayed. The regular symbol (regular symbol) displayed on the device 53 stops in a winning state, and the device enters a winning state. At this time, When the general-purpose solenoid 37c (see Figure 3) is driven, the movable member 37b moves at a predetermined time The gate is temporarily converted to an open state (for example, 3 seconds x 2 times), and the game balls enter the normally variable prize winning device 37. The award is permitted.
[0063] The entry of the game ball into the starting prize slot 36 and the normal variable prize slot 37 is by starting slot 1 It is detected by switch 36a (see Figure 3) and start port 2 switch 37a (see Figure 3). A game ball that enters the starting prize slot 36 is detected as the starting prize ball for the special feature 1 variable display game. The number of balls is stored up to a predetermined upper limit, and the game balls that enter the ordinary variable prize winning device 37 are special Figure 2 shows the starting point of the game, and the balls are detected as winning balls and stored up to a predetermined upper limit.
[0064] When a winning ball is detected at the start of the special feature variation display game, the jackpot random value and the jackpot symbol random value are used. Variable pattern random values are extracted. These random values are used in the special symbol reserve record of the game control device 100. The memory area (part of RAM) stores a predetermined number of special feature start-up winning memories (for example, up to 8 times). ) is stored up to the limit. The number of special feature start-up prize memories is stored in the start-up prize number report of the batch display device 50. It is displayed on the special display unit 1 reserve indicator 54 and special display unit 2 reserve indicator 55, as well as on the display device 4 It will also be displayed on screen 1.
[0065] The game control device 100 either receives a prize in the starting prize slot 36 or stores the first starting memory (special feature 1 starting memory). Based on the memory (Special Feature 1 held), the Special Feature 1 display unit 51 executes the Special Feature 1 variation display game. Furthermore, the game control device 100 either awards a prize to the normal variable prize winning device 37 or stores a second start memory (special symbol Based on the start memory (2, special figure 2 hold), the special figure 2 variation display game is executed on the special figure 2 display unit 52. do.
[0066] Special Feature 1 Variable Display Game (First Special Feature Variable Display Game) and Special Feature 2 Variable Display Game (Second Special Feature The display game shows identification information (special) in the display unit 51 of special figure 1 and the display unit 52 of special figure 2. This is done by displaying a variable pattern (or special pattern) and then stopping the display of a predetermined result.
[0067] Furthermore, the display device 41 provides multiple types of identification information corresponding to each special feature variation display game (for example) A special display game is played where the display of decorative symbols (such as numbers, symbols, and character images) changes. It will be done.
[0068] The decorative special feature display game in the display device 41 is a decorative special feature composed of the numbers and the like mentioned above. The different symbols (identification information) are on the left (first special symbol), right (second special symbol), and center (third special symbol). The display will start sequentially (scrolling display), and after a predetermined time, the changing patterns will stop one by one. This is done by displaying the results of the special feature variation display game. Also, the display device 41 In order to enhance the experience, various visual effects such as the appearance of characters will be used. Furthermore, decorative special illustrations In the variable display game, the lamps of the lamp display device 75 are used as other decorative special symbols (identification information). In the display units 1 and 2, the fourth special symbol is indicated by the repeated switching between illuminated and unlit displays (flashing). The (fourth symbol) changes. The change display on the lamp display units 1 and 2 will change after a predetermined time from the start. If there is a misalignment, the lights will turn off; if it is a big win or a small win, the lights will turn on.
[0069] If a game ball does not enter the starting prize slot 36 or the normal variable prize device 37 at the predetermined timing If this occurs (the random value for a jackpot at the time of prize detection is a jackpot value), the special symbol variation display game will start. As a result, a specific outcome pattern (special outcome pattern) is derived from the displayed symbols, and a jackpot state is reached. (Special game state) is entered. In response to this, the display mode of the display device 41 is changed to a special result mode (for example) This results in a state where the numbers are all the same, such as "7,7,7".
[0070] At this time, the special variable prize winning devices 38 and 39 are large prize winning solenoids 38b and 39b (Figure 3) By applying power to the (reference) the large prize opening will open from a closed state for a predetermined time (e.g., 30 seconds). It is converted to that. That is, the large prize slots provided in the special variable prize winning devices 38 and 39 open at a predetermined time The gate opens wide until a certain number of game balls have entered the winning area, and during this time, players can acquire as many game balls as possible. This comes with the added benefit of being able to do so.
[0071] If a game ball does not enter the starting prize slot 36 or the normal variable prize device 37 at the predetermined timing If this occurs (when the random number for a big win is detected, it is a small win value), the special symbol variation display game will start. As a result, a specific outcome pattern (minor win outcome pattern) is derived from the displayed symbols, and the minor win state and Yes. Accordingly, the display mode of the display device 41 will be the minor win result mode. In this form, the jackpot random number is also used for determining minor wins, but the minor win value (minor win determination value) is This is different from the jackpot value (jackpot determination value).
[0072] At this time, the special variable prize winning devices 38 and 39 are large prize winning solenoids 38b and 39b (Figure 3) By applying power to the (reference) port, the large prize slot is changed from a closed state to an open state for a predetermined short period of time. Furthermore, the total opening time of the big prize slot is longer in the small win state (small win game state) than in the big win state (special Because it is shorter than the game state, the amount of game value that the player can win in the minor win state is less than in the major win state. The value (number of balls obtained) is low. Note that in both the minor win state and the major win state, the large prize slot is open. In this way, the big win state is called the first special game state, and the small win state is called the second special game state. That's fine. Also, for simplicity, in this embodiment, the special variable prize winning device 39 ( Only the upper large prize slot is converted to the open state, resulting in a jackpot state (jackpot state due to V-entry during a small win). This describes a configuration in which only the special variable prize winning device 38 (lower large prize winning slot) is converted to an open state (including the above). ru.
[0073] Here, I will explain the difference between a big win and a small win.
[0074] A big win is a special result that involves the activation of a conditional device, while a small win does not involve the activation of a conditional device. This is a specific result. The condition device is that a jackpot occurs in the special symbol variation display game (the jackpot symbol stops) This device activates when the stop indicator is displayed. When the condition device is activated, for example, when a jackpot state occurs. In order to continuously operate the special variable prize winning devices 38 and 39 as special electric prizes, This means that the flag is set. Also, when the condition device is activated, it means that the specific area 72 This could also mean that a game ball passed through (entered the V-zone). The condition device not activating does not mean that... For example, if you simply win a minor prize in a lottery, the aforementioned specific flag will not be set. This means that, however, as will be described later in this embodiment, if a V-win occurs during the minor win state In that case, the conditional device will be activated. Note that the "conditional device" is a software as described above. It could be a software means like a flag that is turned on and off automatically, or it could be electrically turned on It may also be a hardware means such as a switch that turns it off. Furthermore, the "conditioning device" is As a device whose operation is a necessary condition for the continuous operation of electric mechanisms, it is used in the field of pachinko games. This term is commonly used in [the field] and has the same meaning in this specification. It is used as a word.
[0075] Specifically, in the case of a jackpot, the jackpot flag is set, which activates the special variable prize winning device. While the main feature is unlocked, in the case of a minor win, a minor win flag is set, which changes the outcome. The prize-winning mechanism is opened.
[0076] Note that the indicator 51 in Figure 1 and the indicator 52 in Figure 2 may be configured as separate indicators. They may be configured as the same display unit, but each special feature variation display game will not be executed simultaneously. It will be set to this. Note that the Special Feature 2 variable display game will take priority over the Special Feature 1 variable display game. It is set to execute, and the start memory for the Special Feature 1 variable display game and the Special Feature 2 variable display game is stored. If the game becomes playable, the special feature 2 variation display game will be played. Executed (Priority processing of Special Feature 2 held symbols, priority of Special Feature 2 fluctuations).
[0077] Regarding the decorative special feature variation display game in the display device 41, there is a special feature 1 variation display game and a special feature The variable display game shown in Figure 2 may be run on separate display devices or separate display areas. Alternatively, it may be performed using the same display device or display area. In this case, see Figure 1 Variable Display The decorative special feature variation display game corresponding to the special feature 2 variation display game is not executed simultaneously. You may do so.
[0078] In the following explanation, we will not distinguish between the Special Feature 1 variable display game and the Special Feature 2 variable display game. If not, it will simply be called a special feature variation display game.
[0079] Also, although not particularly limited, the start port 1 switch 36 within the start port 36 mentioned above a. Start port 2 switch 37a, gate switch 34a, prize port inside the normal variable prize winning device 37. Switch 35a and the large prize slot switches 38a and 39a are equipped with coils for magnetic detection. This non-contact magnetic system detects game balls by utilizing the phenomenon where the magnetic field changes when metal comes into close proximity to the device. A proximity sensor (hereinafter referred to as a proximity switch) is used. Also, the glass of the gaming machine 10 Glass frame open detection switch 63 provided on frame 15 etc. and front frame (game frame) 12 etc. The main frame open detection switch 64 (front frame open detection switch) has mechanical contacts. A microswitch can be used.
[0080] [Game control device] Figure 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 is a game control device 10 The game control device 100 is equipped with a main board (0) and is a main control device (main board) that comprehensively controls the game. The board is a game microcomputer (hereinafter referred to as "game microcomputer") 111 It has a CPU unit 110, an input unit 120 having an input port, and an output port and driver The output unit 130 has such a connection between the CPU unit 110, the input unit 120, and the output unit 130. It consists of a data bus 140, etc.
[0081] The CPU section 110 is a microcontroller for games called an amusement chip (IC). U)111 and an oscillator like a crystal oscillator are used to control the CPU's operating clock and timer interrupts. It includes an oscillator circuit (crystal oscillator) 113 that generates a clock that serves as the reference for the random number generation circuit. The game control device 100 and the solenoids and motors driven by the game control device 100. Electronic components such as [specific components] require DC32V, DC12V, DC5V generated by power supply unit 400. A predetermined DC voltage, such as V, is supplied to enable operation.
[0082] The power supply unit 400 generates a DC voltage of 32V DC from a 24V AC power supply. Converters and DC32V voltages to lower DC voltage levels such as DC12V and DC5V. A standard power supply unit 410 having a DC-DC converter that generates a DC-DC converter, and a game microcontroller 11 A backup power supply unit 420 that supplies power voltage to the internal RAM of unit 1 in the event of a power outage, and It has an electrical monitoring circuit and sends an electrical power monitoring signal to the game control device 100 to notify it of the occurrence and restoration of an electrical power outage. It includes a control signal generation unit 430 that generates and outputs control signals such as set signals.
[0083] In this embodiment, the power supply unit 400 is configured separately from the game control device 100, The backup power supply unit 420 and the control signal generation unit 430 are located on a separate board or on the game control board The device 100 may be integrated with the main board, that is, it may be configured to be mounted on the main board. Game board 30 and Since the game control device 100 is subject to replacement when the model is changed, as in the embodiment, the power supply device 400 or a separate board from the main board contains a backup power supply unit 420 and a control signal generation unit 43 By setting a value of 0, it is possible to exclude items from replacement and reduce costs.
[0084] The backup power supply unit 420 is composed of a single large-capacity capacitor, such as an electrolytic capacitor. This is possible. The backup power supply is provided by the game microcomputer 111 of the game control device 100. In particular, data stored in RAM is supplied to the built-in RAM, and even during a power outage or after the power is cut off, the data stored in RAM remains safe. It is designed to be retained. The control signal generation unit 430 generates, for example, the normal power supply unit 410. It monitors the 32V voltage and, if it drops to, for example, 17V or below, it detects a power outage and shuts down the power. The power monitoring signal is changed, and a reset signal is output after a predetermined time. A reset signal is output after a predetermined time has elapsed from the moment of power-on or power restoration.
[0085] Furthermore, the game control device 100 is provided with a RAM initialization switch 112. When the initialization switch 112 is pressed down and turned on, an initialization switch signal is generated. Based on this, the RAM 111c in the gaming microcomputer 111 and the RA in the payout control device 200 A process is performed to forcibly initialize the information stored in M. This is not particularly limited to... However, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is read by the game microcontroller 1 It is repeatedly read within the main loop of the main program that 11 executes. Reset The signal is a type of forced interrupt signal that resets the entire control system.
[0086] Furthermore, the game control device 100 (main board) is equipped with a setting key switch 153. Switch 153 is activated by the operator's rotation or other actions, thereby triggering the game conditions (game). This allows you to change the probability setting value (setting value) according to the settings related to RAM. The change switch 112 is a setting value change switch that can change the probability setting value according to the operator's actions. It can also be used as such. In this embodiment, the probability setting value is such as the probability of a big win or the probability of a small win. This setting value is used to determine the probability of winning, but it also applies to other game conditions (such as animations) besides probability. It can be changed according to the rate setting value. For example, the larger the probability setting value, the higher the probability of winning. You may do so. The setting key switch 153 and the RAM initialization switch 112 relate to the game conditions. The system is configured to include a setting change mechanism (setting change device, setting means) that allows the setting (probability setting value) to be changed. Note that the RAM initialization switch 112 is not used; another switch also serves as the setting value change switch. You may use a dedicated, custom-designed switch to change the setting value, or you may provide a separate switch specifically for this purpose.
[0087] The setting key switch 153 and the RAM initialization switch 112 control the game control inside the gaming machine 10. By being installed on the device 100, operation is not possible unless the front frame 12 (main frame) is opened. It is placed in a location that cannot be accessed. In other words, the average player is placed in a location that cannot be accessed. It is not possible to access and operate the key switch 153 and the RAM initialization switch 112. stomach.
[0088] As described later, when the power to the gaming machine 10 is turned on (power restored after a blackout, power restored), the gaming machine 10 is set Depending on the on / off state of the fixed key switch 153 and the RAM initialization switch 112, the probability setting A state where the fixed value can be changed (settable) (setting change state, configurable state, setting change mode) It can switch to various states such as a setting confirmation state (setting confirmation mode) where the probability setting value can be checked. It can be done.
[0089] In this embodiment, the probability setting value is defined in, for example, six levels, and probability setting value 1 (setting 1 ), probability setting value 2 (setting 2), probability setting value 3 (setting 3), probability setting value 4 (setting 4), probability There are two settings: setting 5 (setting 5) and probability setting 6 (setting 6). Generally, setting 1 is the most popular among players. The settings are unfavorable, and setting 6 is the most advantageous setting for the player. Settings 1 and 2 are low settings. Settings 3 and 4 are intermediate settings, while settings 5 and 6 are high settings.
[0090] In the probability setting change process, the operator presses the RAM initialization switch 112. Each time, the working setting value (setting) in the working setting value area changes from setting value 0 (setting 1, probability setting value 1) → setting value 1 (setting 2, probability setting value 2) → setting value 2 (setting 3, probability setting value 3) → setting value 3 ( setting 4, probability setting value 4) → setting value 4 (setting 5, probability setting value 5) → setting value 5 (setting 6, probability setting value 6) → setting value 0 (setting 1) → setting value 1 (setting 2) → ··· and so on. In this way, the RAM initialization switch 112 also functions as a setting value change switch. Note that for the sake of explanation, during the setting change state (setting change mode), working setting values 0 to 5 are respectively provided corresponding to probability setting values 1 to 6, but the working setting values and probability setting values may be handled as the same within the same numerical range (that is, 0 to 5 or 1 to 6) and regarded as the same (making the working setting values and probability setting values the same numerical value).
[0091] Note that instead of operating the RAM initialization switch 112 (setting value change switch), it may be configured to change the probability setting value by rotating the setting key switch 153 to a predetermined position. Also, the probability setting value is not limited to 6 levels. And the display probability setting value corresponding to the selected working setting value of 0 to 5 is displayed on a performance display device 152 or the like, which is, for example, a 4 - digit 7 - segment type (8 - segment type including the dot Dp). Also, information regarding setting values such as the display probability setting value (for example, a display where probability setting values 1 to 6 can be read) may be displayed on the front of the gaming machine ( for example, the batch display device 50). Also, not only during the setting variable state or the setting confirmation state, but also during the execution of game control (the game described later), information regarding setting values such as the display probability setting value may be displayed on the front of the gaming machine (for example, the batch display device 50). Also, on the front of the gaming machine (for example, the batch display device 50), not only during the setting variable state or the setting confirmation state, but also during the execution of game control (the game Even during the execution of the reel processing, information regarding setting values such as the display probability setting value may be displayed.
[0092] The game microcomputer 111 includes a CPU (Central Processing Unit: Microprocessor) 111a , a read-only ROM (Read Only Memory) 111b, and a random access RAM M (Random Access Memory) 111c.
[0093] The ROM 111b stores non-volatilely immutable information for game control (programs, fixed data, determination values for various random numbers, etc.). The RAM 111c is used as a work area for the CPU 111a during game control and a storage area for various signals and random number values, and stores information related to the game (game information). It is a holding storage means capable of retaining the stored information even in the event of a power failure. As the ROM 111b or RAM 111c, an electrically rewritable non-volatile memory such as an EEPROM may be used.
[0094] <00009i6><000l921>
[0095] [ (e.g., the selection table for the bullseye and the second half of the variation pattern), the variation pattern before reaching the reach state. Table for determining semi-variation patterns (e.g., first half variation group table or first half variation pattern) It includes (selection tables, etc.).
[0095] Here, "reach" (reach state) refers to a display device having a display state that can change, and said display device The system derives and displays multiple display results at different times, and these multiple display results are predetermined. In the event of a different outcome, the game state becomes a game state that is advantageous to the player (special game state). In the gaming machine 10, at a stage where some of the multiple display results have not yet been derived and displayed, A display state in which the already derived and displayed display result satisfies the conditions for a special result mode. In other words, the "reached" state is when the variable display control of the display device is progressing and the display is not showing. Even when the results have reached the stage before they are displayed, the display conditions for special result types are still... This refers to a display configuration that is not misaligned. And, for example, while maintaining a state in which the special result configurations are aligned. In addition, a state in which fluctuations are displayed using multiple fluctuation display areas (so-called full rotation reach) is also a reach state. It is included in [this]. Also, the "reached" state is when the display control of the display device has progressed and the display result has been derived and displayed. This is the display state at the stage before the process is completed, and before the display result is derived and displayed. A clause in which at least a portion of the display results of the multiple variable display areas that have been determined become a special result pattern. This refers to the display state when the conditions are met.
[0096] Therefore, for example, a decorative special feature variation table displayed on a display device in response to a special feature variation display game. The game displays multiple identification information for a predetermined time in each of the left, center, and right variable display areas of the display device. After displaying the information as it changes, the display stops in the order of left, right, and center, and the resulting pattern is displayed. When this occurs, in the left and right variable display areas, a state where the conditions for a special result mode are satisfied (for example, the same identification information) and the variable display stops is the reach state. Additionally, when the variable display in all variable display areas stops once, a state where the conditions for a special result mode are satisfied (for example, a state where the same identification information is obtained, excluding the special result mode) in any two of the left, middle, and right variable display areas is set as the reach state, and the remaining one variable display area may be variably displayed from the reach state.
[0097] And the reach state includes a plurality of reach effects, and as reach effect systems (types) where the possibility of deriving a special result mode (big win mode) differs (the degree of expectation differs), normal reach (N-reach), special 1 reach (SP1-reach), special 2 reach (SP 2-reach), special 3 reach (SP3-reach), and premium reach are set. Note that the degree of expectation (expected value) of a big win is in the order of no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach and becomes higher. Also, the reach state is included in the variable display mode at least when a special result mode is derived in the special figure variable display game (when it is a big win). That is, it may also be included in the variable display mode when it is determined that a special result mode is not derived in the special figure variable display game (when it is a loss). Therefore, the state where the reach state occurs is a state with a higher probability of being a big win compared to the case where the reach state does not occur.
[0098] Note that the degree of expectation of an effect (preview) indicates the probability of a big win when that effect is selected Furthermore, the selection rate of the animation when it is a big win, and the selection rate when it is not a big win (when it is a miss) It can be calculated based on factors such as the selection rate of the performance.
[0099] The CPU 111a executes the game control program in the ROM 111b, and the payout control system It generates control signals (commands) for the 200 and the performance control device 300, and solenoids and It generates and outputs drive signals for the display device to control the entire gaming machine 10. However, the gaming microcomputer 111 generates a random number for determining a jackpot in the special symbol variation display game. The random number generator for determining the winning symbols for the big win, and the random number generator for determining the winning symbols for the small win Random number generator for symbols, random number generator for support win symbols to determine the time-saving symbols (stopping symbols for support wins) described later, Variation patterns in special feature display games (variations in the display of various reach and non-reach states) For generating variable pattern random numbers, etc., to determine the execution time of the displayed game, etc. The random number generation circuit and the oscillation signal (original clock signal) from the oscillation circuit 113 are used by the CPU 1 A timer interrupt signal or random number generator with a predetermined period (e.g., 4 msec (milliseconds)) for 11a. It is equipped with a clock generator that generates a clock that provides the timing for updating the circuit. .
[0100] Furthermore, in processing related to the special feature variation display game, the CPU 111a uses the ROM 111b From among the multiple variation pattern tables stored, select one variation pattern table To obtain a bull. Specifically, CPU111a determines the game result (jackpot) of the special feature variation display game. (either a win or a loss), or the probability state of the special symbol variation game as the current game state (normal probability) Based on the rate state or high probability state, the number of starting memories, etc., multiple variation pattern tables Select and retrieve one of the variation pattern tables from among them. Here, CPU11 1a is when the special feature variation display game is executed, multiple variations stored in ROM 111b The variation distribution information retrieves one of the variation pattern tables from the pattern tables. It serves as a means of obtaining information.
[0101] The dispensing control device 200 includes a CPU, ROM, RAM, input interface, and output interface. Equipped with faces, etc., it follows the prize ball payout commands (commands and data) from the game control device 100. This controls the dispensing motor of the dispensing unit to dispense the prize balls. The dispensing control device 200 controls the dispensing unit based on the ball loan request signal from the card unit. This controls the dispensing motor to drive and dispense the balls.
[0102] The input section 120 of the gaming microcomputer 111 is a panel power that detects the emission of radio waves to the gaming machine. Wave sensor 62, gate switch 34a of the general start gate 34, start inside the first start prize entry opening 36 Switch 36a for the first starting port, and switch 2 inside the second starting prize entry port 37 (normal variable prize entry device). 37a, General prize slot 35 prize slot switch 35a, Special variable prize slot 38,39 Grand prize It is connected to switches 38a and 39a, and the high level supplied from these switches is 1 A negative logic signal, such as 1V with a low level of 7V, is input, and a positive logic signal of 0V-5V is input. A conversion interface chip (proximity I / F) 121 is provided.
[0103] Furthermore, the interface chip (proximity I / F) 121 includes a specific area switch 72a, and the remaining The bulb-retaining outlet switch 73 and the out-of-bounds bulb detection switch 74 are connected to the specific area switch 7. 2a detects the passage of a game ball into a specific area 72 (V-winning slot) (V-winning). Remaining balls are ejected. The switch 73 controls the remaining ball discharge port that discharges game balls from the special variable prize winning devices 38 and 39. It detects the game balls that have passed through. The out ball detection switch 74 detects balls that have been launched into the game area and are in play. All completed game balls (i.e., all game balls that have passed through the prize entry or exit opening 30b) Detect.
[0104] The output of the proximity interface 121 is to the second input port 123, the third input port 124, or the The data is supplied to the 4 input port 126 and read by the game microcontroller 111 via the data bus 140. It is produced. Of the outputs of the proximity interface 121, gate switch 34a and start port 1 switch Chi 36a, Start-up port 2 switch 37a, Prize-winning port switch 35a, Large prize-winning port switch 38a, The detection signal from 39a is input to the third input port 124.
[0105] Furthermore, among the outputs of the proximity interface 121, the detection signal of the panel radio wave sensor 62 and the sensor and switch When an abnormality is detected in the switch, the abnormality detection signal is input to the second input port 123. .
[0106] Furthermore, among the outputs of the proximity interface 121, the specific area switch 72a and the remaining bulb outlet switch The detection signals from the out-of-bounds ball detection switch 74 (C73) are input to the fourth input port 126.
[0107] Furthermore, the second input port 123 is connected to the front frame 12 of the gaming machine 10, etc. The detection signal from the magnetic sensor switch 61, the glass provided in the glass frame 15 of the gaming machine 10, etc. Frame open detection switch 63, main frame open detection switch provided on the front frame 12 (main frame), etc. A signal from 64 (front frame open detection switch) and a vibration sensor 6 that detects vibrations of the gaming machine 10. A signal from 5 is input.
[0108] Furthermore, the second input port 123 receives the setting key switch signal from the setting key switch 153. The data is captured and supplied to the gaming microcontroller 111 via the data bus 140.
[0109] Furthermore, of the outputs of the proximity interface 121, the output to the third input port 124 is used for the game control system. The power supply is also supplied from unit 100 to a test firing device (not shown) via relay board 70. Furthermore, among the outputs of the proximity interface 121, switch 36a for start port 1 and switch 2 for start port 2 The detection signal from Chi 37a is input to the third input port 124 as well as to the game microcontroller 111. It is structured in this way.
[0110] As mentioned above, the proximity interface 121 has a signal level conversion function. To enable the conversion function, the proximity interface 121 is connected to the power supply unit 400, which is used to power a normal IC. In addition to the voltage required for operation, such as 5V, a 12V voltage is also supplied. .
[0111] The data held by the third input port 124 is processed by the gaming microcontroller 111. The enable signal CE is enabled by decoding the address assigned to 124. By asserting 2 (changing to the valid level), it can be read. Second input port The same applies to input 123, the fourth input port 126, and the first input port 122, which will be described later.
[0112] Furthermore, the input unit 120 receives the frame radio wave erroneous signal and the payout signal output from the payout control device 200. Gee signal, status signal indicating a payout abnormality, and chute ball shortage indicating insufficient game balls before payout. Switch signal, overflow switch signal indicating overflow, to operating handle 24 Touch switch signal based on input from the provided touch switch, RAM initialization switch 1 The signal from 12 is received and supplied to the gaming microcontroller 111 via the data bus 140. A first input port 122 is provided. The overflow switch signal is sent to the lower tray 23. This message is output when it is detected that the number of skill balls stored exceeds a predetermined amount (i.e., the container is full). It is a signal. The frame radio wave irregular signal is detected by the frame radio wave sensor located on the front frame 12 (main frame) and the radio waves. This is a signal output based on detection, and the payout busy signal is generated by the payout control device 200. This signal indicates whether or not the system is in a state where it can accept messages.
[0113] Furthermore, the input unit 120 receives signals such as power outage monitoring signals and reset signals from the power supply unit 400. A Schmitt buffer 125 is provided for inputting the number to the game microcontroller 111, etc. 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 the data bar The data is taken into the game microcontroller 111 via the S140. In other words, the various switches mentioned above... These signals are treated as equivalent signals. The gaming microcontroller 111 is provided with an external signal. This is because there are limitations on the number of terminals that can receive the signal.
[0114] On the other hand, the reset signal RST, which has been de-noised by the Schmidt buffer 125, The reset terminal provided on the microcontroller 111 is directly input, and the output section 13 It is supplied to each port of 0. Also, the reset signal RST is supplied directly without going through the output unit 130. By outputting to the relay board 70, the ports of the relay board 70 (Figure) are used to output to the test firing device. The test firing signal held (details omitted) is configured to be turned off.
[0115] Furthermore, the reset signal RST is configured to be output to the test firing device via the relay board 70. This may be done. Note that the reset signal RST is connected to ports 122 and 123 of the input unit 120. ,124,126 are not supplied. Immediately before the reset signal RST is received, the game microcontroller 1 The data set to each port of the output unit 130 by 11 prevents system malfunctions. Therefore, a reset is necessary, but just before the reset signal RST is received, each port of the input section 120 The data read by the gaming microcomputer 111 from the source is used to reset the gaming microcomputer 111. Therefore, it will be discarded.
[0116] The output unit 130 has a communication path from the gaming microcomputer 111 to the performance control device 300 and A Schmidt buffer located in the communication path from the technical microcontroller 111 to the payout control device 200. 132 is provided. From the game control device 100 to the performance control device 300 and the payout control device Data is transmitted to 200 via serial communication. Furthermore, from the side of the performance control device 300, This is a one-way communication system that prevents signals from being input to the technical control device 100.
[0117] Furthermore, the output unit 130 is connected to the data bus 140 and is used for test firing by a certified organization (not shown). Data that informs the test device of the special symbols in the variable display game, and signals that indicate the probability state of a jackpot. A buffer 133 that outputs such data via the relay board 70 can be implemented. Fa-133 is a game control system for pachinko machines (mass-produced and sold products) installed in amusement parlors. This component is not mounted on the device (main board). Note that the output from proximity I / F121 is... Detection signals from switches that do not require modification, such as movable port switches, are bypassed by buffer 133. It is supplied to the test firing device via the connecting substrate 70.
[0118] On the other hand, magnetic sensor switches 61 and panel radio wave sensors 62 are not suitable for use in a test firing device. Detection signals that cannot be supplied are first taken into the game microcontroller 111 and then used to signal other signals or The information is processed into, for example, an error signal indicating that the gaming machine is in a state where it cannot be controlled. The data is then supplied from the data bus 140 to the test firing device via the buffer 133 and relay board 70. It can be done.
[0119] Furthermore, the relay board 70 receives the signal output from buffer 133 and performs test firing. It relays and transmits the signal lines of the detection signals of switches that do not go through a buffer, as well as the ports that supply signals to the device. Connectors and the like are provided. The ports on the relay board 70 are connected to the gaming microcontroller 11 A chip enable signal CE is also supplied from 1, and is selected and controlled by this signal CE. The signal from the port is supplied to the test firing device.
[0120] Furthermore, the output unit 130 is connected to the data bus 140 and opens the normal variable prize winning device 37. The solenoid (general electric solenoid) 37c opens the first special variable prize winning device 38. The prize-winning slot solenoid 38b (large prize-winning slot solenoid 1) and the second special variable prize-winning device 39 are opened. The large prize slot solenoid 39b (large prize slot solenoid 2) activates the lever to enter a specific area. Second output port for outputting the opening / closing data of lever solenoid 72b which opens 72. 134 is provided.
[0121] Furthermore, the output unit 130 has LED anodes that correspond to the content to be displayed on the integrated display device 50. A third output port for outputting on / off data of the segment line to which the terminal is connected. 135. The digit wire to which the cathode terminal of the LED of the batch display device 50 is connected is ON / A fourth output port 136 is provided for outputting off-data.
[0122] Furthermore, the output unit 130 has LEDs that emit an arrow according to the content to be displayed on the performance display device 152. The sixth output port outputs the on / off data of the segment line to which the terminal is connected. The digit wire to which the cathode terminal of the LED of the performance display device 152 is connected is 141. A seventh output port 142 is provided for outputting ON / OFF data.
[0123] Furthermore, the output unit 130 receives information related to the gaming machine 10, such as jackpot information, via the external information terminal 71. A fifth output port 137 is provided for outputting to the external information terminal 71. Relays are provided, for example, for external devices installed in amusement parlors (information gathering terminals and internal management systems within the amusement parlor). It can be connected to a device (such as a hall computer), and information regarding the gaming machine 10 can be stored externally. It is designed to be able to supply power to the location. In addition, the fifth output port 137 can be used for simulation. A firing permission signal is also output to the dispensing control device 200 via the buffer 132.
[0124] Furthermore, the output unit 130 has a general-purpose solenoid 37 output from the second output port 134. c and the large prize slot solenoids 38b, 39b receive opening and closing data signals to drive the solenoids. The first driver (drive circuit) 138a generates and outputs a signal, and the output is from the third output port 135. The unit that outputs the on / off drive signal for the segment line on the current supply side of the integrated display device 50. 2 Driver 138b, current draw from the fourth output port 136 of the integrated display device 50 Third driver 138c outputs the on / off drive signal for the incoming digit line, fifth output port External information signals to be supplied to external devices such as management devices are output from terminal 137 to external information terminal 71. A fourth driver 138d is provided.
[0125] Furthermore, the output unit 130 also has a performance display device 152 that outputs from the sixth output port 141. A performance indicator segment driver that outputs an on / off drive signal for the current supply side segment line. Current draw from IBA 150a, the performance display device 152 output from the 7th output port 142. The performance display digit driver 150b outputs an on / off drive signal for the digit line on the side. It is provided.
[0126] The first driver 138a is designed to drive a solenoid that operates at 32V. DC32V is supplied as the power supply voltage from the power supply unit 400. Also, the integrated display unit 50 A second driver 138b that drives the segment lines is supplied with DC12V. The third driver 138c, which drives the digit wire, draws the digit wire according to the display data using current. Since this is for that purpose, the power supply voltage can be either 12V or 5V.
[0127] The second driver 138b, which outputs 12V, connects the LED anode via the segment wire. The third driver 138c, which supplies current to the terminal and outputs the ground potential, is connected to the cathode terminal. By drawing current through the digit line, the dynamic drive in the integrated display device 50 The power supply voltage is passed through the sequentially selected LEDs in a dynamic mode, causing them to light up. Performance specifications for outputting 12V. The display segment driver 150a supplies power to the anode terminal of the LED via the segment wire. The cathode is controlled by a performance indicator digit driver 150b that infuses current and outputs the ground potential. By drawing current from the terminal via the digit wire, the performance display device 152 displays the dynamometer In the MIC drive system, power voltage is supplied to sequentially selected LEDs, causing them to light up. External information signals are also received. The fourth driver 138d, which outputs to the external information terminal 71, sets the external information signal to a level of 12V. To provide power, DC12V is supplied. Note that buffer 133 and second output port 134, The first driver 138a, etc., is connected to the output section 130 of the game control device 100, that is, on the main board. Alternatively, it may be provided on the relay board 70 side.
[0128] Furthermore, the output unit 130 sends the identification code and program of each gaming machine to an external inspection device 500. A photocoupler 139 is provided for transmitting information such as [information]. 9 indicates that the gaming microcomputer 111 sends data to the inspection device 500 via serial communication. It is configured to allow two-way communication so that reception is possible. Similar to a typical general-purpose microprocessor, the serial communication terminal of the gaming microcontroller 111 is Since this is done using ports such as input ports 122, 123, 124, and 126 are not provided. It wasn't kicked.
[0129] In this embodiment, the performance display device 152 has multiple (four) 7-segment (dot Dp) displays. It consists of an 8-segment display (LED lamp) and a performance display driver 1. 50a and 150b are LED drivers, but are not the only ones.
[0130] The performance display device 152 is installed on the game control device 100 (main board), It may be installed in other locations. For example, the performance display device 152 may display probability setting values and special features. It can display ratios, payout rates, and the number of balls dispensed.
[0131] Here, the number of balls dispensed refers to the number of game balls dispensed from the game area 32 (also called the number of out balls). The number of game balls that passed through the prize entry slot (number of prizes) and the number of game balls that passed through the out slot 30b. This is the sum of the above. The number of ejected balls is calculated by counting the signals from the out ball detection switch 74, etc. This can be obtained by doing so. In this embodiment, the prize winning slots include a general prize winning slot 35 and a start prize winning slot. 36 (First starting prize slot, starting slot 1), normal variable prize slot 37 (Second starting prize slot, starting slot 2) ), and special variable prize winning devices 38, 39 (large prize winning slots) are included.
[0132] The payout rate is the number of prize balls awarded relative to the number of balls dispensed (or the number of balls launched into the game area 32). This is the total ratio (percentage), calculated as (number of balls obtained ÷ number of balls released) × 100 (%). In other words, the payout rate is the number of balls won (total number of prize balls) per 100 balls dispensed.
[0133] For example, the payout ratio is calculated based on the number of wins during a predetermined period (for example, from the time the gaming machine 10 is powered on until the present). Of the total number of prize balls obtained by entering the mouth (total number of prize balls), the number of prize balls obtained during the jackpot state The percentage of prize balls obtained by winning (number of balls obtained by each type of prize) (= so-called consecutive prizes) This is the ratio. Note that the prize ratio is obtained from the number of balls that entered the grand prize slot out of the total number of prize balls. It could also be the ratio of the number of prize balls (during big win state and minor win state) (= ratio of big prize winning slots), or Prize balls obtained by entering the main prize slot and the regular variable prize slot 37 (second starting prize slot) The ratio of the numbers (i.e., the so-called bonus item ratio (total bonus item ratio) commonly used) is also acceptable.
[0134] Furthermore, the game control device 100 also has a safety device function. The safety device is the safe ball count And when the operating conditions (predetermined conditions) based on the number of balls dispensed are met, the game becomes a special feature display game. The following are executed: Mu, regular display fluctuation game, and round game (gameplay during big wins or small wins). A game stop means (play) that can create a game stop state that cannot be stopped (game unplayable state, game prohibited state) (Stopping method) In the stopped state, a new special symbol variation display game and a new regular symbol variation display The game cannot be started. This is due to safety devices, or because the number of safe balls is abnormally high due to cheating. This allows for appropriate measures to prevent fraud in certain situations and also helps to curb players' excessive addiction to the game. It's possible.
[0135] In this embodiment, the safety device is provided by the game control device 100 via software (program) This is a function that is realized by the complete function (or ending function, stop function). It is also called a safety device. Of course, safety devices are hardware such as electrical circuits and circuit boards. It may be provided as such.
[0136] Furthermore, in this embodiment, the operating conditions of the safety device are (1) the number of safe balls and the number of ejected balls The difference in the number of balls has reached the standard value (predetermined value) for the difference in balls, and (2) even during a big win, a small win This is not the case. The difference in ball count is calculated by subtracting the number of balls dispensed from the number of balls that were safe (difference in ball count) Number = number of safe balls - number of ejected balls). Thus, the operating conditions for the safety device are two-stage conditions (1) (2) consists of the following. The operating conditions may be other, for example, condition (1) is that the number of safe balls is It is also possible to configure the system so that it reaches a fixed value. In addition, condition (2) is that a special variable prize device is created. It is also possible to configure the system so that it is not moving, or the main prize slot is not open.
[0137] In this embodiment, the number of safe balls is the number of prize balls that are determined to be dispensed over a predetermined period. This is the total number (number of balls won, payout). If there is an error in the payout of prize balls (game balls), the payout will be... The total number of prize balls that have been determined to be awarded is actually dispensed into the upper tray 21 via the payout device. The total number of prize balls dispensed will not be equal to the total number of prize balls dispensed, but the total number of prize balls actually dispensed will be detected by a detection switch, etc. The number of balls can be measured and used as the number of safe balls. Also, the number of balls ejected (number of out balls) can be measured in the game area 32 or The number of game balls ejected can be counted by counting the signal from the out ball detection switch 74. It is Noh.
[0138] Note that the number of launched balls is the number of balls that were launched and introduced into the game area 32, rather than the number of balls dispensed. Numbers may be used, and the difference in ball count may be calculated as the number of safe balls minus the number of balls launched. The number of balls released can be collectively called the number of balls used (net balls = number of safe balls - number of balls used). Foul balls that were launched by the ball launcher but did not reach the game area 32 were removed, and the difference in balls was... -1 is subtracted each time a game ball is launched from the ball launcher, and +1 is added each time a foul ball is thrown. The number of balls launched will be counted. A detection switch (detection sensor) for counting the number of balls launched will be installed in the game area. The entrance for the game balls to area 32, that is, the guide passage for the launched game balls in the game board 30 It may be provided near the upper end.
[0139] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be explained using Figure 4. Figure 4 This is a block diagram of the performance control system for the gaming machine 10.
[0140] The performance control device 300, like the gaming microcontroller 111, uses an amusement chip (IC). ) consists of a main control microcontroller (CPU) 311 and commands from the main control microcontroller 311 A graphics processor performs image processing for displaying video on the display device 41 according to the code and data. The VDP (Video Display Processor) 312 acts as a processor, and various melodies and sound effects are also included. The sound source LSI314 controls the output of sound so that it can be played back from speakers 19a and 19b. It is equipped with.
[0141] The main control microcontroller 311 stores the program executed by the CPU and various data. Program ROM 321 consisting of ROM (Programmable Read-Only Memory), working area RAM322 provides memory, and Fe can retain stored data even when power is not supplied during a power outage. RAM323 is a timing means that generates information indicating the current date and time (year, month, day, day of the week, time, etc.). The Eggplant RTC (Real-Time Clock) 338 is connected. Note that the main control microcontroller... The 311 also has RAM inside to provide a workspace.
[0142] Furthermore, the main control microcontroller 311 is connected to a WDT (watchdog timer) circuit 324. The process continues. The main control microcontroller 311 analyzes the commands from the game microcontroller 111. Then, the display content is determined and instructions are given to the VDP312 regarding the content of the output video, and the sound source LSI314 Controlling playback of sound, illuminating decorative lights, driving motors and solenoids, and managing the duration of the performance. It performs processes such as those listed above.
[0143] The VDP312 includes RAM312a, which provides a workspace, and a component for scaling images. A scaler 312b is provided for this purpose. In addition, the VDP312 is used for character images and video. Image ROM 325 where image data is stored, and character data read from Image ROM 325 VRAM (video) is an ultra-high-speed memory used to expand and process image data such as video. ORAM)326 is connected.
[0144] Although not particularly limited, the connection between the main control microcontroller 311 and the VDP312 is It is configured to send and receive data using the parallel method. By sending and receiving, commands and data can be transmitted in a shorter time than with serial communication. Cut.
[0145] From the VDP312 to the main control microcontroller 311, the video from the display device 41 and the glass frame 15 and Vertical synchronization signal VSYN for synchronizing the illumination of decorative lamps on the game board 30. C, the synchronization signal STS, which indicates the timing of data transmission, is input. Note that VDP312 The main control microcontroller 311 receives a signal to inform it of the processing status, such as the completion of drawing to VRAM. Waiting for the reception of the combined signals INT0~n and commands and data from the main control microcontroller 311. Wait signals such as WAIT are also input to indicate that the system is in a certain state.
[0146] The performance control device 300 transmits to the display device 41 using the LVDS (Low Amplitude Signal Transmission) method. A signal conversion circuit 313 is provided to generate a video signal. Video data, horizontal sync signal HSYNC, and vertical sync signal VSYNC are input to channel 313. The video generated by VDP312 is then processed via the signal conversion circuit 313. It is then displayed on the display device 41.
[0147] The sound source LSI314 is connected to the sound ROM327, which stores audio data. The control microcontroller 311 and the sound source LSI 314 are connected via the address / data bus 340. It is also done so. Furthermore, an interrupt signal INT is sent from the sound source LSI314 to the main control microcontroller 311. The input is set to be received. The performance control device 300 is provided with the glass frame 15 Audio drivers for the upper speaker 19a and the lower speaker 19b located on the front frame 12 An amplifier circuit 337 consisting of a power amplifier and the like is provided, and the sound is generated by the sound source LSI 314. The generated audio is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337. It can be done.
[0148] Furthermore, the performance control device 300 receives commands transmitted from the game control device 100. An interface chip (command I / F) 331 is provided. Command I / F3 The number of decorative special symbols to be held is transmitted from the game control device 100 to the performance control device 300 via 31. Commands, decorative special effect commands, variable commands, stop information commands, etc., are controlled by the performance control command signal. It is received as (performance command). The game microcomputer 111 of the game control device 100 is DC5 It operates at V, and the main control microcontroller 311 of the performance control device 300 operates at DC 3.3V. Furthermore, the command I / F331 is equipped with a signal level conversion function.
[0149] Furthermore, the performance control device 300 is provided in the game board 30 (including the center case 40) A panel decoration LED control system that drives and controls a panel decoration device 46 having LEDs (light-emitting diodes). Circuit 332, frame decoration with LED (light-emitting diode) installed in glass frame 15 Frame decoration LED control circuit 333 for driving and controlling the device (e.g., frame decoration device 18, etc.), game board 3 Panel display device 44 (for example, display device 41) provided in 0 (including center case 40) A control panel for driving movable parts (such as movable components that work in conjunction with the display to enhance the visual effect) A control circuit 334 is provided. The panel decoration device 46 includes the aforementioned lamp display device 7 It is acceptable to include the number 5.
[0150] These control circuits 332-334, which drive and control lamps, motors, solenoids, etc. It is connected to the main control microcontroller 311 via the address / data bus 340. Frame movement control that drives and controls frame movement devices such as motors provided in the glass frame 15. It may be equipped with a circuit.
[0151] Furthermore, the performance control device 300 has built-in performance buttons 25 provided on the glass frame 15. The performance button switch 25a and the touch panel provided on the surface of the performance button 25 25b, directional key switch 28, volume control button switches 27e, 27f, display unit A performance device switch 47 (performance motor switch) detects the initial position of the motor inside the unit 44. It has a function to detect the on / off state and input a detection signal to the main control microcontroller 311. The state of the volume control switch 335 provided in the performance control device 300 is detected and the main control unit A switch input circuit 336 is provided to input a detection signal to CON 311.
[0152] The normal power supply unit 410 of the power supply unit 400 is a performance control device 300 having the configuration described above. To supply a desired level of DC voltage to the electronic components controlled by it, DC32V for driving motors and solenoids, a display device 41 consisting of an LCD panel, and a motor DC12V for driving lights and LEDs, and DC5V which is the power supply voltage for the command I / F331. In addition to V, it generates a DC 15V voltage to drive motors, LEDs, and speakers. It is composed of.
[0153] Furthermore, the main control microcontroller 311 is designed to operate at low voltages such as 3.3V or 1.2V. When using an LSI that is in operation, DC3.3V or DC1.2V are based on DC5V. A DC-DC converter for generating is provided in the performance control device 300. The DC converter may be provided in the power supply unit 410.
[0154] The reset signal generated by the control signal generation unit 430 of the power supply unit 400 is used for the main control It is supplied to ICON 311 and resets the device. Also, the main control microcontroller The output from 311 is VDP312 (VDPRESET signal) and sound source LSI314. , an amplifier circuit 337 (SNDRESET signal) that drives the speaker, lamps and motors, etc. These are supplied to control circuits 332-334 (IORESET signal) that drive and control the motors, and these are then used to Set to the set state. In addition, the performance control device 300 is equipped with cooling FAs to cool various parts of the gaming machine 10. When N45 is connected and the power to the performance control device 300 is turned on, the cooling FAN45 is driven It is designed to move.
[0155] Next, we will explain the game control performed in these control circuits. Game control device 1 The CPU 111a of the 00 game microcontroller 111 is equipped with a game start gate 34 Based on the input of the ball detection signal from the switch 34a, random values for determining the win are drawn from the diagram. The result is output and compared to the judgment value stored in ROM111b to determine whether the game is a win or loss. Determine.
[0156] Then, the general-purpose display unit 53 displays the identification pattern for a predetermined time, and then stops displaying it. The dynamic display game is shown. If the result of the regular display game is a win, the regular display unit 53 displays The special result mode is displayed, and the ordinary electric solenoid 37c is activated, and the ordinary variable prize mechanism is activated. Control to release the movable member 37b of the unit 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. This is performed by the game control device 100, which performs conversion control of the conversion member (movable member 37b). This constitutes a conversion control execution means. If the result of the regular chart fluctuation display game is incorrect, the regular chart Control is performed to display the result of a miss on the indicator 53.
[0157] Furthermore, the detection signal of the game ball from the start port 1 switch 36a provided in the start prize port 36 Based on the input, the game starts and awards (start memory) are stored, and based on the start memory, the special feature 1 variable display game is played. The random values used for determining the jackpot are extracted and compared with the determination values stored in ROM111b, and the special feature 1. Determine whether the game is a win or a loss based on the variable display.
[0158] Furthermore, the detection of game balls from the start port 2 switch 37a provided in the normal variable prize winning device 37 Based on the signal input, the start memory is stored, and based on the start memory, the jackpot of the special feature 2 variable display game is determined. Random values for judgment are extracted and compared with the judgment values stored in ROM111b, and the special figure 2 variation is determined. Determines whether the displayed game is a win or a loss.
[0159] Then, the CPU 111a of the game control device 100 controls the special feature 1 variation display game and the special feature 2 variation The control device 300 outputs a control signal (performance control command) that includes the result of the displayed game. It exerts power. Then, the identification pattern is displayed on the special figure 1 display 51 and the special figure 2 display 52, changing for a predetermined time. After that, the special symbol variation display game is displayed to stop. That is, the game control device 100 , the starting prize area (start prize opening 36, normal variable prize device 3) for the game balls flowing down the game area 32. 7) This constitutes a game control means that controls the progress of the variable display game based on the winning outcome.
[0160] Furthermore, the performance control device 300, based on the control signal from the game control device 100, displays the display device At 41, it displays a decorative special feature variation display game that corresponds to the special feature variation display game. Furthermore, the presentation The control device 300 sets the performance state and other settings based on the control signals from the game control device 100. This unit handles the output of sound from speakers 19a and 19b, and the processing of the illumination of various LEDs. The performance control device 300 controls the performance related to the game (variable display game, etc.). I will take action.
[0161] Then, the CPU 111a of the game control device 100 determines if the result of the special symbol variation display game is a win. In this case, the special result mode will be displayed on the display unit 51 in Special Figure 1 and the display unit 52 in Special Figure 2, and The game state is created. In the process of creating a special game state, CPU 111a performs the following: For example, the opening and closing doors of the special variable prize winning devices 38 and 39 are controlled by the large prize winning solenoids 38b and 39b. The system opens ports 38c and 39c, allowing game balls to flow into the main prize area.
[0162] Then, either a predetermined number of game balls (for example, 10) enter the grand prize slot, or the grand prize slot opens Either a predetermined release time (e.g., 27 seconds or 0.05 seconds) has elapsed since the release. One round (R) is defined as opening the grand prize slot until the conditions are met, and this is repeated for a set number of rounds. Control (cycle game) to continue (repeat) for a certain number of times (e.g., 15 times, 11 times, or 2 times) ) is performed. In other words, the game control device 100 performs the following when the stopping result is a special result. Furthermore, it includes a large prize opening / closing control means that controls the opening and closing of the large prize opening. If the result is incorrect, the incorrect result pattern will be displayed on the display unit 51 in Figure 1 and the display unit 52 in Figure 2. Controls the display of this information.
[0163] Furthermore, the game control device 100 determines the special game state based on the result of the special symbol variation display game. After the end of the game, it is possible to enter a high-probability state as a game state. The high-probability state (probability change state) is In the special feature display game, the probability of getting a winning result is higher compared to the normal probability state. Also, both the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game Even if a high probability state is reached based on the resulting pattern, the Special Figure 1 variation display game and the Special Figure 2 variation display game Both sides of the system enter a high probability state.
[0164] Furthermore, the game control device 100 determines the special game state based on the result of the special symbol variation display game. After the end of the game, it is possible to enter a time-saving state (specific game state) as a game state. In this case, control is performed to put the regular variation display game and the regular variation prize winning device 37 into a time-saving operation state. In general, the number of winning devices per unit time is higher than in normal gameplay where no special games are played. In order to effectively increase the opening time of 37, it will enter a regular electric support state. Even in high-probability states (normal probability states) excluding latent probability states, the time-saving state is also activated simultaneously, and the normal train Provide support.
[0165] In addition, during the shortened time state, the execution time of the special symbol variation display game (special symbol variation time) is also shorter than usual. It can be shortened, and time-saving variations in the special feature display game can also be implemented.
[0166] Furthermore, in the time-saving state, the result of one win in the normal variation display game is determined by the normal variation. The number of times the prize-winning device 37 opens (normal opening count) is greater than the number of times it opens in the first opening (for example, 2 times). It is possible to set the second number of openings to (for example, 4 times). Also, in the time-saving state This refers to the probability of a winning result in a game with a variable display of the regular diagram (regular diagram probability, regular diagram winning probability) under normal operating conditions. It is possible to set a high probability that is higher than the normal probability (low probability) when the state is true.
[0167] In the shortened time state, the normal chart change time, normal chart stop time, number of normal electric train releases, normal electric train release time, normal By changing one or more of the probabilities shown in the diagram, the normal variable prize winning device 37 is opened. The conversion time will be extended beyond the normal time. This will allow special gameplay to be played during the time-saving state. Compared to the normal game state where this is not performed, it becomes easier to win prizes in the normal variable prize winning device 37, and per unit time The number of times the special feature variation display game can be executed can be increased compared to the normal game state. It is also possible to set up multiple types of time-saving states, each with different elements that change. The movable member 37b may be set not to open in the operating state (the probability of opening is 0). Also, if a winner is selected, it is possible to choose between the first opening mode and the second opening mode. Good. In this case, the selection probabilities for the first opening mode and the second opening mode may be made different. Also, high The probability state and the time-saving state can occur independently of each other, and both can occur simultaneously. It is possible, and it is also possible to generate only one of them.
[0168] [Transition state upon power-on] As mentioned above, the RAM initialization switch 112 and the setting key switch 153 when the power is turned on Depending on whether it's on or off, it transitions between four states (modes).
[0169] When the power is turned on, the RAM initialization switch 112 and the setting key switch 153 are turned on. If this is the case, the probability setting value (setting value) can be changed (configurable) and the setting is variable (setting change The system transitions to a state of change, a state where settings can be changed, and a setting change mode (steps X30 to X39 in Figure 6). (See Figure 17).
[0170] Next, when the power is turned on, the setting key switch 153 is ON, but the RAM initialization switch When switch 112 is off, the setting confirmation state (setting confirmation mode) is activated, allowing you to check the probability setting value. The process then transitions to (see steps X34-X39 in Figure 6 and Figure 17).
[0171] Also, when the power is turned on, the setting key switch 153 is off, but the RAM initialization switch 1 If 12 is turned on, the system will enter the RAM initialization state (RAM clear mode). The RAM initialization process (RAM clear process) is executed, and RAM111c is initialized. (See steps X45-X47 in Figure 6)
[0172] When the power is turned on, the setting key switch 153 and the RAM initialization switch 112 are off. In that case, the system will transition to the normal power restoration state (normal power restoration mode), and power will simply be restored. .
[0173] [Control of the game control device] The following describes the control of a gaming machine that performs this type of game. First, the game control device 10 Control performed by the game microcomputer (game microcontroller) 111 of 0 Let me explain. The control processing by the gaming microcontroller 111 is mainly as shown in Figures 5, 6, and 7. The input process and the timer interrupt process shown in Figure 11, which is performed at a predetermined time interval (e.g., 4 msec), are performed. It consists of logic and principles.
[0174] [Main processing (game control device)] First, let's explain the main processing. Figures 5, 6, and 7 show the operation of the game control device 100. This is a flowchart showing the steps of the main process. The main process begins when the power is turned on. It will begin.
[0175] As shown in Figure 5, when the game control device 100 starts the main processing, it first receives an interrupt. The process to be prohibited is executed (step X1). Furthermore, when an interrupt occurs, the values of registers, etc. are returned. Stack pointer setting process: Sets the stack pointer, which is the starting address of the area to be avoided. Execute (Step X2).
[0176] Next, specify register bank 0 as the register bank to be used (step X3), Set the higher address of the RAM start address in the designated register (step X4). Example For example, if the RAM address is in the range of 0000h to 01FFh, the higher address and Then set it to 00h.
[0177] Next, the game control device 100 outputs a firing stop signal and sets the firing permission signal to a prohibited state. Set (Step X5). The launch permission signal is given to the game control device 100 and the payout control device 200. Even if one side is outputting a signal to stop firing, it will be set to a prohibited state, and the ball launcher or The launch of these game balls is prohibited. After that, the game control device 100 sets The state of the key switch 153 and the RAM initialization switch 112 is read (step X6). In other words, it reads the signals from the setting key switch 153 and the RAM initialization switch 112. .
[0178] Furthermore, the game control device 100 sets a power-on delay timer (step X7). By setting a predetermined initial value in the power-on delay timer, the game, which serves as the main control means, Subordinate control means (for example, dispensing control device 2) that perform various controls according to instructions from control device 100. Waiting time to wait until the program of 00 or the performance control device 300) starts up normally. (For example, 3 seconds) is set. This means that when the power is turned on, the game control device 100 will first Then the subordinate control devices (for example, the payout control device 200 and the performance control device 300) start up. The command is sent to the slave control unit before it can be executed, causing the slave control unit to miss the command. This can be avoided. In other words, when the game control device 100 is powered on, the main control The activation of the main control device (game control device 100) is delayed, and the subordinate control device (payout control device 200, performance) is delayed. This provides a waiting means for setting a predetermined waiting time to wait for the control device (300, etc.) to start up.
[0179] Furthermore, the timing of the power-on delay timer is used for RAM validity check (checksum calculation). This is performed using memory areas that are not subject to the validation (such as RAM areas or registers that are not subject to validation). This means that when calculating check data such as checksums for the RAM area, some parts This prevents the control process from becoming complicated when powering on, as it eliminates the need to exclude the RAM area from calculations. It can be stopped.
[0180] Note that before the start of the standby time, the status of the setting key switch 153 and the RAM initialization switch 112 By reading the state, the operation of the setting key switch 153 and the RAM initialization switch 112 is confirmed. Indeed, it can be detected. That is, after the waiting time has elapsed, the setting key switch 153 and RAM initialization are performed. If you configure it to read the state of switch 112, it will wait for the waiting time to elapse before setting the key. The switch 153 and RAM initialization switch 112 are operated, or the waiting time elapses from power-on. Until then, you will need to continue operating the setting key switch 153 and the RAM initialization switch 112. Yes, it is. However, by reading the state before the waiting period starts, such cumbersome operations can be avoided. Even without doing so, the setting key switch 153 and RAM initialization switch 112 were used when the power was turned on. This prevents situations where the system cannot accept commands.
[0181] When the power-on delay timer is set (step X7), the game control device 100 enters standby mode. The process involves timing the time and monitoring for power outages during the waiting period (Step X 8-10).
[0182] When the power outage monitoring process is initiated, the game control device 100 first receives input from the power supply device 400. When a power outage occurs, the power outage monitoring signal is read via the port and data bus, etc. Determine whether or not it is happening (step X8). If a power outage has occurred (step X8; Y) Wait until the power to the gaming machine is cut off.
[0183] If no power outage has occurred (step X8;N), the game control device 100 will power on Update the input delay timer by -1 (step X9), and determine whether the timer value is 0 or not. (Step X10). If the timer value is not 0 (Step X10; N), i.e., If the waiting period has not ended, the process returns to step X8.
[0184] In other words, the game control device 100 monitors for the occurrence of a power outage during a predetermined standby time. This serves as a monitoring means. This delays the activation of the game control device 100, which serves as the main control means. This will enable us to respond to power outages that occur during the period, and to address malfunctions when the power is turned on. It can be dealt with appropriately. Note that access to RAM is permitted until the waiting period ends. It has not been changed, and the memory contents from the previous power outage are still retained, therefore here During a power outage, there is no need to perform backup processes or anything like that. Therefore, a power outage occurs during the standby period. Even if this occurs, there is no need to back up the RAM, reducing the burden on the control system. ru.
[0185] On the other hand, if the timer value is 0 (step X10; Y), the game control device 100 In other words, when the waiting time ends, read / write R, such as RAM or EEPROM, Allow access to WM (Read / Write Memory) (Step X11), and output to all output ports. Output the data (set to no output) (Step X12).
[0186] Next, the game control device 100 has a serial port (pre-installed on the game microcontroller 111) In this embodiment, the port is used for communication with the performance control device 300 and the payout control device 200. Set (Use) (Step X13).
[0187] Next, the game control device 100 controls the game microcomputer 111 (clock generator) The CTC (Counter / Timer C) generates the current interrupt signal and the random number update trigger signal (CTC). Start the ircuit circuit (step X14). Note that the CTC circuit is controlled by the gaming microcontroller 11 It is located in the clock generator within 1. The clock generator is an oscillator circuit 11 A frequency divider circuit divides the oscillation signal (original clock signal) from 3, and based on the divided signal... Timer interrupt signal and random number generation for CPU 111a with a predetermined period (e.g., 4 milliseconds) It includes a CTC circuit that generates a CTC signal that triggers the random number update supplied to the circuit. ru.
[0188] Next, the game control device 100 displays an RA indicating an abnormality in the RAM (in this case, RAM111c). Set the M abnormality flag (step X15). Here, the flag assuming an abnormality is set Set it in a specific register.
[0189] Next, the game control device 100 checks if the value of the power outage inspection area 1 in the RWM is normal. Determine whether or not it is check data (step X16). Then, if it is normal (step (X16;Y), the value of power outage test area 2 in RWM is normal power outage test area check data Determine whether or not this is the case (step X17).
[0190] Furthermore, if the value in the power outage inspection area 2 is normal, the game control device 100 will (step X17) ;Y), calculate the checksum of a predetermined area within the RWM (e.g., the work area within the area). The checksum calculation process is executed (step X18), and the calculated checksum and the checksum at the time of power failure are calculated. Determine whether the checksums match (step X19). If the checksums match... In the case of (step X19; Y), the RAM is normal, and a RAM error message indicating a RAM abnormality is displayed. Clear the lag (step X20). Then proceed to step X21.
[0191] Furthermore, if the check data in the power outage inspection area is not normal, the game control device 100 will not function correctly. If determined (step X16;N or step X17;N), the checksum is If this is not done (step X19;N), the RAM error flag will not be cleared. Proceed to processing step X21.
[0192] Next, the game control device 100 has a setting key switch 153 and a RAM initialization switch 11 Determine whether both switches 2 are ON or OFF (step X21). Game control device 100 When both switches are on (step X21; Y), the setting is variable (setting change mode). The program then transitions to step X30-X40, where it executes the process of changing the probability settings.
[0193] The game control device 100 has a set key switch 153 and a RAM initialization switch 112. If one of them is off (step X21;N), then RAM (here RAM11) Determine whether the RAM error flag indicating an abnormality in 1c) is set (Step X2) 2) If the RAM abnormality flag is not set (step X22; N), probability setting Determine whether the "changing" flag is set (step X23). Probability setting changing If the flag is not set (step X23;N), steps X34-X40 Processing during probability setting confirmation (setting confirmation state, setting confirmation mode), steps X44~X47 RAM initialization process (RAM clear process), or steps X44 and X48~ This executes the normal power-on (power-recovery) process for the X51.
[0194] The game control device 100, when the probability setting change flag is set (Step X 23;Y), notify that there is an abnormality in the game control device 100 (main board). A command for main abnormal error notification is sent to the performance control device 300 (step X24). The performance control device 300, upon receiving the command for main abnormal error notification, then controls the game control device 100. This report indicates that an abnormality has occurred.
[0195] Next, the game control device 100 displays the 7-segment display data ("E1" error table) when the game is stopped. To display the data shown on the performance display device 152, the driver 15 of the performance display device 152 Output to 0a, 150b (step X25). Then, external device (amusement arcade internal management device) Security signals to alert (hall computer) and information gathering terminals, etc., of abnormalities. The ON data is output to the external information terminal 71 (step X26). Note that here, a jackpot Even if information related to the jackpot signal remains in RAM111c, external information terminal 71 Other signals to are kept in the off state. Then, steps X25 and X26 are processed. Repeat the waiting process, then perform the setting change operation again (setting key switch 153 and RAM initialization). Turn on both switches 112 and wait for the power to be supplied. Note that step X While waiting and repeating the processing of step 25 and step X26, interrupts remain disabled. (Step X1), Timer interrupt processing that can execute special drawing game processing or general drawing game processing ( Figure 11) cannot be executed, therefore the game (special symbol variation display game, normal symbol variation display game, round (Such as playing games) cannot be performed.
[0196] In this way, the setting change operation (setting key switch 153 and RAM initialization switch 11 The probability setting change flag is set even though neither of the two (on) operations has been performed. If an abnormality is detected, the process in steps X24 to X26 is executed. For example, probability setting If the power is turned off and the system restarts while the settings are being changed (before the settings change is complete), the settings change may be lost. The probability setting change flag may be set even if no operation is being performed.
[0197] On the other hand, the game control device 100 also operates when the RAM abnormality flag is set (step X22;Y), the main board notifies that there is an abnormality in the game control device 100 (main board). An abnormal error notification command is sent to the performance control device 300 (step X24), and the game is stopped. The 7-segment display data (data showing the error "E1") is transmitted to the driver of the performance display device 152. Output to terminals 150a and 150b (step X25) to notify an external device of the RAM abnormality. Therefore, the ON data of the security signal is output to the external information terminal 71 (step X26). Furthermore, as mentioned above, even if information regarding the jackpot remains in RAM111c, Other signals to the external information terminal 71, such as the hit signal, are kept in the off state.
[0198] After that, it is determined whether or not a power outage has occurred (step X27), and if a power outage has not occurred If (step X27; N), repeat the process of step X25 and step X26. Wait. Meanwhile, when it is determined that a power outage has occurred (step X27; Y), all output power Off-data is output to the terminal (step X28), and read / write operations are performed on RAM, EEPROM, etc. Prohibit possible RWM (Read-Write Memory) access (step X29). Then Wait until the power to the gaming machine is shut off.
[0199] The game control device 100 has both a setting key switch 153 and a RAM initialization switch 112. When the switch is ON (step X21; Y), probability setting is being changed (setting is variable). The process of ) is started, and first it is determined whether or not the RAM error flag is set ( Step X30). If the RAM error flag is set (Step X30; Y), Since it is unclear whether the probability setting value is correct, it is not written in the probability setting value area of RAM111c. Clear the stored probability settings and return them to their initial values (for example, the minimum setting value "1") (stat (X31), Sets the probability setting change flag to indicate that the probability setting is being changed (S Step X32). If the RAM error flag is not set (Step X30; N) , without clearing the probability setting value, set the probability setting change flag (step X32). Next, the command for changing the probability setting is sent to the performance control device 300 (performance control board) (Ste Step X33), proceed to step X37. Note that commands received during probability setting changes will be received. The activated performance control device 300 reports on the display device 41 or other means that the probability setting is being changed. To know.
[0200] The game control device 100 has a set key switch 153 and a RAM initialization switch 112. Even if one is not, if one is off (step X21;N), the RAM abnormality flag is set. If (step X22; N), and the probability setting change flag is not set. (Step X23;N), determine whether the setting key switch 153 is ON or OFF (Step (Step X34). When the setting key switch 153 is ON (Step X34; Y), R AM initialization switch 112 is OFF, and probability setting check in progress (setting check in progress). The process starts and sets a flag indicating that the probability setting is being checked. (Step X35). Then, the command during probability setting confirmation is sent to the performance control device 300 (performance control The data is sent to the circuit board (step X36), and the process proceeds to step X37. The performance control device 300, upon receiving the command "Checking Status", displays that it is currently checking the probability setting. The device 41 and other devices will provide notification.
[0201] After step X33 or step X36, the game control device 100 is in the process of changing the probability setting. As a common process during probability setting verification, steps X37 to X43 are executed.
[0202] The game control device 100 first performs security during probability setting changes and probability setting confirmation. To output the signal, a 128ms (predetermined time) interval is set in the security signal control timer area. (Step X37). Note that the security signal control timer count and security The output of the T signal is executed in the probability setting change / confirmation process described later (Figure 17), but If the rate setting change or probability setting confirmation is completed early, the remaining security signal control terminal The current count and security signal output are processed in the external information editing process (step X119). Executed. During probability setting changes and probability setting confirmation, at least 50ms will be used for security. The criterion signal is output.
[0203] Next, the game control device 100 allows an interrupt (step X38). This allows the The current interrupt processing (Figure 11) becomes executable. And when the setting key switch 153 is OFF Determine whether it exists or not (step X39). If the setting key switch 153 is ON (Step X39; N), determine whether or not a power outage has occurred (Step X40). If no electricity is generated (step X40; N), the process returns to step X39. If a power outage occurs (step X40; Y), the power outage will occur in steps X63 to X69. Perform the processing at the time of birth.
[0204] Thus, as long as the setting key switch 153 is ON and no power outage occurs, the probability A variable setting state (setting change state, setting change mode) where the setting value can be changed, or a probability setting value The settings confirmation state (settings confirmation mode) that allows you to verify the settings will continue.
[0205] On the other hand, when the setting key switch 153 is off, the game control device 100 (step X39;Y), interrupts are disabled (step X41), and the notification termination command is displayed on the control device. Send to 300 (performance control board) (step X42). Note that the notification termination command is received. The signaled performance control device 300 will notify that the probability setting is being checked or that the probability setting is being changed. We will now end the notification regarding this matter.
[0206] Next, the game control device 100 checks whether the probability setting change flag is set, Next, determine whether or not the probability settings have been changed up to this point (Step X43). Probability settings If the changing flag is set (step X43;Y), that is, if previously confirmed If the rate setting is being changed, the RAM initialization process (described later) in steps X45 to X47 will be executed. On the other hand, if the probability setting change flag is not set (step X43;N ), that is, if the probability setting was being checked up to this point, power on from step X48 onwards. The normal processing will be performed at that time (when power is restored).
[0207] The game control device 100 is in the case when the setting key switch 153 is off (step X34 ;N) Determine whether the RAM initialization switch 112 is ON or OFF (step X44) If the RAM initialization switch 112 is ON (step X44;Y), RAM 11 In step 1c, reset all RAM areas except the probability setting area used to store the probability setting value to zero. (Step X45). That is, remove the probability setting values stored in the probability setting value area. Then, the game information stored in RAM111c is cleared to 0. Here, the aforementioned probability setting change The "Continuing" flag is also cleared here. Also, within a predetermined time period (in this case, 10% of the timer interrupt), The number of acquired game balls is the total number of prize balls obtained (including those awarded). The area is also cleared to 0. Then, a safety device (mentioned above) is displayed to indicate whether or not it is activated. The safety device activation flag area, which stores the activation flag, is also cleared to 0 (safety device activation flag (G=0), the safety device is deactivated. Note that in step X45, the setting change is performed. RAM reset (step X43;Y) and RAM reset without setting changes (step In either X44;Y), the safety device activation flag area is cleared to 0. The device's operation is deactivated, but this can be limited to one side only.
[0208] Furthermore, in this case, in addition to the probability setting value area, the stack area and unused area are not cleared. Work area for performance display (outside work area) related to performance information and its display (performance display) It is also possible to configure the system so that the area (part of the memory region) and the stack area (out-of-area stack area) are not cleared. Furthermore, performance information is derived based on the number of prize balls obtained through winning, for example, These include the ball payout rate, base value (payout rate in normal gameplay), bonus item ratio, and number of balls dispensed.
[0209] Next, the game control device 100 saves the initial values during RAM initialization in the area to be initialized. (Step X46). Then, the command during RAM initialization is controlled by the performance control device 300 (performance). The data is sent to the control board (step X47), and the process proceeds to step X52.
[0210] On the other hand, the game control device 100, when the RAM initialization switch 112 is off, ( ) (P-X44;N), both setting key switch 153 and RAM initialization switch 112 are ON Therefore, the normal power-on (power restoration) process begins, and as the power outage recovery process, it starts The initial values for when power is restored (when power is restored) are saved in the area that should be scheduled (step X48). The aforementioned flag indicating that the probability setting is being checked is also cleared at this point. Note that this is different from when RAM is initialized. During normal power-on, the safety device activation flag area is not cleared. Also, here, The ceiling counter value, which indicates the number of times the special symbol variation display game has been executed in a state other than the probability variation state, is stored. The ceiling counter area does not need to be cleared in a way that does not disadvantage the player. This corresponds to a processing number provided to rationally execute the special game processing described later. A command is sent to the performance control device 300 (performance control board) when the power outage is restored (step X4). 9) Proceed to processing step X50.
[0211] Note that the RAM initialization command and step X47 are sent during the processing of step X47. The command sent during the power outage restoration process in step 9 includes a machine type specification command indicating the type of gaming machine. , decorative special feature 1 reserve count command and decorative special feature 2 reserve count command that indicate the number of reserved special features 1 and 2, A probability information command that indicates the probability state (high probability state or low probability state) and whether or not there is a time-saving state. A command indicating the number of times the special feature variation display game has been executed in a set performance mode, This includes a power restoration command indicating that power has been restored.
[0212] Furthermore, the commands used during RAM initialization and power restoration are based on the probability of the gaming machine 10. Setting value information command (probability) which indicates setting value information (setting information) which is information about the setting value (setting value) This includes a setting value information command. The game control device 100, when the power is restored (turned on), It is only necessary to send the setting value information command to the performance control device 300 once, and thereafter the performance control The device 300 can perform performance control by referring to the setting value information it has stored.
[0213] Note that the commands used during RAM initialization include the RAM initialization command (RAM clear command). This also includes (and). The performance control device 300 that receives the RAM initialization command will, for example, The display device 41 shows a customer waiting demo, and the LEDs and speakers 19a, 19 of the panel decoration device 46, etc. The sound 'b' will be used to signal RAM initialization (RAM clear) for 30 seconds. Also, the frame when power is restored... The command includes a screen specification command that specifies the content to be displayed on the screen of the display device 41. Oh, the screen specification command is for both Special Figure 1 and 2, and normally during processing (even during fluctuations or while a win is occurring). (If not) it's a customer waiting demo command, otherwise a recovery screen command is fine.
[0214] Next, it is determined whether or not a safety device is activated (step X50). For example, a safety device As an operational flag, "1" indicates that the safety device is operational. If it is saved in the storage area, it can be determined that the safety device is activated (safety device activated) Flag = 1). And if the safety device is activated (step X50; Y), the safety device The safety device operation command, indicating that the device is in operation, is transmitted to the performance control device 300 (performance control The signal is sent to the circuit board (step X51), and the process proceeds to step X52. The safety device is activated. If it is not in the middle (step X50; N), proceed directly to the processing in step X52.
[0215] Then, the information (value) of the flag register is saved (PUSH) to the stack area within the region (S Step X52), safety device information related to safety devices (safety device counter value, safety device) Executes a safety device information initialization process to initialize (step) operation information, old operation information, etc. (Step X53). Then, the information in the flag register is restored (POP) (Step X54). Except when the game stops due to a RAM error (steps X25~X29), the power will be turned on. And we made it so that safety device information (such as safety device counter values) is initialized (cleared) unconditionally. However, if you have a count continuation switch and press the count continuation switch while turning on the power, There is no need to initialize (clear) the safety device information.
[0216] Furthermore, as described later, when transitioning to the safety device information initialization process, the stack pointer is left idle. Safety device information, performance information, and performance display (performance information) are taken from the stack area within the area related to technical control. Switches to the out-of-bounds stack area related to the display of ( ). At that time, the stack area for game control When saving the interface to the stack pointer storage area of RAM111c, the flag register Because lag (especially the zero flag) may change, in step X52, beforehand... Save the information in the lag register. The flag register is an 8-bit system where each bit is either 0 or 1. This is a flag that takes the value of [value]. Regarding the flag register, see Japanese Patent Publication No. 2013-23. The materials disclosed in Japanese Patent Publication No. 3299 and Japanese Patent Application Publication No. 2018-94101, etc., can be used.
[0217] Next, the game control device 100 activates the random number generation circuit (step X55). In essence, the random number generation circuit is configured to use a specific register (CTC update enable register) within the random number generation circuit. The CPU111a handles the setting of the startup code (specified values), etc. The bit transposition pattern of the hardware random numbers generated by the random number generation circuit is also set. In this embodiment, the random number generation circuit is updated solely by hardware. Numbers include: jackpot random number, winning symbol random number (jackpot symbol random number, minor win symbol random number, support win symbol) Random numbers, etc., generate random numbers for the general diagram and random numbers 1-3 for the variation pattern. These random numbers are A so-called "high-speed counter" that is updated based on a clock speed equal to or faster than the operating clock. good.
[0218] A bit transposition pattern is the bit arrangement of an extracted random number (the arrangement before bit transposition in the upper row). , rearranged in a predetermined order to create a different bit configuration (the configuration after transposing the bits of the lower row) This is a pattern that defines how items are rearranged when stored.
[0219] In this embodiment, by swapping the bits of a random number according to a bit transposition pattern, the random number This allows for the disruption of patterns and enhances the confidentiality of random numbers. The transposition pattern may be a single fixed pattern, or it may be a set of multiple pre-prepared patterns. You could also allow users to select from turns. Alternatively, you could allow users to set it arbitrarily. good.
[0220] Next, the game control device 100 prohibits interrupts (step X56) and the game is stopped. Determine whether or not (Step X57). If the safety device is activated, or if the game (special symbol variation display) is activated. Severe error 2 (described below) which requires stopping games, regular display games, round games, etc. If the following occurs, it can be determined that the game is currently stopped.
[0221] If the game is not stopped (step X57;N), the game control device 100 will flag register The information (value) of the stack is moved (PUSH) to the stack area within the region (step X58), Execute the performance display editing process to calculate performance information such as the payout rate (Step X5) 9) Here, you may calculate performance information (such as the ratio of winning combinations and the payout rate). An abnormality has occurred in the performance display work area (part of the out-of-area work area) related to the display (performance display). If it exists, you may clear it. Then restore the information in the flag register (POP ) then (step X60), and enable interrupt (step X61). If no errors occur at all In addition to cases where it is not present, there are also weak errors (described later) or strong errors 1 ( Even if the following occurs, the game is not stopped, and the process includes performance display editing, etc. Processing X58 to X60 will be executed. Note that if a minor error or major error 1 occurs... Furthermore, a configuration is also possible in which the processing in steps X58 to X60 is not executed.
[0222] Furthermore, as described later, when transitioning to the performance display editing process, the stack pointer is controlled by the game control. From the stack area within the related region, safety device information, performance information, and performance display (display of performance information) Switches to the out-of-bounds stack area related to ). At that time, the stack pointer for game control is used. When saving to the stack pointer storage area of RAM111c, the flag in the flag register ( In particular, the zero flag may change, so in step X58, the flags may change beforehand. Back up Zista's information.
[0223] On the other hand, when the game is stopped (step X57;Y), the game control device 100 performs Allow interrupts without performing display editing or other processing (step X61). That is, If a safety device is activated or a severe error 2 occurs, performance display editing processing (especially, Because the base value calculation process during the performance display editing process is not executed, performance information such as the base value is not available. The calculation is not updated and does not change. Furthermore, even if a severe error 2 occurs, the game will not stop, and performance will be maintained. It is also possible to configure the system to perform display editing and other processing. Furthermore, by enabling interrupts, timer interrupts can be enabled. The process (Figure 11) becomes executable.
[0224] In this embodiment, errors are classified into three types: weak errors, strong errors 1, and strong errors 2. The performance control device 300, upon receiving an error / invalid command, will then... In the setup process (step S156), different options are used to correspond to weak error, strong error 1, and strong error 2. You can set up and run error notifications for strength levels.
[0225] For example, the performance control device 300 controls the volume of the error notification sound from speakers 19a and 19b. , or LEDs that emit light for error notification (display of panel decoration device 46 or frame decoration device 18) Even if you increase the brightness of the LED (used for this purpose) in the order of weak error < strong error 1 ≤ strong error 2 Good. Also, even if you set the speaker volume or LED brightness for strong error 1 and strong error 2 to the same level... Good. Also, the performance control device 300 will adjust the volume of the notification sound in the hall when a minor error occurs. • Set the volume to the level adjusted in the player setting mode processing (step S11) (below the maximum volume), and then... If Error 1 or Severe Error 2 occurs, the volume of the notification sound may be set to maximum.
[0226] A minor error occurs when a ball shortage switch signal is generated in response to a shortage of game balls before payout. This is an overflow error corresponding to a shot ball shortage error and the lower tray 23 becoming full. This includes overflow errors that generate a switch signal. In the case of a weak error, external information signals The number is not output to the external information terminal 71 (see Figure 59). Also, a weak error indicates a switch malfunction. This may include errors and payout anomaly errors, which result in status signals indicating payout abnormalities.
[0227] Severe Error 1 is a frame release error related to frame release, including glass frame release errors and main frame release errors. This includes errors (front frame open error). In severe error 1, the door / frame open signal is used as an external information signal. The number (step X505) is output to the external information terminal 71 (see Figure 59).
[0228] Severe Error 2 is an error related to fraud, and it is preferable to stop the game. Stone manipulation, board radio wave manipulation, frame radio wave manipulation, vibration manipulation, abnormal ejection error, V-pass error, grand prize slot This includes fraud and general power fraud. In severe error 2, the security signal (step) is used as an external information signal. The error (X522) is output to the external information terminal 71 (see Figure 59). Also, the remaining error in strong error 2 Ball errors may be included. If a major error 2 occurs, the game (special symbol variation display game) (Games such as regular display games and round games are stopped, and it can be determined that the game is stopped.) Step X57). Also, if a severe error 2 occurs, the safety device will activate. Similarly, the games include special symbol variation display games, regular symbol variation display games, and round games (during a jackpot). This refers to a game stop state (game unavailable state, game prohibited state) where actions such as playing during a minor win cannot be performed. It is possible.
[0229] The game control device 100 determines whether or not a power outage has occurred after step X61. (Step X62). If no power outage has occurred (Step X62; N), Step X Return to process 56. This creates a loop of steps X56-X62 until a power outage occurs. The process is repeated. And, until a power outage occurs, unless the game is stopped, that is, Unless a safety device is activated or a severe error 2 occurs, the performance display editing process (status) will proceed. In the X59 model, performance information such as base values can be repeatedly calculated.
[0230] Note that the loop repetition period is determined by the timer interrupt period (a predetermined time period, e.g., Because it is considerably shorter than, for example, 4 msec, the performance display editing process is performed multiple times during the interrupt cycle. This is done. Therefore, the number of game balls entering and being dispensed changes (game balls relative to the out opening 30b) If there is an event such as a ball entering the game, performance information such as base values can be changed immediately.
[0231] In the event of a power outage (step X62; Y), the game control device 100 will perform the following actions when a power outage occurs. Processing begins, interrupts are temporarily disabled (step X63), and off data is output to all output ports. Apply force (step X64). Then, apply power outage inspection area check data 1 to power outage inspection area 1. Save (step X65) and save the power outage inspection area check data 2 to power outage inspection area 2. (Step X66). Furthermore, the checksum when the RWM power is cut off is calculated. The checksum calculation process is performed (step X67), and the calculated checksum is then saved. (Step X68). Finally, execute the process to prohibit access to the RWM (Step X68). X69) Wait until the power to the gaming machine is shut off.
[0232] In this way, check data is saved in the power outage test area, and the check during power outages is also saved. By calculating the backsample, the information stored in the RWM before the power was cut off can be checked correctly. Whether or not the device is turned on can be determined when the power is turned back on.
[0233] As explained above, the main processing has been described, but for example, the processing in steps X56 to X62 If the setting key switch and RAM initialization switch are turned on, step X21 and Perform a similar determination process and set the probability setting change flag in the same way as in step X32. Therefore, while the gaming machine 10 is running, it can be switched to a variable settings state (settings change mode) any number of times. It may be possible to make it possible.
[0234] [Example of RAM area configuration] Figure 8 shows the configuration of the RAM 111c of the gaming microcontroller 111. From the starting address of RAM111c, the work area, unused area, and stack area within the region are located. Area, unused area, out-of-area work area, unused area, and out-of-area stack area are allocated. In-area work area and in-area stack area (game control stack area, in-area stack area) ) unused area between, and out-of-bounds work area and out-of-bounds stack area (out-of-bounds stack area) There may be no unused space between them.
[0235] The work area within the RAM region (work area for game control) can be read from and written to by the program within that region. This is a work area for game control that is read by programs outside the domain. The work area within the domain is, Probability setting area, test signal output data area, random number area, switch control area, segment area In addition to the area, power outage inspection area 1, power outage inspection area 2, checksum area, etc., the safety device is activated. A safety device activation flag area indicating whether or not the device is activated, and a timer interrupt 1 (for example, 4m This includes a memory area for storing the number of game balls won as prizes within the second (sec).
[0236] The out-of-bounds work area of RAM is read from and written to by programs outside the RAM area, and is read from and written to by programs inside the RAM area. This is the area to be read. The work area outside this area is the safety device counter value corresponding to the difference in ball count (difference in ball count). A safety device counter area that stores a number (+ initial value), and a safety device operation area corresponding to the state of the safety device. It includes a safety device operation information area for storing information and a past operation information area for storing past operation information, It can store safety device information related to all devices. Safety device counter area (3 bytes) The value of (Zu) is basically not read by programs within the area, but it is the safety device counter value or the difference in ball count. When sending this information to the performance control device 300 using the ball count command, the program within the area reads It is sometimes referred to. In this embodiment, the safety device counter value is relative to the number of balls. For example, it is the value obtained by adding a predetermined initial value (100,000) to the difference in the number of balls (safety device counter value = difference in balls). (Several + 100,000). However, the safety device counter value is associated with the difference in the number of balls and indicates the difference in the number of balls. This is not limited to just this.
[0237] Furthermore, the work area outside the domain is a work area for performance display related to performance information and performance display. It can store information related to performance and performance display, as well as other out-of-bounds work. The area may store information related to test signals and information related to error monitoring. In the work area outside the domain, the work area related to safety device information (safety device (Including the counter area, safety device operation information area, and old operation information area), and performance information and performance display. The work area for performance display related to this may be clearly separated and arranged, or it may be mixed together. good.
[0238] Furthermore, the extra-domain stack area is used when processing performance information and performance display, and for safety equipment. It is shared when processing related to placement. In addition, the out-of-bounds stack area is related to the test signal. It is also used when performing processing related to error monitoring.
[0239] Note that there are programs within the domain (programs that process within the domain) and programs outside the domain (programs that process outside the domain). The program is separated from the ROM111b by an unused area. The program within the M domain consists of game control programs and game control data, etc. The main program corresponds to the processing (Figures 5-7), and the timer interrupt processing described later corresponds to the main program. Includes an interrupt handling program. Subroutine of the main program or interrupt handling program The program may be an out-of-bounds program. An out-of-bounds program in ROM is a safety device information. A safety device information initialization program corresponding to the initialization process, and performance corresponding to the performance display editing process. The display editing processing program and the out-of-bounds integration processing program corresponding to the out-of-bounds integration processing described later are included. include.
[0240] [Safety device information initialization process] Next, we will discuss the details of the safety device information initialization process (step X53) in the main process. Let me explain. Figure 9 is a flowchart showing the procedure for initializing safety device information. In the initialization process of the device information, the safety device counter area, safety device operation information area, and old operation information area are used. Initializes or clears the safety device counter value, safety device operation information, old operation information, etc. Reset the device information to its initial value (initial information). Note that the safety device operation information indicates the current status. This is a report, and the old operating information shows the state from the previous time (mainly before the 1 interrupt).
[0241] The game control device 100 first sets the stack pointer to the stack pointer in the out-of-area work area. Save to the save area (step X71), and set the stack pointer to the out-of-bounds stack area ( The value of the (out-of-bounds stack area) is set to the address value that indicates the beginning of the out-of-bounds stack area. (Step X72). This places the stack pointer indicating the stack to be used within the area. Switch from the stack area to the out-of-bounds stack area.
[0242] Next, the game control device 100 saves the register information (value) to the out-of-area stack area (P USH) (Step X73). The register to be saved is the register to be protected (safety device). Only the registers used in the information initialization process are needed, and all general-purpose registers are saved. This is also fine. To save all general-purpose registers, both register bank 0 and register bank 1 To evacuate (PUSH) in that direction.
[0243] Next, the game control device 100 saves an initial value (100,000) in the safety device counter area. The safety device counter value becomes the initial value (step X74). When the number of balls decreases from 0, the safety device counter value (= number of balls + initial value) is greater than the initial value. Since the value can be smaller, the initial value is set to be greater than 0, but it is not a number other than 100,000. This is also good. In addition, in this way, when the power is restored (when the power is turned on), the safety device counter value will be the same as the player's. It is initialized (cleared) in a way that does not result in any disadvantage, but the special feature variation display game is in a probability variation state or later. The ceiling counter value, which indicates the number of times it has been executed outside, is not used when the RAM initialization switch 112 is on. As long as it is not initialized (cleared) when power is restored, it does not need to be reset. And in the safety device operation information area The safety device is inactive (normal state), and the safety device is inactive information (value 0) corresponding to the safety device's inactive state. Save as dynamic information (step X75). Furthermore, the old operational information area is saved as "safety device not activated". Save the information (value 0) as old operating information (step X76).
[0244] Next, the game control device 100 restores the saved register (step X77), and st Load from the pointer storage area and set the stack pointer (step X78), safely The device information initialization process is complete. The set stack pointer is located in the stack area within the region. This will show the dress.
[0245] In the safety device information initialization process described above, information is written directly to RAM without using registers. If the registers are overloaded, do not save / restore them. In this case, do not save the registers to RAM. Since this is not performed, the stack pointer-related processing (steps X71, X72, X73, X77, X78) is also no longer required. In addition, saving / recovering the flag register before and after the safety device information initialization process. The return steps (X52, X54) also become unnecessary.
[0246] In this embodiment, the safety device counter value is 0 to 189999 (safety device counter In the case of TA = 0 to 189999, the safety device activation information indicates that the safety device is not activated (normally). Safety measures corresponding to non-operational states (operation notification state, operation warning state, and normal state of not operating) Device inoperable information (value 0). Safety device counter value is 190000~194999 ( If the total device counter is between 190000 and 194999, the safety device operation information is: This is safety device operation notification information (value 1) corresponding to the operation notification state that warns of the device's operation.
[0247] Furthermore, the safety device counter value is 195000 (safety device counter = If the game is not in a state where it can be stopped even after reaching 195000, the safety device will activate. The report contains safety device activation warning information (value 2) corresponding to the activation warning state that warns of the activation of the safety device. In this case, the difference in ball count (= safe ball count - ejected ball count) reaches the standard value of 95,000. However, since it is during a big win or a small win, the aforementioned condition (1) is met but condition (2) is not met. This corresponds to a situation where the conditions for the safety device to operate are not met.
[0248] Furthermore, the safety device counter value reaches 195000 (safety device counter = 195000). If the game is stopped after reaching the limit, the safety device activation information will indicate that the safety device is activated. This corresponds to the safety device activation information (value 3) for the (operating state). In this case, the difference in the number of balls is The ball standard value has reached 95,000, and it is neither a big win nor a small win, therefore the aforementioned conditions (1 )(2) When both of these conditions are met, it corresponds to the case where the operating conditions for the safety device are met. .
[0249] [Performance display editing process] Next, we will explain the details of the performance display editing process (step X59) in the main process. Figure 10 is a flowchart showing the procedure for editing the performance display.
[0250] The game control device 100 first sets the stack pointer to the stack pointer in the out-of-area work area. Save to the stack storage area (step X81), and set the value of the out-of-bounds stack area to the stack pointer. This sets an address value that indicates the beginning of the out-of-bounds stack area (out-of-bounds stack area). (Step X82). This places the stack pointer indicating the stack to be used within the area. Switch from the stack area to the out-of-bounds stack area.
[0251] Next, the game control device 100 controls both register bank 0 and register bank 1. The ZISTA information (value) is moved (PUSHed) to the out-of-bounds stack area (step X83). Here, it is preferable to save all general-purpose registers. Then, the work area outside the area The legitimacy check is performed to determine the legitimacy of the work area for performance display, and if it is not legitimacy, it is abnormal. In this case, the initialization of the work area for performance display (including setting initial values) is performed (step X8). 4).
[0252] In the validation check, the value stored in the performance display work area was a value that was not possible according to the design. If the value deviates from the design value (if it is outside the specified range), it can be determined to be invalid. For example, The RAM initialization flag for performance display indicates that the work area for performance display has been initialized. Determine whether a fixed value (e.g., 5Ah) is stored, and perform division to calculate the base value, etc. The system determines whether the number managing the progress of the process is within a predetermined range, and the value of the switch counter is monitored. Determines whether the number of switches being used is within a certain range and displays the current display period. Determine if the number is within the range of the period number (0-3), and determine the aggregation interval number that indicates the current aggregation interval. It is determined whether the value falls within the range of the interval (0-4). In this way, the validity determination is performed on the data. A determination is made as to whether the value in the area used as a pointer to the table is within a predetermined range. It is preferable to do this. This prevents the program from running out of control by obtaining values outside the range. This can be prevented in advance. Furthermore, a validity check is performed for each performance display editing process. Therefore, it is effective.
[0253] Note that a validity check is performed each time the performance display editing process is executed, so the performance display is If the work area is invalid, its initialization can be performed immediately, resulting in an abnormal performance display (abnormal behavior). Display of values, etc., can be prevented as much as possible.
[0254] Furthermore, the initialization of the work area for performance display (including setting initial values) involves saving the stack pointer. To protect the memory area, all areas except the stack pointer storage area are included in the initialization. In this configuration, the out-of-bounds stack area is not initialized, but it may be done in this way. Even when initializing the out-of-bounds stack area, the values of the registers saved to the out-of-bounds stack area remain unchanged. Protect and do not initialize. Initialization of the work area for performance display is performed on the work area within the area (game control The initialization of the work area and the stack area within the area (stack area for game control) are distinct. Because it is executed in this manner, it does not affect the work area or stack area within the region.
[0255] Next, the game control device 100 calculates the base value (payout rate) based on data (normally Determine whether or not it is the timing for switching between aggregation intervals for aggregating data (such as the number of balls hit or the number of balls awarded). (Step X85). The total number of balls out since power-on (total number of balls ejected, total number of outs) A counting interval is established, and each time the total number of outs reaches a predetermined number (for example, 600) The aggregation interval is switched each time the value increases by 00.
[0256] For example, the timing for switching the calculation interval is determined by the total number of balls that have been hit since power-on reaching a predetermined number. The timing of when the number of items reaches 300, 60,300, 120,300, 180,300, etc. Therefore, the width of the aggregation interval is basically 60,000, except for the first aggregation interval. The first aggregation period is 0 to 300 items, the second aggregation period is 300 to 60, and the third aggregation period is 300 to 60. =60300~120300 items, 4th aggregation interval =120300~180300 items, 5th collection The total interval is 180300 to 240300 items... This is the total interval showing the 1st to 5th total intervals. The numbers range from 0 to 4, and the aggregation interval number remains 4 for the sixth aggregation interval and beyond. The current aggregation interval number is stored in the performance display work area.
[0257] The game control device 100, when it is the timing for switching the aggregation interval (step X85; Y) Set the switching of the aggregation interval (step X86). In the setting of switching the aggregation interval, The total out counter counts the number of outs (total number of outs), and the outs within each counting interval. The number of balls thrown (number of balls released) is the number of normal outs (number of normal outs). The number of balls won (all winning balls) within each counting section is counted. This clears the normal prize ball counter, and the final base value (or latest base value) for each calculation period. This involves shifting (moving) the value to the base value storage area of the adjacent aggregation interval.
[0258] The game control device 100 will not switch the aggregation interval if it is not the timing for switching the aggregation interval (step X85; N) Determine whether or not there is an input from the switch to the input port to be monitored (step X87) In this embodiment, the input ports to be monitored are the third input port 124 and the fourth input port This is code 126 (see Figure 3).
[0259] Here, the switch output for each input port under monitoring is copied to the work area for performance display. Check the information on the rising edge (copied in step X713 of Figure 64). For each input port being monitored, 8B stores the information of the copied switch rising edge. There is a set area. Information on the switch rising edge for all monitored input ports. If all the reports are 0, it can be determined that there is no input; otherwise, it can be determined that there is input. Note that, as information about the switch rising edge, unless masked during copying, In the force processing (step X103), the switch corresponding to the new input (detection) is... The bit is set to 1, and the bit corresponding to a switch with no new input is set to 0. .
[0260] The game control device 100 will activate (step) when there is a switch input at the input port to be monitored. (X87;Y), check the input of the switch (target switch) corresponding to the switch counter. The input information is obtained by clicking (step X88). The target switch here is the first special variation. Lower large prize slot switch 38a of prize winning device 38, upper large prize slot switch of second special variable prize winning device 39 Switch 39a, 1st start prize entry 36, start entry 1 switch 36a, 2nd start prize entry 37 (normal The starting port 2 switch 37a of the variable prize winning device, and the prize winning port switch 35a (left) of the general prize winning port 35. Prize entry switch, right prize entry switch, out ball detection switch 74, etc., for detecting game balls. This allows the base value (or payout rate) to be changed.
[0261] Next, the game control device 100 determines whether or not the target switch is within its validity period ( (Tep X89). In addition, if the large prize slot or the regular electric current is tampered with, the large prize slot or the second starting prize slot If the prize for 37 is invalid, that is, the main prize slot switches 38a, 39a and the start slot 2 switch There may be cases where Chi 37a is not effective. Also, the first start prize entry port 36 and the out ball detection switch 7 Some switches, such as number 4, are always active.
[0262] The game control device 100, when the validity period of the target switch is (step X89; Y) , determine whether there is an input to the target switch corresponding to the switch counter (Step X 90) If the target switch is not within its validity period (step X89;N) or the target switch If there is no input (step X90; N), the process proceeds to step X98.
[0263] The game control device 100, when there is input to the target switch (step X90; Y), Clear the input information (1 bit) corresponding to the switch (step X91), Determine whether or not it is in a normal base state (step X92). Normal base state (low base The state is the period during which the base value can be calculated and updated, and in this embodiment, it is the normal game state. That is the case.
[0264] The game control device 100, when in the normal base state (normal game state), (step X92;Y), if the target switch is a switch that awards prize balls, then the target switch is compatible. By adding the number of prize balls, the total number of prize balls within the calculation period, which is the normal number of prize balls, is increased. Update (Step X93). Next, if the target switch is the out-of-bounds bulb detection switch 74 By adding 1 to the total, the number of outs within the counting interval is the normal number of outs ( Update the normal number of outs and normal number of balls ejected (step X94). Next, the target switch is If the out ball detection switch 74 is selected, 1 is added to determine the total number of out balls (total out balls). Update the number of balls (total number of balls dispensed) (step X95).
[0265] In this embodiment, the out ball detection switch 74 is ejected from the game area 32. All game balls (i.e., all game balls that passed through the prize entry or exit opening 30b) are detected. Yes. Not only the game balls that enter the out gate 30b, but also the prize gates (first starting prize gate 36, second Game balls that enter the starting prize slot 37, the main prize slot, or the general prize slot 35) are handled in a manner not shown in the diagram. The signal is routed through a circuit or similar to the out-of-bounds ball detection switch 74 and detected.
[0266] The game control device 100, when not in the normal base state which is the normal game state, (step X92;N) Without updating the normal number of balls awarded or the normal number of balls out, only the total number of balls out is updated. New (Step X95). Therefore, a high base state (second play) that is not a normal base state. In skill state, time-saving state, probability change state, or special game state, the normal number of balls awarded is also the normal number of balls out. It is not updated, and the base value is calculated from the normal number of balls awarded and the normal number of balls out (normal number of balls awarded ÷ normal The number of outs (number of balls thrown) is not updated and remains unchanged. Furthermore, regarding the normal base state of Step X92... The judgment process is eliminated, and the base value can be updated as the payout rate in all game states (change A configuration that allows this is also possible.
[0267] Next, the game control device 100 changes the target switch to the following in the next performance display editing process. To update, the switch counter is updated by +1 (step X96). Note that this is part of the main process. The performance display editing process is performed by loop processing in the timer interrupt cycle (predetermined time). The process is executed at time intervals much shorter than the period (e.g., 4 msec) (e.g., a few microseconds). Therefore, the performance display editing process is repeatedly executed during the interrupt cycle, and the switch cow The input (e.g., 0 to 7) is the bit of all switches for each input port being monitored (e.g., bit It covers bits 0 through 7. Also, the switch counter is calculated after the final value (e.g., 7). It is updated to 0, and the switch input starts checking for the next input port to be monitored. For example, after the switch input is checked first with respect to the third input port 124. Next, the switch input is checked with respect to the fourth input port 126.
[0268] On the other hand, the game control device 100 will not accept any switch inputs at any of the input ports of the monitored targets. In addition (step X87;N), a base value calculation process (predetermined process) is performed to calculate the base value. Execute (step X97). Note that the switch input to the monitored input port is the first to arrive. In some cases, this may not be the case. On the other hand, if the switch input is initially connected to some or all of the input ports of the monitored targets... Even if it were, the switch input would be checked for all monitored input ports. After that, the input information of the target switch that received input is cleared (step X91). As a result, there will be no input from the switch to any of the monitored input ports.
[0269] In the base value calculation process, the base value is calculated as the ratio of the normal number of prize balls to the normal number of out balls. Yes, it is calculated by dividing the number of balls awarded by the number of balls that are normally out. Therefore, the starting prize entry point (starting prize entry point) 36. When a ball enters the normal variable prize winning device 37), the large prize winning slot, or the general prize winning slot 35 As the first stage, the switches 35a, 36a, 37a, 38a of the prize winning slots where prize balls are awarded The input (detection) of 39a updates the normal number of prize balls and changes the base value, and In the second stage, the number of out balls is normally increased by the input (detection) of the out ball detection switch 74. The base value changes as it is renewed and changes. That is, when one game ball enters the prize slot, 2 The base value will change (be affected) at each stage. When a ball enters the out-of-bounds 30b, the out-of-bounds ball detection switch 74 receives an input (detection) Normally, the number of outs is updated and changes, and the base value also changes. On the other hand, the normal starting gate If a ball enters the 34, the usual number of prize balls and the usual number of balls out may change depending on the ball itself. Since it is not updated and does not change, the base value is also maintained without changing. Ball enters the starting gate 34 in the diagram. Even if there is a prize, the number of prize balls is not updated because no prize balls are awarded.
[0270] The base value, regardless of whether it has changed, is used in the output processing steps X224 to X230. This will result in the performance being displayed on the performance display device 152. However, safety equipment If the device is activated and the game is stopped, or if a severe error 2 has occurred and the game is stopped, The performance display device 152 turns off when off-data is output.
[0271] As a special case, the real-time value (bL.) of the base value is displayed. The calculation of the base value may be performed only during the value display period, and in this special case, the real-time value The normal number of balls awarded and the normal number of balls out will be updated until the display period ends, but the base value will be calculated. It remains unchanged.
[0272] The game control device 100, after step X96 or step X97, retrieves the saved register. Recover (step X98), load the stack pointer from the stack pointer storage area and return the stack pointer Set (step X99) and terminate the performance display editing process. Set stack pointer This indicates the address of the stack area within the region.
[0273] Note that in Figure 10, the process in step X97 is performed immediately after step X94. Without waiting for input checks on all switches of the monitored input port, the normal number of balls awarded or normal It is also possible to configure the system to perform base value calculation processing immediately after the number of outs is updated.
[0274] [Timer interrupt handling] Next, we will explain timer interrupt handling. Figure 11 shows timer interrupt handling (interrupt handling). This is a flowchart of the program's procedure. Timer interrupt handling is performed by the clock generator. A periodic timer interrupt signal generated by the CTC circuit within the carburetor is input to the CPU 111a. It is started by [something]. When a timer interrupt occurs in the gaming microcontroller 111, The interrupt processing begins.
[0275] When timer interrupt processing starts, the game control device 100 first checks the registers to be used. Specify register bank 1 as the link (step X101), and set the RAM destination to the designated register. Set the higher address of the head address (step X102). Start timer interrupt processing. Sometimes, by switching from register bank 0, which is used for the main processing, to register bank 1, This is equivalent to saving the registers used in the main process. Note that the timer interrupt processing is Once started, it automatically enters an interrupt-disabled state.
[0276] Next, the game control device 100 receives inputs from various sensors and switches, and acquires signals, In other words, input processing is performed to read the status of each input port (step X103). Based on the probability setting change flag and the probability setting confirmation flag, the probability setting is being changed or the probability Determine whether the settings are being checked (step X104). Probability setting change in progress or probability setting If verification is in progress (step X104; Y), change or verify the probability setting value. The rate setting change / confirmation process is executed (step X105).
[0277] The game control device 100 will not change the probability setting or check the probability setting if (step X104;N), based on the output data set in various processes, a solenoid (e.g., large input) Drive control of actuators such as solenoids 38b, 39b, and drive control of LEDs ( Output processing is performed for tasks such as light control (step X106). If a launch stop signal is output during the processing of step X5, this output processing is performed. This allows a launch permission signal to be output, and the launch permission signal can be set to the permission state.
[0278] Next, the game control device 100 processes commands (payout) that have been set in the transmission buffer. The system executes a dispensing command transmission process that outputs commands (such as) to the dispensing control device 200. (P-X107). After that, start port 1 switch 36a, start port 2 switch 37a, prize port S The switch 35a monitors whether there is a normal signal input from the large prize slot switches 38a and 39a. The prize slot switch performs visual checks and error monitoring (such as whether the front frame or glass frame is open). The status monitoring process is executed (step X108).
[0279] Next, the game control device 100 determines whether or not the game is stopped (step X109). ). If a safety device is activated or a severe error 2 occurs that requires the game to be stopped. In all cases, it can be determined that the game is currently stopped.
[0280] If the game is not stopped (step X109;N), the game control device 100 will control the special symbol game. Mu processing (step X110), special effect game processing (step X111), general diagram game processing ( Step X112) executes the segment LED editing process (Step X113). Next, execute the process from step X114 onwards. Note that this is only if no errors occur. Additionally, if a weak error or a strong error 1 occurs, the special game processing (step X11) will also be performed. 0), special effect game processing (step X111), general diagram game processing (step X112), Execute the comment LED editing process (step X113).
[0281] In the segment LED editing process, multiple segment LEDs that make up the batch display device 50 are processed. Some parts (memory display section and round display section, etc.: LED lamps D3~D7, D11~D17) Settings related to the drive are executed. Note that other parts of the integrated display device 50 (variable display section: L Settings related to the operation of ED lamps D1, D2, D8, D10, D18) are controlled by the pattern variation control. This is performed in the process (steps A16, A18, C15). Another one of the batch display devices 50 Settings related to the operation of the unit (probability status display unit: LED lamp D9) are handled by the power outage recovery process (status It is executed on devices such as X48.
[0282] The game control device 100, when the game is stopped (step X109; Y), controls the special symbol game. Mu processing (step X110), special effect game processing (step X111), general diagram game processing ( Step X112) Perform the segment LED editing process (Step X113) Next, proceed to the process from step X114 onwards. In this case, if the safety device is activated, or if the process is severely impaired, If Error 2 occurs and the game is stopped, the special feature game processing (step X110) and the normal Since the diagram game processing (step X112) is not executed, the number of special symbols held (step A136) ,A532) and the number of reserved symbols (steps C107, C318) do not change. On the other hand, weak errors -If a severe error 1 occurs, the game is not stopped, but the special feature game processing (step X11) 0) and the general game processing (step X112) are executed, so the number of special symbols held (step A 136, A532) and the number of reserved figures (steps C107, C318) are updated by +1 (reservation occurs). It can be changed by time or by updating by -1 (when the pending items are used up).
[0283] Furthermore, depending on the type of error, such as weak error, strong error 1, and strong error 2, the special game processing will be handled accordingly. Logic (Step X110), special effect game processing (Step X111), general diagram game processing (Step Either step X112 or segment LED editing process (step X113) It is also possible to configure it to execute one command and not the others. For example, if a severe error 2 occurs, You may only perform the segment LED editing process.
[0284] Furthermore, the game control device 100 displays safety device operation information corresponding to the status of the safety device. It can be sent to the performance control device 300 as a command, or a safety device activation flag can be set. The device-related processing is executed (step X114). Then, from the magnetic sensor switch 61 The magnet malfunction monitoring process is executed to check the detection signal and determine whether or not there is an abnormality (S (X115). Furthermore, the detection signal from the game board's radio wave sensor 62 is checked for any abnormalities. Execute a radio wave interference monitoring process (panel radio wave interference monitoring process) to determine whether or not there is any interference (step X116).
[0285] Subsequently, the game control device 100 detects fraudulent activity based on vibrations, based on input from the vibration sensor 65. The vibration fraud monitoring process is executed to monitor for abnormalities from the main prize slot (step X117). Execute abnormal discharge monitoring processing to monitor normal discharges (Step X118). Abnormal discharge monitoring processing Now, in the special variable prize winning devices 38 and 39, the large prize winning slot switches 38a and 39a, and the specific area Based on the input from switch 72a (V prize slot switch) and remaining bulb ejection slot switch 73 The system monitors the abnormal discharge of the special variable prize winning device 39, and if an abnormal discharge occurs, it will monitor the abnormal discharge. The flag is set. Note that the large prize slot switches 38a,39 of the special variable prize winning devices 38,39 Game balls that pass through 9a are either triggered by the specific area switch 72a (V prize slot switch) or the remaining balls are ejected. It passes through switch 73 and is discharged.
[0286] Next, the game control device 100 sets the signals to be output to various external devices into the output buffer. The process of editing external information is executed (step X119). Then, the same process as in step X109, etc. Next, determine whether or not the game is currently stopped (step X120).
[0287] If the game is not stopped (step X120;N), the game control device 100 will... Save the ZISTA to the in-area stack area (step X121), and update the safety device counter value. The system performs out-of-bounds integrated processing, such as calculating the difference in the number of balls and controlling the display of the performance display device 152. (Step X122). Then, restore the flag register (Step X123), tie The interrupt processing will be terminated. This will occur if the safety device has not been activated and no severe error 2 has occurred. In addition, the process from steps X121 to X123 is performed, including out-of-bounds integration processing, etc., when the game is not stopped. This will be executed.
[0288] Furthermore, as described later, when transitioning to out-of-bounds integration processing, the stack pointer is transferred to game control. Switching from the related in-region stack area to the out-of-region stack area. At that time, for game control When saving the stack pointer to the stack pointer storage area of RAM111c, a flag is displayed. Because the register flags (especially the zero flag) may change, step X121 Beforehand, save the flag register.
[0289] On the other hand, when the game is stopped (step X120; Y), the game control device 100 The timer interrupt processing is terminated without performing extra-regional integrated processing, etc. In other words, a safety device. If this is activated or if a severe error 2 occurs, the out-of-bounds integration process will not be executed. The safety device counter value is not updated, and the display content of performance indicators such as base values is not updated. This eliminates the need for unnecessary control while the game is stopped.
[0290] Unlike the above, even if severe error 2 occurs, the game will not stop, and the special feature game processing ( Step X110), special effect game processing (Step X111), general diagram game processing (Step X 112) A configuration is also possible to perform segment LED editing processing (step X113). Furthermore, even if a severe error 2 occurs, a configuration is possible that allows for the execution of out-of-bounds integration processing, etc.
[0291] Furthermore, when the timer interrupt handler returns, the interrupt disable state is restored and the register bank is modified. The default configuration will be set to perform the restoration automatically, but depending on the CPU used, external information editing may be required. After processing, the process of enabling interrupts and the register bank specification are returned to register bank 0. It is permissible to act rationally.
[0292] [Output Processing] Next, we will discuss the details of the output processing (step X106) in the timer interrupt processing (Figure 11). Let me explain. Figure 12 is a flowchart showing the output processing procedure.
[0293] The game control device 100 first outputs the segment data of the unified display device (LED) 50. Off-data is output to the output port 135 (segment output port) (see Figure 3). Reset output port 135 (step X201). Then, reset all solenoids (Grand Prize). For the following solenoids: 38b, 39b, lever solenoid 72b, and general-purpose solenoid 37c Set the output data for the OFF function (step X202). Then, in step X109 etc. Similarly, determine whether or not the game is stopped (step X203). If the safety device is activated In cases where a severe error 2 occurs that requires the game to be stopped, the game is currently stopped. It can be determined that...
[0294] The game control device 100, when the game is not stopped (step X203;N), will open the big prize box. Data for solenoids 38b, 39b, lever solenoid 72b, and general-purpose solenoid 37c Synthesize the data to be output to the solenoid output port 134 (step X204). Then, the data is output to the solenoid output port 134 (step X205). If the process is stopped (step X203; Y), do nothing and proceed to step X205. Then, off-data (step X202) is output to the solenoid output port 134. As a result, when the game is stopped, all solenoids stop operating, and the large prize slot and specific areas Area 72, the normal variable prize winning device 37, etc. close and enter a closed state. In this way the game is stopped. The large prize slot is closed, preventing round play (play during a big win or small win). .
[0295] Then, the game control device 100 sequentially slices the digit lines of the integrated display device (LED) 50. The value of the digit counter for the chant is updated by +1 in the range of 0 to 3 (only 1 is added). (After 3, it is updated to 0) (step X206). Furthermore, corresponding to the value of the digit counter. Obtain the digit output data to the digit line of the LED (step X207). Then, the acquired digit output data and external information data are combined (step X208), and the combined data is synthesized. The generated data is output to the digit output / external information output port 136 (step X209). .
[0296] Next, the game control device 100 outputs segment data to the segment line as off-day data. Set the data (step X210). Then, set the output data for preventing firing (S Step X211). Furthermore, similar to Step X203, it determines whether or not the game is stopped. Determine (step X212).
[0297] The game control device 100, when the game is not stopped (step X212;N), digit Segmentation from the segment area in RAM111c corresponding to the counter value to the segment line Load the output data (step X213), set the output data for firing permission (S Step X214), loads segment output data to output port 1 for segment output. Output to 35 (step X215). Note that this segment area is the work area within the area. It may be included in the (work area for game control).
[0298] In this way, when the game is not stopped, the digit counter value increases by +1 in the range of 0 to 3. Each time it is updated, a new digit line is selected, and the eight digits that this digit line connects to... Segment output data is output to the extension line. Digits 0 to 3 (digits 0 to 3) are output sequentially. Selected, dynamic drive method (dynamic lighting control) for the batch display device 50 This will be realized.
[0299] On the other hand, when the game is stopped (step X212; Y), the game control device 100 Without processing steps X213 and X214, off-data (step X21 0) is output to output port 135 for segment output (step X215). Furthermore, in the case of a game stoppage due to the activation of a safety device or the occurrence of a severe error 2, The integrated display device 50 turns off. This means that when the game is stopped, the special symbol variation display game and The game cannot be played. And the player who looks at the unified display device 50 will stop playing. The system is stopped, a safety device has activated, or a severe error 2 (malfunction error) has occurred. It is possible to recognize this.
[0300] Next, the game control device 100 loads external information data to be output to the external information terminal 71. Then synthesize (step X216), and further, synthesize external information data and launch permission or launch The output data for the "no shooting" message is synthesized (step X217), and the final synthesized data is then shared with an external source. • Output to launch permission signal output port 137 (step X218). Note that here, the game If the game is not stopped, it will output data granting permission to fire (step X214), and if the game is stopped... In this case, the output data will be for preventing firing (stopping firing) (step X211). In the game stop state when the safety device is activated or when a severe error 2 occurs, the ball launch While the launching of game balls from the launching device is prohibited, if the game is not stopped Then, the launch of game balls from the ball launching device is permitted. However, a configuration that allows the launching of game balls from the ball launcher and does not prohibit (stop) launching is also possible. It is Noh.
[0301] Next, the game control device 100 outputs a test signal to the test firing device on the relay board 70. The data to be output to the test terminal output port 1 is loaded and combined, and the test terminal on the relay board 70 The synthesized data is output to output port 1 (step X219). Then, the test firing device... The data output to the test terminal output port 2 on the relay board 70 that outputs the test signal to is stored in a row. The data is combined and output to the test terminal output port 2 on the relay board 70. (Tep X220).
[0302] Next, the game control device 100 outputs a test signal to the test firing device on the relay board 70. The data to be output to the test terminal output port 3 is loaded and combined, and the test terminal on the relay board 70 The synthesized data is output to output port 3 (step X221). Furthermore, the test firing device Load the data to be output to the test terminal output port 4 on the relay board 70 that outputs the test signal. The data is then synthesized and output to the test terminal output port 4 on the relay board 70 (Ste (X222). And the test terminal on the relay board 70 that outputs the test signal to the test firing device. The data to be output to sub-output port 5 is loaded and combined, and the test terminal output port on the relay board 70 is... Output the synthesized data to step 5 (step X223).
[0303] Next, the game control device 100 processes the data of the segments of the performance display device (LED) 152. Off-data is output to output port 141 (segment output port 2) and output port Reset the 141 (step X224). Next, the digit line of the performance display device 152. The value of digit counter 2, which is used to sequentially scan the data, is updated by +1 within the range of 0 to 3 (it is 1). The digit count is added, but after 3 it is updated to 0 (step X225). Furthermore, the digit count Obtain the digit output data to the LED digit line corresponding to the value of TA2 (Step X 226). Then, the acquired digit output data is sent to output port 142 (digit output port Output to (step X227).
[0304] Next, the game control device 100, like step X203, determines whether or not the game is stopped. Determine (step X228). If the game is not stopped (step X228; N), From the performance display device segment area in RAM111c corresponding to the value of digit counter 2 Load segment output data (step X229). Performance display device segment area This is included in the performance display work area related to performance information and its display (performance display). Then, the loaded segment output data is sent to the output port 141 (segment) for the performance display device 152. The output is sent to the comment output port 2) (step X230), and then the output process is terminated.
[0305] On the other hand, when the game is stopped (step X228; Y), the game control device 100 The output processing is terminated without executing the processes of step X229 and step X230. Therefore, if the safety device has activated and the game is stopped, or if a severe error 2 has occurred and the game is stopped In this case, the segment output data of the performance display device segment area is output to output port 141 Since it cannot be output, the off-data from step X224 is used directly for the performance display device 152. The output is sent to output port 141. In this case, the value of digit counter 2 is 0 to 3. Once the range has been completed, the performance display device 152 will be forced to turn off all LEDs and will become invisible. Upon seeing the performance display device 152, the person in charge or staff of the amusement facility will see that the game is stopped and the safety devices It is possible to recognize that the system has been activated or that a severe error 2 (malfunction-related error) has occurred.
[0306] Furthermore, even if a severe error 2 occurs, the game will not stop, and steps X229 and X23 A configuration that performs operations such as processing zeros is also possible.
[0307] [Prize slot switch / status monitoring process] Next, in the timer interrupt processing (Figure 11), the prize slot switch / status monitoring process (step Details of X108) will be explained. Figure 13 shows the procedure for the prize slot switch / status monitoring process. This is the flowchart shown.
[0308] The game control device 100 first resets the acquired game ball count area included in the work area within the area to 0. A (Step X301). As a result, the acquired game ball count area is within 1 interrupt (predetermined time). This area stores the total number of prize balls won within a given cycle. The number of game balls acquired is equal to the increase in the number of safe balls within the 1% limit. And the upper large prize slot (special The prize-winning slot monitoring table 1 corresponds to the upper large prize-winning slot switch 39a in the variable prize-winning device 39). Prepare (Step X302). And, even though the upper prize gate is not open, A fraud and prize-winning monitoring process that checks for fraudulent entries in the prize pool and detects legitimate entries. Execute (step X303).
[0309] Subsequently, the game control device 100 moves the lower large prize opening (special variable prize opening device 38) Prepare the prize entry monitoring table 2 corresponding to switch 38a (step X304). Therefore, even though the lower prize gate is not open, they monitor whether there are any fraudulent entries in the lower prize gate. At the same time, a fraud and prize-winning monitoring process is executed to detect legitimate prize winnings (step X305).
[0310] Then, the game control device 100 is connected to the start port 2 switch 37a in the normal variable prize winning device 37. Prepare the corresponding prize entry monitoring table (step X306). Then, monitor for fraudulent entries. At the same time, a fraud and prize detection process is executed to detect legitimate prize wins (Step X307). Next, we prepared a prize slot monitoring table for the prize slot switch, which allows for prize winning at all times and does not require monitoring for fraud. (Step X308). The prize entry switch that allows for continuous prize entry is the start entry switch 36a. And the general prize winners include 35th place.
[0311] Next, the game control device 100 executes a prize count counter update process to update the number of prizes. Step X309). And any of the multiple switches and signals whose status should be monitored. A status scan to sequentially specify whether a switch or signal should be included in this monitoring. Update the state scan counter (step X310). The state scan counter is updated in the range of 0 to 3. It will be done.
[0312] Subsequently, the game control device 100 monitors the state according to the value of the state scan counter. Prepare the game machine status monitoring table 1 for setting (step X311). Then, The game machine status check process is executed to determine the status, such as whether a "Ra" event has occurred (step (P X312).
[0313] By referencing the value of the status scan counter in the game machine status monitoring table 1, the status scan If the counter value is 0, it indicates an abnormal output due to a disconnection of the switch connector or other issues. Monitoring of the status (switch abnormality error) based on the normal detection signal is set, and status scan counter If the value of TA is 1, it is based on the chute ball depletion switch signal from the payout control device 200. The monitoring of the status (shoot ball out error) is set. The value of the status scan counter is 2. In such cases, monitoring of the condition (overflow error) based on the overflow switch signal is set up. If the status scan counter value is 3, then the status is based on the payout abnormality status signal. Monitoring of the machine status (dispensing error) is set. In this way, the gaming machine status monitoring table 1 Weak errors are monitored.
[0314] Next, the game control device 100 sets the state to be monitored according to the value of the state scan counter. Prepare a game machine status monitoring table 2 for determination (step X313). Then, error Execute a gaming machine status check process to determine whether the following conditions have occurred (step X314).
[0315] By referencing the value of the status scan counter in the game machine status monitoring table 2, the status scan If the counter value is 0, it is based on the signal output from the glass frame open detection switch. If monitoring of the status (glass frame release error) is set and the value of the status scan counter is 1, The condition is based on the signal output from the main frame open detection switch (main frame open error, front Monitoring for frame release errors is set. Also, if the value of the status scan counter is 2, Monitoring of the status based on frame radio signal interference (frame radio signal interference) is set, and the status scan counter If the value is 3, state monitoring based on the touch switch signal is set.
[0316] Next, the game control device 100 determines whether the value of the state scan counter is 0 or not. (Step X315). And if the value of the error scan counter is not 0 (Step Step X315;N), proceed to the processing of step X317.
[0317] Furthermore, if the value of the error scan counter is 0, the game control device 100 will ( ) (Phase X315;Y), a payout window indicating whether the payout control device 200 is able to start payout control. - The payout busy signal sets the busy signal status (payout busy signal flag) based on the signal. The code check process is executed (step X316), and the process proceeds to step X317.
[0318] Note that the processing in step X316 involves a state scan counter that is updated with each timer interrupt. Since it is executed only when the value is 0, it is executed at a rate of once every four timer interrupts. This means that if a timer interrupt occurs every 4ms, then step X occurs every 16ms. The 316th process will be performed.
[0319] Next, the game control device 100 switches the specific area switch 72a at an inappropriate timing to the game ball Execute the V-pass timing monitoring process to check whether or not the object has passed (step X317). In the V-pass timing monitoring process, detection of the specific region switch 72a at an inappropriate timing occurs. If a signal is generated, it will be treated as a V-pass error.
[0320] Next, the game control device 100 checks whether there are any game balls remaining in the specific area switch 72a. The remaining bulb monitoring process is executed (step X318), and the prize slot switch / status monitoring process is performed. Ending.
[0321] Furthermore, the V-pass timing monitoring process and remaining ball monitoring in the prize entry switch / status monitoring process. This process is necessary for a so-called Type 1 and Type 2 mixing machine (Type 1 + Type 2 machine) like the one in this embodiment, and is usually It may not be necessary in some types of pachinko machines.
[0322] [Fraud & Prize Winning Monitoring Process] Figure 14 is a flowchart showing the procedure for monitoring fraud and winning prizes. The reason is that in steps X303 and X30 of the prize slot switch / status monitoring process shown in Figure 13 5,Executed on X307.
[0323] The fraud and prize-winning monitoring process is performed by the lower large prize-winning slot switch 38a inside the special variable prize-winning device 38, special variable The large prize slot switch 39a above the dynamic prize slot device 39, and the prize slot switch inside the normal variable prize slot device 37. This process is performed on (start port 2 switch 37a). Second start prize port (normal variable input For the prize device 37) and the large prize slot (special variable prize device 38, 39), the opening and closing member is forcibly opened. Because it is easy to commit fraud by opening the slot, inserting game balls, and paying out prize balls, in addition to detecting winnings... Provide positive monitoring.
[0324] The game control device 100 first checks the fraud monitoring period flag of the prize entry switch that is subject to error monitoring. Check (step X321) and determine whether or not it is during the fraud monitoring period (step X322). For example, the fraud monitoring period is when the prize entry switch that is subject to error monitoring is not actually a game ball. This is a period during which no detection is performed, for example, when the prize entry switch is the lower large prize entry switch 38a. This is a period other than when the special game state is active and the special variable prize winning device 38 is activated.
[0325] Then, if it is the fraud monitoring period, the game control device 100 (step X322; Y ), determine whether or not there is input to the target prize slot switch (step X323). If there is no input to the prize entry switch (step X323;N), update the target notification timer. Load the information (step X332). Also, if there is input to the target prize slot switch. (Step X323;Y) The number of fraudulent entries is updated by +1 (Step X324), Determine whether the number of fraudulent winnings after addition is equal to or greater than the number of fraudulent occurrences targeted for monitoring (e.g., 5). Determine (step X325).
[0326] The reason for setting the number of judgments to 5 is, for example, if the large prize slot that is in the open state is converted to the closed state. If a game ball gets stuck in the door component of the main prize slot, and the game ball exceeds the validity period of the count switch... This is to prevent situations such as winning a prize due to noise in the signal being judged as fraudulent. This is to prevent errors from being easily identified even when there is no actual misconduct.
[0327] Then, if the number of determinations is not equal to or greater than the number of determinations, the game control device 100 (step X325; N ), prepare the prize entry monitoring table for the target prize entry switch (step X330). If the number exceeds the number of items to be judged (step X325;Y), the number of fraudulent entries will be set to the number of items to be judged as fraudulent. Stop (step X326), set an initial value (e.g., 60000) in the target fraudulent prize notification timer area. Save (ms) (step X327).
[0328] Next, the game control device 100 prepares the target fraud occurrence command as a performance command ( Step X328), furthermore, prepare a flag indicating the occurrence of an illegal win as an illegal flag (step (X329). Then, compare the prepared fraudulent flag with the value in the target fraudulent flag area. Step X340).
[0329] On the other hand, if it is not the fraud monitoring period, the game control device 100 (step X322; N) Next, prepare the prize entry monitoring table for the target prize entry switch (step X330), and set the prize balls The process to update the number of winners counter is executed (step X331). The number of winners counter is updated. Details of the process will be described later.
[0330] Then, the game control device 100 loads the target notification timer update information (step X3 32) Determine whether or not to allow updating the notification timer (step X333). If the new entry is not permitted (step X333;N), the fraud and prize monitoring process is terminated. On the other hand, if updating the notification timer is permitted (step X333; Y), the target notification timer If the current value is not 0, update it by -1 (step X334). Note that the minimum value of the notification timer is 0. It is set to this.
[0331] The notification timer is updated when the prize entry switch that is subject to error monitoring is entered into the normal variable prize entry device 37. If it is a start switch (start switch 2 37a), it is permitted. Also, one special change When there are two prize slot switches within the automatic prize slot (large prize slot), the notification timer update is performed by E If only one of the prize slot switches under monitoring is active, it is permitted, and if an error occurs, the prize slot switch under monitoring... If the other is the case, it is not permitted. This means that for one special variable prize device Regarding positive notifications, the notification timer is updated twice as often, resulting in a delay of the specified time (for example, 60 This prevents the program from running out of time at half the time (000ms).
[0332] Subsequently, the game control device 100 determines whether the value of the notification timer is 0 or not (step X335), if the value is not 0 (step X335; N), i.e., time out If not present, the fraud and prize-winning monitoring process will terminate. Also, if the value of the notification timer is 0. (Step X335; Y), that is, time out or already time out In that case, prepare the target unauthorized deactivation command as a performance command (step X336), Prepare a flag to cancel fraudulent winnings as a valid flag (step X337). And, Hochi Tai Determine whether or not the value of M has become 0 (step X338).
[0333] The game control device 100 is in the state when the value of the notification timer becomes 0 (step X33) 8;Y), that is, if the value of the notification timer becomes 0 during this fraud & prize monitoring process , clear the target number of fraudulent winnings (Step X339).
[0334] Furthermore, the game control device 100 will, after the processing of step X339 is completed, or the notification timer If the value is not at the moment it becomes 0 (step X338; N), i.e., the previous invalid & If the notification timer value becomes 0 during the prize-winning monitoring process, the prepared fraud flag will be used to flag the fraudulent activity. Compare with the value in the flag area (step X340).
[0335] Then, the game control device 100 checks if the prepared fraudulent flag and the value of the target fraudulent flag area are equal. If this occurs (step X340;Y), the fraud & prize monitoring process will be terminated. Also, preparation If the invalid flag and the value of the target invalid flag area do not match (step X340; N) Save the prepared fraudulent flag to the target fraudulent flag area (step X341), The command output setting process is executed (step X342). After that, the fraud and prize monitoring process is completed. I'm done.
[0336] As a result of the above process, an error occurrence command is sent to the performance control device 300 when an error occurs. Then, upon the cancellation of the unauthorized access, an unauthorized access cancellation command is sent to the performance control device 300, and the unauthorized access is reported. The start and end times will be set.
[0337] [Prize count counter update process] Figure 15 is a flowchart showing the procedure for updating the prize count counter. The update process is performed in step X309 of the prize slot switch / status monitoring process shown in Figure 13 and Figure 1 This is executed in step X331 of the fraud and prize monitoring process shown in 4.
[0338] The game control device 100 first determines whether or not the game is stopped (step X351). ). If a safety device is activated or a severe error 2 occurs that requires the game to be stopped. In all cases, it can be determined that the game is currently stopped.
[0339] The game control device 100, when the game is not stopped (A2201;N), monitors the prize entry point. The number of prize slot switches to monitor from the bull (A2202) is obtained, and the target prize slot switch Determine whether there is input (A2203). Prize winning table of the prize winning slot monitoring table The log contains, for each prize-winning slot switch to be monitored, the number of prize balls, the address of the prize-winning counter area 1, and the prize winnings. The address of the number counter area 2 is defined. If there is no input, (A2203; N) Update the table address to the address of the next record (step X365), all tables Determine whether the monitoring of the switch has finished (step X366).
[0340] On the other hand, if there is input to the target prize entry switch, the game control device 100 (step X353;Y), load the number of acquired game balls from the acquired game ball count area (step X354), The number of prize balls corresponding to the target prize entry switch is added to the number of game balls won (step X355), The added value is saved to the acquired game ball count area (step X356). The number of acquired game balls stored in the game ball count area is updated each time the prize entry switch is activated, and the acquired game balls The ball count will be the total number of prize balls won within the final 10% limit.
[0341] Furthermore, the area for the number of game balls acquired is located in the work area within the area, and the professional process for updating the number of winnings counter It is written in gram (part of the program within the region) and the program for the difference ball confirmation process described later ( In some programs outside the region, only the data will be read. Note that all prize slot switches will not be activated simultaneously. Even if you input it, the total value of the prize balls will be less than 255 (1 byte), so the number of game balls won will be less than 255. Therefore, no upper limit check is performed.
[0342] Next, the game control device 100 loads the value of the target winning count counter area 1 (step X357), update the loaded value by +1 (step X358). Then, the updated value Determine whether an overflow occurs (step X359). Number of winners count The input area 1 has a size of 2 bytes (0 to 65535).
[0343] If no overflow has occurred, the game control device 100 proceeds as follows (step X359) ;N), save the updated value to the prize count counter area 1 (step X360). After the processing of X360 is completed, or if an overflow occurs (step X35) 9;Y), load the value of the target prize count counter area 2 (step X361).
[0344] Subsequently, the game control device 100 updates the loaded value by +1 (step X362), and further Determine whether an overflow will occur based on the new value (step X363). If no overflow occurs (step X363; N), the updated value counts as a prize winner. Save to counter area 2 (step X364). The number of winning entries counter area 2 is 1 byte (0 The size is ~255).
[0345] The game control device 100 will operate after the completion of the processing in step X364, or when an overflow occurs. If this occurs (step X363;Y), the table address is set to the address of the next record. Update (step X365). Then, determine whether monitoring of all switches has finished. (Step X366).
[0346] If the monitoring of all switches has not been completed, the game control device 100 will proceed (step X36 6;N) Processing of step X353, which determines whether or not there is input to the target prize slot switch. Return to the previous step. Also, once monitoring of all switches is complete (step X366;Y), the number of winners will be displayed. The counter update process will be terminated. This will continue until monitoring of all switches is complete. The process from X353 to X366 is repeated, and the total number of prize balls obtained within one interrupt is... In addition to obtaining the number of game balls, you can also win prizes by entering each prize slot (each prize area) within the 1% limit. Based on this, the prize count counter areas 1 and 2 are updated and the prize information is stored.
[0347] If the game is stopped (step X351;Y), the game control device 100 does nothing. The process of updating the number of winning entries counter ends. As a result, when the game is stopped, the winning entry slots The detection of game balls on the switch is disabled, the number of acquired game balls is not updated, and the number of winning entries counter area 1 Since both and 2 are not updated, the winning information is not stored and no prize balls are awarded (not paid out). Furthermore, before the game stops (i.e., when the ball detection at the prize entry switch is effective) At some point, the payout of prize balls based on stored winning information will continue even when the game is stopped. ru.
[0348] The prize count counter area 1 instructs the payout control device 200 to pay out prize balls. This area is used to send a payout command (prize ball command) for the purpose of paying out the payout command The data for the winnings corresponding to the prize balls that have not yet been sent is stored. In other words, the number of winnings counts The input area 1 constitutes a prize ball command counter capable of storing information related to prize ball commands.
[0349] The prize count counter area 2 is determined by the number of prize balls (expected payout) generated by winning in the prize slots. Used to send the main prize ball signal to an external device every time the number of balls (in this case, 10) reaches a certain level. This is an area where the main prize ball signal generation process is not performed, and the data for the winning prize balls corresponds to this area. The data is stored. In other words, the winning count counter area 2 stores information related to the main prize ball signal. It serves as a main prize ball signal counter that can store data.
[0350] Each of these prize count counter areas contains a set number of prize balls for each prize slot (example). For example, a prize count counter area is provided for 3 prize balls, 2 prize balls, 10 prize balls, and 14 prize balls. Based on the number of entries into the prize slot, the count in the corresponding prize count counter area is incremented by 1. It is designed so that information about each prize can be stored as a unit. It is considered to be possible. Note that the number of winners counter area 1 (2 bytes) is the number of winners counter area 2 (1 A larger area is allocated than a byte, allowing more award data to be stored. This is because the main prize ball signal can be transmitted regardless of the status of the recipient. In some cases, the transmission of the dispensing command may be withheld depending on the status of the dispensing control device 200 to which the dispensing command is sent. This is because it could lead to a larger accumulation of unsent data.
[0351] [Gaming machine status check process] Figure 16 is a flowchart showing the procedure for checking the status of a gaming machine. The check process is step X312 in the prize slot switch / status monitoring process shown in Figure 13. , executed on X314, etc.
[0352] The game control device 100 first retrieves a status monitoring table corresponding to the status scan counter. (Step X371). The state scan counter corresponds to the game state and ranges from 0 to 3. The value of the enclosure is set. Furthermore, regarding the relationship between the status monitoring table and the status scan counter... As explained in the section on prize entry switch / status monitoring process,
[0353] Next, the game control device 100 determines whether the signal to be checked is ON or OFF. Step X372). If the signal to be checked is not on (Step X372;N), In other words, if the signal being checked is off, the status flag will be set to the status off flag. Prepare (step X373), obtain the target state off command, and prepare (step X3 74). Furthermore, obtain the target status off monitoring timer comparison value (step X375). The status off flag indicates a normal state for error-related signals, and is related to touch switch signals. This indicates a state of no touch.
[0354] On the other hand, if the signal to be checked is ON, the game control device 100 (step X37 2;Y), prepare a status on flag as a status flag (step X376), and the target state Get the ON command and prepare (step X377). Furthermore, monitor the target status ON. Get the current comparison value (step X378). The status ON flag is related to error signals. In the case of a touch switch signal, it indicates an abnormal or incorrect state, and in the case of a touch switch signal, it indicates a touch status. vinegar.
[0355] When the processing in step X375 or step X378 is completed, the game control device 100 will Determine whether the value of the target signal control region matches the state of the acquired signal (step X379). If a match is found (step X379; Y), proceed to step X382. Perform the action. If they do not match (step X379;N), acquire the target signal control region. Save the signal state (step X380) and clear the target state monitoring timer (S (Tep X381).
[0356] Next, the game control device 100 updates the target state monitoring timer by +1 (step X3). 82). Furthermore, check whether the updated status monitoring timer value is greater than or equal to the corresponding timer comparison value. Determine if (step X383). The updated status monitoring timer value corresponds to the timer ratio. If the value is less than the comparison value (step X383; N), the game machine status check process is terminated.
[0357] On the other hand, the game control device 100 checks the updated state monitoring timer value against the corresponding timer comparison value. In the above case (step X383;Y), update the status monitoring timer by -1 and compare the timer value Keep the value at -1 (step X384). Furthermore, the prepared state flag is the target state flag Determine whether it matches the value in the range (step X385). If it matches, ( Step X385;Y) The gaming machine status check process is terminated.
[0358] On the other hand, the game control device 100 checks if the prepared state flag matches the value in the target state flag area. If not (step X385;N), the prepared state flag is set to the target state flag. Save to area (step X386). Finally, set the performance command. The configuration process is executed (step X387), and the gaming machine status check process is terminated.
[0359] The effect commands here are either status off commands or status on commands. If the ON command is an error command, the performance control device 300 will start an error notification. To enable the performance control device 300, the state ON command is to start an error notification: Shoot Errors related to the dispensing of game balls, such as ball failure errors, overflow errors, and dispensing abnormalities. There is a command to handle payout errors (which are included in minor errors), and also a command to open the glass frame. Frames that address frame release errors such as errors and main frame release errors (included in Strong Error 1) There are commands to handle errors such as "band" and "frame signal interference" (included in "Strong Error 2").
[0360] [Probability setting change / confirmation process] Next, details of the probability setting change / confirmation process in timer interrupt handling (step X105) This will be explained. Figure 17 is a flowchart showing the procedure for changing / confirming the probability setting. In the probability setting change / confirmation process, the probability setting value can be changed or confirmed.
[0361] The game control device 100 first determines whether the probability setting value is within the normal range (S) (X401). The probability setting value here is included in the work area within the RAM111c region. It is stored in the probability setting range.
[0362] The game control device 100 will proceed if the probability setting value is within the normal range (step X401; Y ), set the probability setting value display data corresponding to the probability setting value (step X402), performance The output is sent to the display device 152 via drivers 150a and 150b (step X404). If the probability setting value is not within the normal range (step X401; N), the probability setting value display data Set the power off data as (step X403), and send the driver 15 to the performance display device 152. Output is generated via 0a and 150b (step X404).
[0363] Here, the probability setting value display data is the display probability setting value shown on the performance display device 152. This data is stored in the probability setting value display data area. Furthermore, the person in charge of the amusement facility and To prevent confusion among hall staff and other personnel, the probability of winning the jackpot remains the same even if the probability setting values are different. (and minor win probability) If so, set the displayed probability setting value to the big win probability (and minor win probability) They can be made the same by assigning them a corresponding value. That is, the same display probability setting value will have the same jackpot probability (and This can mean the probability of a small win.
[0364] Next, the game control device 100 updates the security signal control timer by -1 if it is not 0. (Step X405). The security signal control timer is set in step X37. The time is 128ms (specified time). Next, external device (amusement hall internal management device (hall computer) The ON data of the security signal to notify the computer (etc.) of an abnormality is sent to the external information terminal 7. Output to terminal 1 (step X406). Note that at this point, the output is sent to external information terminal 71, such as the jackpot signal. Other signals remain in the off state.
[0365] Subsequently, the game control device 100 determines whether or not the probability setting change flag is set. Set (step X407). If the probability setting change flag is not set (step (P-X407;N), that is, if the probability setting is being checked, change the probability setting without doing anything. / Ending the confirmation process.
[0366] The game control device 100, when the probability setting change flag is set (Step X 407;Y), that is, the first timer interrupt after power-on when the probability setting is being changed. Determine whether or not it is a process (step X408). First timer interrupt after power-on. If the process is in progress (step X408; Y), the probability setting change / confirmation process is terminated. If the RAM initialization switch 112 is held down, the probability setting value will be unintentionally changed. This is to prevent the situation from being updated.
[0367] The game control device 100 performs the following steps if it is not the first timer interrupt processing after power-on (step X408;N), determine whether or not there is input to the RAM initialization switch 112 (step X409). If there is no input to the RAM initialization switch (step X409; N), probability The settings change / confirmation process is now complete.
[0368] The game control device 100, when there is input to the RAM initialization switch 112 (step X 409;Y), retrieve the working setting value in the working setting value area (within RAM111c or register). It updates by +1 within the possible range, and also sets the probability value in the probability setting range corresponding to the working setting value. The constant value is updated by +1 (step X410). As a result, the RAM initialization switch 112 Each time an operation is performed, the probability setting value in the probability setting value area is updated by 1. After that, the probability setting changes The update / confirmation process will be terminated. Note that the temporary settings will be stored when entering the settings change mode. The values read from the probability setting area are stored in the working setting area (within RAM111c or in a register). A value corresponding to the probability setting (a value obtained by subtracting 1 from the probability setting) may be stored. When the setting value is 5 (probability setting value 6), if it is updated by +1, the working setting value is 0 (probability setting It can return to value 1). Therefore, the probability settings 1 to 6 can be repeatedly updated by +1. It can be switched by doing so. Also, the range of possible working settings is multiple probability settings. In the case of multi-stage settings where such settings exist, for example, 0 to 1 or 0 to 5, but in the case of single-stage settings... Only 0 is possible. In the case of multi-stage settings, the operation is performed each time the RAM initialization switch 112 is operated. The setting value and the probability setting value are updated to different values, but in the case of a single-stage setting, they remain the same even after the update. The value remains unchanged (it is updated to the same value).
[0369] Furthermore, each time the probability setting value is updated by +1, or when the game state switches to a variable setting state, etc. If this occurs, a command (setting value information command) is sent to the performance control device 300 to inform it of the setting value. You may send it. Also, similarly, each time the probability setting value is updated by +1, or to the variable setting state, etc. Even if a test signal is output to an external test firing device when the game state is switched, Good. Note that these transmissions and outputs will be used in the event of a main malfunction or other abnormality in the game control device 100. In such cases, it is preferable to cancel. Other game states include probability change state, time reduction state, and jackpot state. When there is a change in state or when the special feature variation display game starts, the performance control device 300 is set You can send a command to indicate the value (setting value information command), or you can send a test signal to an external test The output may be made available to the test firing device.
[0370] In addition, as described above, the working settings are updated each time the RAM initialization switch 112 is operated. In response to this, the probability setting value in the probability setting value area was modified to directly update the probability setting value, but RAM111c The working settings area will store the probability setting value (working setting value) being changed, and the settings will be saved. When key switch 153 is turned off and the configuration change process is complete (step X39;Y) Then, the values corresponding to the working settings in the working settings area are stored in the probability setting area for the first time. You can do this. This way, if a power outage occurs during the setting change (Step X40 ;Y) contains probability setting values used for game control and performance control, etc. (stored in the probability setting value area) This prevents situations where the probability setting value is changed to an unintended value.
[0371] [Special Picture Game Processing] Next, we will discuss the details of the special game processing (step X110) in the timer interrupt processing mentioned above. Let me explain. Figure 18 is a flowchart showing the procedure for processing special game data. In the processing, the inputs of start port 1 switch 36a and start port 2 switch 37a are monitored, and special This controls the overall processing related to the variable display game and configures the display settings for special features.
[0372] The game control device 100 first controls the start port 1 switch 36a and the start port 2 switch 37a The start switch monitoring process is executed to monitor for award wins (Step A1). In the visual processing, when a game ball enters the starting prize entry point 36 and the normal variable prize entry device 37 which forms the second starting prize entry point, When a prize is won, various random numbers (such as jackpot random numbers) are extracted, and a special display game is played based on the winning combination. Before the game begins, a pre-determination of game results is performed to determine the game outcome based on the prizes won. Details regarding the start switch monitoring process will be described later.
[0373] Next, the specific area switch monitors when a game ball enters the specific area 72 (V prize slot). Execute the switch monitoring process (Step A2). For details on the specific area switch monitoring process, see below. I will explain that later.
[0374] Next, the game control device 100 performs the upper large prize slot switch monitoring process (step A3 ). In the upper prize winning slot switch monitoring process, a counter is installed in the special variable prize winning device 39. The switch (upper prize slot switch 39a) monitors the detection of game balls.
[0375] Next, the game control device 100 updates the special feature game processing timer by -1 if it is not 0 (1 Subtract only (Step A4). The special feature game processing timer is updated by -1. The interrupt handling will be timed for the duration of the interrupt period (4 msec). The minimum value of the processing timer is set to 0. Next, check if the special game processing timer is 0. Determine whether or not (Step A5). If the special feature game processing timer is not 0 (Step A5) ;N), proceed to step A15.
[0376] The game control device 100, when the special feature game processing timer is 0 (step A5; Y), In other words, if time runs out or has already run out, the special game processing number The special game sequence branch table is referenced in order to branch to the process corresponding to the number. Set to start (step A6). Furthermore, use the special game sequence branching table Obtain the branch destination address for the processing corresponding to the special game processing number (Step A7). Continued... Then, a subroutine call is made based on the special game processing number, and according to the special game processing number... The game branching process is executed (Step A8).
[0377] If the game processing number in step A8 is "0", the game control device 100 will change the special symbol. It monitors the start of fluctuations in the dynamic display game, and sets the start of fluctuations in the special feature fluctuation display game, the settings for the effects, and , execute the normal special processing which involves setting the information necessary to perform special processing during special processing (status (A9). Details of the special drawing processing will be described later.
[0378] In step A8, if the game processing number is "1", the game control device 100 will perform the special action. Special Feature Variation: This setting includes the stop display time and the setting of information necessary for processing while the special feature is displayed. Perform intermediate processing (step A10). For example, in the special symbol variation intermediate processing, the special symbol stops. Set the necessary information, such as the symbol stop command and the stop display time corresponding to the symbol pattern. Then, set the processing number "2" related to the special display processing and save it in the special game processing number area. ru.
[0379] The game control device 100, in step A8, if the game processing number is "2", then a jackpot is awarded. The special display processing is executed to set the information necessary to transition to the current state or minor win state. (Step A11). For example, in the special display processing, if the result of the special display variation display game is a jackpot If so, the condition device operation information indicating that the condition device is operating will be sent to the condition device operation information section. Set the area and set the processing number "0" related to the normal processing of special features to the special feature game processing number area. If the result of the special feature variation display game is a minor win, then the minor win fanfare command or Set the necessary information such as the time before the small win opening, and then set the processing number "3" related to the small win opening pre-processing. Set and save to the special feature game processing number area. Even if the result of the special feature variation display game is a loss. Then, set the processing number "0" related to the normal processing of the special feature and save it in the special feature game processing number area.
[0380] The game control device 100, in step A8, if the game processing number is "3", then a minor win Perform pre-opening processing (step A12). For example, in the pre-opening processing for minor wins, The opening time of the main prize slot (the opening time for the minor prize, e.g., 1.6 seconds) is set in the special feature game processing timer area. Save the data to the upper prize winning slot solenoid output data area, and open the small win slot. Set the middle command as the performance command, and set the processing number "4" related to the processing during the minor win opening. Save to the special game processing number area.
[0381] The game control device 100, in step A8, if the game processing number is "4", then a minor win The opening process is executed (step A13). For example, in the minor win opening process, minor win remaining The ball processing time (e.g., 3.0 seconds) is saved in the special feature game processing timer area, and the remaining balls for minor wins are processed. Set the processing number "5" related to the logic and save it in the special game processing number area.
[0382] The game control device 100, in step A8, if the game processing number is "5", then a minor win Perform remaining ball processing (step A14). For example, in the small win remaining ball processing, the special feature normal processing Set the processing number for the logic to "0" and save it in the special game processing number area.
[0383] When processing based on the special game processing number is completed, the game control device 100 will display the special figure 1 display. After preparing the 51 variation control table (Figure 1) for controlling the variations (step A15), The pattern variation control process related to the special figure 1 display unit 51 is executed (step A16). Then, the special figure After preparing the variable control table shown in Figure 2 for controlling the fluctuations of the 2 display unit 52 (Step A 17) The pattern variation control process related to the special figure 2 display unit 52 is executed (step A18). Next During a minor win, the lever solenoid 72b is opened. The lever solenoid control process (step A19) that controls the operation is executed, followed by the special game process. Ending.
[0384] [Starting port switch monitoring process] Next, we will discuss the details of the start switch monitoring process (step A1) in the special game processing. Let me explain. Figure 19 is a flowchart showing the procedure for monitoring the start switch.
[0385] The game control device 100 first monitors the prize entry table for the starting prize entry port 36 (starting port 1). Prepare (Step A101), execute the hard random number acquisition process (Step A102), and start Determine whether or not there is a winning entry into the starting prize slot 36 (Step A103). If there are no winning entries (Step A103; N), the process from Step A109 onwards will be executed. On the other hand, if there is a prize in the starting prize slot 36 (step A103;Y), the player will shoot to the right. Determine whether or not the character is in a skill state (Step A104).
[0386] If the game control device 100 determines that it is not in a game state where the player is shooting to the right (step A104) ;N), execute the process from step A107 onwards. On the other hand, if the game state is to hit to the right (Step A104; Y), prepare the right-hit instruction notification command as a performance command (S Step A105) Execute the performance command setting process (Step A106). In the configuration process, the performance command is written to the serial transmission buffer, and the performance command is used to perform the performance. This will be transmitted to the control device 300.
[0387] In other words, if the normal power support state (time-saving state) is active, the probability state of the variable display game (high probability) Regardless of the probability state (low probability state), prepare a command to indicate that you want to shoot to the right, and then execute the performance command. The setting process is executed. In this embodiment, it is easier to win by shooting left-handed into the starting prize entry point 36. The ball will not enter the normal variable prize winning device 37 unless you shoot to the right. Also, if you don't shoot to the right, the game ball will The train does not pass through the normal starting gate 34. Therefore, the normal electric support state (time-saving state) is left-handed. While hitting to the right is more advantageous, if the ball enters the starting entry point 36 during the normal electric support state... If this occurs (i.e., if the left-handed shot is taken while the normal electric support state is active), the right-handed shot instruction notification frame will be displayed. The signal is sent to the performance control device 300, and the performance control device 300 sends a message instructing the player to hit to the right. A warning is issued via a right-click instruction display on the display device 41, etc.
[0388] Next, the game control device 100 sets the information held by the start prize entry port 36 (start port 1). After preparing the table (step A107), the special design start port switch common processing is executed. (Step A108). And, the prize for the second starting prize entry (normal variable prize entry device 37) Prepare the monitoring table (Step A109), and execute the hard random number acquisition process (Step A 110) Determine whether or not there is a prize in the second starting prize slot (Step A111). If there is no winning entry into the starter slot (step A111;N), the starter slot switch monitoring process is performed. Ending.
[0389] On the other hand, the game control device 100 has a chance of winning in the second starting prize slot (step A111 ;Y) indicates whether the ordinary electric prize mechanism (ordinary variable prize winning device 37) is in operation, that is, It is determined whether the normal variable prize winning device 37 is activated and in an open state where game balls can be awarded. (Step A112). If the electric mechanism is in operation (Step A112; Y) Then, proceed to step A114.
[0390] On the other hand, the game control device 100 is in the case where the electric mechanism is not in operation (step A112; N) Determine if a regular electric train malfunction is occurring (Step A113). Regular variable prize winning device 37 If the number of fraudulent entries exceeds the number of fraudulent entries detected (e.g., 5), then fraud is occurring in the regular train service. It is determined that... The normal variable prize winning device 37 is in a closed state in which it is impossible for the game ball to enter, and in the open state... The game ball can only enter the winning area in this state. Therefore, if the game ball enters the winning area while it is closed, something will happen. If an abnormality or fraud occurs, and if any game balls enter the winning area while the machine is closed, The number of fraudulent entries is counted. Then, the number of fraudulent entries counted in this way is determined to be a predetermined number of fraudulent entries. An error is detected if the number of occurrences exceeds the upper limit for determining a legitimate occurrence.
[0391] The game control device 100, if there is no power outage (step A113; N), will start the second After preparing a table to set the information of the hold by the movable prize entry slot (normal variable prize entry device 37) Step A114) Execute the special design start port switch common processing (Step A115), and start The switch monitoring process will be terminated. Also, in step A113, a power supply malfunction is occurring. If step A113; Y) is determined, the start switch monitoring process will also be terminated. Now, I will prevent any further generation of the second activation memory.
[0392] [Common processing for start port switches in special drawings] Next, in the starting port switch monitoring process, the special design starting port switch common processing (step A10) 8. Step A115) details will be explained. Figure 20 shows the special design start port switch common procedure. This is a flowchart showing the procedure. The common processing for the start port switch in the special illustration is as follows: Start port 1 switch When there is input from Chi 36a or start port 2 switch 37a, the same applies to each input. This is the process that will be carried out.
[0393] The game control device 100 first controls the start port 1 switch 36a and the start port 2 switch 37a Of these, information regarding the number of times the target start switch is activated is managed externally by the gaming machine 10. The number of times the start signal is output to the device is loaded (step A131), Update the loaded value by +1 (step A132) and check whether the number of outputs overflows. Determine if (Step A133). If the number of outputs does not overflow (Step A 133;N), save the updated value to the RWM start signal output count area (Step A 134) Then proceed to the processing of step A135. On the other hand, if the number of outputs overflows... (Step A133; Y), proceed to step A135. In this embodiment, start The number of times the input signal is output can store values from "0" to "255". If the loaded value is "255", the updated value becomes "0" after the +1 update. It is configured to determine if the number of outputs has overflowed.
[0394] Next, the game control device 100 controls the start port 1 switch 36a and the start port 2 switch 37a Of these, the maximum number of special symbols to be updated (start memory count) corresponding to the start switch being monitored is... Determine whether the value (in this case, 4) is less than or equal to (Step A135). The number of special symbols to be updated is... If the value is not below the upper limit (Step A135; N), the common processing for the special design start port switch is terminated. Also, if the number of special symbols to be updated is less than the upper limit (4 in this case) (Step A 135;Y) updates the number of special symbols to be updated (number of special symbols 1 or number of special symbols 2) by +1. Then (Step A136), save the target starting gate winning flag (Step A137).
[0395] Next, the game control device 100 monitors the start switch and the random number of special symbols that are being monitored. The address of the number storage area is calculated (step A138), and then prepared using the hardware random number acquisition process. The winning random number is saved to the RWM's winning random number storage area (step A139). Next, The random number of winning symbols in the special symbol variation display game, which is started by detecting the start switch of the monitored target. Extract the data and save it to the RWM's jackpot symbol random number storage area (Step A140). The special symbol variation display game, which starts when the start switch of the monitored target is detected, is randomized to show small winning symbols. The numbers are extracted and saved in the minor win symbol random number storage area (Step A141). Also, the time reduction diagram Extract random numbers for the support winning pattern to determine the pattern, and use the random numbers for the support winning pattern in RWM. Save to the pattern random number storage area (Step A142).
[0396] Furthermore, in this embodiment, as described above, a big win is guaranteed to occur after a minor win by hitting the V. Therefore, it is not necessary to use random numbers for minor win symbols, and step A141 is optional and practical. It does not have to be done. Also, since there are no minor win results in the Special Feature 1 variable display game, it is not subject to monitoring. If the start port switch is start port 1 switch 36a, then it is not necessary to extract the random numbers for the minor winning symbols. stomach.
[0397] Note that the random numbers for minor win symbols, support win symbols, and big win symbols are the same as the symbols that stop on Special Symbol 1, as described later. In the setting process (step A323) and the special symbol 2 stop symbol setting process (step A333) , the stopping symbol number during a minor win, the stopping symbol number during a support win, or the stopping symbol number during a major win and , corresponding to these stop symbol numbers are the minor win stop symbol patterns, the support win stop symbol patterns, Alternatively, it is used to determine the winning combination pattern.
[0398] In this embodiment, in order to avoid confusion, minor win symbol random numbers, support win symbol random numbers, jackpot Each random number generator is generated independently, but in order to reduce the random number storage area of the RWM, Two random numbers (common random numbers) are shared to determine the minor win symbols (the number of symbols that stop when a minor win occurs, the symbol that stops when a minor win occurs). Pattern), support winning symbols (number of symbols that stop when support is won, support winning stop symbol pattern) Then, the winning symbols (the number of symbols that stop when a win occurs, and the winning stop symbol pattern) are distributed. Good. That is, when determining the winning symbols, the range of the common random number is divided and each winning symbol is When assigning to or determining the winning symbols for support, the range of common random numbers is divided and each support symbol is determined When assigning symbols or determining the winning symbols, the range of common random numbers is divided and each jackpot is determined You can assign it to a design.
[0399] Next, the game control device 100 uses the variable pattern random numbers 1 to 3 to determine the corresponding RWM variable pattern Save to the random number storage area (Step A143), and display the variable game result (Game result) ) executes a special feature hold information determination process (pre-determination process, pre-reading process) that can determine in advance. Step A144). In the special symbol hold information judgment process, the saved jackpot random numbers and winning symbol random numbers Stop symbol information (large) based on random numbers for big win symbols, random numbers for small win symbols, random numbers for support win symbols, etc. Pre-read stop symbols corresponding to winning symbols, minor winning symbols, time-saving symbols, and losing symbols. The pattern commands and the first half of the variation numbers (before the reach) are based on saved variation pattern random numbers 1 to 3. The pre-read variation pattern corresponding to the variation number (variation number) and the second half variation number (variation number after reach) Set the command as the performance command. Then, monitor the start switch and special symbol hold of the target. Prepare a command for the number of decorative symbols that corresponds to the number of reserved symbols as a performance command (Step A145). Then, execute the performance command setting process (step A146), and perform the special feature start port switch common process. The process ends. In this way, the game control device 100 implements the variable display game based on the start memory. A pre-determination means is configured to determine the result of the variable display game in advance, before it is played. ru.
[0400] Here, the game control device 100 (RAM111c) controls the start prize entry port 36 and the normal variable prize entry port Based on the inflow of game balls into the starting prize area of position 37, a predetermined random number is extracted and the variable display game It is a starting memory means that stores up to a predetermined number of starting memories as the right to execute the function. The start memory means (game control device 100) stores the game balls into the first start prize entry opening (start prize entry opening 36). Based on the awards, various random values are extracted and stored as the first starting memory, up to a predetermined number. 2. Various random values extracted based on the entry of game balls into the starting prize slot (normal variable prize device 37) This is stored as a second start memory, up to a predetermined number.
[0401] [Specific area switch monitoring process] Next, we will discuss the details of the specific area switch monitoring process (step A2) in the special game processing. Let me explain. Figure 21 is a flowchart showing the procedure for monitoring a specific area switch. .
[0402] The game control device 100 first determines whether or not a minor win is occurring (step A201). If the special game processing number is "4" or "5", it can be determined that a minor win is occurring. If this is the case (step A201; Y), determine whether the condition device is operating or not (step (A202). Condition device operation information indicating that the condition device is operating is set. Therefore, it can be determined that the conditional device is in operation.
[0403] The game control device 100, when the condition device is not in operation (step A202; N), specifies Determine whether there is an input to the region switch 72a (step A203). Specific region switch If there is input to the input channel 72a (step A203; Y), that is, to a specific region 72 If a prize is awarded (V prize), the condition device operation information will be displayed to indicate that the condition device is in operation. Save the condition device operation information area (step A204), and perform the specific area switch monitoring process. Ending.
[0404] If it is not a minor win (step A201;N), if the condition device is activated (step A202;Y), or if there is no input to the specific area switch 72a (step A203 ;N), terminate the specific area switch monitoring process without doing anything.
[0405] [Special Illustrated Normal Processing] Next, we will explain the details of the special feature normal processing (step A9) in the special feature game processing. Figure 22 is a flowchart showing the procedure for the normal processing of special drawings.
[0406] The game control device 100 first operates during the normal processing of the special feature game processing described later, and also, Determine whether the remaining ball counter in the grand prize slot is 0 or not (Step A301). If processing is not in progress, or if the remaining ball counter in the main prize slot is not 0 (Step A301) ;N), proceed to step A316 without starting the special feature variation display game.
[0407] The game control device 100 is in the process of processing the special feature, and the remaining ball counter at the main prize slot is 0. If this is the case (Step A301; Y), then the number of reserved figures in Special Figure 2 (second start memory number) is 0. Determine whether or not (Step A302). If the number of reserved symbols in Special Feature 2 is 0 (Step A302 ;Y), determine whether the number of reserved symbols in Special Feature 1 (number of first start memories) is 0 (Step A30) 7) If the number of reserved symbols in Special Feature 1 is 0 (Step A307; Y), the customer waiting demo will open. Determine whether it has started or not (step A312), and if the customer waiting demo has not started ( Step A312;N) sets the customer waiting demo flag in the customer waiting demo flag area. Step A313).
[0408] Next, the game control device 100 prepares a customer waiting demo command as a performance command ( Step A314) Perform the performance command setting process (Step A315), Step A3 Proceed to step 16. On the other hand, if the customer waiting demo has already started in step A312 (Step A312; Y) Set "0" as the processing number for the special drawing normal processing (Step Step A316), save the processing number in the special game processing number area (Step A317), Clear the variable symbol discrimination flag area (Step A318). Then, monitor for fraudulent activity in the big prize slot. Save the fraud monitoring period flag in the period flag area (step A319), special normal processing End of discussion.
[0409] Furthermore, the game control device 100 will operate if the number of reserved special symbols 2 is not 0 (step A302; N) Then, the special figure 2 variation start process is executed (step A303), and the decorative special figure corresponding to the number of special figures 2 held Prepare the number of reserved items command (decorative special feature 2 reserved item command) as a performance command (step A304) Then, execute the performance command setting process (step A305). And, Special Figure 2 The special feature change processing transition setting process is executed (step A306), and the special feature normal processing is terminated.
[0410] In the special feature 2 special feature variation processing transition setting process, set the processing number to "1" and play the special feature game The processing number is saved in the processing number area, the customer waiting demo flag area is cleared, and the special figure 2 variation control is performed. Save the fluctuating flag to the flag area.
[0411] Furthermore, the game control device 100 will operate if the number of reserved special symbols 1 is not 0 (step A307; N) Then, execute the Special Feature 1 variation start process (step A308), and the decorative special feature corresponding to the number of special feature 1 reserved Prepare the hold count command (decorative special feature 1 hold count command) as a performance command (step A309) Then, execute the performance command setting process (step A310). And, Special Figure 1 The special feature change processing transition setting process is executed (step A311), and the special feature normal processing is terminated.
[0412] In the special feature 1 special feature variation processing transition setting process, set the processing number to "1" and play the special feature game The processing number is saved in the processing number area, the customer waiting demo flag area is cleared, and the special figure 1 variation control is performed. Save the fluctuating flag to the flag area.
[0413] In this way, by checking the number of reserved symbols in Special Feature 2 before checking the number of reserved symbols in Special Feature 1, If the number of reserved symbols in Special Feature 2 is not 0, the Special Feature 2 variation start process (step A303) is executed. This means that the Special Feature 2 variable display game will be executed in priority over the Special Feature 1 variable display game. This will be done (prioritizing the consumption of the reserved symbols in Special Feature 2). In other words, the game control device 100 will start the second If the memory device (game control device 100) has a second start memory, then based on the second start memory Prioritize executing the variable display game over the variable display game based on the first start memory. This constitutes a control mechanism. Furthermore, the Special Feature 1 variable display game takes precedence over the Special Feature 2 variable display game. If you choose to prioritize the consumption of the reserved figure 1, the judgment in step A302 will be made for the reserved figure 1. You just need to determine whether the number of pending items is 0 or not.
[0414] [Special Figure 1: Start of Variation Process] Next, we will discuss the details of the Special Feature 1 variation start processing (step A308) in the normal processing of the Special Feature. Let me explain. Figure 23 is a flowchart showing the procedure for starting the variation in Special Figure 1. The startup process is performed at the start of the Special Feature 1 variable display game.
[0415] The game control device 100 indicates the type of special symbol variation display game to be executed (in this case, Special Symbol 1). The special feature 1 variation flag is saved to the variation symbol discrimination area (step A321). Next, the special feature 1. A jackpot flag 1 is used to determine whether or not a game with a variable display is a jackpot, and there is information about misses and The process of setting the jackpot flag 1 is executed (Step A). 322). Details of the process for setting the jackpot flag 1 will be described later.
[0416] Next, the game control device 100 controls the special symbol 1 stop symbols (symbol information) related to the special symbol 1 variable display game. The process for setting the stop symbol in Special Feature 1 related to the setting of the report is executed (step A323). Special Feature 1 Stop In the symbol setting process, the stopping symbol numbers for when you lose, when you get a support win, or when you win the jackpot, and this stopping symbol The pattern of symbols that stop in a losing position, the pattern of symbols that stop in a support position, or the pattern of symbols that stop in a jackpot, corresponding to the pattern number. Save the symbol patterns. The stopping symbol numbers when you get a support win or a big win are, respectively, The symbols are determined by a random number generator corresponding to the winning symbols.
[0417] Furthermore, the game control device 100 has special symbols, which are parameters for setting the variation pattern. The special information setting process for setting information is executed (Step A324).
[0418] Next, the game control device 100 relates to the setting of the variation pattern of the special figure 1 variation display game. Special Figure 1: Variable Pattern Setting Information Table containing information for referencing various types of information. Prepare the information table (Step A325).
[0419] Subsequently, the game control device 100 controls the variation pattern in the special figure 1 variation display game. Execute the variation pattern setting process to set the turn (variation pattern number) (Step A3) 26) Next, the game control device 100 sets the information for the start of the variation in the special feature 1 variation display game. The process for setting the change start information is executed (step A327), and the change start process shown in Figure 1 is terminated. In the fluctuation start information setting process, the fluctuation time value corresponding to the fluctuation pattern (fluctuation pattern number) is used. It obtains the data and saves it to the special feature game processing timer area. Then, it corresponds to the variable pattern number. Prepare the variable commands (MODE, ACTION) as performance commands, and the performance commands The system setting process is performed. In addition, the fluctuation start information setting process is performed to determine the special feature fluctuation display that will start from now. The number of special symbols held for the special symbol type (Special Symbol 1 or Special Symbol 2) of the room is updated by -1 (decreases by 1). ).
[0420] [Special Figure 2: Start of Variation Process] Next, we will discuss the details of the Special Feature 2 variation start processing (step A303) in the Special Feature normal processing. Let me explain. Figure 24 is a flowchart showing the procedure for starting the variation in Special Figure 2. The startup process is a process performed at the start of the variable display game shown in Figure 23. This process is the same as the process performed in the first variation start process, but applied to the second start memory.
[0421] The game control device 100 first determines the type of special symbol variation display game to be executed (in this case, special symbol 2). The special feature 2 variation flag indicating this is saved in the variation symbol discrimination area (step A331). The special feature 2 variable display game is determined by the jackpot flag 2, which is a miss. The process of setting information and jackpot information is executed, and the jackpot flag 2 setting process is executed ( (A332)
[0422] Next, the game control device 100 controls the special symbol 2 stop symbols (symbol information) related to the special symbol 2 variation display game. The special figure 2 stop symbol setting process related to the setting of the report is executed (step A333). Furthermore, change The special drawing information setting process is implemented to set special drawing information, which is a parameter for setting the motion pattern. Proceed (Step A334). Next, regarding the setting of the variation pattern for the Special Feature 2 variation display game. Figure 2 shows a table containing information for referencing various types of information, specifically the variable pattern setting. Prepare the fixed information table (Step A335).
[0423] Subsequently, the game control device 100 sets the variation pattern for the special feature 2 variation display game. The pattern setting process is executed (step A336). Finally, the special feature 2 variable display game changes The variable start information setting process is executed to set the information for the start of operation (step A337), and the special figure 2 variable The startup process is now complete.
[0424] [Setting the jackpot flag 1] Next, the details of the jackpot flag 1 setting process (step A322) in the special figure 1 variation start process. Let me explain in detail. Figure 25 is a flowchart showing the procedure for setting the jackpot flag 1. be.
[0425] The game control device 100 first places the jackpot flag area 1 and the support jackpot flag area 1 with information about misses. Save the information (Step A341). Next, the RWM special feature 1 jackpot random number storage area (hold). Load the jackpot random number (for number 1) and prepare (step A342), and the special feature 1 jackpot Clear the random number storage area (for 1 reserved number) to 0 (step A343). Note that the reserved number is 1 and This is information about the special feature start memory that has the earliest digestion order (in this case, the earliest among special feature 1) (random This is the area where numbers (etc.) are stored. After that, the prepared jackpot random number matches the jackpot determination value. The jackpot determination process is executed to determine whether or not it is a jackpot depending on whether or not (Step A3) 44).
[0426] The game control device 100 determines if the result of the jackpot determination process (step A344) is a jackpot. In the case of (step A345;Y), the jackpot information saved in step A341 The jackpot information is overwritten in the Flag 1 area and saved (Step A346), Jackpot Flag 1 The setup process is now complete.
[0427] On the other hand, if the result of the jackpot determination process (step A345) is not a jackpot (step A345;N), optionally, based on the acquired jackpot random number, special symbol variation display game The system executes a support hit determination process to determine whether or not it is a support hit (step A347), and The result is then determined to determine whether it is per support or not (step A348). In this embodiment, it should be noted that the result is determined to determine whether it is per support or not. The jackpot random number is also used to determine whether a support hit occurs (in other words, the support hit determination and the jackpot (The same random number is used for the judgment). Here, the support win (short time win) of the special feature variation display game This refers to a time-saving result (specific result) that triggers a time-saving state from the next special symbol variation display game. Therefore, in response to this time-saving result, the performance control device 300 stops the display of the decorative special feature variation game. As a result of stopping, the time-saving symbol can be displayed on the display device 41.
[0428] The game control device 100, when the special symbol variation display game is a support win (step A348) ;Y), in step A341, the support hit flag 1 area where the loss information was saved is a support hit The information is overwritten and saved (step A349), and the process of setting the jackpot flag 1 is terminated. On the other hand, if the special feature variation display game is not a support win (step A348;N), support win The process of setting the jackpot flag 1 is terminated without saving support hit information in the lag 1 area.
[0429] Thus, in this embodiment, the result of the variable display game in Figure 1 is "Big Win", "S The result will be either a "winning combination (short-time win)" or a "miss," and there is no "minor win." Steps A347 to A349 are optional and can be omitted. Therefore, it is not necessary to include "Support Win (Short Time Win)" in the results of the Special Feature 1 Variable Display Game. It is also possible to configure the game to include a "minor win" in the results of the special feature 1 variable display game.
[0430] Furthermore, in the process of setting the big win flag 1, the support win information is stored in the support win flag 1 area. Although the configuration was designed to allow for a big win, the big win and the support win do not overlap, so the support win is placed in the big win flag area 1. You can save the information.
[0431] [Setting the jackpot flag 2] Next, the details of the jackpot flag 2 setting process (step A332) in the special figure 2 variation start process. Let me explain in detail. Figure 26 is a flowchart showing the procedure for setting the jackpot flag 2. Yes. This process is similar to the process in the jackpot flag 1 setting process shown in Figure 25, but for the first This procedure targets the 2-start memory.
[0432] The game control device 100 first has two areas for big win flags, two areas for small win flags, and a support win area. Loss information is saved in the lag 2 area (step A351). Next, the RWM special feature 2 big win. Load the winning random number from the random number storage area (for 1 reserved number) and prepare it (Step A352) ), clear the special feature 2 jackpot random number storage area (for 1 reserved number) to 0 (step A353) Note that "for holding 1" refers to the special feature start record that is consumed first (in this case, the first of the special feature 2). This is an area for storing information about memory (random numbers, etc.). After that, if the prepared jackpot random number is small A minor win determination process is implemented to determine whether or not it is a minor win based on whether or not it matches the win determination value. Proceed (Step A354).
[0433] The game control device 100 determines that the result of the minor win determination process (step A354) is a minor win. In the case of (step A355;Y), the small win information was saved in step A351. Overwrite the minor win information in the Flag 2 area and save (Step A356), and the big win Flag 2 The setup process is now complete.
[0434] On the other hand, the game control device 100, if the special symbol variation display game is not a minor win (Step A3 55;N), based on the acquired jackpot random number, whether the special symbol variation display game is a support jackpot A support-to-support determination process is executed to determine whether or not (step A357), and the result of the determination is per support Determine whether or not (Step A358). In this embodiment, the determination per support is The same random number is used for both the support win determination and the jackpot determination (in other words, the same random number is used for both the support win determination and the jackpot determination). (This is used). Here, the support win (time-saving win) in the special feature display game refers to the next special feature This refers to the time-saving result (specific result) that occurs when a game with fluctuating display enters a time-saving state. In response to the result, the performance control device 300 displays a time-saving diagram as a result of the special display game stopping. The pattern can be displayed on the display device 41.
[0435] The game control device 100, when the special symbol variation display game is a support win (step A358) ;Y), in step A351, the support hit flag 2 area where the loss information was saved is a support hit The information is overwritten and saved (step A359), and the process of setting the jackpot flag 2 is terminated.
[0436] On the other hand, if the result of the support hit detection process (step A357) is not a support hit (step Option A358;N) is optional, where the prepared jackpot random number matches the jackpot determination value. A jackpot determination process may be executed to determine whether or not it is a jackpot depending on whether or not (step (Step A360). The game control device 100 determines the result of the jackpot determination process (step A360). If it is a big win (step A361; Y), the losing information is saved in step A351. The jackpot information is overwritten and saved in the jackpot flag 2 area (step A362), The process of setting the winning flag 2 is terminated. Meanwhile, the result of the jackpot determination process (step A360) is determined. If the result is not a jackpot (step A361;N), the jackpot flag 2 area will contain the information indicating a miss. The process of setting the jackpot flag 2 will end while the machine is still running.
[0437] Thus, in this embodiment, the result of the variable display game in Figure 2 is "minor win" or "support win". The result will be either a "win (shortened time)" or a "miss," but there is an option for the special feature 2 variation. It is also possible to configure the system so that a "jackpot" is awarded as a result of the displayed game.
[0438] Furthermore, in the process of setting the big win flag 2, the minor win information is saved in the minor win flag 2 area. The system was configured to save support hit information in two support hit flag areas, but the big win and support hit and Since minor wins do not overlap, the minor win information and support win information are saved in the 2nd area of the major win flag. That's good too.
[0439] [Big win determination process] Next, the jackpot determination process in the jackpot flag 1 setting process and the jackpot flag 2 setting process, etc. Steps A344 and A360) will be explained in detail. Figure 27 shows the steps for determining a jackpot. This is a flowchart showing the sequence. Note that the jackpot determination process is executed during the timer interrupt process. This is a process common to the jackpot determination process in other processes, such as the special symbol hold information determination process. But it will be executed.
[0440] The game control device 100 first sets an upper limit judgment value corresponding to the probability setting value (Step A 371) Set the lower limit of the jackpot determination value (Step A372), and the target jackpot random number It is determined whether the value is less than the lower limit judgment value (step A373). Note that if it is a jackpot This means that the winning random number matches the winning judgment value. The winning judgment value is a series of multiple The value is such that the jackpot random number is greater than or equal to the lower limit value of the jackpot determination value, and the jackpot A jackpot is determined when the value is below the upper limit of the judgment value. The limit judgment value differs between the low probability state (normal probability state other than the probability variation state) and the high probability state (probability variation state). That's fine.
[0441] The game control device 100 determines if the value of the target jackpot random number is less than the lower limit determination value (step A373;Y), set the judgment result to a miss (other than a big win) (step A375), The jackpot determination process is now complete.
[0442] The game control device 100 determines whether the value of the target jackpot random number is greater than the upper limit determination value. (Step A374). If the value of the winning random number is greater than the upper limit judgment value (Step A37 4;Y), set the judgment result to a miss (other than a big win) (step A375). If the value of the winning random number is not greater than the upper limit judgment value (Step A374; N), the judgment result Set the jackpot (step A376). Once the judgment result is set, the jackpot judgment process begins. Ending.
[0443] [Minor win detection process] Next, we will explain the details of the minor win determination process (step A354) in the big win flag 2 setting process. Let me explain. Figure 28 is a flowchart showing the procedure for determining a minor win. The minor win detection process is handled by the minor win detection process in other processes that are executed during the timer interrupt process. This is a common process and is also executed in processes such as the special feature hold information determination process.
[0444] The game control device 100 first sets a small win upper limit determination value corresponding to the probability setting value (S (A381), whether the value of the jackpot random number for the target (Special ...
Claims
[Claim 1] In a gaming machine capable of controlling the game by setting one of two or more game states, A counting means for counting a value based on the difference between the number of game media given to a player or the number of game media to be given to a player and the number of game media used, A flag can be set to indicate the occurrence of a game-unavailable state in which the game cannot be played, based on the fulfillment of predetermined conditions based on the aforementioned count value, and a game stop means that generates the game-unavailable state based on the aforementioned flag, A movable performance device that performs predetermined performance actions, The movable performance device comprises performance control means capable of controlling the performance operation, The aforementioned flag is stored in the memory area that stores the game state, is not initialized when the game machine is powered on without an initialization operation of the memory area, and is initialized when the power is powered on with an initialization operation. The aforementioned game state is initialized when the power is turned on accompanied by the initialization operation. The aforementioned count value is initialized when the power is turned on. The aforementioned game stopping means is capable of generating a suppression state that prevents the occurrence of the aforementioned game-unavailable state, The aforementioned performance control means is If the movable display device is in an operating position other than the initial position after the occurrence of the aforementioned game-inoperable state, the movable display device is returned from the operating position to the initial position. If the game is not in a non-playable state when the power is turned on, the initial operation of the movable display device is performed. If the game is unavailable when the power is turned on, the initial operation of the movable display device will not be performed. In the aforementioned state where gameplay is impossible, the occurrence of the state where gameplay is impossible can be notified by the gameplay impossible state notification means. In the aforementioned state where gameplay is impossible, a predetermined error that occurred after the occurrence of the state where gameplay is impossible is made possible to be notified by the error notification means, and the notification of the predetermined error by the error notification means ends when the predetermined error is resolved. Gaming machine.