Gaming machine

The gaming machine's advanced game control system with separate storage areas and random number management addresses enjoyment decline issues by ensuring consistent and engaging gameplay through improved technical performance.

JP7879589B2Active Publication Date: 2026-06-24SOPHIA CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SOPHIA CO LTD
Filing Date
2022-11-16
Publication Date
2026-06-24

AI Technical Summary

Technical Problem

Existing gaming machines face issues that can lead to a decline in player enjoyment, particularly due to technical limitations in game control systems and random number generation processes.

Method used

The gaming machine incorporates a game control system with separate storage areas for programs and workspaces, utilizing branch instructions and registers to manage game execution, including a random number storage area for varied game outcomes, ensuring smooth and engaging gameplay.

Benefits of technology

This configuration enhances gameplay enjoyment by preventing technical glitches and ensuring consistent, unpredictable game results, thereby maintaining player engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To prevent decrease of the interest in a game.SOLUTION: A game machine which can execute a game includes a variable winning device which can be changed into an open state and a closed state, operation means which can operate to change the variable winning device into the open state and the closed state, and sound generation means which can generate a sound. The operation means can reduce a load to the variable winning device in a first period of an operation period of the variable winning device, and the sound generation means generates a sound by driving, so as to be able to suggest a result of the game.SELECTED DRAWING: Figure 155
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Description

Technical Field

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

Background Art

[0002] Conventionally, there have been gaming machines having a variable winning device (movable winning device) (for example, Patent Document 1).

Prior Art Documents

[0007] According to one embodiment of the present invention, it is possible to prevent a decline in the enjoyment of the game. [Brief explanation of the drawing]

[0008] [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 a game machine's performance control system. [Figure 5A] This is a flowchart (part 1) showing the procedure for the main process. [Figure 5B] This is a flowchart (part 2) showing the procedure for the main process. [Figure 5C] This is a flowchart (part 3) showing the procedure for the main processing. [Figure 6] This diagram shows the RAM configuration of a microcontroller used for gaming. [Figure 7] This is a flowchart showing the procedure for initializing safety device information. [Figure 8] This is a flowchart showing the procedure for editing performance display. [Figure 9] This is a flowchart showing the procedure for handling timer interrupts. [Figure 10] This is a flowchart showing the output processing procedure. [Figure 11]It is a flowchart showing the procedure of the winning port switch / state monitoring process. [Figure 12] It is a flowchart showing the procedure of the fraud & winning monitoring process. [Figure 13] It is a flowchart showing the procedure of the winning count counter update process. [Figure 14] It is a flowchart showing the procedure of the gaming machine state check process. [Figure 15] It is a flowchart showing the procedure of the probability setting change / confirmation process. [Figure 16] It is a flowchart showing the procedure of the special figure game process. [Figure 17] It is a flowchart showing the procedure of the start port switch monitoring process. [Figure 18] It is a flowchart showing the procedure of the special figure start port switch common process. [Figure 19] It is a flowchart showing the procedure of the specific area switch monitoring process. [Figure 20] It is a flowchart showing the procedure of the special figure normal process. [Figure 21] It is a flowchart showing the procedure of the special figure 1 variation start process. [Figure 22] It is a flowchart showing the procedure of the special figure 2 variation start process. [Figure 23] It is a flowchart showing the procedure of the big win flag 1 setting process. [Figure 24] It is a flowchart showing the procedure of the big win flag 2 setting process. [Figure 25A] It is a flowchart showing the procedure of the big win determination process. [Figure 25B] It is a flowchart showing the procedure of the small win determination process. [Figure 25C] It is a flowchart showing the procedure of the supplementary win determination process. [Figure 26] It is a flowchart showing the procedure of the special figure 1 stop symbol setting process. [Figure 27] It is a flowchart showing the procedure of the special figure 2 stop symbol setting process. [Figure 28] This is a flowchart showing the procedure for setting special illustration information. [Figure 29] This is a flowchart showing the procedure for setting the variation pattern. [Figure 30] This is a flowchart showing the procedure for 2-byte distribution. [Figure 31] This is a flowchart showing the procedure for sorting. [Figure 32] This is a flowchart showing the procedure for setting the change start information. [Figure 33] This is a flowchart showing the procedure for processing during special feature changes. [Figure 34] This flowchart shows the procedure for setting up the time-saving termination process. [Figure 35] This is a flowchart showing the procedure for checking the performance mode information. [Figure 36A] This is a flowchart showing the procedure for the first part of the special display processing. [Figure 36B] This flowchart shows the procedure for the latter half of the special display processing. [Figure 37] This flowchart shows the procedure for setting up support operation. [Figure 38] This is a flowchart showing the procedure for processing special effects in the game. [Figure 39] This is a flowchart showing the procedure for normal operation of special features. [Figure 40] This is a flowchart showing the procedure for ending a jackpot. [Figure 41] This is a flowchart showing the procedure for the jackpot termination setting process 1. [Figure 42] This is a flowchart showing the procedure for the jackpot termination setting process 2. [Figure 43] This is a flowchart showing the procedure for processing the general diagram game. [Figure 44] This is a flowchart showing the procedure for gate switch monitoring. [Figure 45] This is a flowchart showing the procedure for monitoring the regular electricity entry switch. [Figure 46]This is a flowchart showing the procedure for normal processing. [Figure 47] This flowchart shows the procedure for setting up the transition process during normal diagram changes. [Figure 48] This flowchart shows the procedure for processing during normal graph fluctuations. [Figure 49] This is a flowchart showing the procedure for processing while the general diagram is displayed. [Figure 50] This is a flowchart showing the procedure for processing each drawing. [Figure 51] This flowchart shows the procedure for the transition to normal operation settings. [Figure 52] This flowchart shows the procedure for disposing of remaining light bulbs in regular operation. [Figure 53] This is a flowchart showing the procedure for the completion process per drawing. [Figure 54A] A flowchart showing the procedure for the first part of the external information editing process. [Figure 54B] This is a flowchart showing the procedure for the latter half of the external information editing process. [Figure 55] This is a time chart showing the transmission of external information or test signals. [Figure 56] This is a flowchart showing the procedure for processing related to safety devices. [Figure 57] This is a flowchart showing the procedure for out-of-bounds integration processing. [Figure 58] This is a flowchart showing the procedure for controlling the performance display device. [Figure 59] This is a flowchart showing the procedure for verifying the number of tokens won. [Figure 60] This is a flowchart showing the procedure for monitoring the operation of safety devices. [Figure 61] This is a flowchart showing the main processing of the performance control system. [Figure 62] This is a flowchart showing the process of checking received commands. [Figure 63] This is a flowchart showing the process of parsing received commands. [Figure 64]This is a flowchart showing the processing of single-use commands. [Figure 65] This is a flowchart showing the pre-read symbol command processing. [Figure 66] This is a flowchart showing the processing of predictive variable commands. [Figure 67] This is a flowchart for processing pattern-based commands. [Figure 68] This is a flowchart showing the processing of variable commands. [Figure 69] This is a flowchart showing the process for setting up variable effects. [Figure 70] This is a flowchart showing the procedure for processing hit-related commands. [Figure 71A] This is an example of a game state transition diagram (game flow) that shows the transitions between game states. [Figure 71B] This is another example of a game state transition diagram that shows the transitions between game states. [Figure 72] This table shows the number of bonus rounds and the number of remaining reserved symbols corresponding to the winning symbols in the special symbol variation display game. [Figure 73] This diagram illustrates the features of the regular display game and its operation. [Figure 74] This timing chart shows the game state, normal symbol probability (normal symbol win probability), normal symbol state, normal power state, number of special symbol 2 reserved symbols, and special symbol variation display games (special symbol variation) after a big win with symbol A. [Figure 75] This timing chart shows the game state, normal symbol probability (normal symbol win probability), normal symbol state, normal power state, number of special symbol 2 reserved symbols, and special symbol variation display games (special symbol variation) after a big win with symbol B. [Figure 76] This timing chart shows the game state, normal symbol probability (normal symbol win probability), normal symbol state, normal power state, number of special symbol 2 reserved symbols, and special symbol variation display games (special symbol variation) after a big win with symbol F. [Figure 77] In the second embodiment, this is a game state transition diagram (game flow) illustrating the transitions between game states. [Figure 78]In the second embodiment, this is a table that shows the number of time-saving rounds and the prescribed number of remaining reserved spins corresponding to the symbols that are the types of wins in the special symbol variation display game. [Figure 79] This figure shows the characteristics of the regular display game and the regular operation in the second embodiment. [Figure 80] In the second embodiment, the timing chart shows the game state, special symbol variation display game (special symbol variation), normal symbol state, normal electric state, special symbol 2 reserve count, etc., from the time-saving state as a specific game state to the transition state (normal game state where remaining reserves are consumed). [Figure 81] This is a front view of the game board according to the third embodiment. [Figure 82] This is a game state transition diagram (game flow) illustrating the transitions in game states in the third embodiment. [Figure 83] In the third embodiment, this is a table that shows the number of time-saving rounds and the prescribed number of remaining reserved spins (prescribed remaining reserved spins) corresponding to the symbols that are the types of wins in the special symbol variation display game. [Figure 84] In the third embodiment, this is a table summarizing the status of the time-saving feature activation when a new trigger for time-saving is generated from each game state. [Figure 85] This figure illustrates the display of the batch display device according to the third embodiment. [Figure 86] This figure illustrates the features of the regular display game in the third embodiment. [Figure 87] This figure illustrates the characteristics of the normal operation in the third embodiment. [Figure 88] This flowchart shows the procedure for setting special drawing information according to the third embodiment. [Figure 89] This is a flowchart showing the procedure for setting the variation pattern according to the third embodiment. [Figure 90] This is a flowchart showing the procedure for setting change start information according to the third embodiment. [Figure 91] This table shows the settings of the variation pattern table according to the third embodiment, for each game state and special symbol type (special symbol 1 or special symbol 2). [Figure 92] This figure illustrates the display screen of the display device according to the third embodiment. [Figure 93A] This is a flowchart showing the procedure for the latter half of the external information editing process according to the third embodiment. [Figure 93B] In the third embodiment, this is a time chart showing the on / off state of the jackpot signals 1-4 as external information. [Figure 94A] In the third embodiment, this is a time chart showing the output of the test signal to the test firing device. [Figure 94B] In the third embodiment, this figure illustrates the easy-to-win-in state signals 1 to 4 corresponding to medium support and high support. [Figure 95] This table shows the output of the launch position designation signal according to the third embodiment. [Figure 96] This is a time chart showing the output of the launch position designation signal according to the third embodiment. [Figure 97] In the third embodiment, this is a time chart illustrating the opening operation of the upper large prize slot and the on / off operation of the lever solenoid in the case of a small win result in the variable display game of Special Figure 1. [Figure 98] In the third embodiment, this is a time chart illustrating the opening operation of the upper large prize slot and the on / off operation of the lever solenoid in the case of a small win result in the special figure 2 variable display game. [Figure 99] In the fourth embodiment, this is a table showing the configuration of the performance system device according to the state of the safety device. [Figure 100A] In the fourth embodiment, this is an example of a screen transition diagram (Example 1) showing the display screens of the display device in chronological order (Part 1). [Figure 100B] In the fourth embodiment, an example of a screen transition diagram (Example 1) showing the display screens of the display device in chronological order (Part 2) is shown. [Figure 101] In the fourth embodiment, there is another example (Example 2) of a screen transition diagram showing the display screens of the display device in chronological order. [Figure 102] The fourth embodiment is a screen transition diagram illustrating different operation notification displays depending on the game state. [Figure 103] In the fourth embodiment, this figure illustrates the operation warning display before and after reaching a reach during the variable display. [Figure 104] This figure illustrates an example of an operation notification display while waiting for a customer in the fourth embodiment. [Figure 105] In the fourth embodiment, an example of the display screen of the device in the setting confirmation state (setting confirmation mode) is shown. [Figure 106] This figure shows an example of a specific model display (Example 1) that is shown in addition to the video in the fourth embodiment. [Figure 107] This figure shows an example of a specific model display (Example 2) that is shown in addition to the video in the fourth embodiment. [Figure 108A] This is a block diagram showing the internal configuration of the CPU according to the fifth embodiment. [Figure 108B] This diagram illustrates the configuration of the flag register according to the fifth embodiment. [Figure 109] This is a memory map according to the fifth embodiment. [Figure 110] This instruction table (Example 1-1) illustrates the LD instruction, which transfers one byte of data, as an example of a transfer instruction. [Figure 111] This instruction table (Example 1-2) illustrates transfer instructions, such as the LD instruction which transfers 2 bytes of data. [Figure 112] This is an instruction table (Example 1-3) illustrating the LDW instruction, which transfers a 2-byte direct value, and an instruction table (Example 1-4) illustrating other transfer instructions (LDD instruction, LDY instruction). [Figure 113] This instruction table (Example 2-1) illustrates the CP instruction, which compares two 1-byte data points. [Figure 114] This instruction table (Example 2-2) illustrates the CP instruction, which compares two 2-byte data points. [Figure 115] This is an example instruction table (Example 2-3) illustrating the CPJ instruction among the comparison instructions. [Figure 116]This instruction table (Example 2-4) illustrates the CPW instruction, which compares two 2-byte data points. [Figure 117] This is an instruction table (Example 3-1) illustrating a JRR instruction that jumps to a nearby address, and an instruction table (Example 3-2) illustrating a JR instruction that can jump to a distant address. [Figure 118] This is an example instruction table (Example 4-1) illustrating the CALL instruction, which can call a subroutine at an arbitrary address, and an example instruction table (Example 4-2) illustrating the CALLT and CALLR instructions, which cannot call a subroutine at an arbitrary address. [Figure 119] This is an instruction table (Examples 5-1 and 5-2) illustrating return instructions used when returning from subroutines, interrupt handlers, etc. [Figure 120] This is a flowchart showing the output processing procedure according to the fifth embodiment. [Figure 121] This is a flowchart showing the procedure for the out-of-domain integration process according to the fifth embodiment. [Figure 122] This is a flowchart showing the procedure for test signal output processing according to the fifth embodiment. [Figure 123] This is a program listing that shows the program structure of a part of the main processing program. [Figure 124] This is a program listing showing the program structure of a timer interrupt handling program. [Figure 125] This is a program listing that shows the program structure of the special game processing program and a program listing that explains the special game sequence branching table. [Figure 126] This is a program listing showing the program structure of a 2-byte decrement processing program, a 2-byte data acquisition processing program, a 1-byte data acquisition processing program, and a special drawing state check processing program. [Figure 127] This is a program listing that shows part of the program structure of the start switch monitoring processing program. [Figure 128] This is a program listing showing the program structure of a hardware random number generation processing program. [Figure 129]This is a program listing showing the program structure of the special design start port switch common processing program. [Figure 130] This is a program listing showing a part of the program structure of the special feature hold information determination processing program. [Figure 131] This is a program listing showing the program structure of the jackpot determination processing program. [Figure 132] This is a program listing showing the program structure of the special-purpose normal processing program. [Figure 133A] This is a program listing that shows a part of the program structure of the special display processing program. [Figure 133B] This is a program listing that shows the program structure of other parts of the special display processing program. [Figure 134] This is a program listing showing the program structure of the start signal editing processing program. [Figure 135] This is a program listing showing the program structure of the safety device-related processing program. [Figure 136] This is a program listing showing the program structure of an out-of-bounds integration processing program. [Figure 137] This is a program listing showing the program structure of the test signal output processing program. [Figure 138] This is a program listing showing a part of the program structure of the ball difference confirmation processing program. [Figure 139] This is a program listing showing the program structure of the safety device operation monitoring processing program. [Figure 140] This is an instruction table illustrating the comparison instructions executed by the CPU of the performance control system. [Figure 141A] Regarding the sixth embodiment, this is an example of a screen transition diagram (Example 1) showing the display screens of the display device in chronological order (Part 1). [Figure 141B] Regarding the sixth embodiment, this is an example of a screen transition diagram (Example 1) showing the display screens of the display device in chronological order (Part 2). [Figure 141C]Regarding the sixth embodiment, this is an example of a screen transition diagram (Example 1) showing the display screens of the display device in chronological order (Part 3). [Figure 141D] Regarding the sixth embodiment, this is an example of a screen transition diagram (Example 1) showing the display screens of the display device in chronological order (Part 4). [Figure 141E] Regarding the sixth embodiment, this is an example of a screen transition diagram (Example 1) showing the display screens of the display device in chronological order (Part 5). [Figure 141F] Regarding the sixth embodiment, this is an example of a screen transition diagram (Example 1) showing the display screens of the display device in chronological order (Part 6). [Figure 142A] Regarding the sixth embodiment, this is another example (Example 2) of a screen transition diagram showing the display screens of the display device in chronological order (Part 1). [Figure 142B] Regarding the sixth embodiment, this is another example (Example 2) of a screen transition diagram showing the display screens of the display device in chronological order (Part 2). [Figure 142C] Regarding the sixth embodiment, this is another example (Example 2) of a screen transition diagram showing the display screens of the display device in chronological order (Part 3). [Figure 143] In the sixth embodiment, this is a table illustrating the probability of winning based on the combination of panels. [Figure 144] In the sixth embodiment, this is a table illustrating the probability of winning based on the combination of panels. [Figure 145] In the sixth embodiment, this is a table explaining the expected probability of winning based on the effect animation when an over-winning occurs. [Figure 146] In the sixth embodiment, this is a table that explains the content of the dialogue animation (spoken dialogue animation) corresponding to the color of the hand icon in the icon movement animation. [Figure 147] The sixth embodiment is a table describing the contents of the meter outer edge effect colors corresponding to the colors of the meter scale. [Figure 148] In the sixth embodiment, this is a table that explains the content of the colors (display colors for the decrease in the meter) displayed on the display screen, corresponding to the decrease in the meter scale. [Figure 149]In the sixth embodiment, this is a table explaining the contents of the decrease in the meter corresponding to the color of the hand icon moving in the icon movement animation. [Figure 150] This diagram shows the case in the seventh embodiment where, in the final special symbol variation display game (the final game of the time-saving mode) of the specific game state, the stopping symbol becomes a time-saving symbol, and then the specific game state (time-saving mode) is entered again. [Figure 151A] This is a rear view of the gaming machine according to the eighth embodiment. [Figure 151B] This figure shows a schematic cross-section of the game control device along the line 108B-108B in Figure 151A. [Figure 152A] This is a magnified view of the area around the operating means, such as the performance buttons, of the gaming machine according to the eighth embodiment. [Figure 152B] This is an enlarged view showing the top and side of the gaming machine according to the eighth embodiment. [Figure 152C] This is an enlarged view of the upper left side of the game board according to the eighth embodiment. [Figure 153] This figure illustrates a ball jamming issue that occurs in a variable prize winning device in the ninth embodiment. [Figure 154] The ninth embodiment is another diagram illustrating a ball jamming issue that occurs in the variable prize winning device. [Figure 155] The ninth embodiment is a time chart showing the on / off modes of the test signals (fluctuating signal, winning signal, electric mechanism opening signal, electric mechanism operation signal), as well as the on / off modes of the solenoid that drives the fluctuating prize winning device and the opening and closing operation modes of the movable member. [Figure 156] This is a detailed time chart illustrating how, in the ninth embodiment, the solenoid is turned off for a short period corresponding to the load reduction period during the open time (driving period). [Figure 157] This is a detailed time chart illustrating the process in the ninth embodiment, where the solenoid is turned on for a short period corresponding to the load reduction period after the end of the open time (drive period). [Figure 158]This is a time chart showing the case in the ninth embodiment where a load reduction period is provided only during a portion of the open time. [Figure 159] This is a time chart showing the ninth embodiment, in which multiple load reduction periods are provided during a single opening time, and also in which multiple load reduction periods are provided during a single remaining ball processing time. [Figure 160] This is an exploded perspective view of the operating handle of the 10th embodiment. [Figure 161] (a) is a rear view of the rotating operating member of the 10th embodiment, and (b) is a perspective view of the rear view of the rotating operating member as seen from the upper right. [Figure 162] (a) is a front view of the plated member according to the 10th embodiment, and (b) is a perspective view of the front of the plated member as seen from the upper right. [Figure 163A] (a) is a side view of the operating handle of the 10th embodiment, and (b) is a front view of the operating handle. [Figure 163B] Figure 163A(a) shows a cross-sectional view along line AA (c) and a cross-sectional view along line BB (d). [Figure 164A] (a) is a side view of the operating handle of the third embodiment, and (b) is a front view of the operating handle. [Figure 164B] Figure 164A(a) shows a cross-sectional view along line CC (c) and a cross-sectional view along line DD (d). [Figure 165] This is a top view of the top tray unit of the third embodiment. [Figure 166] This is an exploded view of the performance button unit that constitutes the performance button of the third embodiment. [Figure 167] This is an example of a screen transition diagram showing the display screens of the display device in the third embodiment in chronological order. [Modes for carrying out the invention]

[0009] [First Embodiment] 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.

[0010] [Overall diagram of the gaming machine] Figure 1 is a diagram illustrating a gaming machine.

[0011] 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.

[0012] 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.

[0013] 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.

[0014] Various frame components are arranged around the edge portion of the cover glass 14 of the glass frame 15. ru.

[0015] 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).

[0016] The decorative device 18a is located above the glass frame 15 (or opening / closing frame) and extends in the left-right direction of the gaming machine 10. It is an extended top unit that protrudes diagonally upwards and forwards. (Decorative device) 18a has a substantially flat front section 456 on which various markings such as the model name are displayed. Decorative device 1 8a is fixed and does not move in this embodiment, but is designed to reduce pressure on the player. From its initial position (normal position), it extends forward, upward, or diagonally only when necessary. It may be made to move in the forward / backward or up / down direction. When the top unit moves, a frame animation is created that allows it to move from its initial position to its operating position. It becomes a device (a movable part).

[0017] 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.

[0018] 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 component 470 on the side.

[0019] 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.

[0020] The upper tray unit 20 includes a performance control device that receives input operations from the player, and a control device that receives input operations 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 .

[0021] The control device for the effects includes effect buttons 25, a directional key switch 450, and a volume control button. This is an operating device including switches 451a and 451b, and is designed to be easy for the player to operate, with an upper tray It is located at the top center and to its left of the knit 20. The performance button 25 is on the control panel 49 It is positioned within the opening of the control panel 490, surrounded by 0. The control panel 490 is Light can be reflected by methods such as metal plating on the surface or making the entire thing out of metal, for example. It has a silver (silver-colored) metallic sheen. When the effect button 25 lights up, the surrounding control panel At 490, the light from the effect button 25 is reflected, making the light-up effect of the effect button 25 more effective. .

[0022] The performance button 25 includes a built-in performance button switch 25a and a surface provided It may include a touch panel 25b.

[0023] The volume control button switches 451a and 451b are located on the control panel 69 of the upper tray unit 20. Located on the upper left side of 0, it controls the volume of speaker 19 (upper speaker 19a and lower speaker 19b). Adjust by increasing or decreasing (+-). The directional pad switch 450 (directional pad SW) is the upper tray unit. On the upper left side of the control panel 490 of unit T20, there are volume adjustment button switches 451a and 451b. Located adjacent to it, for example, it adjusts the brightness of the LED used for effects. The directional key switch 450 is Also commonly called directional key switches, these are multiple (for example, four) switches positioned in the forward, backward, left, and right directions. A standard switch-based system is fine. For example, while waiting for customers and / or during gameplay. In the specified state, the volume control button switches 451a and 451b are pressed down. The volume of speaker 19 may be adjustable, and the forward or backward switch of the directional pad switch 450 may be adjustable. The switch may be pressed down to adjust the light intensity (brightness, luminance) of the LEDs used for lighting effects, etc. Furthermore, instead of providing volume control button switches 451a and 451b, the directional pad switch 4 The volume of speaker 19 can be adjusted by pressing down either the left or right switch of 50. stomach.

[0024] 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.

[0025] 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.

[0026] 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, or 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.

[0027] 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.

[0028] 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.

[0029] 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 490 of the 20. The ball dispensing operation device is located in the balance display section. It is equipped with a 490a, a ball dispensing button 27, and a return button 28. Balance display unit 490a This is a display area where the balance of a prepaid card, etc., is shown. The ball dispensing button 27 dispenses game balls. This is the button the player operates when borrowing, and the return button 28 is adjacent to the gaming machine 10. When dispensing a prepaid card or the like from a card unit (not shown) located in the same location These are buttons operated by the player.

[0030] 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).

[0031] 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 435 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.

[0032] 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. That is, the ball launching device launches game balls into the game area 32 with force (speed). The firing force (degrees) can be changed in response to the player's operation of the control handle 24, and the firing force The game balls can be launched in various different launching modes. The launching modes include the left side of the game area 32. Left-handed shooting (normal shooting) to send the game balls down, and on the right side of the game area 32, the game balls are sent down This includes hitting to the right side with a downward motion.

[0033] 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 the unit. The bottom of the bottom of the bottom of the bottom of the bottom of the bottom of the unit penetrates vertically. It has a ball-removal hole 23a and an opening / closing operation part 23b for opening and closing the ball-removal hole 23a. The player opens the ball removal hole 23a by operating the opening / closing operation unit 23b, thereby opening the lower tray 2 The game balls stored in 3 can be discharged to the outside through the ball removal hole 23a.

[0034] 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.

[0035] [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.

[0036] 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.

[0037] 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.

[0038] 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.

[0039] 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 section 40b is located above the starting prize entry opening 36 and the normal variable prize entry device 37, The game balls that roll on the stage section 40b enter the starting prize entry opening 36 or the normal variable prize entry device 37. It has become easier.

[0040] 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). .

[0041] 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.

[0042] 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).

[0043] 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.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] 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 will be easier to enter the prize. Also, the lower large prize slot switch 38a and the upper large prize slot switch 39a is collectively referred to as the Grand Prize Switch 43.

[0048] Inside the second special variable prize winning device 39, a specific area 86 (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 86 (V-entry slot). A jackpot is confirmed when the ball enters the target area. The specific area 86 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 86 (V-winning) is detected by a sensor (specific area switch 72, described later) etc. It can be detected via this method, 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 pass). The control device 300 then sends commands, etc. to the display device 41, etc., when a V-win is detected. It can be reported there.

[0049] 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). In this embodiment, the second special variable prize winning device 39 is opened when a minor win occurs, When a game ball enters a specific area 86 (V-entry slot) within the special variable prize winning device 39, a jackpot is triggered. To grow.

[0050] 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 winning area (see below) A part of the panel decoration device 46 is installed.

[0051] 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.

[0052] 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 number 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.

[0053] 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 and 39 are opened and closed) A round display section 60 (lamps D3-D6) is provided to display the following:

[0054] 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.

[0055] The lamp display device 80 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 units 3-6 (LEDs) for notifying the number of memories stored in the start (hold) of the dynamic display game. The lamp display device 80 is controlled by the performance control device 300 (described later).

[0056] The lamp display units 1 and 2 display a variable blinking pattern with a predetermined blinking cycle (for example, 200 msec (milliseconds)). It blinks every 2 seconds. That is, the switching between off and on for lamp indicators 1 and 2 is every 2 seconds of the blinking cycle. This is performed over a period of 1 / 1 of a second (for example, 100 msec). [Image caption: Display unit 1 of the batch display device 50] 51, Special Figure 2 display 52, General Figure display 53, the fluctuation time of the fluctuation display 1 While it is measured at 00, the fluctuation time of the lamp display units 1 and 2 of the lamp display device 80 is calculated The output control device 300 (described later) measures the output.

[0057] 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 Reserve LED1, Special Figure 2 Reserve 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 unit 3-6 stops 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.

[0058] 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 in detail.

[0059] 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 or 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.

[0060] 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.

[0061] 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).

[0062] 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).

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] In addition, in the display device 41, a decorative special figure variable display game is executed in which a plurality of types of identification information (for example, numbers, symbols, character symbols, etc.) corresponding to each special figure variable display game are variably displayed. is performed.

[0070] The decorative special figure variable display game in the display device 41 is a decorative special figure (identification information) composed of the above-mentioned numbers, etc., and the left (first special figure), right (second special figure), and middle (third special figure) start variably displaying (scroll display) in order, and after a predetermined time, the variably displayed figures are sequentially stopped to display the result of the special figure variable display game. In addition, in the display device 41, various effect displays such as the appearance of characters are performed to enhance the interest. Furthermore, in the decorative special figure variable display game, as other decorative special figures (identification information), in the lamp display units 1 and 2 of the lamp display device 80, the fourth special figure (Figure 4) varies by repeating lighting display and extinguishing display (flashing). The variable display of the lamp display units 1 and 2 stops with "extinguishing" in the case of deviation and "lighting" in the case of a big win or a small win after a predetermined time from the start. When a game ball wins a prize in the start winning opening 36 or the normal variable winning device 37 at a predetermined timing (when the big win random value at the time of prize detection is a big win value), a specific result mode (special result mode) is derived from the display figure as the result of the special figure variable display game, and a big win state ( special game state) is entered. Correspondingly, the display mode of the display device 41 becomes a special result mode (for example, a state where numbers such as "7,7,7" are aligned).

[0071] At this time, the special variable winning devices 38 and 39 are the big winning opening solenoids (38b, 39b) ( When a game ball wins a prize in the start winning opening 36 or the normal variable winning device 37 at a predetermined timing (when the big win random value at the time of prize detection is a big win value), a specific result mode (special result mode) is derived from the display figure as the result of the special figure variable display game, and a big win state ( special game state) is entered. Correspondingly, the display mode of the display device 41 becomes a special result mode (for example, a state where numbers such as "7,7,7" are aligned). For example, a state where numbers such as "7,7,7" are aligned).

[0072] At this time, the special variable winning devices 38 and 39 are the big winning opening solenoids (38b, 39b) ( By applying power to (see Figure 3), the large prize slot opens from a closed state for a predetermined time (e.g., 30 seconds). It is converted to a predetermined state. That is, the large prize slots provided in the special variable prize winning devices 38 and 39 are predetermined The game opens wide for a set amount of time or until a predetermined number of game balls have entered the winning area, during which time players can collect many game balls. A perk is granted that allows you to gain something.

[0073] When a game ball enters the first starting prize slot 36 or the normal variable prize slot 37 at a predetermined timing If this occurs (when the random value for a big win is detected as a small win value), the special symbol variation display will show As a result of the system, a specific result pattern (minor win result pattern) is derived from the displayed symbols, and the minor win state This is the state. Correspondingly, the display mode of the display device 41 becomes the minor win result mode. In this embodiment, the jackpot random value is also used to determine the minor win, but the minor win value (minor win determination value) ) is different from the jackpot value (jackpot determination value).

[0074] 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 (a jackpot state resulting from a 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.

[0075] Here, I will explain the difference between a big win and a small win.

[0076] 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 86 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.

[0077] 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 moving winning device is opened.

[0078] In addition, the special figure 1 display 51 and the special figure 2 display 52 may be configured as separate displays. They may also be configured as the same display, but each special figure variable display game is not set to be executed simultaneously. The special figure 2 variable display game is set to be executed with priority over the special figure 1 variable display game. There is a start memory for the special figure 1 variable display game and the special figure 2 variable display game. When the special figure variable display game becomes executable, the special figure 2 variable display game is executed (special figure 2 hold priority digestion, special figure 2 priority variation).

[0079] Regarding the decorative special figure variable display game in the display device 41, the special figure 1 variable display game and the special figure 2 variable display game may be executed in separate display devices or separate display areas, or may be executed in the same display device or display area. In this case, the decorative special figure variable display games corresponding to the special figure 1 variable display game and the special figure 2 variable display game may not be executed simultaneously.

[0080] In the following description, when the special figure 1 variable display game and the special figure 2 variable display game are not distinguished, they are simply referred to as the special figure variable display game.

[0081] Also, although not particularly limited, the start port 1 switch 36a in the start winning port 36, the start port 2 switch 37a in the normal variable winning device 37, the gate switch 34a, the winning port switch 35a, and the count switches (38a, 39a) are provided with coils for magnetic detection. A non-contact magnetic proximity sensor (hereinafter referred to as a proximity switch) that detects a game ball by utilizing the phenomenon that the magnetic field changes when a metal approaches the coil is used. Also, for the gaming machine 10 ​ Glass frame open detection switch 63 provided on glass frame 15 etc. and front frame (game frame) 12 etc. The provided front frame open detection switch 64 (main frame open detection switch) has mechanical contacts A microswitch having the following characteristics can be used.

[0082] [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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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 system. 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.

[0087] 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.

[0088] Furthermore, the game control device 100 (main board) is equipped with a setting key switch 93. The switch 93 is activated by the operator's rotation or other actions, thereby affecting the game conditions (gameplay). This makes it possible to change the probability setting value (setting value) according to the settings. 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. In this embodiment, the probability setting value is the probability of a big win or a small win. This is a setting value for determining the probability of selection, but other game conditions (such as visual effects) can also be set to a probability. It can be changed according to a fixed value. For example, the larger the probability setting value, the higher the probability of winning. Good. The setting key switch 93 and the RAM initialization switch 112 are for setting game conditions ( The system includes a setting change mechanism (setting change device 42, setting means) that allows the change of the probability setting value. Oh, it's not the RAM initialization switch 112, but another switch that also serves as the setting value change switch. Alternatively, a dedicated, custom-designed switch for changing the setting value may be provided.

[0089] The setting key switch 93 and the RAM initialization switch 112 are located inside the gaming machine 10. Because it is installed on the base 100, operation is not possible unless the front frame 12 (main frame) is opened. It is placed in an inaccessible location. In other words, the setting key is placed in an inaccessible location. It is not possible to access and operate switch 93 and RAM initialization switch 112.

[0090] 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 The probability setting depends on the on / off state of the constant key switch 93 and the RAM initialization switch 112. A state in which the value can be changed (settable) (setting change state, configurable state, setting change mode) (D), transitions to various states such as a setting confirmation state (setting confirmation mode) where the probability setting value can be checked. It is possible.

[0091] 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.

[0092] During the probability setting change process, the RAM initialization switch 112 is pressed by the operator. Each time, the working setting value (setting) in the working setting value area becomes 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 5 (Setting 6, probability The setting changes as follows: setting value 6) → setting value 0 (setting 1) → setting value 1 (setting 2) → ... As shown above, the RAM initialization switch 112 also functions as a setting value change switch. For the sake of explanation, while in the settings change state (settings change mode), set the working settings values ​​from 0 to 5 respectively. Although it is set to correspond to probability setting values ​​1 to 6, the working setting value and the probability setting value are within the same numerical range (i.e.) You may treat them as the same if they are set to 0-5 or 1-6 (working setting value and probability setting) (Make the values ​​the same number.)

[0093] Note that this is not done by operating the RAM initialization switch 112 (setting value change switch), but by using the setting key The configuration may also involve rotating the switch 93 to a predetermined position to change the probability setting value. The probability setting value is not limited to 6 levels. And, for the selected working setting value of 0 to 5 The corresponding display probability setting value is, for example, a 4-digit 7-segment type (8 segments if you include the dot Dp). It is displayed on the front of the gaming machine (e.g., performance display device 152). For example, the display device 50) displays information about setting values ​​such as the probability setting value for display (for example, probability setting A display that can read values ​​from 1 to 6 may also be shown. (50) Not only during the setting variable state or setting confirmation state, but also during game control execution (as described later) Even while processing is in progress, information regarding setting values, such as the probability setting value for display, may be displayed.

[0094] The gaming microcontroller 111 is a CPU (Central Processing Unit: microprocessor) 111a , a read-only ROM (read-only memory) 111b and an RA that can be read and written at any time It is equipped with M (Random Access Memory) 111c.

[0095] ROM111b contains immutable information for game control (program, fixed data, various random numbers). The judgment values, etc., are stored non-volatilely. RAM111c controls the CPU111a during game control. It is used as a working area and a storage area for various signals and random values, and is related to game information (game Technical information is stored, and a storage means is capable of retaining the stored information even in the event of a power outage. This means that, as ROM111b or RAM111c, it is electrically rewritable like EEPROM. Non-volatile memory that can be used may also be used.

[0096] Furthermore, ROM111b can record, for example, the execution time of the special feature variation display game, the content of the effects, and the reach. A variation pattern for determining the variation pattern (variation mode) that defines whether or not a state occurs. It stores the pattern table. The variation pattern table is stored as startup memory. The CPU 111a refers to the random numbers 1-3 of the variation pattern to determine the variation pattern. It is a bull. Also, in the variation pattern table, the option selected when the result is a miss is The deviation variation pattern table, the jackpot variation pattern selected when the result is a jackpot. This includes tables, etc. Furthermore, these pattern tables include information on what happens after reaching a winning state. Table for determining the second-half variation pattern (second-half variation group table) (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.).

[0097] 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.

[0098] 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. In this case, the conditions for a special result are met in the left and right variable display areas (for example, the same The state in which the fluctuation display stops (based on the first identification information) is considered a "reach" state. In addition, all fluctuation displays Once the display of the area changes is temporarily stopped, in any two of the left, middle, or right change display areas... A state in which the conditions for a special outcome are met (for example, a state in which the identification information becomes the same, however (Excluding special result modes) is set to the reach state, and the remaining one variable display area changes from the reach state. You can also make it display dynamically.

[0099] Furthermore, the reach state includes multiple reach animations, leading to special result patterns (jackpot patterns). As a system (type) of reach animations that have different probabilities (different levels of expectation), Normal Reach (Normal Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP There are three types of reach patterns: 2-reach, Special 3-reach (SP3 reach), and Premium reach. The expected probability (expected value) of winning is as follows: No reach < Normal reach < Special 1 reach The ranks increase in the order of Special 2 Reach < Special 3 Reach < Premium Reach. Furthermore, the reach state is determined by at least the special result pattern being derived in the special symbol variation display game. It is included in the variation display patterns in cases where a jackpot is achieved. In the special feature variation display game, if it is determined that no special result pattern is derived (in the case of a loss) It may also be included in the variable display modes in the combined state. Therefore, the state in which a reach occurs is This state has a higher probability of resulting in a jackpot compared to a state where a reach is not possible.

[0100] The expected value of the animation (preview) indicates the probability of winning the jackpot if that animation 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.

[0101] 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. .

[0102] 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.

[0103] The dispensing control device 200 includes a CPU, ROM, RAM, input interface, and output interface. Equipped with faces, etc., it follows the prize ball payout commands (commands and data) from the game control device 100. Then, the payout motor 91 of the payout unit is driven and controlled to dispense the prize balls. Furthermore, the payout control device 200 dispenses based on the ball loan request signal from the card unit 600. The unit's dispensing motor 91 is driven to control the dispensing of the dispensed balls.

[0104] The input section 120 of the gaming microcomputer 111 is a radio wave detector that detects the emission of radio waves to the gaming machine. Sensor 62 (panel radio wave sensor), gate switch 34a of the general start gate 34, first start input Start switch 36a inside prize slot 36, start switch 36a inside second start prize slot 37 (normal variable prize device) Switch 37a for the second moving port, switch 35a for the general winning port 35, and special variable winning device 38 , 39 large prize slot switch 43 (lower large prize slot switch 38a, upper large prize slot switch 39a) ) are connected, and the high level supplied by these switches is 11V and the low level is 7V. An interface that takes a negative logic signal like this as input and converts it to a positive logic signal of 0V-5V. A chip (proximity interface) 121 is provided.

[0105] Furthermore, the interface chip (proximity I / F) 121 has a specific area switch 72, remaining The ball ejection port switch 73 and the out-of-bounds ball detection switch 74 are connected. Specific area switch 72 This detects the passage of a game ball into a specific area 86 (V-winning slot) (V-winning). Remaining ball discharge slot The 73 passes through the remaining ball discharge port that discharges game balls from the special variable prize winning devices 38 and 39. The game ball is detected when it is launched into the game area and the game ends. The out ball detection switch 74 is activated when the game ends. Detects all game balls (i.e., all game balls that have passed through the prize entry or exit opening 30b). .

[0106] 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 Check switches 36a, 37a for the start port, 35a for the prize port, and 43 for the large prize port. The output signal is input to the third input port 124.

[0107] Furthermore, among the outputs of the proximity interface 121, the detection signal of the radio wave sensor 62 and the sensor and switch... When an abnormality is detected in the device, the abnormality detection signal is input to the second input port 123.

[0108] In addition, among the outputs of the proximity interface 121, the specific area switch 72 and the remaining bulb outlet switch 73, or the detection signal from the out-of-bounds ball detection switch 74, is input to the fourth input port 126. .

[0109] 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, front frame open detection switch provided on the front frame 12 (main frame), etc. A signal from 64 (main frame open detection switch) and a vibration sensor 6 that detects vibrations from the gaming machine 10. A signal from 5 is input.

[0110] Furthermore, the second input port 123 receives the setting key switch signal from the setting key switch 93. The data is captured and supplied to the gaming microcontroller 111 via the data bus 140.

[0111] 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.

[0112] 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. .

[0113] 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.

[0114] 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.

[0115] 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 It is taken into the game microcontroller 111 via 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.

[0116] 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.

[0117] 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 is not supplied. Immediately before the reset signal RST is received, the game microcontroller 111 The data set in each port of the output unit 130 is reset to prevent system malfunction. It is necessary to do this, but just before the reset signal RST is received, play from each port of the input section 120 The data read by the technical microcontroller 111 is discarded when the game microcontroller 111 is reset. Because they are to be discarded.

[0118] 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.

[0119] 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 is a component that is not mounted on the device (main board). Furthermore, it is output from the proximity I / F121. Detection signals from switches that do not require modification, such as the start port switch, are bypassed by buffer 133. It is then supplied to the test firing device via the relay board 70.

[0120] On the other hand, magnetic sensor switches 61 and radio wave sensors 62, for example, cannot be used directly in a test firing device. If a detection signal cannot be supplied, it is temporarily taken into the game microcontroller 111 and used to input other signals or information The information is processed and used, for example, as 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 the relay board 70. ru.

[0121] 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.

[0122] 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 86b, which releases 86. 134 is provided.

[0123] 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.

[0124] Furthermore, the output unit 130 displays LEDs 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.

[0125] 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.

[0126] 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 and 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.

[0127] 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.

[0128] 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.

[0129] 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.

[0130] 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 it is done using this, ports such as input ports 122, 123, and 124 are provided. not present.

[0131] 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 they are not the only ones.

[0132] 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.

[0133] 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 and 39 (large prize winning slots) are included.

[0134] The payout rate is the sum of 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 ratio (percentage) and is calculated as (number of balls obtained ÷ number of balls released) × 100 (%). In other words, The ball rate is the number of balls won (total number of prize balls) per 100 balls dispensed.

[0135] 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. The ratio of the number of prize balls (during big win state and small win state) (= ratio of big prize entries) is also acceptable, or the large The number of prize balls obtained by entering the prize slot and the normal variable prize slot 37 (second start prize slot) You can also use the ratio (= the so-called bonus ratio (total bonus ratio) that is commonly used).

[0136] 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 is possible. If addiction is suppressed, players can play with peace of mind.

[0137] 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.

[0138] 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 above. Note that the difference in ball count for condition (1) is as mainly described in this embodiment. Simply put, the number of safe balls and ejected balls from the time the power is turned on to the present is set to zero. The difference is sufficient. However, the difference in the number of balls for condition (1) is calculated from the point in time when the difference in the number of balls was lowest to the present. The difference in the number of balls during a predetermined period, that is, the difference in the number of balls based on the minimum value (the difference in the number of balls that increased from the minimum value) This refers to the increase in the number, and corresponds to the maximum increase in the number of balls in a day's operation (so-called MY). Anything is fine. Also, the operating conditions can be anything else; for example, condition (1) is the number of safe balls. It is also possible to configure the system so that it reaches a predetermined value. In addition, condition (2) is a special variable prize device. It is also possible to configure the system so that it is not activated, or the main prize slot is not open. .

[0139] In this embodiment, the number of safe bulbs is determined over a predetermined period (for example, the period from power-on to the present). This is the total number of prize balls (number of balls won, payout) that have been decided to be paid out. Prize balls (game balls) If there is a payout error, the total number of prize balls that were decided to be paid out will be... The total number of prize balls actually dispensed into the upper tray 21 via the tray will not be equal to the total number of prize balls actually dispensed. The total number of prize balls dispensed can be measured using a detection switch or similar device and used as the number of safe balls. The number of balls (number of outs) is the number of game balls ejected from the game area 32 during a predetermined period. The signal from the out-of-light bulb detection switch 74 can be counted.

[0140] 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 total 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 upper end of the guide path for the launched game balls in the game board 30 It may be provided in the vicinity.

[0141] [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.

[0142] 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. It is equipped with a sound source LSI314 that controls the output of sound in order to reproduce such sounds from speaker 19. ru.

[0143] 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.

[0144] 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.

[0145] 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.

[0146] 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.

[0147] 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.

[0148] 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.

[0149] 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.

[0150] 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.

[0151] 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 8 It is acceptable to include 0.

[0152] 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 design for motors etc. (motors that move the top unit etc.) located in the glass frame 15 The device (e.g., the top unit) may be equipped with a control circuit for a movable frame that drives and controls the device. .

[0153] 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 pad switch 450, volume control button switches 451a, 451b, panel The performance device switch 47 (performance motor switch) detects the initial position of the motor inside the performance device 44. This function detects the on / off state of the switch and inputs a detection signal to the main control microcontroller 311. It has the ability to detect the state of the volume control switch 335 provided in the performance control device 300 and control the main control A switch input circuit 336 is provided to input a detection signal to the microcontroller 311.

[0154] 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.

[0155] 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.

[0156] 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.

[0157] 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.

[0158] 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.

[0159] 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.

[0160] 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.

[0161] 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 (first starting prize opening 36, normal variable prize opening) of the game ball flowing down the game area 32 This constitutes a game control means that controls the progress of the variable display game based on winning prizes in location 37).

[0162] 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.

[0163] 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 large prize slot solenoid 39b opens the opening door 39c of the special variable prize device 39. This controls the flow of game balls into the prize winning area.

[0164] 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.

[0165] 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.

[0166] 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 normal variable prize winning devices per unit time is higher than in normal gameplay without special games. To effectively increase the time that valve 7 is open, the system will enter a normal power support state. Even in high-probability states (normal probability state) excluding the hidden probability change state, the time-saving state is also activated simultaneously with the normal electric power Execute the port.

[0167] 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.

[0168] 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.

[0169] 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, 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.

[0170] [Transition state upon power-on] As mentioned above, the RAM initialization switch 112 and the setting key switch 93 when the power is turned on Depending on whether it's on or off, it transitions between four states (modes).

[0171] When the power is turned on, the RAM initialization switch 112 and the setting key switch 93 are turned on. If present, the probability setting value (setting value) can be changed (configurable) in a variable setting state (setting change The state transitions to (A1030-A1039 in Figure 5B) and (See Figure 15).

[0172] Next, when the power is turned on, setting key switch 93 is ON, but RAM initialization switch If Chi112 is off, the system will enter a setting confirmation state (setting confirmation mode) where the probability setting value can be checked. Transition (see A1034-A1039 in Figure 5B and Figure 15).

[0173] Also, when the power is turned on, the setting key switch 93 is off, but the RAM initialization switch 11 If 2 is turned on, it will enter the RAM initialization state (RAM clear mode), and R The AM initialization process (RAM clear process) is executed, and RAM111c is initialized (Figure) (See A1045-A1047 in 5B).

[0174] When power is turned on, if the setting key switch 93 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 will simply be restored to a state where power is restored without any further action.

[0175] [Control of the game control device] The following describes the control of a gaming machine that performs this type of game. First, the above-mentioned gaming control device. Control performed by 100 amusement microcomputers (gaming microcontrollers) 111 This will be explained. The control processing by the gaming microcontroller 111 is mainly shown in Figures 5A, 5B, and 5. The main process shown in C and the timer shown in Figure 9, which operates at a predetermined time interval (e.g., 4 msec). It consists of interrupt handling.

[0176] [Main processing (game control device)] First, let's explain the main process. Figures 5A, 5B, and 5C show the game control device 100. This is a flowchart showing the main processing steps. The main processing begins when the power is turned on. This is how it starts. In the flowchart of the process executed by the game control device 100 The step code (number) is represented as "A****".

[0177] As shown in Figure 5A, when the game control device 100 starts the main processing, first interrupt The process to prohibit this is executed (A1001). 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 (A1002).

[0178] Next, specify register bank 0 as the register bank to be used (A1003), Set the higher address of the RAM start address in a specific register (A1004). For example When the RAM address is in the range of 0000h to 01FFh, the higher address is Set it to 00h.

[0179] Next, the game control device 100 outputs a firing prohibition signal and sets the firing permission signal to the prohibited state. Determine (A1005). The launch permission signal is given by the minimum of the game control device 100 and the payout control device 200. However, if one of the devices outputs a signal to prohibit firing, it is set to the prohibited state, and the ball launcher The launch of the game balls is prohibited. Subsequently, the game control device 100 sets the setting key - Read the state of switch 93 and RAM initialization switch 112 (A1006). That is, Reads signals from the setting key switch 93 and the RAM initialization switch 112.

[0180] Furthermore, the game control device 100 sets a power delay timer (A1007). By setting a predetermined initial value for the delay timer, the game control device 1 which constitutes the main control means Subordinate control means that perform various controls according to instructions from 00 (for example, a payout control device 200 and a performance control device) Waiting time (e.g., 3) to wait until the program of the control device 300) starts up normally. (seconds) is set. This means that if the game control device 100 starts up first when the power is turned on, Before the subordinate control devices (for example, the payout control device 200 or the performance control device 300) start up... This avoids sending the command to the slave control unit, which could cause the slave control unit to miss the command. This is possible. In other words, when the game control device 100 is powered on, the main control means (game The activation of the technical control device 100) is delayed, and the subordinate control devices (payout control device 200, performance control device 3 It serves as a waiting means for setting a predetermined waiting time to wait for the activation of (00, etc.).

[0181] Furthermore, the timing of the power delay timer is subject to RAM validity check (checksum calculation). This is done using a memory area that does not result in this (such as a RAM area or register that is not subject to the legitimacy check). This means that when calculating check data such as checksums for the RAM area, some R This prevents the control process from becoming complicated when powering on, as it eliminates the need to exclude the AM region from calculations. It is possible.

[0182] Note that the status of the setting key switch 93 and the RAM initialization switch 112 before the start of the standby time is as follows: By loading this, the operation of the setting key switch 93 and the RAM initialization switch 112 is ensured. It can be detected. That is, after the waiting time has elapsed, the setting key switch 93 and the RAM initialization switch If you configure it to read the status of Chi 112, it will wait for the waiting time to elapse before setting the key switch. You can operate the 93 and RAM initialization switch 112, and set the time from power-on to the end of the standby period. You will need to keep operating the key switch 93 and the RAM initialization switch 112. Furthermore, by reading the state before the waiting period begins, you can avoid performing such cumbersome operations. The operation of the setting key switch 93 and RAM initialization switch 112 performed when the power is turned on is received. This can prevent situations where it cannot be attached.

[0183] When the power delay timer is set (A1007), the game control device 100 will have a standby time The system performs timing and monitoring for power outages during the standby period (A1008 to A 1010).

[0184] 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 (A1008). If a power outage has occurred (result of A1008) If it's "Y", wait until the power to the gaming machine is cut off.

[0185] If no power outage occurs, the game control device 100 will (result of A1008 is "N") The power-on delay timer is updated by -1 (A1009), and the timer value is checked to see if it is 0 or not. Determine (A1010). If the timer value is not 0 (the result of A1010 is "N"), In other words, if the waiting time has not ended, the process returns to step A1008.

[0186] 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.

[0187] On the other hand, the game control device 100 will respond if the timer value is 0 (the result of A1010 is "Y"). ), that is, when the waiting time ends, read / write access to RAM, EEPROM, etc. becomes available. Allows RWM (Read-Write Memory) access (A1011) to all output ports. Outputs OFF data (sets to a state where there is no output) (A1012).

[0188] 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 (A1013) to use.

[0189] 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). The ircuit circuit is activated (A1014). Note that the CTC circuit is located within the game microcontroller 111. It is provided in the clock generator. The clock generator is an oscillator circuit 113 or A frequency divider circuit divides the oscillation signal (original clock signal), and a CP based on the divided signal. A timer interrupt signal and random number generation circuit with a predetermined period (e.g., 4 milliseconds) for U111a It includes a CTC circuit that generates a CTC signal that triggers a random number update to be supplied.

[0190] Next, the game control device 100 displays an RA indicating an abnormality in the RAM (in this case, RAM111c). Set the M abnormal flag (A1015). Here, the flag assuming an abnormality is set to the predetermined value. Set it in the register.

[0191] Next, the game control device 100 checks if the value of the power outage inspection area 1 in the RWM is normal. Determine whether it is check data or not (A1016). If it is normal (A101 If the result of 6 is "Y", the value of power outage test area 2 in RWM is normal power outage test area check day Determine whether it is a "ta" or not (A1017).

[0192] Furthermore, if the value in the power outage inspection area 2 is normal, the game control device 100 will (conclusion of A1017) If the result is "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 (A1018), and the calculated checksum and the power outage Determine whether the checksums match (A1019). If the checksums match If the result of A1019 is "Y", the RAM is normal and does not indicate a RAM abnormality. Clear the constant flag (A1020). Then proceed to step A1021.

[0193] Furthermore, if the check data in the power outage inspection area is not normal, the game control device 100 will not function correctly. If a determination is made (the result of A1016 is "N", or the result of A1017 is "N"), check If the bucksum does not match (result of A1019 is "N"), the RAM error flag will be cleared. Without proceeding, the process moves to step A1021.

[0194] Next, the game control device 100 has a setting key switch 93 and a RAM initialization switch 112 The game control device 100 determines whether both switches are on or off (A1021). When the switch is ON (result of A1021 is "Y"), the setting is variable (setting change mode) The process then transitions to step A1030-A1040, where the probability setting change process is executed.

[0195] The game control device 100 has a minimum number of setting key switches 93 and RAM initialization switches 112. However, if one of them is off (the result of A1021 is "N"), RAM (here, RAM) Determine whether the RAM error flag indicating an abnormality in 111c) is set (A102 2) If the RAM error flag is not set (the result of A1022 is "N"), Determine whether the flag indicating that the rate setting is being changed is set (A1023). Probability setting change If the middle flag is not set (the result of A1023 is "N"), step A103 Processing and steps during the probability setting check for 4-A1040 (setting check state, setting check mode) RAM initialization process (RAM clear process) for steps A1044-A1047, or step A Execute the normal power-on (power restoration) processing for 1044, A1048-A1051. .

[0196] The game control device 100, when the probability setting change flag is set, (A1023 If the result is "Y", it will report that there was an abnormality in the game control device 100 (main board). The command for the main abnormal error notification is sent to the performance control device 300 (A1024). The performance control device 300, upon receiving the command for main abnormal error notification, controls the game control device 10 This reports that an anomaly of 0 occurred.

[0197] 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 and 150b (A1025). Then, external device (amusement arcade internal management device (Ho A security signal used to alert computers (such as home computers) and information gathering terminals (such as data collection terminals) of abnormalities. The data is output to the external information terminal 71 (A1026). Note that here, the data regarding the jackpot is output. Even if information remains in RAM111c, other information such as the jackpot signal is sent to the external information terminal 71. The signal remains in the off state. Then, steps A1025 and A1026 are repeated. Then wait, and then perform the setting change operation again (setting key switch 93 and RAM initialization switch 1 Perform both ON operations (12) and wait for the power to be turned on. Note that step A1025 and While the A1026 process is repeated and waiting, interrupts remain disabled. (A1001) Timer interrupt processing capable of executing special figure 1 and 2 game processing and general figure game processing. (Figure 9) cannot be executed, therefore the game (special symbol variation display game, normal symbol variation display game, round (Such as playing games) cannot be performed.

[0198] Thus, the setting change operation (setting key switch 93 and RAM initialization switch 112 If the probability setting change flag is set even though neither of the above operations (on) has been performed. If an abnormality is detected in the combination, the processes A1024-A1026 will be executed. For example, probability setting If the power is turned off and the device is restarted while the settings are being changed (before the settings change is complete), the settings change operation may be affected. The flag indicating that a probability setting is being changed may be set even if no action is being taken.

[0199] On the other hand, the game control device 100 also operates when the RAM abnormality flag is set (A102 If the result of step 2 is "Y", it will report 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 (A1024), and the game stops. The 7-segment display data at the time of stopping (data showing the error "E1") is transmitted to the drive of the performance display device 152. Output to IBA 150a and 150b (A1025) to notify external devices of a RAM abnormality. The security signal ON data is output to the external information terminal 71 (A1026). As mentioned above, even if information regarding the jackpot remains in RAM111c, the jackpot information Other signals to the external information terminal 71, such as the number, are kept in the off state.

[0200] After that, it is determined whether or not a power outage has occurred (A1027), and if a power outage has not occurred If the result of A1027 is "N", then repeat the process in steps A1025 and A1026. It waits. On the other hand, when it is determined that a power outage has occurred (the result of A1027 is "Y"), Off-data is output to all output ports (A1028), and read data from RAM, EEPROM, etc. Access to read-write memory (RWM) that can be loaded is prohibited (A1029). Wait until the power to the gaming machine is shut off.

[0201] The game control device 100 has both a setting key switch 93 and a RAM initialization switch 112. When the switch is ON (result of A1021 is "Y"), probability setting is being changed (setting variable state) The process (while in state) is started, and first, it is determined whether or not the RAM error flag is set. (A1030). If the RAM error flag is set, (the result of A1030 is "Y "), it is unclear whether the probability setting value is correct, therefore, the probability setting value range of RAM111c Clear the probability settings stored in the area and reset them to their initial values ​​(for example, the minimum setting value "1") (A1031) Set the probability setting change flag to indicate that the probability setting is being changed. A1032). If the RAM error flag is not set, (the result of A1030 is "N )], set the probability setting change flag without clearing the probability setting value (A1032). Next, the command for changing the probability setting is sent to the performance control device 300 (performance control board) (A1 033) Proceed to step A1037 processing. Note that commands received during probability setting change The activated performance control device 300 reports on the display device 41 or other means that the probability setting is being changed. To know.

[0202] The game control device 100 has a minimum number of setting key switches 93 and RAM initialization switches 112. However, if one of them is off (the result of A1021 is "N"), the RAM abnormality flag is set. This is not the case (the result of A1022 is "N"), and the probability setting change flag is set. If not found (result of A1023 is "N"), check whether the setting key switch 93 is on or not. Determine (A1034). If setting key switch 93 is ON (Result of A1034) If it's "Y", then the RAM initialization switch 112 is off, and the probability setting is being checked (setting The process (in the status confirmation state) has started, and the probability setting confirmation flag indicates that the probability setting confirmation is in progress. Set the setting (A1035). Then, the command during probability setting confirmation is sent to the performance control device 30 Send 0 (performance control board) (A1036), and proceed to step A1037. Oh, the performance control device 300, which received a command to change the probability setting, is now checking the probability setting. This is communicated via a display device 41 or the like.

[0203] After step A1033 or step A1036, the game control device 100 sets the probability The process from steps A1037 to A1043 is a common process for both the modification process and the probability setting confirmation process. Execute this.

[0204] 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. (A1037). Note that the security signal control timer count and security The signal output is executed in the probability setting change / confirmation process (Figure 15) described later, but the probability setting If the fixed change or probability setting confirmation is completed early, the remaining security signal control timer The count and security signal output are performed by the external information editing process (A1319). During probability setting changes and probability setting confirmation, a security signal will be issued for at least 50ms. This will be output.

[0205] Next, the game control device 100 enables interrupts (A1038). This activates the timer. Interrupt processing (Figure 9) becomes executable. Then, whether the setting key switch 93 is off or not. Determine if (A1039). If setting key switch 93 is ON (A1039 If the result is "N", determine whether a power outage has occurred (A1040). If none are found (the result of A1040 is "N"), the process returns to step A1039. On the other hand, If a power outage occurs (result of A1040 is "Y"), proceed to steps A1063-A10 Execute the procedures for when a power outage occurs (item number 69).

[0206] Thus, as long as the setting key switch 93 is ON and no power outage occurs, the probability setting A variable setting state (setting change state, setting change mode) where the fixed value can be changed, or a probability setting value The verifiable settings confirmation state (settings confirmation mode) will continue.

[0207] On the other hand, when the setting key switch 93 is off, the game control device 100 (A1039 The result is "Y", interrupts are disabled (A1041), and the notification termination command is sent to the control device. Send to 300 (performance control board) (A1042). Also, receive the command to end the notification. The performance control device 300 will notify that the probability setting is being checked or that the probability setting is being changed. This report concludes.

[0208] Next, the game control device 100 checks whether the probability setting change flag is set, that is Then, determine whether or not the probability settings have been changed up to that point (A1043). If a lag is set (the result of A1043 is "Y"), that is, the probability setting up until now If a change is in progress, the RAM initialization process in steps A1045-A1047 (described later) will be performed. Execute. On the other hand, if the probability setting change flag is not set (result of A1043) If the value is "N", that is, if the probability setting has been checked up to this point, then from step A1048 onwards Executes the normal processing that occurs when the power is turned on (or when power is restored).

[0209] The game control device 100 is in the state when the setting key switch 93 is off (result of A1034). If the value is "N", determine whether the RAM initialization switch 112 is on or not (A1044). If the RAM initialization switch 112 is ON (result of A1044 is "Y"), RA In the M111c, the RAM area other than the probability setting area for storing the probability setting value is set to 0 Clear (A1045). That is, remove the probability setting values ​​stored in the probability setting value area. The game information stored in RAM111c is reset to 0. Here, the aforementioned probability setting change is performed. The middle flag is also cleared here. Also, within a predetermined time period (in this case, the timer interrupt 1 interrupt) The number of acquired game balls is stored in the "Number of acquired game balls" section, which is the total number of prize balls obtained within the game. The range is also reset to 0. Then, the safety device operation (mentioned above) is activated, indicating whether or not the safety device is working. The safety device activation flag area, which stores the operational flag, is also cleared to 0 (safety device activation flag =0), the safety device is deactivated. Note that in step A1045, the setting change is A RAM reset that is performed (if the result of A1043 is "Y") and a RAM reset that is performed without changing settings. In either case (if the result of A1044 is "Y"), the safety device activation flag area Clearing it to 0 will deactivate the safety device, but the safety device will be deactivated. It may be limited to only one case. That is, when the RAM is cleared in step A1045, It is acceptable not to clear the "All devices operating" flag area to 0.

[0210] 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 not necessary to clear the area (part of the memory region) and the stack area (out-of-area stack area). The information is derived based on the number of prize balls obtained through winning, for example, the payout rate, base These include the payout rate (the rate of balls dispensed during normal gameplay), the ratio of special features, and the number of balls dispensed.

[0211] Next, the game control device 100 saves the initial values ​​during RAM initialization in the area to be initialized. (A1046). Then, the command during RAM initialization is controlled by the performance control device 300 (performance control). The circuit board is sent (A1047), and the process proceeds to step A1052. Areas that are not zeroed out by A1045 are excluded from the area that needs to be initialized.

[0212] On the other hand, the game control device 100 when the RAM initialization switch 112 is off (A1 The result of 044 is "N", and both the setting key switch 93 and the RAM initialization switch 112 are Since it is also off, it starts the normal power-on process (when power is restored after a power outage), and then the power outage As part of the old process, the initial values ​​for when the power is restored are saved in the area that should be initialized (A104). 8) The area to be initialized here is the power outage inspection area 1 of the work area within the area (Figure 6), power outage This includes inspection area 2 and the checksum area. Additionally, all errors are re-monitored during normal power-on. Therefore, the area to be initialized is either the in-area work area or the out-of-area work area (Figure 6) However, the area related to errors or error monitoring (the area of ​​test signal output data related to errors) This includes (do). Also, the aforementioned probability setting confirmation flag is cleared (initialized) here. The area to be initialized with the A1048 can be expanded as needed. Note that RAM initialization... Unlike in other situations, when the power is turned on under normal circumstances, the safety device in the work area (Figure 6) is activated. The data area is not cleared (initialized) and its value is maintained so as not to deactivate the safety device. ru.

[0213] Furthermore, safety devices related to safety devices in the work area outside the designated area (safety devices described later) The counter area, safety device operation information area, and old operation information area are the first in step A1048. Although not scheduled, it will be initialized in the safety device information initialization process (A1053) described later. The safety device counter value (information regarding the difference in the number of balls) in the safety device counter area is initialized. Therefore, regarding the difference in the number of balls, there is a margin of error until the safety device is activated (the game stops) (the difference in the number of balls) The tolerance range and the limit on the number of balls can be increased. There is also a work area for displaying the performance of the work area outside the designated area. Although not initialized in step A1048, the performance display editing process (A1059) is described later. It may be initialized in )

[0214] Also, step A1 during normal power-on without RAM initialization (when power is restored after a power outage) In 048, after power-on or after a big win, the special symbol variation display game is in a state other than a probability variation state. The ceiling counter area (described later) stores a ceiling counter value that indicates the number of times the command has been executed. The values ​​may be maintained without being cleared (reset) so as not to disadvantage the players. As shown above, when the ceiling counter value reaches the maximum number of times, it enters a time-saving state (Figure 36B), the ceiling counter Because the value is not cleared (initialized), the time reduction state will not occur (until the maximum number of attempts). The remaining number of games will not change when the power is turned on, and the player will not suffer any disadvantage.

[0215] Note that this is the number of times this has been done (i.e., the ceiling counter value) or the number of games remaining until the ceiling is reached (ceiling count). The number (number - number of executions) is displayed by the variation count display 677 described later (see Figures 92, 100, etc.). When displayed on device 41, the performance control device 300 displays the number of variations when the power is turned on as normal. You may or may not need to reconcile 677 with the ceiling counter value in the ceiling counter area. The count display 677 may be displayed with an initial value of 0. Note that if consistency is not maintained, the number of fluctuations will be displayed. The displayed number 677 will show a value that does not reflect the ceiling counter value.

[0216] Similarly, in step A1048, in order to avoid causing disadvantage to the amusement arcade (amusement parlor) In addition, the special feature variation display game in the time-saving state (special feature 1 variation display game and special feature 2 variation display game) The time reduction variation 1 (described later) corresponding to the remaining number of executions of (M) is stored in the time reduction variation. The time corresponds to the number of times in the range 1 and the remaining number of times the special feature 2 variable display game will be played in the time-saving state. The time reduction variation count 2 area, where the reduction variation count 2 (described later) is stored, is not cleared (initialized). The value may be maintained. Also, in machines where there is a probability variation state of the number of spins type (ST), To avoid causing disadvantage to the arcade, the special symbol variation display game during the probability variation state (Special Symbol 1 variation table) The number of high-probability variations corresponding to the remaining number of runs for the display game and the special feature 2 variation display game is stored. The high probability variation count range (ST counter) is not cleared (initialized) and its value is maintained. Also, there is a limit on the number of consecutive big wins (or the number of consecutive wins, as described later). In machines where a (slot) is provided, in order to avoid causing disadvantage to the gaming establishment, large consecutive occurrences The area where the number of wins is stored may not be cleared (initialized) and its value may be maintained.

[0217] Next, regarding the processing number provided for the rational execution of the special game processing described later, The corresponding command for power restoration is sent to the performance control device 300 (performance control board) (A104 9) Proceed to step A1050.

[0218] Note that the RAM initialization command and step A1047 are sent during the processing of step A1047. The command sent during the A1049 process upon power restoration includes a model specification indicating the type of gaming machine. Commands, decorative symbols indicating the number of reserved symbols in Special Feature 1 and Special Feature 2, Special Feature 1 Reserved Symbol Command and Decorative Special Feature 2 Reserved Symbol Command Mand, a probability information panel that shows the probability state (high probability state or low probability state) and whether or not there is a time-saving state. The animation count information frame indicates the number of times the special feature variation display game was executed in a predetermined animation mode. The command includes a power recovery command to indicate that power has been restored.

[0219] 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.

[0220] 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 speaker sounds of the panel decoration device 46, etc., are used to display the RAM. An initialization (RAM clear) notification will be displayed for 30 seconds. Also, the command displayed when power is restored will be... This includes a screen specification command that specifies the content displayed on the screen of device 41. The command is for both Special Figure 1 and 2 during normal processing (when neither fluctuation nor a win is occurring). This is a customer waiting demo command; otherwise, the recovery screen command is fine. Also, when a power outage is restored... The command, as mentioned above, is used to reconcile the number of fluctuations displayed (677) with the ceiling counter value. The command may include a command that indicates the ceiling counter value.

[0221] Next, it is determined whether or not the safety device is activated (A1050). For example, if the safety device is activated As a middle flag, "1" indicates that the safety device is activated, in the safety device activation flag area. If the data is saved in the area, it can be determined that the safety device is activated (safety device activated flashing). (G=1). And, if the safety device is activated (result of A1050 is "Y"), The safety device activation command, which indicates that the device is in operation, is transmitted to the performance control device 300 (performance control The data is sent to the circuit board (A1051), and the process proceeds to step A1052. The safety device activates. If the process is not running (result of A1050 is "N"), proceed directly to step A1052. Migrate.

[0222] Then, the information (value) of the flag register is saved (PUSH) to the stack area within the region (A 1052), Safety device information related to safety devices (safety device counter value, safety device operation as described later) Executes a safety device information initialization process to initialize (dynamic information, old operating information, etc.) (A1053) ). Afterwards, the information in the flag register is restored (POP) (A1054). Note that RAM Except in cases of game stoppage due to abnormality (A1025-A1026), the system will remain safe unconditionally when powered on. All device information (safety device counter values, etc.) was initialized (cleared), but the count A continuation switch is provided, and when the power is turned on while the count continuation switch is pressed, safety device information is displayed. You don't need to initialize (clear) it.

[0223] 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 A1052, The information in the flag register is saved. The flag register is an 8-bit system where each bit is either 0 or This is a flag that takes the value 1. Regarding the flag register, see Japanese Patent Publication No. 2013- The materials disclosed in Japanese Patent Publication No. 233299 and Japanese Patent Publication No. 2018-94101 can be used. .

[0224] Next, the game control device 100 activates the random number generation circuit (A1055). Specifically This activates the random number generation circuit by setting a specific register (CTC update enable register) within the random number generation circuit. The CPU111a sets the code (specified value) to perform the action. The bit transposition pattern of the hardware random numbers generated by the number generation circuit is also set. In this embodiment, the random number generation circuit is a random number generator that updates only in hardware. Then, the jackpot random number, the winning symbol random number (jackpot symbol random number, minor win symbol random number, support win symbol random number) (etc.), generates random numbers for the general diagram and random numbers 1-3 for the variation pattern. These random numbers are used in the operation A so-called "high-speed counter" that is updated based on a clock with a speed equal to or greater than the clock's speed would suffice. .

[0225] 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.

[0226] 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.

[0227] Next, the game control device 100 prohibits interrupts (A1056) and determines whether the game is stopped or not. Determine if (A1057). If the safety device is activated (if the safety device activation flag = 1) Stopping the game (such as special symbol variation display games, regular symbol variation display games, round games, etc.) If a necessary severe error 2 (described later) occurs, it can be determined that the game is currently stopped.

[0228] If the game is not stopped (the result of A1057 is "N"), the game control device 100 will flash The information (value) of the register is moved (PUSH) to the stack area within the region (A1058), Executes a performance display editing process that calculates performance information such as the base value (payout rate) (A1059 ). Here, you may calculate performance information (such as the ratio of winning combinations and the payout rate). Also, performance information and its An abnormality has been detected in the performance display work area (part of the work area outside the display area) related to the display (performance display). In some cases, this may be cleared. Afterwards, the information in the flag register is restored (POP). (A1060), enable interrupts (A1061). If no errors occur at all. In addition to the above, weak errors (described later) or strong errors 1 (described later), which are errors other than strong error 2, may occur. Even if it is running, it is not during gameplay stoppage, and includes performance display editing processing, etc., step A1058 -The process for A1060 will be executed. Note that if a weak error or a strong error 1 occurs, It is also possible to configure the system so that steps A1058-A1060 are not executed.

[0229] 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 A1058, the flag may change beforehand. Back up the information from Gregor.

[0230] On the other hand, if the game is stopped, the game control device 100 will (if the result of A1057 is "Y") , interrupts are allowed without performing performance display editing processing, etc. (A1061). In other words, When all devices are operating or when severe error 2 occurs, performance display editing process (especially performance Because the base value calculation process (during performance display editing) is not executed, performance information such as the base value is not available. It is not recalculated and does not change. Furthermore, even if a severe error 2 occurs, the game will not stop, and the performance table will remain unchanged. It is also possible to configure the system to perform editing and other processing. Furthermore, by enabling interrupts, timer interrupt processing can be performed. The logic (Figure 9) becomes feasible.

[0231] 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 (B1316), different strengths corresponding to weak error, strong error 1, and strong error 2 are used. Error notifications can be set and executed.

[0232] For example, the performance control device 300 controls the volume of the error notification sound from the speaker, or the error The LEDs that emit light for notification (the LEDs used for display in the panel decoration device 46 or frame decoration device 18) The intensity (brightness) can be increased in the order of weak error < strong error 1 ≤ strong error 2. The speaker volume or LED brightness for Error 1 and Severe Error 2 may be set to the same level. The output control device 300, in the event of a minor error, adjusts the volume of the notification sound according to the hall / player settings. The volume adjusted by the error processing (B0011) (below the maximum volume) and strong error 1 and strong error If event 2 occurs, the volume of the notification sound may be set to the maximum volume.

[0233] 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 54A). Also, in the event of a weak error, the switch is different. This may include regular errors and payout error errors, which generate status signals indicating payout abnormalities.

[0234] 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 code (A9305) is output to the external information terminal 71 (see Figure 54A).

[0235] 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 (A93) is used as an external information signal. 22) is output to the external information terminal 71 (see Figure 54A). Also, in severe error 2, the remaining bulbs You may include Ra. If a severe error 2 occurs, the game (special symbol variation display game and normal The game (including games with changing graphics and round games) is stopped, and it can be determined that the game is stopped (A1 057). Also, if a severe error 2 occurs, the same as when the safety device is activated, The games include special symbol variation display games, regular symbol variation display games, and round games (during a jackpot or The game enters a state where it cannot be played (e.g., during a minor win), resulting in a game stop state (game unavailable state, game prohibited state). It is viable.

[0236] The game control device 100 determines whether or not a power outage has occurred after step A1061. (A1062). If no power outage has occurred (the result of A1062 is "N"), Return to step A1056. This will continue until a power outage occurs. The A1062 loop process is repeated. And until a power outage occurs, the game will stop. Unless the safety device is activated or a severe error 2 occurs, the performance display editing process will not be edited. In the logic (A1059), performance information such as base values ​​can be calculated repeatedly.

[0237] 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 carried out. Therefore, the number of game balls entering the prize pool and the number of balls being dispensed (the number of game balls entering the out-pocket 30b) If a ball or similar object is present, performance information such as base values ​​can be changed immediately.

[0238] If a power outage occurs (result of A1062 is "Y"), the game control device 100 will... The process starts, interrupts are temporarily disabled (A1063), and off-data is sent to all output ports. Output (A1064). Then, set the power outage inspection area check data 1 to power outage inspection area 1. (A1065) and save the power outage inspection area check data 2 to the power outage inspection area 2. A1066). Furthermore, checksum calculation to calculate the checksum when the RWM power supply is cut off. The process is executed (A1067), and the calculated checksum is then saved to the checksum area. (A1068). Finally, execute the process to prohibit access to the RWM (A106 9) Wait until the power to the gaming machine is shut off.

[0239] 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.

[0240] As explained above, the main process is described, but for example, steps A1056-A106 If the setting key switch and RAM initialization switch are turned on during the process of step 2, The same judgment process as in A1021 is performed, and the probability setting change is in the same way as in step A1032. By setting the G, the settings can be changed any number of times while the gaming machine 10 is running. It may be possible to make it switchable to (another mode).

[0241] [Example of RAM area configuration] Figure 6 shows the configuration of the RAM 111c of the gaming microcontroller 111 (memory in the address space). This is a diagram showing the map. As shown in Figure 6, the area within the region starts from the beginning address of RAM111c. Unused area, unused area, stack area within area, unused area, work area outside area, unused area The out-of-bounds stack area is arranged sequentially in the address space. The in-bounds work area and the area Unused area between the internal stack area (game control stack area, in-area stack area) and The unused area between the out-of-bounds work area and the out-of-bounds stack area (out-of-bounds stack area) is It's not necessary.

[0242] The RAM work area (game control work area, first area) is the program within the area. This is a work area for game control that is read and written to by the program and read by programs outside the area. The error area includes the probability setting value area and the test signal output data area (test signal output data related to errors). (Including the area of ​​the terminal), random number area, switch control area, segment area, power outage inspection area 1, stop In addition to the electrical inspection area 2 and the checksum area, it also checks whether the safety device is activated or not (if activated). The safety device activation flag area indicates whether or not the device is activated, and the timer interrupt 1 (for example, 4ms) c) includes an area for storing the number of game balls acquired as prize balls.

[0243] The RAM out-of-bounds work area (second area) is read and written to by out-of-bounds programs, and within the area This is the area read by the program. The work area outside this area corresponds to the safety device cow that controls the number of balls. A safety device counter area that stores the counter value (number of balls + initial value), corresponding to the status of the safety device. Safety device operation information area for storing safety device operation information, old operation information area for storing old operation information It includes a region and can store safety device information related to safety devices. Safety device counter area ( (3-byte size) is basically not read by programs within the area, but it is a safety device counter. When transmitting value or difference in ball count information to the performance control device 300 using a difference in ball command, within the area It may also be read and referenced in a program. In this embodiment, the safety device counter value It is a value obtained by adding a predetermined initial value (100,000) to the number of balls in difference, in proportion to the number of balls in difference (safety device cow Counter value = number of balls + 100,000). However, the safety device counter value is associated with the number of balls. This is not limited to anything that suggests a number. Note that the work area outside the area is considered to be within the work area. Separating from these areas can improve the efficiency of program development, as well as the initial development of these areas. This also makes it easier to differentiate and perform transformations.

[0244] 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.

[0245] 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.

[0246] 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 distributed in this order from the first address side within the address space of ROM111b. It is placed with an unused area in between the area of ​​the program inside the region and the area of ​​the program outside the region. They are placed and distinguished. Programs within the ROM area include game control programs and game control programs It consists of data, etc., and the main program corresponds to the main processing (Figures 5A-5C), and the following Includes an interrupt handling program that corresponds to the timer interrupt handling. An unused area may be placed between the area for game control data (data area). Subroutines in a program or interrupt handling program are basically within the same area as the program. (Unless otherwise specified, it will be an in-domain program), but exceptionally, it will be an out-of-domain program. This can happen. Programs outside the ROM area are related to the safety device information initialization process. Device information initialization program, performance display editing processing program equivalent to performance display editing processing, Includes an out-of-bounds integration processing program that corresponds to the out-of-bounds integration processing described later.

[0247] [Safety device information initialization process] Next, we will explain the details of the safety device information initialization process (A1053) in the main process. Figure 7 is a flowchart showing the procedure for initializing safety device information. During the initialization process, the safety device counter area, safety device operation information area, and old operation information area are initialized. The safety device counter value, safety device operation information, old operation information, etc., are reset or cleared. The information is reset to its initial value (initial information). Note that the safety device operation information is information that indicates the current status. Yes, the old operating information shows the state from the previous time (mainly before the 1-interrupt).

[0248] 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 (A1101), and set the stack pointer to the out-of-bounds stack area (out-of-bounds) Set the address value that indicates the beginning of the out-of-bounds stack region as the value of the stack region ( A1102). This allows the stack pointer, which indicates the stack to be used, to be placed in the stack area. Switch from the region to the out-of-region stack region.

[0249] Next, the game control device 100 saves the register information (value) to the out-of-area stack area (P USH) (A1103). The registers to be saved are the registers to be protected (safety device information). Only the registers used during initialization are needed, or you can save all general-purpose registers. To save all general-purpose registers, you must save them in both register bank 0 and register bank 1. In response, evacuate (PUSH).

[0250] 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 (A1104). In cases where a jackpot does not occur, etc., the difference in balls When the number decreases from 0, the safety device counter value (= number of balls + initial value) is less than the initial value. Because it can sometimes become less than 100,000, the initial value is set to a value greater than 0, but other numbers besides 100,000 are also acceptable. In addition, when a power outage is restored (when the power is turned on), the safety device counter value will not be displayed to the player. It is initialized (cleared) so as not to be profitable, but the special feature variation display game is not in a probability variation state. The ceiling counter value, which indicates the number of times it has been executed, is not used unless the RAM initialization switch 112 is on. It does not need to be initialized (cleared) when a power outage is restored. Safety device counter value (related to the number of balls) When the information is initialized (cleared), the safety device will activate (the game will stop) regarding the number of balls. This allows for a larger margin of error (allowable range of ball differences, limit on the number of ball differences), which benefits the players. On the other hand, as mentioned above, when power is restored (when power is turned on), the ceiling counter value is cleared (initialized). Without it, the remaining number of games until the time-saving state occurs (until the ceiling is reached) is reduced by the power supply. Regardless of the entry, it benefits the player. And the safety device operation information area is set to the safety device The safety device non-operation information (value 0) corresponding to the non-operation state (normal state) is used as the safety device operation information. Save (A1105). Furthermore, add safety device non-operation information (value 0) to the old operation information area. Save as old operating information (A1106).

[0251] Next, the game control device 100 restores the saved registers (A1107), and the stack port Load from the interface storage area and set the stack pointer (A1108), safety device information The initialization process is complete. The set stack pointer is the address of the stack region within the area. This will demonstrate that.

[0252] 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 (A1101, A1102, A1103, A1 107, A1108) also becomes unnecessary. In addition, the flag register before and after the safety device information initialization process The evacuation / return of the Ta (A1052, A1054) will also become unnecessary.

[0253] 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.

[0254] 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.

[0255] 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. .

[0256] [Performance display editing process] Next, we will explain the details of the performance display editing process (A1059) in the main processing. Figure 8 is a flowchart showing the procedure for editing the performance display.

[0257] 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 (A1201), and set the value of the out-of-bounds stack area to the stack pointer. Then, set the address value that indicates the beginning of the out-of-bounds stack area (out-of-bounds stack area). A1202). This allows the stack pointer, which indicates the stack to be used, to be placed in the stack area. Switch from the region to the out-of-region stack region.

[0258] 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 (A1203). Here Therefore, it is preferable to save all general-purpose registers. And, among the work area outside the region, A validity check is performed to determine the validity of the work area for displaying functionality, and if it is not valid and is abnormal, Next, the initialization of the work area for performance display (including setting initial values) is performed (A1204).

[0259] 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.

[0260] 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.

[0261] 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.

[0262] 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). (A1205). For the total number of balls out (total number of balls ejected, total number of outs) since power-on. A counting interval is established, and each time the total number of outs reaches a predetermined number (for example, 60,000) The aggregation interval is switched each time the number increases.

[0263] 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. 1st aggregation interval = 0-300 items, 2nd aggregation interval = 300-60300 items, 3rd aggregation interval = 6 0300~120300 items, 4th aggregation interval = 120300~180300 items, 5th aggregation interval The intervals are 180300 to 240300 items, etc. The aggregation interval numbers indicate the 1st to 5th aggregation intervals. These values ​​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.

[0264] The game control device 100, when it is the timing for switching the aggregation period (result of A1205) If it is "Y", set the aggregation interval switching (A1206). In the aggregation interval switching setting, Total outs counter that counts the total number of outs (total number of outs), and within each counting interval The number of balls that go out (number of balls released) is counted as the number of normal outs. The counter and the total number of prize balls (number of balls won) within each counting section are counted. Clear the normal prize ball counter, or the final base value (or latest base) of each calculation period. This involves shifting (moving) the value to the base value storage area of ​​the adjacent aggregation interval.

[0265] The game control device 100, when it is not the timing for switching the aggregation period (result of A1205) (If it is "N"), determine whether or not there is an input from the switch to the input port to be monitored (A120 7) In this embodiment, the input ports to be monitored are the third input port 124 and the fourth input This is port 126 (see Figure 3).

[0266] Here, the switch output for each input port under monitoring is copied to the work area for performance display. Check the information on the raised edge (which is copied in step A9603 of Figure 58). For each input port being monitored, the copied switch rising edge information is stored. There is a bit region. For all monitored input ports, the switch rising edge If all the information is 0, it can be determined that there is no input; otherwise, it can be determined that there is input. It can be done. Furthermore, as information about the switch rising edge, unless it is masked during copying, In input processing (A1303), the bit corresponding to the switch for which a new input (detection) has occurred is... This is set to 1, and the bit corresponding to a switch with no new input is set to 0.

[0267] The game control device 100 will activate if there is a switch input at the input port to be monitored (A12 If the result of 07 is "Y", the input of the switch corresponding to the switch counter (target switch) Check and retrieve input information (A1208). The target switch here is the first special change switch. Lower large prize slot switch 38a of the moving prize winning device 38, upper large prize slot switch of the second special variable prize winning device 39 Switch 39a, Switch 36a for the first starting prize slot 36, Switch 37 for the second starting prize slot (normal The start port 2 switch 37a of the variable prize winning device, and the prize winning port switch 35a of the general prize winning port 35 ( Left prize slot switch, right prize slot switch, out ball detection switch 74, etc., for detecting game balls. The base value (or payout rate) can be changed depending on the outcome.

[0268] Next, the game control device 100 determines whether or not the target switch is within its validity period (A 1209). In addition, if fraud occurs in the main prize slot or the regular electric train, the main prize slot and the second starting prize slot 37 If the prize is invalid, that is, the main prize slot switches 38a, 39a and the start slot 2 switch 37a This may not always be effective. Also, the first starting prize entry port 36 and the out ball detection switch 74 are always Some switches are only effective at certain times.

[0269] The game control device 100 will activate if the validity period of the target switch is reached (if the result of A1209 is " Y"), determine whether or not there is an input to the target switch corresponding to the switch counter (A1 210). If the target switch is not within its validity period (result of A1209 is "N") or target If there is no input to the switch (result of A1210 is "N"), the process in step A1218 is executed. It will transition to [this].

[0270] The game control device 100 will activate if there is input to the target switch (if the result of A1210 is "Y"). ), clear the input information (1 bit) corresponding to the target switch (A1211), Determine whether or not it is in the normal base state (A1212). Normal base state (low base state) The state is the period during which the base value can be calculated and updated, and in this embodiment, the normal game state be.

[0271] The game control device 100 is in the normal base state (normal game state) (A121 If the result of 2 is "Y", and the target switch is a switch that awards prize balls, then the target switch By adding the corresponding number of prize balls, the total number of prize balls within the calculation period is the normal prize balls. Update the number (A1213). Next, the target switch is the out ball detection switch 74. In some cases, adding 1 results in the normal number of outs, which is the number of outs within the aggregation period. Update (normal number of outs, normal number of balls ejected) (A1214). Next, the target switch is out If the ball detection switch 74 is selected, 1 is added to determine the total number of outs (total outs). The number (total number of balls dispensed) is updated (A1215).

[0272] In this embodiment, the out ball detection switch 74 is ejected from the game area 32. Detects all game balls (i.e., all game balls that have passed through the prize entry or exit opening 30b). Not only the game balls that enter the out gate 30b, but also the prize gates (first starting prize gate 36, second starting Game balls that enter the prize slot 37, the grand prize slot, or the general prize slot 35) are transported to a passage not shown in the diagram. It is detected via the out ball detection switch 74.

[0273] The game control device 100 will not be in the normal base state, which is the normal game state, if (A121 If the result of 2 is "N", then neither the normal number of balls awarded nor the normal number of balls out will be updated, and the total number of balls out will be updated. Update (A1215). Therefore, the high base state (second game) is not the normal base state. In the state (shortened time state, probability change state or special game state), both the normal number of balls awarded and the normal number of balls out are The base value is not updated and is calculated from the normal number of balls awarded and the normal number of balls out (normal number of balls awarded ÷ normal number of balls The number of balls thrown is not updated and remains unchanged. Furthermore, regarding the normal base state of step A1212... By eliminating the judgment process, the base value can be updated as the payout rate in all game states (change A configuration that allows for (modification) is also possible.

[0274] 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 (A1216). Note that in the main process... The performance display editing process is performed by a loop processing that uses the timer interrupt period (predetermined time period). It is executed at much shorter time intervals (e.g., a few microseconds) than, for example, 4 msec. Therefore, the performance display editing process is repeatedly executed during the interrupt cycle, and the switch counter (For example, 0 to 7) represents the bits of all switches for each input port being monitored (for example, bits It covers bits 0 through 7). Also, the switch counter has a 0 after the last value (e.g., 7). The update will initiate a check of the switch's inputs for the next monitored input port. For example, after the switch input is first checked with respect to the third input port 124, Next, the switch input is checked for the fourth input port 126.

[0275] 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. If (the result of A1207 is "N"), a base value calculation process (predetermined) is performed to calculate the base value. Execute the process (A1217). Note that the switch input is initially connected to the input port to be monitored. This may not always be the case. On the other hand, the input of the switch is most available to some or all of the input ports of the monitored targets. Even if it was the first time, the switch input would be checked for all monitored input ports. After this, the input information of the target switch that received the input is cleared (A1211). This results in a state where there is no input from the switch to any of the monitored input ports.

[0276] 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 usual number of balls awarded by the usual number of balls that go out. Therefore, the starting prize entry point (starting prize entry point 36 When a ball enters the ordinary 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, 3 are the winning slots where prize balls are awarded. The input (detection) of 9a updates and changes the normal number of prize balls, which changes the base value, and also, In the second stage, the number of outs is updated by input (detection) from the out ball detection switch 74. The base value changes as the ball enters the prize slot. The - value will change (be affected). Out opening in the game board 30 When a ball enters the opening 30b, the out ball detection switch 74 is normally activated by input (detection). The number of outs is updated and changes, and the base value also changes. Meanwhile, the ball enters the starting gate 34. If a ball is present, neither the usual number of prize balls nor the usual number of outs will be updated based on the ball itself. Since it does not change, the base value is also maintained without changing. When a ball enters the starting gate 34 in the diagram... However, since no prize balls are awarded, the normal prize ball count is not updated.

[0277] The base value, regardless of whether it has changed, is used in output processing steps A1624-A1630. The processing will result in the performance being displayed on the performance display device 152. However, If all devices are activated and the game is stopped, or if a severe error 2 has occurred and the game is stopped. Then, the performance display device 152 outputs off-data and turns off.

[0278] 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.

[0279] After step A1216 or A1217, the game control device 100 retrieves the saved register. The system returns (A1218), loads from the stack pointer storage area, and sets the stack pointer. The setting (A1219) is completed, and the performance display editing process is terminated. The set stack pointer is in the area This will indicate the address of the internal stack area.

[0280] Note that in Figure 8, the process in step A1217 is performed immediately after step A1214. Then, without waiting for input checks on all switches of the monitored input port, the normal number of balls awarded or It is also possible to configure the system to perform base value calculation processing immediately after the number of outs is updated.

[0281] [Timer interrupt handling] Next, we will explain timer interrupt processing. Figure 9 shows timer interrupt processing (interrupt processing phase This is a flowchart of the procedure for the program. Timer interrupt handling is performed by the clock generator. A periodic timer interrupt signal generated by the CTC circuit within the data is input to the CPU 111a. It is started by doing so. When a timer interrupt occurs in the gaming microcontroller 111, the timer Interrupt handling begins.

[0282] When timer interrupt processing starts, the game control device 100 first checks the registers to be used. Specify register bank 1 as the link (A1301), and add the RAM start address to the designated register. Set the higher address of the response (A1302). Main processing at the start of timer interrupt processing. By switching from register bank 0 to register bank 1, which is used in the main process, This is equivalent to saving the registers that are being used. This automatically disables interrupts.

[0283] 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 (A1303). Next, confirm Based on the flags for changing the rate setting and checking the probability setting, the probability setting is being changed or the probability setting is being checked. Determine whether the process is under review (A1304). The probability setting is being changed or checked. In the case where (the result of A1304 is "Y"), change the probability setting value to check the probability setting value. Perform update / confirmation process (A1305).

[0284] The game control device 100 will not change the probability setting or check the probability setting if (A130 If the result of step 4 is "N", then based on the output data set in various processes, the solenoid (for example) Drive control of actuators such as the large prize solenoid (39b) and drive control of LEDs (light emission control) Executes output processing to perform tasks such as (A1306). Note that in the main processing... If the process of step A1005 outputs a "do not fire" signal, this output process will be performed. A launch permission signal can be output, and the launch permission signal can be set to the permission state.

[0285] Next, the game control device 100 processes commands (payout) that have been set in the transmission buffer. The dispensing command transmission process is executed, which outputs commands, etc., to the dispensing control device 200 (A1 307). Then, switch 36a for start port 1, switch 37a for start port 2, and switch for prize entry. 35a, monitoring whether there is a normal signal input from the large prize slot switch 39a, and error detection The prize slot switch / status monitoring device monitors (checking if the front frame or glass frame is open, etc.) Put the logic into practice (A1308).

[0286] Next, the game control device 100 determines whether or not the game is stopped (A1309). If all devices are activated (safety device activated flag = 1), or if it is necessary to stop the game If a severe error 2 occurs, it can be determined that the game is currently stopped.

[0287] If the game is not stopped (the result of A1309 is "N"), the game control device 100 will... Game processing (A1310), special feature game processing (A1311), general diagram game processing (A131 2) Perform the segment LED editing process (A1313). Then, step A131 Execute steps 4 and beyond. Note that in addition to cases where no errors occur, there are also cases with minor errors and major errors. Even if Error 1 occurs, the special feature game processing (A1310) and the bonus game processing (A 1311), General diagram game processing (A1312), Segment LED editing processing (A1313) Execute this.

[0288] 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 executed in the process (A2615, A2617, A7615). Another batch display device 50 Settings related to the operation of a part of it (probability status display unit: LED lamp D9) are handled during the power outage recovery process. This is executed in A1048, etc.

[0289] If the game is stopped (the result of A1309 is "Y"), the game control device 100 will... Game processing (A1310), special feature game processing (A1311), general diagram game processing (A131 2) Without performing the segment LED editing process (A1313), step A131 The process will proceed to step 4 and beyond. If the safety device is activated in this manner, or if a severe error 2 occurs, When the game is stopped, special symbol game processing (A1310) and regular symbol game processing (A1312 ) is not executed, therefore the special number of reserved figures (A2906, A4611) and the regular number of reserved figures (A770 7. A7918) remains unchanged. On the other hand, if a weak error or strong error 1 occurs, the game will stop. Instead of stopping, the special game processing (A1310) and the regular game processing (A1312) are executed. Therefore, the number of special symbols held (A2906, A4611) and the number of regular symbols held (A7707, A7918) ) can be changed by a +1 update (when a hold occurs) or a -1 update (when a hold is consumed).

[0290] 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 (A1310), special effect game processing (A1311), general diagram game processing (A1312), Perform one or more of the `comment LED editing process (A1313)` and then perform the others. Other configurations are also possible. For example, if a severe error 2 occurs, the segment LED editing process... You may only carry out that one action.

[0291] 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 (A1314). Then, the detection signal from the magnetic sensor switch 61 is received. The magnet fraud monitoring process is executed to check the number and determine whether or not there is an abnormality (A1315 Furthermore, the detection signal from the radio wave sensor 62 of the game board is checked to determine whether or not there is an abnormality. The process for detecting radio wave tampering (panel radio wave tampering monitoring process) is executed (A1316).

[0292] Subsequently, the game control device 100 detects fraudulent activity based on vibrations, based on input from the vibration sensor 65. The vibration abnormality monitoring process is executed (A1317) to monitor for abnormalities. Next, abnormal discharge from the main prize slot is performed. The abnormal discharge monitoring process is executed to monitor for any abnormal discharges (A1318). In the moving prize-winning device 39, the large prize-winning slot switch 39a and the specific area switch 72 (V prize-winning slot switch) Based on the input from the remaining ball outlet switch 73, an abnormality in the special variable prize winning device 39 occurs. The system monitors discharges and sets an abnormal discharge flag if an abnormal discharge occurs. The game balls that have passed through the large prize opening switch 39a of the separate variable prize winning device 39 are switched to the specific area switch 7 The balls are discharged by passing through switch 2 (V prize slot switch) or the remaining ball discharge slot switch 73.

[0293] Next, the game control device 100 sets the signals to be output to various external devices into the output buffer. The external information editing process is executed (A1319). Then, as in step A1309, Then, determine whether or not the game is currently stopped (A1320).

[0294] If the game is not stopped (the result of A1320 is "N"), the game control device 100 will flash Save the gregista to the stack area within the region (A1321), and update the safety device counter value ( It performs an out-of-bounds integrated processing that includes calculating the difference in the number of balls and controlling the display of the performance display device 152. A1322). Then, restore the flag register (A1323) and process the timer interrupt. The game will end. If the safety device has not activated and no severe error 2 has occurred, the game will stop. Instead of being performed internally, the processes in steps A1321-A1323 are executed, including extra-domain integration processing. ru.

[0295] 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 A1321 In this case, save the flag register beforehand.

[0296] On the other hand, if the game is stopped, the game control device 100 will (if the result of A1320 is "Y") The timer interrupt processing is terminated without performing out-of-bounds integration processing, etc. In other words, a safety device. If the safety device is activated (safety device activated flag = 1) or if a severe error 2 occurs Because the out-of-bounds integration process is not performed, the safety device counter value is not updated and the base value remains unchanged. The performance indicators will not be updated. This eliminates unnecessary control while the game is stopped. Cut.

[0297] Unlike the above, even if a severe error 2 occurs, the game will not stop, and the special feature game processing (A 1310), special feature game processing (A1311), general diagram game processing (A1312), segment A configuration that performs LED editing processing (A1313) is also possible. Also, severe error 2 occurs. However, configurations that perform extra-domain integration processing are also possible.

[0298] 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.

[0299] [Output Processing] Next, we will explain the details of the output processing (A1306) in the timer interrupt processing (Figure 9). Figure 10 is a flowchart showing the output processing procedure.

[0300] 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 (A1601). Then reset all solenoids (large prize solenoid). Off for (noids 38b, 39b, lever solenoid 86b, general-purpose solenoid 37c) Set the output data (A1602). Then, just like in step A1309, play Determine whether the technique is stopped or not (A1603). If the safety device is activated (safety device activated) (When the "In Operation" flag is 1) or when a severe error 2 occurs that requires the game to be stopped. Therefore, it can be determined that the game is currently stopped.

[0301] The game control device 100, when the game is not stopped (the result of A1603 is "N"), Data for the performance solenoids 38b, 39b, lever solenoid 86b, and general-purpose solenoid 37c. The data to be output to the solenoid output port 134, which outputs the signal, is synthesized (A1604). Then, data is output to solenoid output port 134 (A1605). In one case (where the result of A1603 is "Y"), nothing happens and the process proceeds to step A1605. Then, off-data (A1602) is output to the solenoid output port 134. When the game is stopped, all solenoids stop operating, and the large prize slot, specific area 86, Normally, the variable prize winning device 37 etc. closes and enters a closed state. In this state when the game is stopped, the big win The prize slot is closed, preventing round play (play during big wins or small wins).

[0302] 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) (A1606). Furthermore, L corresponding to the value of the digit counter. Obtain the digit output data to the ED's digit line (A1607). Then, obtain The digit output data and external information data are combined (A1608), and the combined data is then processed by Digit. Output is sent to output / external information output port 136 (A1609).

[0303] Next, the game control device 100 outputs segment data to the segment line as off-day data. Set the TA (A1610). Then, set the output data for preventing firing (A161 1). Furthermore, as with step A1603, determine whether or not the game is stopped (A 1612).

[0304] The game control device 100, when the game is not stopped (the result of A1612 is "N"), The value of the set counter corresponds to the segment area in RAM111c and the segment line. Load the command output data (A1613) and set the launch permission output data (A1 614) The loaded segment output data is output to the output port 135 for segment output. (A1615). Note that this segment area is the work area within the area (for game control). It may be included in the - area.

[0305] 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.

[0306] On the other hand, if the game is stopped, the game control device 100 will (if the result of A1612 is "Y") Without processing steps A1613 and A1614, the off-data (A1610) Output is sent to output port 135 for segment output (A1615). This enables safety devices If the safety device is activated (safety device activated flag = 1) or if a severe error 2 occurs, When the game is stopped, the unified display device 50 turns off. The special feature display game and the regular feature display game cannot be executed. And the unified display device 50 If a player sees this, they should realize that the game has stopped, that a safety device has been activated, or that a severe error 2 (incorrect) has occurred. It is possible to recognize that a positive error has occurred.

[0307] Next, the game control device 100 loads external information data to be output to the external information terminal 71. The data is then combined (A1616), and further, the combined external information data is used to determine whether to grant or deny launch permission. The output data is combined (A1617), and the final combined data is used for external information and launch authorization signals. Output to output port 137 (A1618). Note that if the game is not stopped at this point. This is output data for permission to fire (A1614), and if the game is stopped, firing is prohibited (fire stop). This results in output data for (Stop) (A1611). This means that if the safety device is activated or a severe error occurs, the output data will be affected. When the game is stopped due to the occurrence of -2, the launching of game balls from the ball launcher is prohibited. On the other hand, unless the game is stopped, the game balls will be released from the ball launcher. Shooting is permitted. Furthermore, even when the game is stopped, the game balls from the ball launcher... It is also possible to configure the system to permit launches without prohibiting (halting) them.

[0308] 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 (A1619). Then, the test firing device is tested. Load the data to be output to the test terminal output port 2 on the relay board 70 that outputs the test signal. The data is synthesized and output to the test terminal output port 2 on the relay board 70 (A162 0).

[0309] 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 (A1621). Furthermore, the test firing device is tested. The data to be output to the test terminal output port 4 on the relay board 70 that outputs the signal is loaded and matched. The combined data is then output to the test terminal output port 4 on the relay board 70 (A1622 ). And the test terminal output port on the relay board 70 that outputs the test signal to the test firing device. The data to be output to 5 is loaded and combined, and then combined and output to the test terminal output port 5 on the relay board 70. Output the generated data (A1623).

[0310] 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 (A1624). Next, sequentially change the digit lines of the performance display device 152. Update the value of digit counter 2 for scanning by adding 1 within the range of 0 to 3 (only add 1). However, after 3, it is updated to 0) (A1625). Furthermore, the value of digit counter 2 The digit output data for the corresponding LED's digit line is acquired (A1626). Then, The acquired digit output data is output to output port 142 (digit output port 2). A1627).

[0311] Next, the game control device 100, like step A1603, determines whether the game is stopped or not. Determine if (A1628). If the game is not stopped (the result of A1628 is "N"), From the performance display device segment area in RAM111c corresponding to the value of digit counter 2 Load segment output data (A1629). The performance display device segment area is It is included in the performance display work area related to performance information and its display (performance display). The segment output data has been processed and is output to the output port 141 (segment) for the performance display device 152. Output is sent to output port 2) (A1630), and then the output process is terminated.

[0312] On the other hand, if the game is stopped, the game control device 100 will (if the result of A1628 is "Y") Therefore, the output processing is terminated without executing steps A1629 and A1630. That is, if the safety device has activated and the game is stopped (when the safety device activated flag = 1) When a severe error 2 occurs and the game is stopped, the segment of the performance display device segment area Since the output data cannot be output to output port 141, step A1624 off data This is output directly to the output port 141 for the performance display device 152. And in this case, When the value of digit counter 2 cycles through the range of 0 to 3, the performance display device 152 displays all LE D was forcibly turned off and became invisible, and the person in charge or staff of the gaming facility who saw the performance display device 152 This occurs when the game is stopped, a safety device has been activated, or a severe error 2 (illegible error) has occurred. It is possible to recognize that something has happened.

[0313] Furthermore, even if a severe error 2 occurs, the game will not stop, and steps A1629 and A1630 will proceed. It is also possible to configure the system to perform processing and other operations.

[0314] [Prize slot switch / status monitoring process] Next, in the timer interrupt processing (Figure 9), the prize slot switch / status monitoring processing (A1308 This section will explain the details of the prize slot switch / status monitoring process. Figure 11 is a flowchart showing the procedure. —This is a chart.

[0315] The game control device 100 first resets the acquired game ball count area included in the work area within the area to 0. A2001. As a result, the acquired game ball count area is within 1 interrupt (within a predetermined time cycle). This area stores the total number of prize balls won. The number of skill balls is equal to the increase in the number of safe balls within 1%. And, the top prize gate (special variable entry Prepare the prize-winning slot monitoring table 1, which corresponds to the upper prize-winning slot switch 39a within the prize-winning device 39). (A2002). And, even though the prize gate for the Kamidai University was not open, there was an illegal act at the prize gate for the Kamidai University. It monitors for any awards and performs fraud and award detection processing to detect legitimate awards. A2003).

[0316] 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 (A2004). Then, below Even though the main prize gate is closed, they are monitoring the lower prize gate to see if there are any fraudulent entries. Also, execute fraud and prize-winning monitoring (A2005) to detect legitimate prize winnings.

[0317] 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-winning slot monitoring table (A2006). Then, monitor for fraudulent winnings. Both processes execute fraud and prize detection (A2007) to detect legitimate prize winnings. Subsequently, Prepare a prize slot monitoring table for a prize slot switch that allows for prize entry at any time and does not require fraud monitoring (A20 08). Prize-winning slot switches that allow for continuous winning include the start slot 1 switch 36a and the general prize-winning slot 35, etc. That is the case.

[0318] Next, the game control device 100 executes a prize count counter update process to update the number of prizes. A2009). And, of the multiple switches and signals whose status should be monitored, any of the switches A status scan counter for sequentially specifying whether to include a switch or signal in the current monitoring. Update (A2010). The state scan counter is updated in the range of 0 to 3.

[0319] 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 (A2011). Then, if an error occurs Executes a gaming machine status check process to determine whether the issue is occurring or not (A2012). .

[0320] 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.

[0321] 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 to determine the status (A2013). Then, if an error occurs... The game machine status check process (A2014) is executed to determine the status, such as whether it is running or not.

[0322] 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 front 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.

[0323] Next, the game control device 100 determines whether the value of the state scan counter is 0 or not. (A2015). And if the value of the error scan counter is not 0 (A2015 If the result is "N", proceed to step A2017.

[0324] Furthermore, if the value of the error scan counter is 0, the game control device 100 will (A2 If the result of 015 is "Y", it indicates whether the dispensing control device 200 can start dispensing control. Based on the busy signal, the payout busy status (payout busy signal flag) is set. - Perform the signal check process (A2016), then proceed to step A2017.

[0325] Note that the processing in step A2016 involves a state scan counter that is updated with each timer interrupt. Since it is executed only when the value of the timer 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 A201 will be triggered every 16ms. Process 6 will be performed.

[0326] Next, the game control device 100 will activate the specific area switch 72 at an inappropriate timing if the game ball The V-pass timing monitoring process is executed to monitor whether or not the pass has been completed (A2017). V-pass During the timing monitoring process, a detection signal for the specific area switch 72 is generated at an inappropriate timing. If this occurs, it will be considered a V-pass error.

[0327] Next, the game control device 100 monitors whether there are any game balls remaining in the specific area switch 72. The remaining bulb monitoring process is executed (A2018), and the prize slot switch / status monitoring process is terminated. ru.

[0328] 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.

[0329] [Fraud & Prize Winning Monitoring Process] Figure 12 is a flowchart showing the procedure for monitoring fraud and winning prizes. The reason is that in steps A2003 and A2 of the prize slot switch / status monitoring process shown in Figure 11, This will be executed in 005, A2007.

[0330] 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.

[0331] The game control device 100 first checks the fraud monitoring period flag of the prize entry switch that is subject to error monitoring. Check (A2101) and determine whether or not it is a period of fraud monitoring (A2102). For example, the fraud monitoring period is when the prize entry switch that is subject to error monitoring does not detect a game ball as it should. This is a period, and for example, when the prize entry switch is the lower large prize entry switch 38a, special fluctuations occur. This is a period other than when the special game state is active and the prize device 38 is open.

[0332] Furthermore, if it is the fraud monitoring period, the game control device 100 will (if the result of A2102 is " Y) and determine whether there is input to the target prize slot switch (A2103). If there is no input to the award switch (result of A2103 is "N"), the target notification timer will be updated. Load new information (A2112). Also, if there is input to the target prize slot switch, (If the result of A2103 is "Y"), update the number of fraudulent entries in question by +1 (A2104), and add them up. Determine whether the number of fraudulent entries is equal to or greater than the number of fraudulent entries targeted for monitoring (e.g., 5). (A2105).

[0333] 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.

[0334] Then, if the number of judgments is not equal to or greater than the number of judgments, the game control device 100 will (if the result of A2105 is " N), prepare the prize-winning slot monitoring table for the target prize-winning slot switch (A2110). Also, If the number of fraudulent entries exceeds the number of entries for detection (result of A2105 is "Y"), the number of fraudulent entries will be counted as the number of entries for detection of fraud. (A2106) Set an initial value (e.g., 60000ms) in the target fraudulent prize notification timer area. Save (A2107).

[0335] Next, the game control device 100 prepares the target fraud occurrence command as a performance command ( A2108) Furthermore, a flag indicating the occurrence of fraudulent winnings is prepared as a fraudulent flag (A2109) Then, the prepared fraudulent flag is compared with the value in the target fraudulent flag area (A2120).

[0336] On the other hand, if it is not the fraud monitoring period, the game control device 100 will (if the result of A2102 is "N )] Prepare the prize entry monitoring table for the target prize entry switch (A2110), and set the prize balls The process to update the number of prizes counter is executed (A2111). Details will be discussed later.

[0337] Then, the game control device 100 loads the target notification timer update information (A2112) Next, determine whether or not permission is granted to update the notification timer (A2113). If permission is granted to update the notification timer, If none is found (the result of A2113 is "N"), the fraud and prize monitoring process will be terminated. If updating the notification timer is permitted (result of A2113 is "Y"), the target notification timer If it is not 0, update by -1 (A2114). Note that the minimum value of the notification timer is set to 0. It is.

[0338] 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).

[0339] Subsequently, the game control device 100 determines whether the value of the notification timer is 0 or not (A211 5) If the value is not 0 (the result of A2115 is "N"), that is, time has run out. If none is found, the fraud & prize monitoring process will be terminated. Also, if the value of the notification timer is 0 ( If the result of A2115 is "Y", that is, time has run out or time has already run out. If this occurs, prepare the target unauthorized deactivation command as a performance command (A2116), and the unauthorized Prepare a flag to cancel the fraudulent winning as a lag (A2117). Then, set the value of the notification timer to 0. Determine whether or not it is the moment that it occurred (A2118).

[0340] The game control device 100 is in the state when the value of the notification timer becomes 0 (A2118 conclusion) If the result is "Y", that is, if the value of the notification timer becomes 0 during this fraud & prize monitoring process This requires clearing the target number of fraudulent winnings (A2119).

[0341] Furthermore, the game control device 100 will activate after the processing in step A2119 is completed, or after the notification timer If it is not the moment when the value becomes 0 (the result of A2118 is "N"), that is, before the previous time If the notification timer value becomes 0 during the fraud and prize-winning monitoring process, the prepared fraud flag will be targeted. Compare with the value in the invalid flag area (A2120).

[0342] 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 (the result of A2120 is "Y"), the fraud and prize-winning monitoring process will be terminated. If the prepared fraudulent flag and the value of the target fraudulent flag area do not match, (A2120 result If the result is "N", the prepared fraudulent flag is saved to the target fraudulent flag area (A2121), The performance command setting process is executed (A2122). After that, the fraud and prize monitoring process is terminated. ru.

[0343] 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.

[0344] [Prize count counter update process] Figure 13 is a flowchart showing the procedure for updating the prize count counter. The update process is performed in step A2009 of the prize slot switch / status monitoring process shown in Figure 11. This is executed in step A2111 of the fraud and prize-winning monitoring process shown in 12.

[0345] The game control device 100 first determines whether or not the game is stopped (A2201). If all devices are activated (safety device activated flag = 1), or if it is necessary to stop the game If a severe error 2 occurs, it can be determined that the game is currently stopped.

[0346] The game control device 100, when the game is not stopped (the result of A2201 is "N"), will award a prize. The number of prize-winning slot switches to be monitored is obtained from the slot monitoring table (A2202), and the target prize Determine whether there is input to the slot switch (A2203). Of the prize slot monitoring table The prize table includes, for each prize slot switch being monitored, the number of prize balls, and the prize count counter area 1. The address of the response, the number of winning entries counter area 2, etc. are defined. If there is no input, (A The result of 2203 is "N"), and the table address is updated to the address of the next record (A22 15) Determine whether monitoring of all switches has finished (A2216).

[0347] On the other hand, if there is input to the target prize entry switch, the game control device 100 (A220 If the result of step 3 is "Y", load the number of acquired game balls from the acquired game ball count area (A2204), The number of prize balls corresponding to the elephant prize slot switch is added to the number of game balls won (A2205), and after the addition The value is saved to the acquired game ball count area (A2206). This saves the acquired game ball count area. The number of game balls won is updated each time the prize slot switch is activated, and the final number of game balls won is... This represents the total number of prize balls won within a 10% time limit.

[0348] 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 (region 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.

[0349] Next, the game control device 100 loads the value of the target winning count counter area 1 (A220 7) Update the loaded value by +1 (A2208). Furthermore, depending on the updated value, Determine whether or not a bar flow occurs (A2209). The number of winning entries counter area 1 is 2 bar The thread size is (0-65535).

[0350] The game control device 100 will, if no overflow has occurred, (result of A2209) If the value is "N", save the updated value to the prize count counter area 1 (A2210). Step After the processing of A2210 is completed, or if an overflow occurs, (the conclusion of A2209) If the result is "Y", load the value of the target prize count counter area 2 (A2211).

[0351] Subsequently, the game control device 100 updated the loaded value by +1 (A2212), and updated Determine whether an overflow occurs based on the value (A2213). Overflow If this does not occur (the result of A2213 is "N"), the updated value will be stored in the prize count counter area. Save to 2 (A2214). The prize count counter area 2 is 1 byte (0~255) It is Iz.

[0352] The game control device 100 will operate after the completion of the processing in step A2214, or if an overflow occurs. If this occurs (result of A2213 is "Y"), the table address will be added to the next record's address. Update the response (A2215). Then, determine whether monitoring of all switches has finished. (A2216).

[0353] If the monitoring of all switches has not been completed, the game control device 100 will (conclusion of A2216) If the result is "N", step A2203 determines whether or not there is input to the target prize slot switch. The process returns to the previous step. Also, if monitoring of all switches is complete, (the result of A2216 is "Y") ), the prize count counter update process will end. This will continue until monitoring of all switches is complete. Then, the process of steps A2203-A2216 is repeated, and the prize balls obtained within 1 interrupt are The total number of game balls won is obtained, and each prize winning area within the 1% limit (each prize winning area) Based on the number of wins in the region, the number of wins counter areas 1 and 2 are updated and the information about the wins is stored. This will happen.

[0354] If the game is stopped (the result of A2201 is "Y"), the game control device 100 does nothing. Without doing so, the prize count counter update process is terminated. As a result, when the game is stopped, the prize entry point The detection of game balls via the switch is disabled, the number of acquired game balls is not updated, and the winning counter is not updated. Since areas 1 and 2 are not updated, the winning information is not stored and no prize balls are awarded (they are not paid out). i) Furthermore, before the game stops (i.e., when the detection of the game ball 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.

[0355] 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.

[0356] 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.

[0357] 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.

[0358] [Gaming machine status check process] Figure 14 is a flowchart showing the procedure for checking the status of a gaming machine. The check process is step A201 in the prize slot switch / status monitoring process shown in Figure 11. 2. This is executed using A2014, etc.

[0359] The game control device 100 first retrieves a status monitoring table corresponding to the status scan counter. (A2301) The state scan counter is a value in the range of 0 to 3 corresponding to the game state. This is set. Regarding the relationship between the status monitoring table and the status scan counter, As explained in the section on prize slot switch / status monitoring process.

[0360] Next, the game control device 100 determines whether the signal to be checked is ON or OFF. A2302). If the signal being checked is not on (the result of A2302 is "N"), In other words, if the signal being checked is off, prepare a state off flag as the status flag. (A2303) Then, obtain the target state off command and prepare (A2304). , obtain the target status off monitoring timer comparison value (A2305). The status off flag is an error. Regarding the signal system, it indicates a normal state, and regarding the touch switch signal, it indicates no touch. Indicates the state.

[0361] On the other hand, if the signal to be checked is ON, the game control device 100 (A2302 conclusion) The result is "Y"), prepare a status on flag as a status flag (A2306), and the target status on Obtain the command and prepare (A2307). Furthermore, compare the target status ON monitoring timer. Get the value (A2308). The status ON flag indicates an abnormality or error in error signals. This indicates an invalid state, and for touch switch signals, it indicates a touch status.

[0362] When the processing in step A2305 or step A2308 is completed, the game control device 100 This determines whether the value in the target signal control region matches the state of the acquired signal (A2 309). If there is a match (the result of A2309 is "Y"), proceed to step A2312. It proceeds to the next step. If they do not match (the result of A2309 is "N"), the target signal control area Save the acquired signal status in the area (A2310), and clear the target status monitoring timer. A2311).

[0363] Next, the game control device 100 updates the target status monitoring timer by +1 (A2312). Furthermore, it determines whether the updated status monitoring timer value is equal to or greater than the corresponding timer comparison value. Determine (A2313). If the updated status monitoring timer value is less than the corresponding timer comparison value If the result of A2313 is "N", the gaming machine status check process will be terminated.

[0364] 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 cases (where the result of A2313 is "Y"), update the status monitoring timer by -1, and the timer ratio Keep the comparison value at -1 (A2314). Furthermore, the prepared state flag is the target state flag. Determine whether it matches the value in the range (A2315). If it matches, (A231 If the result of step 5 is "Y", the game machine status check process ends.

[0365] 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 (the result of A2315 is "N"), the prepared status flag will be used for the target status flag. Save to the lag area (A2316). Finally, set the performance command. The default process is executed (A2317), and the gaming machine status check process is terminated.

[0366] 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").

[0367] [Probability setting change / confirmation process] Next, we will discuss the details of the probability setting change / confirmation process (A1305) in timer interrupt handling. Let me explain. Figure 15 is a flowchart showing the procedure for changing / confirming the probability setting. The rate setting change / confirmation process allows you to change or confirm the probability setting value.

[0368] The game control device 100 first determines whether the probability setting value is within the normal range (A2 401). The probability setting value here is the probability setting included in the work area within the RAM111c region. It is stored in a fixed value area.

[0369] The game control device 100 will, if the probability setting value is within the normal range, (if the result of A2401 is " Y") Set the probability setting value display data corresponding to the probability setting value (A2402), performance table Output is sent to the display device 152 via drivers 150a and 150b (A2404). Probability setting If the value is outside the normal range (result of A2401 is "N"), the probability setting value will be displayed as data. Set the power off data (A2403), and send the driver 150a to the performance display device 152. Output via 0b (A2404).

[0370] 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 minor win probability). It can be interpreted as meaning (or probability).

[0371] Next, the game control device 100 updates the security signal control timer by -1 if it is not 0. (A2405). The security signal control timer is set in step A1037 to 1 The time is 28ms (specified time). Next, external devices (amusement hall internal management devices (hall computer) The external information terminal 71 receives the ON data of a security signal to notify the system of an abnormality (e.g., data). Output to (A2406). Note that here, other signals to the external information terminal 71, such as the jackpot signal, are output. The number will remain in the off state.

[0372] Subsequently, the game control device 100 determines whether or not the probability setting change flag is set. Set (A2407). If the probability setting change flag is not set (A2407 If the result is "N", that is, if the probability setting is being checked, do not change / check the probability setting without doing anything. Processing will now be terminated.

[0373] The game control device 100 will activate if the probability setting change flag is set (A2407 If the result is "Y", that is, if the probability setting is being changed, the first timer interrupt after power-on Determine whether or not it is a processing step (A2408). In the first timer interrupt processing after power-on In certain cases (where the result of A2408 is "Y"), the probability setting change / confirmation process is terminated. If the RAM initialization switch 112 is held down, the probability setting value may be changed unintentionally. This is to prevent situations where the product is altered.

[0374] The game control device 100 performs the first timer interrupt processing after power-on (A240 If the result of 8 is "N", determine whether or not there is input to the RAM initialization switch 112 (A2 409). If there is no input to the RAM initialization switch (result of A2409 is "N"), The rate setting change / confirmation process will be terminated.

[0375] The game control device 100 will activate when there is input to the RAM initialization switch 112 (A2409 The result is "Y"), the working setting value in the working setting area (within RAM111c or register) It updates by +1 within the possible range, and confirms the probability setting value range corresponding to the working setting value. The rate setting value is updated by +1 (A2410). This causes the RAM initialization switch 112 to operate Each time it is created, the probability setting value in the probability setting value area is updated by 1. After that, the probability setting is changed. / The confirmation process will now end. Note that when entering the settings change mode, the working settings will be stored. The probability setting value read from the probability setting value area is stored in the business setting value area (within RAM111c or in a register). A value corresponding to the rate 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 value It is possible to return to 1). Therefore, the probability setting values ​​1 to 6 are repeatedly updated by +1. It can be switched. Also, the range of possible working settings is multiple probability settings. In the case of multi-level settings, for example, 0-1 or 0-5, but in the case of a single-level setting, it is 0. That is all. In the case of multi-stage settings, each time the RAM initialization switch 112 is operated, the working The set value and the probability set value are updated to different values, but in the case of a single-stage setting, they remain the same even after updating. It remains the same (it is updated to the same value).

[0376] 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 occur if there is 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.

[0377] 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 93 is turned off and the setting change process is complete (the result of A1039 is "Y ), the value corresponding to the working setting value in the working setting value area is stored in the probability setting value area for the first time. You may also do this. This way, if a power outage occurs while changing settings (A1040 The result is "Y"), and the probability setting value used for game control and performance control (in the probability setting value range) This prevents situations where the stored probability setting value is changed to an unintended value.

[0378] [Special Picture Game Processing] Next, let's look at the details of the special game processing (A1310) in the timer interrupt processing mentioned above. Let me explain. Figure 16 is a flowchart showing the procedure for processing special illustration games. In theory, the inputs of start port 1 switch 36a and start port 2 switch 37a are monitored, and the special feature changes This controls the overall processing related to the displayed game and configures the display settings for special effects.

[0379] The game control device 100 first controls the start port 1 switch 36a and the start port 2 switch 37a Execute the start switch monitoring process to monitor for award wins (A2600). Start switch monitoring During the process, the game balls enter the starting prize entry point 36 and the normal variable prize entry device 37, which form the second starting prize entry point. Then, various random numbers (such as jackpot random numbers) are extracted, and the special symbol variation display game based on the winning combination is determined. Before the game begins, a pre-determination of game results based on winning entries will be performed. Details of the start switch monitoring process will be described later.

[0380] Next, the specific area switch monitors when a game ball enters the specific area 86 (V prize slot). Execute switch monitoring process (A2601). For details on the specific area switch monitoring process, see below. This will be explained later.

[0381] Next, the game control device 100 performs the upper large prize slot switch monitoring process (A2602). In the upper prize winning slot switch monitoring process, a count switch is installed in the special variable prize winning device 39. Monitor the detection of game balls at the 39a.

[0382] Next, the game control device 100 updates the special feature game processing timer by -1 if it is not 0 (1 Subtract only (A2603). The special game processing timer is updated by -1, timer division The timing will be measured for the duration of the interrupt period (4 msec) of the combined processing. The minimum value of the processing timer is set to 0. Next, check whether the special game processing timer is 0 or not. Determine if (A2604). If the special feature game processing timer is not 0 (result of A2604). If the result is "N", proceed to step A2619.

[0383] The game control device 100 will be in a state where the special feature game processing timer is 0 (if the result of A2604 is " Y"), that is, if time runs out or time has already run out, Special Feature Game Special diagram game sequence branching table referenced to branch to the process corresponding to the processing number. Set the value in the register (A2605). Furthermore, set the special game sequence branch table. Use this to obtain the branch destination address of the processing corresponding to the special game processing number (A2606). Next, a subroutine call is made using the special game processing number, and the special game processing number Executes the corresponding game branching process (A2607).

[0384] If the game processing number is "0" in step A2607, the game control device 100 will perform the following actions. It monitors the start of the special feature display game's variation, and sets the start of the special feature display game's variation and the effects. Execute the special feature normal processing, which involves setting up settings and configuring information necessary for processing during special feature fluctuations. (A2608). Details of the normal processing of special drawings will be described later.

[0385] If the game processing number is "1" in step A2607, the game control device 100 will perform the following actions. This function allows you to set the stop display time for special drawings and the information necessary for processing while special drawings are being displayed. Executes processing during symbol change (A2609). For example, in special symbol change processing, the special symbol stops. The system provides necessary information such as a symbol stop command and the stop display time corresponding to the stopped symbol pattern. Then, set the processing number "2" related to the special display processing and save it in the special game processing number area. do.

[0386] If the game processing number is "2" in step A2607, the game control device 100 will perform the following actions. The special display processing involves setting information necessary to transition to a big win state or a minor win state. Execute (A2610). For example, in the special display processing, the result of the special display variation display game is large. If successful, the condition device operation information will be displayed, indicating that the condition device is in operation. 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. The special feature display game results in a minor win, then the minor win fanfare command is played. Set necessary information such as the time before the small win opening, and process number "3" related to the small win opening pre-processing. Set and save in the special feature game processing number area. If the result of the special feature variation display game is a loss If so, 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. .

[0387] If the game processing number is "3" in step A2607, the game control device 100 will perform the following actions. Perform pre-processing for opening minor wins (A2611). For example, in pre-processing for opening minor wins, The opening time of the main prize slot (minor prize opening time, for example 1.6 seconds) is controlled by the special game processing timer. Save to the area, save the ON data to the upper large prize opening solenoid output data area, and open the small win Set the release command as a performance command and set the processing number "4" related to the processing during the small win release. The game is saved to the designated special feature game processing number area.

[0388] If the game processing number is "4" in step A2607, the game control device 100 will perform the following actions. The process during the minor win release is executed (A2612). For example, in the minor win release process, the remaining minor wins 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 saved. Set the processing number "5" for the relevant process and save it in the special game processing number area.

[0389] If the game processing number is "5" in step A2607, the game control device 100 will perform the following actions. Perform the processing of remaining balls after a minor win (A2613). For example, in the processing of remaining balls after a minor win, the special feature is normally Set the processing number "0" for the relevant process and save it in the special game processing number area.

[0390] 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 (A2614) in Special Figure 1, 1. Execute the pattern variation control process related to display unit 51 (A2615). Then, special display unit 2 After preparing the 52 variation control table (A2616), 2 The pattern variation control process for display unit 52 is executed (A2617). Next, during a minor win, the lever - A lever that controls the opening operation of solenoid 86b to open solenoid 86b. - Execute solenoid control processing (A2618) and terminate special feature game processing.

[0391] [Starting port switch monitoring process] Next, we will discuss the details of the start switch monitoring process (A2600) in the special feature game processing. Let me explain. Figure 17 is a flowchart showing the procedure for monitoring the start switch.

[0392] The game control device 100 first monitors the prize entry table for the starting prize entry port 36 (starting port 1). Prepare (A2701), execute the hardware random number acquisition process (A2702), and start prize slot 36 Determine whether or not there is a prize in the starting prize slot 36 (A2703). If there is no prize in the starting prize slot 36 ( If the result of A2703 is "N", then the process from step A2709 onwards will be executed. If there is a prize in the movable prize slot 36 (result of A2703 is "Y"), play in the state of shooting to the right. Determine whether it exists or not (A2704).

[0393] If the game control device 100 determines that the game is not in a state where the player is shooting to the right (result of A2704), the game control device 100 will determine that If it is "N", the process from step A2707 onwards is executed. On the other hand, in the game state where you are hitting to the right If this occurs (the result of A2704 is "Y"), the right-hand hit instruction notification command will be used as a performance command. Prepare (A2705), then execute the performance command setting process (A2706). Performance command During the setup process, the performance command is written to the serial transmission buffer, and the performance command is used in the performance process. This will be transmitted to device 300.

[0394] In other words, if the normal power support state (time-saving state) is active, the probability state of the variable display game (high probability state) Regardless of the state (low probability state), prepare a command to instruct you to shoot to the right and set the performance command. The process is executed. In this embodiment, it is easier to win by shooting left-handed into the starting prize slot 36. The variable prize winning device 37 will only be entered by shooting to the right. Also, if you don't shoot to the right, the game ball will not enter the prize winning device. It does not pass through the starting gate 34. Therefore, in normal electric support mode (time-saving mode), hit left. While hitting to the right is generally more advantageous, if a ball enters the starting prize slot 36 while the electric support state is active... If the button is pressed to the left (i.e., when the button is pressed to the left while the normal power support state is active), a right-handed button press instruction notification command will be issued. This is transmitted to the performance control device 300, and the performance control device 300 sends a notification instructing to hit to the right. A warning is displayed on the display device 41, etc., by indicating a right-click instruction.

[0395] Next, the game control device 100 sets the information held by the start prize entry port 36 (start port 1). After preparing the table (A2707), execute the special drawing start port switch common processing (A2 708). And, the prize monitoring table for the second starting prize entry point (normal variable prize entry device 37) Prepare (A2709), execute the hardware random number acquisition process (A2710), and the second starting prize entry point Determine whether or not there is a prize in the second starting prize slot (A2711). If there is no prize in the second starting prize slot ( If the result of A2711 is "N", the start switch monitoring process will be terminated.

[0396] On the other hand, the game control device 100 has a chance of winning in the second starting prize slot (result of A2711). For "Y", it is determined whether or not the ordinary electric prize mechanism (ordinary variable prize winning device 37) is in operation, that is, The question is whether the normal variable prize winning device 37 is operating and in an open state where game balls can be awarded. Determine (A2712). If the electric mechanism is in operation (the result of A2712 is "Y") ), then proceed to step A2714.

[0397] On the other hand, the game control device 100 is in the case where the electric mechanism is not in operation (the result of A2712 is "N"), determine if a regular electric train malfunction is occurring (A2713). Proceed to the regular variable prize winning device 37. If the number of fraudulently won prizes exceeds the number of fraudulent entries (e.g., 5), then fraud is occurring in the regular train service. It is determined that, in the normal variable prize winning device 37, it is impossible for game balls to enter when it is closed, and in the open state Only when the gate is closed can a game ball enter a prize. Therefore, if a game ball enters while the gate is closed, it indicates some kind of abnormality or If fraud occurs and there are any winning balls in this closed state, the number of balls will be counted. The number of fraudulently won prizes is counted. The number of fraudulently won prizes counted in this way is then counted as a predetermined number of fraudulent occurrences. An error is detected if the number of detected instances exceeds the upper limit.

[0398] The game control device 100, if there is no power supply fraud (the result of A2713 is "N"), A table was prepared to set the information for the hold generated by the 2nd starting prize entry point (normal variable prize entry device 37). Afterwards (A2714), the special design start port switch common processing is performed (A2715), and the start port switch The monitoring process will be terminated. Also, a general electricity fraud is occurring in A2713 (the conclusion of A2713) If the result is determined to be "Y", the start switch monitoring process will also be terminated. Prevent further generation of startup memory.

[0399] [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 (A2708, A Details of 2715) will be explained. Figure 18 shows the procedure for common processing of the special designation start port switch. This is a flowchart. The common processing for the start port switch in the special illustration is for the start port 1 switch 36a and start port 1. When input is received from switch 37a at port 2, a common process is performed for each input. That is the case.

[0400] 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. Load the number of start signal outputs, which is the number of times the signal is output to the device (A2901), load The value is updated by +1 (A2902), and it is determined whether the number of outputs will overflow. (A2903). If the number of outputs does not overflow (the result of A2903 is "N"), Save the updated value in the RWM start signal output count area (A2904), step A Proceed to processing 2905. On the other hand, if the number of output counts overflows (the result of A2903) If the result is "Y", proceed to step A2905. In this embodiment, start port signal output The count range can store values ​​from "0" to "255". Then, the loaded If the value is "255", the updated value becomes "0" after a +1 update, and the number of outputs is It is configured to detect when an overflow occurs.

[0401] 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 (A2905). The number of special symbols to be updated is the upper limit. If it is not less than (the result of A2905 is "N"), the special drawing start port switch common processing is terminated. Also, if the number of special symbols to be updated is less than the upper limit (4 in this case) (A2905) If the result is "Y", the number of special symbol reserves to be updated (special symbol 1 reserves or special symbol 2 reserves) will be increased by +1. Then (A2906), save the target starting gate winning flag (A2907).

[0402] 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 storage area is calculated (A2908), and the big prize prepared in step A2805 The random number is saved to the RWM's jackpot random number storage area (A2909). Next, the start of the monitored target The random number of winning symbols for the special symbol variation display game, which is started by detecting the power switch, is extracted. Save to the WM's jackpot symbol random number storage area (A2910). Next, the start of the monitored target. The random numbers for the small win symbols in the special symbol variation display game, which is started by the detection of a switch, are extracted, and the small win Saves to the symbol random number storage area (A2911). Also, the support for determining the time-saving symbols. The random numbers for the symbols are extracted and saved to the random number storage area for the random numbers for the support symbols in the RWM. ru (A2912).

[0403] 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 A2911 is optional. It does not need to be executed. 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 small winning symbols. good.

[0404] 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 (A3403) and the special symbol 2 stop symbol setting process (A3503), when a minor win occurs The stopping symbol numbers, the stopping symbol numbers when a support win occurs, or the stopping symbol numbers when a big win occurs, and these stopping symbols The symbol number corresponds to the small win stop symbol pattern, the support win stop symbol pattern, or the big win stop It is used to determine the stop pattern.

[0405] In this embodiment, in order to avoid confusion, the random numbers for minor win symbols, the random numbers for support win symbols, and the big win symbols are used. 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) The system then distributes the winning symbols (the stopping symbol numbers and patterns for winning). Good. That is, when determining the winning symbols, the range of common random numbers is divided and allocated to each winning symbol. When determining the winning symbols or support symbols, the range of common random numbers is divided and each support symbol is determined When assigning to or determining the winning symbols, the range of common random numbers is divided and each winning symbol is assigned You can assign it to that.

[0406] Next, the game control device 100 uses the variable pattern random numbers 1 to 3 to determine the corresponding RWM variable pattern The random number is saved to the random number storage area (A2913), and the result of the game (game result) is displayed. Execute the special symbol hold information determination process (pre-determination process, pre-reading process) that can be determined in advance (A29 14). In the special symbol hold information judgment process, the saved jackpot random numbers and winning symbol random numbers (jackpot symbols) Stop symbol information (jackpot stop symbols) based on random numbers, minor win symbol random numbers, support win symbol random numbers, etc. Pre-read stop symbol commands corresponding to (minor win stop symbols, time-saving stop symbols, losing stop symbols) Or, the first half variation number (the variation number before reaching) based on saved variation pattern random numbers 1 to 3. And it produces a pre-read variation pattern command corresponding to the second half variation number (the variation number after the reach). Set it as a command. Then, it corresponds to the start switch and the number of special symbols held for monitoring. Prepare the decorative special symbol hold count command as a performance command (A2915), and set the performance command. Execute process (A2916) to terminate the common processing for the special design start port switch. T...

Claims

[Claim 1] In a gaming machine equipped with game control means capable of running a game, The aforementioned game control means is A first storage means that stores a first program for game control in a first program storage area and a second program for non-game control in a second program storage area, A second storage means including a first work area that is readable and writable from the first program and readable and writable from the second program to serve as a work area for game control, a second work area that is readable and writable from the first program but readable and writable from the second program, and an unused area, A arithmetic processing means is configured to execute a first branch instruction and a second branch instruction that cause the address of an instruction to be executed in the first storage means to jump, and is capable of executing predetermined arithmetic processing by the first program and the second program. Multiple registers in which values ​​are stored when the aforementioned arithmetic processing is performed, Equipped with, The aforementioned first branch instruction is a branch instruction of a predetermined instruction length, The second branch instruction is a branch instruction in which the range of addresses that can be branched is restricted, the instruction length is shorter than that of the first branch instruction, and the branch is performed by checking a specific flag. The first program comprises a first processing routine and a first specific subroutine called from the first processing routine, The second program includes a second processing routine, The first processing routine is a processing routine in which the second branch instruction is placed, and is located in a region including the first address and the second address. The second address is an address that is later than the first address. The first address contains the second branch instruction which can cause the process to jump to the second address. Between the first address and the second address, a first call instruction is placed to call the first specific subroutine without a save instruction for saving a predetermined register and a restore instruction for restoring the predetermined register. The second processing routine is a processing routine in which neither the first branch instruction nor the second branch instruction is placed, wherein a second call instruction for calling a second specific subroutine is placed between the third address where the save instruction is placed and the fourth address after the third address where the return instruction is placed. The second storage means places the unused area between the first work area and the second work area, A random number storage area is formed in the first work area of ​​the second storage means for storing multiple types of random numbers related to the game. The process of sequentially determining the random numbers in the random number storage area at the start of the game execution and determining the result of the game is included in the first program. Gaming machine.