JP6469385B2 - Game machine - Google Patents

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JP6469385B2
JP6469385B2 JP2014168359A JP2014168359A JP6469385B2 JP 6469385 B2 JP6469385 B2 JP 6469385B2 JP 2014168359 A JP2014168359 A JP 2014168359A JP 2014168359 A JP2014168359 A JP 2014168359A JP 6469385 B2 JP6469385 B2 JP 6469385B2
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command
sub
game
stop
control unit
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JP2016042955A (en
JP2016042955A5 (en
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小倉 敏男
敏男 小倉
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株式会社三共
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Description

  The present invention relates to a gaming machine that performs a predetermined game.
  As a gaming machine, it has a variable display unit that can display a plurality of types of identification information that can be identified, and a slot in which a winning can be generated according to the display result derived after the variable display unit displays a variable display and stops There is a machine. Furthermore, as a gaming machine, a game ball, which is a game medium, is launched into a game area by a launching device, and when a game ball wins a prize area such as a prize opening provided in the game area, a predetermined prize value is given to the player. Pachinko machines to give are known.
  In such gaming machines, the importance can be set for each type of abnormality that has occurred on the sub-board side, and when an abnormality occurs, the occurrence of the abnormality is prioritized with priority given to the one with the higher importance. There has been a slot machine (see, for example, Patent Document 1).
Japanese Patent No. 5354533
  In the gaming machine described in Patent Document 1, when many predetermined events such as abnormalities are set with high importance, the fact is notified every time a predetermined event occurs. This makes the player feel annoying. On the other hand, if many items with low importance are set, there is a possibility that the clerk may miss the occurrence of the predetermined event because the notification may not be made even if the predetermined event occurs.
  The present invention has been conceived in view of such circumstances, and its purpose is to notify the occurrence of a predetermined event without causing the player to feel bothered and to prevent the occurrence of the predetermined event from being overlooked. It is to provide a gaming machine that can.
A gaming machine that performs a predetermined game,
Detection means for detecting the occurrence of either a predetermined event or a specific event;
When the occurrence of the predetermined event is detected by the detection means, predetermined information is notified based on a preset notification condition, and when the occurrence of the specific event is detected, the specific information is specified based on the notification condition. An informing means for informing the information;
Setting means capable of setting the notification condition;
Storing predetermined detection information when the predetermined event is detected by the detection means, and storing means for storing specific detection information when the occurrence of the specific event is detected,
The notification condition includes a first notification condition in which a frequency at which the predetermined information is notified is a first predetermined frequency, a frequency at which the specific information is notified is a first specific frequency, and a frequency at which the predetermined information is notified. A second notification condition in which the second predetermined frequency is higher than the first predetermined frequency, and the specific information is a second specific frequency higher than the first specific frequency,
Regardless of which of the first notification condition and the second notification condition is set, the frequency at which the predetermined detection information is stored is constant and the frequency at which the specific detection information is stored is constant,
The frequency at which the predetermined detection information is stored is higher than the second predetermined frequency,
The frequency at which the specific detection information is stored is higher than the second specific frequency .
In addition, you may provide the following structures.
(1) A gaming machine (for example, slot machine 1, pachinko gaming machine 700) that performs a predetermined game,
Detection means for detecting occurrence of a predetermined event (for example, an abnormality on the main control unit 41 side, an abnormality on the sub-control unit 91 side, irregular pushing in the slot machine 1, left-handed or right-handed in the pachinko gaming machine 700) 26 Sp2c, Sp3, Sp12),
When a predetermined event (for example, the sub error in FIG. 35) is detected by the detection means, notification means (for example, a sub error notification execution process in FIG. 32) for notifying specific information at a preset frequency;
Setting means (for example, FIG. 33, FIG. 38, FIG. 39) capable of setting the notification frequency of the specific information in the notification means;
Storage means (for example, RAM 41c, RAM 91c) capable of storing detection information indicating that a predetermined event has been detected by the detection means (for example, information that has detected the occurrence of a communication error);
The storage means detects detection information at a frequency higher than the lowest notification frequency settable by the setting means regardless of the notification frequency set by the setting means when a predetermined event is detected by the detection means. Is stored (for example, FIG. 33).
  According to such a configuration, by setting the notification frequency when a predetermined event is detected, the occurrence of the predetermined event can be notified without making the player feel annoyed. Further, since it is stored that the predetermined event is detected at a frequency higher than the lowest settable notification frequency regardless of the set notification frequency, even when the minimum notification frequency is set, the predetermined event is stored. Can be overlooked.
  “Detecting the occurrence of a predetermined event” is not limited to any one of the game control means for controlling the game and the effect control means for controlling the effect, and may be detecting the occurrence of an abnormality in the gaming machine. It may be detected that the player has not performed the action that should be originally performed.
  Each of “detection means”, “notification means”, and “storage means” may be provided by a game control means for controlling a game, or may be provided by an effect control means for controlling an effect. Good.
(2) In the gaming machine of (1) above,
The notification frequency that can be set by the setting means includes a first notification frequency at which specific information is not notified by the notification means (for example, a notification frequency when the communication error level ZERO is set), and specific information by the notification means. The second notification frequency (for example, the notification frequency when the communication error level is set to LOW) and the third notification frequency (for example, the communication error level HI is set higher than the second notification frequency). Notification frequency at the time of notification).
According to such a configuration, it is possible to suitably set the notification frequency.
The “notification frequency” only needs to include the first notification frequency, the second notification frequency, and the third notification frequency, and may include other notification frequencies.
(3) In the above gaming machine (1) or (2),
The storage means can further store information other than detection information (for example, information other than a maintenance history including information that has detected the occurrence of a communication error),
The gaming machine can erase information stored in the storage means (for example, Sr5 in FIG. 23, Ss19, Ss22a in FIG. 24, power-on with the reset / setting switch 38 depressed, etc.) A process of accepting an operation according to a specific operation procedure)
The erasing means can erase information other than the detection information (for example, information such as the number of remaining navigation stock, ART information, performance state, etc.), but cannot erase the detection information (for example, maintenance history information). Information cannot be erased).
  According to such a configuration, since the detection information stored in the storage unit cannot be deleted, it is possible to prevent the occurrence of a predetermined event from being overlooked.
(4) In any of the gaming machines (1) to (3) above,
The storage means detects detection information at the same frequency as the highest notification frequency that can be set by the setting means regardless of the notification frequency set by the setting means when a predetermined event is detected by the detection means. (For example, as shown in FIG. 33, abnormal commands and missing commands are stored at the same frequency as the notification frequency of the communication error level HI).
  According to such a configuration, even when the lowest notification frequency is set, it is stored that the predetermined event is detected at the same frequency as the highest notification frequency, so that the player feels bothered. Thus, the occurrence of the predetermined event can be notified, and the occurrence of the predetermined event can be prevented from being overlooked.
(5) In any one of the above gaming machines (1) to (4),
Game control means for controlling the game (for example, main control unit 41);
Production control means (for example, sub-control unit 91) for controlling production based on control information (for example, command) transmitted from the game control means;
Specific operation means (for example, a setting key switch 37, a reset / setting switch 38, and a power switch 39) that are disabled by the player and that can be operated by a store clerk of the game hall are further provided.
The game control means and the effect control means are connected so that only one-way communication from the game control means to the effect control means is possible,
The production control means includes
Advantageous notification executing means (for example, execution processing of navigation effect accompanying ART) for executing advantageous notification (for example, navigation effect) for notifying information advantageous to the player;
An abnormality detection means (for example, abnormality diagnosis processing in FIGS. 26 and 27) that is the detection means for detecting an advantageous notification-related abnormality (for example, sub error) related to the advantageous notification as a predetermined event;
When the abnormality detecting unit detects the advantageous notification-related abnormality, the advantageous notification-related abnormality notification execution unit (for example, the sub-control unit 91) is the notification unit that performs advantageous notification-related abnormality notification (for example, sub error notification). When a sub error flag is set (for example, Sp5 in FIG. 26) and a sub error notification pattern is set (for example, control for executing sub error notification by Sp27 in FIG. 27),
Advantageous notification related abnormality notification stop means for stopping the advantageous notification related abnormality notification (for example, the sub control unit 91 clears the sub error flag and the sub error notification pattern (for example, Ss7b in FIG. 24) to stop the sub error notification) ) And
The game control means has a predetermined operation mode (for example, a reset / setting switch 38: on state) different from an operation mode (for example, setting key switch 37: power-on in the on state) for changing the game state. Specific control information (for example, an error release command) that can specify that the specific operation means has been operated in the predetermined operation mode when the specific operation means is operated when the power is turned on) as the control information. Including specific control information transmitting means for transmitting to the effect control means,
The advantageous notification-related abnormality notification stop means does not stop the advantageous notification-related abnormality notification and only receives the specific control information from the game control means only when a condition that is satisfied only on the effect control means side is satisfied. When the specific condition including at least (for example, reception of an error release command) is satisfied, the advantageous notification related abnormality notification is stopped,
In the gaming machine, as the notification mode of the advantageous notification-related abnormality notification, the first notification mode (for example, the notification mode when the communication error level shown in FIG. Can be selected from a plurality of types of notification modes including a second notification mode (for example, a notification mode when the communication error level is LOW shown in FIG. 35). For example, it further includes a portion that executes the process of Ss22b in FIG. 24 and executes the process of Sb3 when Y is Sb2 in FIG.
  According to such a configuration, when the advantageous notification related abnormality related to the advantageous notification is detected, the advantageous notification related abnormality notification is executed, and the condition that is satisfied only on the production control means side is satisfied, The specific information transmitted from the game control means by operating the specific operation means that cannot be stopped by the advantageous notification related abnormality notification, cannot be operated by the player, and can be operated by the store clerk of the game hall Advantageous notification-related abnormality notification can be stopped when a specific condition including at least receiving control information is satisfied. For this reason, when an irregularity related to the advantageous notification is made and the abnormal notification-related abnormality notification is executed, it is necessary to operate the specific operation means that cannot be operated by the player. Since abnormality notification cannot be stopped, fraud related to advantageous notification can be effectively prevented.
  The specific operation means used when changing the gaming state is used as an operation for stopping the advantageous notification related abnormality notification, but the predetermined operation mode when the advantageous notification related abnormality notification is stopped is for changing the gaming state. Since it is different from the operation mode, the advantage notification related abnormality notification can be stopped using the specific operation means without changing the game state on the game control means side.
  As the notification mode of the advantageous notification-related abnormality notification, any one of a plurality of types of notification modes including the first notification mode in which the advantageous notification cannot be performed and the second notification mode in which the advantageous notification can be performed can be selected. In addition, the game hall can select the notification mode of the advantageous notification-related abnormality notification in consideration of the possibility that the advantageous notification-related abnormality notification is performed due to factors other than fraud such as the occurrence of noise.
  The specific operation means that can not be operated by the player and can be operated by the store clerk of the amusement hall is, for example, a door that closes the front of the main body, a key held by the store clerk of the game hall, etc. In a configuration that cannot be opened unless it is used, it may be installed inside the main body that is blocked by the door or inside the front door, so that it can be operated by a store clerk in the amusement hall, or exposed to the front. However, an operation using a key held by a store clerk or the like of the game hall may be required so that the operation can be performed by the store clerk of the game hall.
  Information that is advantageous to the player includes, for example, an operation mode for deriving a display result that is advantageous to the player, information that suggests an advantage of the current gaming state, and a privilege that is advantageous to the player. Applicable information.
  Advantageous notification related abnormality related to advantageous notification is, for example, when an abnormality occurs in data used when executing advantageous notification, or when control information transmitted from the game control means when executing advantageous notification is used. In this case, an abnormality occurs in relation to reception of the control information.
  The specific condition including at least receiving the specific control information from the game control means may be a condition that is satisfied only by receiving the specific control information, or other conditions are satisfied in addition to receiving the specific control information. The condition established by
(6) In the gaming machine of (5) above,
The advantage notification execution means executes advantage notification by a method other than the display by the advantage information display means (for example, the liquid crystal display 51) for displaying the advantage notification by displaying information advantageous to the player and the display means. Advantageous information notification means (for example, production effect LED 52),
The second notification mode is a notification mode in which advantageous notification by the advantageous information display means can be executed and advantageous notification-related abnormality notification is executed by the advantageous information notification means (for example, as shown in FIG. The second notification mode is a portion in which a navigation effect is executed by the liquid crystal display 51 and a sub error is notified by the effect LED 52).
  According to such a configuration, the advantageous notification that allows the player to easily recognize the advantageous information is continued, so that when the advantageous notification-related abnormality notification is performed due to factors other than fraud such as the occurrence of noise, the player is not notified. Profits can be prevented from occurring.
(7) In the gaming machine of (6) above,
In order to be able to select the notification mode of the advantageous notification-related abnormality notification, at least an operation of starting the power supply is required (for example, when the setting key switch is turned on and the power is turned on again, Y is obtained in Ss16 in FIG. 24, and Ss22b The part where the process is executed).
  According to such a configuration, in order to be able to select the notification mode of the advantageous notification-related abnormality notification, a power-on operation is required, and it is difficult for a person who performs an illegal act to change the notification mode. It is possible to reduce fraud related to advantageous notification.
(8) In the gaming machine of (5) or (6) above,
The apparatus further includes a covering unit (for example, a cover member 100a) that covers the specific operation unit.
  According to such a configuration, in order to stop the advantageous notification-related abnormality notification, it is necessary to release the covering of the covering means, and it is difficult for a person who performs an illegal act to operate the specific operating means without conspicuous Therefore, fraud related to advantageous notification can be reduced.
(9) In any one of the above gaming machines (5) to (8),
The effect control means includes advantageous notification data initialization means (for example, clearing ART information) for initializing data used for execution of advantageous notification when the advantageous notification-related abnormality notification is executed in the first notification mode. Further prepare.
  According to such a configuration, when the advantageous notification-related abnormality notification is executed, that is, when an abnormality related to the advantageous notification is detected, the data used for executing the advantageous notification is initialized. Data can be securely deleted. Therefore, it is possible to prevent the player from being advantageous due to the advantageous notification that may have been executed due to fraud.
  The advantageous notification data initialization means may be configured to initialize data used for execution of advantageous notification when an abnormality notification related abnormality is detected by the abnormality detection means, or when advantageous notification related abnormality notification is started. The configuration may be such that data used for execution of advantageous notification is initialized, or the data used for execution of advantageous notification may be initialized when advantageous notification-related abnormality notification is stopped.
(10) In the gaming machine of any of (5) to (9) above,
The specific operation means includes predetermined operation means (for example, a reset / setting switch 38),
The predetermined operation mode is an operation (for example, a power-on operation) for starting power supply in a state where the predetermined operation means is operated.
  According to such a configuration, in order to stop the advantageous notification-related abnormality notification, it is necessary to further turn on the power while operating the predetermined operation means, and the person who performs the illegal action performs the operation without conspicuously. Therefore, fraud related to advantageous notification can be effectively prevented.
(11) In the gaming machine of (10) above,
Covering means (for example, a cover member 100a) for covering the predetermined operation means is provided.
  According to such a configuration, in order to stop the advantageous notification-related abnormality notification, it is necessary to perform a power-on operation while operating the predetermined operation means after releasing the covering of the covering means, and perform an illegal act. Since it becomes more difficult for a person to perform the operation without being conspicuous, fraud related to advantageous notification can be more effectively prevented.
(12) In any one of the above gaming machines (5) to (11),
The production control means includes
History storage means (for example, an error number counter) which is the storage means for storing a history of execution of the advantageous notification-related abnormality notification;
When the power supply is started without the specific operation means being operated in the predetermined operation mode (for example, when the power is turned on without pressing the reset / setting switch 38), it is stored in the history storage means. Warning notification (for example, failure notification pattern) when the number of executions or the frequency of execution of the advantageous notification-related abnormality notification exceeds a predetermined threshold (for example, when a failure notification flag is set) Caution notification executing means for executing.
  According to such a configuration, when the number of times that the advantageous notification-related abnormality notification is executed is high or the execution frequency is high, there is a possibility that the failure is not an illegal act. You can encourage the shop assistant.
  The history in which the advantageous notification related abnormality notification is executed may be a history in which the advantageous notification related abnormality is detected by the abnormality detection means, may be a history in which the advantageous notification related abnormality notification is started, or the advantageous notification related abnormality notification may be displayed. It may be a history of stopping.
It is a front view of the slot machine of the Example to which this invention was applied. It is a perspective view which shows the internal structure of a slot machine. It is a figure which shows the symbol arrangement | sequence of a reel. It is a block diagram which shows the structure of a slot machine. It is a figure for demonstrating the technical matter relevant to the kind of small combination, the symbol combination of a small combination, and a small combination. It is a figure for demonstrating the technical matter relevant to the kind of re-game player, the symbol combination of a re-game player, and a re-game player. It is a figure for demonstrating the technical combination relevant to the symbol combination of a transfer event, and a transfer event. It is a figure for demonstrating the transition of a gaming state. It is a figure which shows the outline | summary of a game state. It is a figure for demonstrating the combination of the lottery object combination read as a lottery object role for every game state. It is a figure for demonstrating the combination of the lottery object combination read as a lottery object role for every game state. It is a figure for demonstrating the combination of the combination which a prize is permitted by a lottery object combination. It is a figure for demonstrating the combination of the combination which a prize is permitted by a lottery object combination. It is a figure for demonstrating the reel control at the time of several small part winning. It is a figure for demonstrating the reel control at the time of several re-game player winning. It is a figure which shows the command transmitted to a sub control part from a main control part. It is a flowchart which shows the control content of the starting process in a main control part. It is a flowchart which shows the control content of the power interruption process in a main control part. It is a timing chart which shows the control state of a sub control part. It is a flowchart which shows the control content of the game process which a main control part performs after a setting change process. It is a flowchart which shows the control content of the reel production execution process which a main control part performs in a game process. It is a flowchart which shows the control content of the production | presentation state determination process which a main control part performs in a game process. It is a flowchart which shows the control content of the starting process in a sub control part. It is a flowchart which shows the control content of the timer interruption process (sub) in a sub control part. It is a flowchart which shows the control content of the timer interruption process (sub) in a sub control part. It is a flowchart which shows the control content of the abnormality diagnosis process in a sub control part. It is a flowchart which shows the control content of the abnormality diagnosis process in a sub control part. It is a flowchart which shows the control content of the abnormality determination frequency counter clear process in a sub-control part. It is a flowchart which shows the control content of the freeze related process in a sub control part. It is explanatory drawing which shows the flow of the game at the time of a freeze state. It is a flowchart which shows the control content of the communication error level setting process in a sub control part. It is a flowchart which shows the control content of the sub error alerting | reporting execution process in a sub control part. It is explanatory drawing which shows the setting of the notification frequency according to a communication error level, and the content of the memory frequency. It is explanatory drawing which shows the content of the main error alerting | reporting performed according to the kind of main error. It is explanatory drawing which shows the content of the sub error alerting | reporting performed according to a communication error level. It is a timing chart which shows the control state of the sub control part before and after sub error detection. It is explanatory drawing which shows the specific example when setting a communication error level. It is explanatory drawing which shows the specific example when setting a communication error level. It is explanatory drawing which shows the specific example when setting a communication error level. It is a figure which shows the content of the alert alerting | reporting in a pachinko gaming machine.
  An example of an embodiment for implementing the slot machine according to the present invention will be described below based on the embodiment.
[Configuration of slot machine]
The slot machine 1 according to the present embodiment includes a housing 1a having an open front surface and a front door 1b pivotally supported on a side end of the housing 1a.
  As shown in FIG. 2, inside the casing 1a of the slot machine 1 according to the present embodiment, reels 2L, 2C, and 2R (hereinafter, left reel, middle reel, right As shown in FIG. 1, three consecutive symbols among the symbols arranged on the reels 2L, 2C, and 2R are provided from a see-through window 3 provided on the front door 1b. Arranged to be visible.
  As shown in FIG. 3, "7a", "7b", "7c", "watermelon a", "watermelon b", "cherry", "bell a" are provided on the outer periphery of the reels 2L, 2C, 2R, respectively. , “Bell b”, “Replay a”, and “Replay b” are drawn in a predetermined order by 21 in a predetermined order. The symbols drawn on the outer peripheries of the reels 2L, 2C, and 2R are displayed in the upper, middle, and lower three stages in the see-through window 3, respectively. In the following description, “7a”, “7b”, and “7c” are collectively simply “7”, “watermelon a”, and “watermelon b” are simply “watermelon”, “bell a”, and “bell b”. Are collectively referred to as “bell”, “replay a”, and “replay b” simply as “replay”.
  The reels 2L, 2C, and 2R are provided in correspondence with each other and rotated by reel motors 32L, 32C, and 32R (see FIG. 4), so that the symbols of the reels 2L, 2C, and 2R are continuously formed in the see-through window 3. In addition to being displayed while changing, the rotation of each reel 2L, 2C, 2R is stopped, so that three consecutive symbols are derived and displayed on the fluoroscopic window 3 as display results.
  Inside the reels 2L, 2C, and 2R are reel sensors 33L, 33C, and 33R that detect a reference position for each of the reels 2L, 2C, and 2R, and a reel LED 55 that irradiates the reels 2L, 2C, and 2R from the back side. Is provided. The reel LED 55 includes 12 LEDs corresponding to three consecutive symbols of the reels 2L, 2C, and 2R, and each symbol can be irradiated independently.
  At the position corresponding to each of the reels 2L, 2C, and 2R on the front door 1b, a horizontally-long rectangular see-through window 3 that allows the reels 2L, 2C, and 2R to be seen through from the front side is provided. The reels 2L, 2C, and 2R can be visually recognized from the player side.
  As shown in FIG. 1, on the front door 1b, there are a medal insertion portion 4 into which medals can be inserted, a medal payout exit 9 from which medals are paid out, and credits (the number of medals stored as a player's own game value). The MAXBET switch that is operated when setting the maximum bet number (3 in any game state in the present embodiment) among the prescribed number of bets determined in accordance with the game state within the range. 6. Settlement switch 10 operated when the medal used for setting the medal and the bet number stored as credits is settled (the medal used for setting the credit and bet number is returned), the game is started Start switch 7 that is operated when performing, stop switches 8L, 8C, and 8R that are operated when stopping the rotation of the reels 2L, 2C, and 2R, respectively. Effect switch 56 of the eye are provided operable by the player.
  In the present embodiment, among the three reels 2L, 2C, and 2R that have started to rotate, the reel that stops first is referred to as a first stop reel, and the stop is referred to as a first stop. Similarly, the second stop reel is referred to as a second stop reel, the stop is referred to as a second stop, the third stop reel is referred to as a third stop reel, and the stop is referred to as a third stop or final stop. Called. The first stop of the left reel 2L is also referred to as a first left stop, the second stop of the left reel 2L is referred to as a second left stop, and the third stop of the left reel 2L is also referred to as a third left stop. Stopping the middle reel 2C for the first time is also called middle first stop, stopping the middle reel 2C for the second time is called middle second stop, and stopping the middle reel 2C for the third time is also called middle third stop. The first stop of the right reel 2R is also referred to as a first right stop, the second stop of the right reel 2R is referred to as a second right stop, and the third stop of the right reel 2R is also referred to as a third right stop.
  In the present embodiment, the procedure for the player to operate the stop switches 8L, 8C, and 8R (also referred to as push order and stop operation order) is forward push, forward push, middle left push, middle right push, reverse pinch. Push and reverse push are included. The forward pressing refers to a pressing order in which the middle reel 2C is second stopped after the left reel 2L is first stopped. The forward pinching push means a push order in which the left reel 2L is stopped for the first time and then the right reel 2R is stopped for the second time. The middle left push means a push order in which the left reel 2L is second stopped after the middle reel 2C is first stopped. The middle right press refers to a pressing order in which the right reel 2R is second stopped after the middle reel 2C is first stopped. The reverse pinching push refers to a pressing order in which the left reel 2L is second stopped after the right reel 2R is first stopped. The reverse pressing refers to a pressing order in which the middle reel 2C is second stopped after the right reel 2R is first stopped.
  A game display unit 13 is provided on the front door 1b. As shown in FIG. 1, the game display unit 13 displays a credit display 11 that displays the number of medals stored as credits, the number of medals paid out due to the occurrence of a winning, and the contents when an error occurs. An auxiliary game indicator 12 for displaying an error code, 1 BETLED 14 for notifying that the bet number is set to 1 by lighting, 2 BETLED 15 for notifying that the bet number is set to 2, and 3 betting numbers are set A 3BET LED 16 for notifying that the game has been performed, an insertion request LED 17 for notifying that a medal can be inserted by lighting, and a start valid LED 18 for notifying that the game start operation by operating the start switch 7 is effective. , Wait (reel rotation has not started since a certain period of time has not elapsed since the start of the previous game) Replay During LED20 notifying is provided by lighting the effect that LED 19, and during replay game in wait for notifying by lighting the fact is in state) waiting for. A replay game refers to a game that is started after the number of bets is automatically set.
  Inside the MAXBET switch 6, there is provided a BET switch valid LED 21 (see FIG. 4) for notifying that the betting number setting operation by the operation of the MAXBET switch 6 is valid. Inside the stop switches 8L, 8C, and 8R, left, middle, and right stop effective LEDs 22L, 22C, and 22R for informing that the reel stop operation by the corresponding stop switches 8L, 8C, and 8R is effective by lighting (FIG. 4).
  Above the see-through window 3 of the front door 1b, a liquid crystal display 51 and an effect LED 52 are provided. Further, speakers 53 and 54 are provided on both sides of the medal payout slot 9. An effect image is displayed from the liquid crystal display 51 when the effect is executed, and an image is also displayed when shifting to the demo state. The effect effect LED 52 is always lit, and is lit in a lighting pattern that matches the effect when the effect is executed. From the speakers 53 and 54, a reel rotation sound, a stop switch operation sound, a production sound, and the like are reproduced.
  When the performance state is controlled to AT (assist time) (including when it is controlled to ART (assist replay time)), an image showing the operation order of the stop switches 8L, 8C, 8R from the liquid crystal display 51 Is displayed, the effect LED 52 is lit in accordance with the operation order of the stop switches 8L, 8C, and 8R, and the sound indicating the operation order of the stop switches 8L, 8C, and 8R is reproduced from the speakers 53 and 54. The AT is a period in which a navigation effect is executed in which the player is notified of the pressing order of the stop switches 8L, 8C, 8R in order to generate a predetermined winning.
  The production effect LED 52 is divided into three blocks of the center, left side, and right side toward the front door 1b. When controlled by the AT, when executing a navigation effect that prompts the user to operate the stop switch 8L, when performing a navigation effect that prompts the user to operate the left effect effect LED 52 and the stop switch 8C. The effect effect LED 52 on the right side lights up when the navigation effect that prompts the operation of the effect effect LED 52 and the stop switch 8R is executed.
  Inside the front door 1b, there is a stop switch 36a for selecting whether to enable / disable the stop function for controlling the stop state at the end of AT and at the end of RT3, an error state and a stop state (reset) by key operation. A reset switch 23 for detecting a reset operation for releasing a state in which the progress of the game is restricted until an operation is performed, and a setting value displayed at that time while the setting value is being changed or the setting value is being confirmed. Stored as a value indicator 24, a stop switch 36a for selecting validity / invalidity of a stop function for controlling the stop state (a state in which the progress of the game is restricted until a reset operation is performed), and credits. The automatic checkout switch 36b for selecting the validity / invalidity of the automatic checkout function for automatically adjusting (returning) the medal regardless of the player's operation is inserted from the medal insertion unit 4. A flow path switching solenoid 30 for selectively switching the medal flow path to either the hopper tank 34a (see FIG. 2) side or the medal payout exit 9 side provided in the housing 1a, and the medal insertion section 4 Are provided with a medal selector 29 having a inserted medal sensor 31 for detecting a medal that flows into the hopper tank 34a and a door open detection switch 25 (see FIG. 4) for detecting the open state of the front door 1b.
  AT is a period during which a navigation effect is executed in which the player is notified of the operating procedure of the stop switches 8L, 8C, 8R in order to generate a predetermined winning. The AT is controlled on the condition that it has Navistock which is the right of AT control. The AT is controlled over a predetermined number of games (one set of 50 games in the present embodiment) based on the number of navigation stocks held. For this reason, the number of navigation stocks indicates the number of rights controlled by the AT, and as the number of navigation stocks increases, the number of navigation stocks is controlled by the AT for a longer period.
  As shown in FIG. 2, the housing 1a has a reel unit 2, an external output board 1000 (see FIG. 4) for outputting an external output signal, and a hopper tank for storing medals inserted from the medal insertion unit 4. 34a, a hopper motor 34b (see FIG. 4) for paying out medals stored in the hopper tank 34a from the medal payout outlet 9, and a payout sensor 34c (see FIG. 4) for detecting medals paid out by driving the hopper motor 34b. A hopper unit 34 and a power supply box 100 are provided. The reel unit 2 includes reels 2L, 2C, and 2R, reel motors 32L, 32C, and 32R (see FIG. 4), and reel sensors 33L, 33C, and 33R (each capable of detecting the reel reference position of each reel 2L, 2C, and 2R). 4).
  On the side of the hopper unit 34, an overflow tank 35 is provided for storing medals overflowing from the hopper tank 34a. Inside the overflow tank 35, there is provided a full sensor 35a (see FIG. 4) made up of a pair of electrically conductive members spaced from each other and provided at a height capable of detecting a predetermined amount of stored medals. When the conductive member conducts by contacting through the medal stored in the overflow tank 35, the amount of medal stored in the inside exceeds a predetermined amount, that is, the overflow tank 35 is in a full tank state. It is detected that
  On the front surface of the power supply box 100, as shown in FIG. 4, it functions as a setting key switch 37 for switching to a setting change state or a setting confirmation state, and a reset switch for canceling an error state or a stop state in normal times. In the setting change state, the reset / setting switch 38 functioning as a setting switch for changing the set value of the winning probability (outtake rate) of the internal lottery, and the power switch 39 operated when the power is turned on / off. Is provided.
  The stop switch 36a, automatic settlement switch 36b, setting key switch 37, reset / setting switch 38, and power switch 39 in the housing 1a cannot be operated unless the front door 1b is opened by key operation. For this reason, those switches inside the housing 1a can be operated only by a game shop clerk and cannot be operated by the player.
  As shown in FIG. 2, a front cover 100a capable of covering the front surface of the power supply box 100 provided with the reset / setting switch 38 and the power switch 39 on the front surface is provided. The front cover 100a is pivotally supported at one end of the power supply box 100 so that the reset / setting switch 38 and the power switch 39 cannot be operated unless the front cover 100a is opened.
  When a game is played in the slot machine 1 of the present embodiment, first, a medal is inserted from the medal insertion unit 4 or a bet number is set using a credit. To use the credit, the MAXBET switch 6 may be operated. When a predetermined number of bets determined according to the gaming state are set, the winning line LN (see FIG. 1) becomes valid, and the operation of the start switch 7 is valid, that is, the state where the game can be started. Become. In the present embodiment, three bets are defined as the prescribed number of bets, and when the prescribed number of bets is set, the pay line LN becomes valid. In addition, when a medal is inserted exceeding the maximum number out of the prescribed number corresponding to the gaming state, the amount is added to the credit.
  The winning line is a line that is set to determine whether a combination of symbols displayed on the perspective windows 3 of the reels 2L, 2C, and 2R is a winning symbol combination. In the present embodiment, these combinations are also called “winning combination” or “winning combination”, and a combination of symbols constituting any combination stops on the winning line, and a winning occurs. Also called. For example, when the symbol combination constituting the re-gamer is derived on the winning line, a replay game in which the player can play the next game without setting the number of bets using medals is activated. It is also said that the re-game winning (replay winning) occurs when the symbol combination constituting the re-game is derived on the winning line.
  In the present embodiment, as shown in FIG. 1, only the winning line LN set across the symbols arranged in the horizontal direction in the middle stage of the reel 2L, the middle stage of the reel 2C, the middle stage of the reel 2R, that is, the middle stage, is the winning line. It is defined as. In the present embodiment, only one pay line is applied, but a plurality of pay lines may be applied.
  In the present embodiment, invalid lines LM1 to LM4 are set apart from the winning line LN in order to make it easy to recognize that the combination of symbols constituting the winning line is aligned on the winning line LN. The invalid lines LM1 to LM4 are not determined for winning based on a combination of symbols aligned with the invalid lines LM1 to LM4. When a combination of symbols constituting a specific winning line is arranged on the winning line LN, a combination of symbols (for example, bell-bell-bell) that is awarded when the winning line LN is aligned with any of the invalid lines LM1 to LM4. ) Are arranged so that it is easy to recognize that the combination of symbols constituting a specific prize is arranged on the winning line LN.
  In the present embodiment, as shown in FIG. 1, the invalid lines LM1 and 2L of the reel 2L, the upper stage of the reel 2C, the upper stage of the reel 2R, that is, the invalid line LM1 and the reel 2L set across the symbols arranged in the horizontal direction on the upper stage. The lower stage, the lower stage of the reel 2C, the lower stage of the reel 2R, that is, the invalid line LM2 set across the symbols arranged horizontally in the lower stage, the upper stage of the reel 2L, the middle stage of the reel 2C, the lower stage of the reel 2R, that is, lower right There are four types of invalid lines LM3 set across straddling symbols: invalid line LM3, lower stage of reel 2L, middle stage of reel 2C, upper stage of reel 2R, that is, invalid line LM4 set across straddling symbols. It is defined as LM.
  When the start switch 7 is operated in a state where the game can be started, the reels 2L, 2C, and 2R rotate, and the symbols of the reels 2L, 2C, and 2R continuously vary. When any one of the stop switches 8L, 8C, 8R is operated in this state, the rotation of the corresponding reels 2L, 2C, 2R is stopped, and the display result is derived and displayed on the fluoroscopic window 3.
  One game is completed when all reels 2L, 2C, and 2R are stopped, and a predetermined symbol combination (hereinafter also referred to as a combination) on the winning line LN is a display result of each reel 2L, 2C, and 2R. In the case of a stop, a winning will occur. When a prize is generated, a predetermined number of credits are added according to the prize. When the credit reaches the upper limit (50 in the present embodiment), medals are paid out from the medal payout opening 9 (see FIG. 2). When the combination of symbols accompanying the transition of the gaming state is stopped on the winning line LN, the gaming state is shifted according to the combination of symbols.
  In the present embodiment, a configuration using three reels is illustrated, but a configuration using only one reel, a configuration using two reels, a configuration using four or more reels may be used. In a configuration using two or more reels, a winning determination may be made based on a combination of display results derived for all two or more reels. In this embodiment, the variable display device is configured with physical reels, but the variable display device may be configured with an image display device such as a liquid crystal display.
  In the slot machine 1 according to the present embodiment, after the game is started and the reels 2L, 2C, and 2R are rotated and the symbols start to change, any one of the stop switches 8L, 8C, and 8R is operated. When this occurs, the rotation of the reels corresponding to the stop switches 8L, 8C, and 8R stops and the symbol is stopped and displayed. The maximum stop delay time from the operation of the stop switches 8L, 8C, 8R to the stop of the rotation of the corresponding reels 2L, 2C, 2R is 190 ms (milliseconds).
  The reels 2L, 2C and 2R rotate 80 times per minute, and 80 × 21 (the number of symbols per reel) = 1680 frames, so the maximum of 4 symbols is drawn in 190 ms. be able to. In other words, the symbols that can be selected as the stop symbols are the symbols that are displayed when the stop switches 8L, 8C, and 8R are operated, and the symbols that are four frames ahead of them, for a total of five symbols.
  For this reason, for example, when any of the stop switches 8L, 8C, 8R is operated and the symbol displayed on the lower stage of the reel corresponding to the stop switch is used as a reference, the symbol from the symbol to four frames ahead Since the symbols can be displayed in the lower row, in each of the reels 2L, 2C, 2R, when any one of the stop switches 8L, 8R is operated, the symbol displayed in the middle row of the reel corresponding to the stop switch. The symbols arranged within 5 frames including can be displayed on the winning line.
  FIG. 4 is a block diagram showing a configuration of the slot machine 1. As shown in FIG. 4, the slot machine 1 is provided with a game control board 40, an effect control board 90, and a power supply board 101. The game state is controlled by the game control board 40, and the game state is controlled by the effect control board 90. The production according to the control is controlled, and the power supply board 101 generates the drive power for the electrical components constituting the slot machine 1 and supplies them to each part.
  The power supply board 101 is supplied with AC100V power from the outside, and a DC voltage necessary for driving the electrical components constituting the slot machine 1 is generated from the AC100V power supply. The game control board 40 and the game control board 40 Is supplied to the effect control board 90 connected via the. The power supply line for supplying power to the effect control board is directly connected from the power supply board 101 to the effect control board 90 without going through the game control board 40, and the power supply board 101 directly supplies power to the effect control board 90. May be supplied.
  A hopper motor 34b, a payout sensor 34c, a full sensor 35a, a setting key switch 37, a reset / setting switch 38, and a power switch 39 are connected to the power supply board 101.
  The game control board 40 includes a MAXBET switch 6, a start switch 7, stop switches 8L, 8C, and 8R, a settlement switch 10, a reset switch 23, a stop switch 36a, an automatic settlement switch 36b, an insertion medal sensor 31, and a door opening detection switch. 25, reel sensors 33L, 33C, and 33R are connected, and a payout sensor 34c, a full sensor 35a, a setting key switch 37, and a reset / setting switch 38 are connected via the power supply board 101. A switch detection signal is input.
  On the game control board 40, the credit indicator 11, the game auxiliary indicator 12, 1-3 BET LEDs 14-16, the insertion request LED 17, the start valid LED 18, the waiting LED 19, the replaying LED 20, the BET switch valid LED 21, the left, middle, right Stop valid LEDs 22L, 22C, 22R, set value display 24, flow path switching solenoid 30, reel motors 32L, 32C, 32R are connected, and hopper motor 34b is connected via power supply board 101. The electric parts are driven based on the control of the main control unit 41 mounted on the game control board 40.
  The game control board 40 is equipped with a main control unit 41 for controlling the game. The main control unit 41 includes a microcomputer having a main CPU 41a, a ROM 41b, a RAM 41c, and an I / O port 41d. The game control board 40 includes a random number circuit 42 that generates a random number within a predetermined range (0 to 65535 in the present embodiment), a pulse oscillator 43 that supplies a clock signal having a constant frequency to the random number circuit 42, and the game control board 40. A switch detection circuit 44 that detects detection signals input from switches connected directly or via the power supply board 101, a motor drive circuit 45 that controls the drive of the reel motors 32L, 32C, and 32R, and a flow path switching A solenoid drive circuit 46 that controls the drive of the solenoid 30; an LED drive circuit 47 that controls various displays and LEDs connected to the game control board 40; and a power supply voltage supplied to the slot machine 1; When detecting a voltage drop, a power interruption detection circuit 48 that outputs a voltage drop signal indicating that to the main control unit 41, and a power supply A reset circuit 49 to provide a reset signal to the main CPU41a when initialization command from Nyutoki or main CPU41a is not inputted, and the other various devices and circuits are mounted.
  The main CPU 41a has an interrupt function (including an interrupt prohibition function) such as a timekeeping function and a timer interrupt, and executes a program stored in the ROM 41b to perform processing related to the progress of the game, and the game control board 40 Each part of the control circuit mounted on the is directly or indirectly controlled. The ROM 41b stores fixed data such as programs executed by the main CPU 41a and various tables. The RAM 41c is used as a work area when the main CPU 41a executes a program. The I / O port 41d inputs / outputs a control signal to / from each circuit connected via a signal input / output terminal included in the main control unit 41.
  The main control unit 41 is supplied with backup power even during a power failure, and the data stored in the RAM 41c is held while the backup power is supplied.
  The main CPU 41a repeatedly loops the process according to the control state until the detection state of the various switches connected to the game control board 40 is changed as a basic process, and step by step according to the change of the detection state of the various switches. Execute the process to move to. The main CPU 41a has an interrupt function, can interrupt the basic process when an interrupt occurs, and can execute the interrupt process. The main CPU 41a responds to the input of the voltage drop signal output from the power interruption detection circuit 48. The power interruption process (main) is executed, and the timer interrupt process (main) is executed at regular time intervals. Note that the execution interval of the timer interrupt process (main) is set to a time longer than the sum of the time required to complete the repetition of the process depending on the control state in the basic process and the execution time of the timer interrupt process (main) Therefore, the process that repeats depending on the control state between this time and the next timer interrupt process (main) is completed at least once.
  In the power interruption process, execution of other interrupt processes is prohibited as the process starts. Then, a process of saving all registers that may be in use to the RAM 41c is performed. As a result, it is possible to return to the original processing when the power interruption is restored. Next, after all output ports are initialized, a RAM parity is calculated based on all data stored in the RAM 41c, set in a predetermined parity storage area, and RAM access is prohibited. Then, a loop process in which no process is performed is entered. That is, when the voltage decreases as it is, the operation is stopped internally. Therefore, the main control unit 41 reliably stops operation when power is interrupted. Thus, in the power interruption process, the RAM parity at that time is calculated and stored in the parity storage area, and compared with the RAM parity calculated at the next start-up, whether or not the data stored in the RAM 41c is normal. Can be confirmed.
  The reset circuit 49 outputs a reset signal to the main control unit 41 when the voltage rises to a level at which the main control unit 41 can be activated when the power is turned on, and activates the main control unit 41. When the reset circuit 49 counts up without clearing the value of the reset counter based on a signal periodically output from the main control unit 41, that is, when the main control unit 41 does not operate for a certain time, This circuit outputs a reset signal to the control unit 41 and restarts the main control unit 41.
  The main CPU 41a transmits various commands to the effect control board 90 via the I / O port 41d. Here, from the game control board 40 to the effect control board 90, for example, by using a unidirectional circuit such as a diode or a transistor, only in one direction (direction from the game control board 40 to the effect control board 90). The signal is configured not to pass. Therefore, the command transmitted from the game control board 40 to the effect control board 90 is transmitted only in one direction, and the command is not transmitted from the effect control board 90 to the game control board 40. Command transmission from the game control board 40 to the effect control board 90 is performed by serial communication. The game control board 40 and the effect control board 90 are not limited to being directly connected, and may be configured to be connected via a relay board, for example.
  An effect switch 56 is connected to the effect control board 90, and a detection signal of the effect switch 56 is input.
  The effect control board 90 is connected to effect devices such as a liquid crystal display 51 (see FIG. 2), effect effect LEDs 52, speakers 53 and 54, and reel LEDs 55 arranged on the front door 1b of the slot machine 1. The effect device is driven based on the control by the sub control unit 91 mounted on the effect control board 90.
  In the present embodiment, the sub-control unit 91 mounted on the effect control board 90 is configured to perform output control of effect devices such as the liquid crystal display 51, effect effect LED 52, speakers 53 and 54, and reel LED 55. In addition to the sub-control unit 91, an output control unit that directly controls the output of the effect device is mounted on the effect control board 90 or another board, and the sub-control unit 91 produces an effect based on a command from the main control unit 41. It is good also as a structure which determines the output pattern of an apparatus and an output control part performs output control of an effect device based on the output pattern which the sub control part 91 determined. In such a structure, the sub control part 91 and the output control part The output control of the rendering device is performed by both.
  In the present embodiment, the liquid crystal display 51, the effect effect LED 52, the speakers 53 and 54, and the reel LED 55 are exemplified as the effect device. However, the effect device is not limited to this, and the display device or machine that is mechanically driven. An actuating item that is driven automatically may be applied as the effect device.
  The effect control board 90 performs drive control of the sub-control unit 91 that controls the effect, the display control circuit 92 that controls the display of the liquid crystal display 51 connected to the effect control board 90, the effect LED 52, and the reel LED 55. An LED output circuit 93, an audio output circuit 94 that controls audio output from the speakers 53 and 54, a reset circuit 95 that gives a reset signal to the sub CPU 91a when the power is turned on or when an initialization command from the sub CPU 91a is not input for a certain period of time, A switch detection circuit 96 that detects a detection signal input from the effect switch 56 connected to the effect control board 90, monitors the power supply voltage supplied to the slot machine 1, and indicates that when a voltage drop is detected. A power interruption detection circuit 98 that outputs a voltage drop signal to the sub CPU 91a is mounted. The sub control unit 91 is configured by a microcomputer including a sub CPU 91a, a ROM 91b, a RAM 91c, and an I / O port 91d. Sub CPU91a receives the command transmitted from game control board 40, performs various control for performing an effect, and controls each part of the control circuit mounted in effect control board 90 directly or indirectly. .
  Similar to the main control unit 41, the sub control unit 91 has an interrupt function, generates an interrupt when receiving a command from the main control unit 41, and acquires a command transmitted from the main control unit 41. Execute command reception interrupt processing to be stored in the buffer. The sub-control unit 91 executes a timer interrupt process (sub) by generating an interrupt every time the number of input system clocks reaches a certain number, that is, every certain interval.
  Unlike the main control unit 41, the sub control unit 91 interrupts the command even if the timer interrupt process (sub) is being executed when an interrupt is generated based on the reception of the command. The reception interrupt process is executed, and the command reception interrupt process is executed with the highest priority even if interrupts that trigger the timer interrupt process (sub) occur simultaneously.
  The sub-control unit 91 is also supplied with backup power in the event of a power failure, and the data stored in the RAM 91c is held while the backup power is being supplied.
[Setting value]
In the slot machine 1 according to the present embodiment, the medal payout rate (the ratio between the total number of medals used for setting the bet number and the total number of medals paid out by winning) changes according to the set value. Specifically, the medal payout rate changes by using the winning probability according to the set value in the internal lottery or the like. The set value is composed of 6 levels of 1 to 6, with 6 being the highest payout rate and the payout rate being lower as the value is decreased in the order of 5, 4, 3, 2, 1. That is, from the point of view of the payout rate, when the set value is set to 6, the player has the highest advantage, and the advantage decreases step by step as the value decreases in the order of 5, 4, 3, 2, 1. Become.
  In order to change the setting value, it is necessary to turn on the power of the slot machine 1 after the setting key switch 37 is turned on. When the setting key switch 37 is turned on and the power is turned on, the setting value read from the RAM 41c is displayed as a display value on the setting value display 24, and the setting value can be changed by operating the reset / setting switch 38. Transition to the setting change state. When the reset / setting switch 38 is operated in the setting change state, the display value displayed on the setting value display 24 is updated one by one (when further operation is performed from the setting 6, the display returns to the setting 1). . When the start switch 7 is operated, the display value is determined as the set value. When the setting key switch 37 is turned off, the determined display value (setting value) is stored in the RAM 41c of the main control unit 41, and the state shifts to a state in which the game can proceed.
  It should be noted that the setting change state may be entered on condition that “power ON” + “setting key ON” + “front door opening detection”. Thereby, the unauthorized setting change in the state where the front door 1b is not opened can be prevented. In addition, once the state is changed to the setting change state, the setting change state is maintained regardless of the open / closed state of the front door 1b until the end condition for ending the setting change state (the setting key is turned OFF after the set value is determined) is satisfied. You may make it do. Thereby, even if the front door 1b is closed during the setting change state, the setting change state is not terminated, and thus it is possible to prevent the trouble of shifting to the setting change state again.
  In order to confirm the set value, after the game is over, the setting key switch 37 may be turned on in a state where the number of bets is not set. When the setting key switch 37 is turned on in such a situation, the setting value read out from the RAM 41c is displayed on the setting value display 24, thereby shifting to a setting confirmation state in which the setting value can be confirmed. In the setting confirmation state, the game cannot be progressed, and by setting the setting key switch 37 to the off state, the setting confirmation state is ended and the state where the game can proceed is returned.
  It should be noted that the setting confirmation state may be shifted on condition that “setting key ON” + “front door opening detection”. Thereby, the unauthorized setting check in the state where the front door 1b is not opened can be prevented. In addition, once the setting confirmation state is entered, the setting confirmation state is maintained regardless of whether the front door 1b is opened or closed until an end condition (setting key is turned OFF) for ending the setting confirmation state is satisfied. Also good. As a result, even if the front door 1b is closed during the setting confirmation state, the setting confirmation state is not terminated, so that it is possible to prevent the trouble of shifting to the setting confirmation state again.
[Power interruption]
In the slot machine 1 of the present embodiment, the main control unit 41 determines whether or not a voltage drop signal from the power interruption detection circuit 48 is detected every time the timer interrupt process (main) is executed. Power failure determination processing is performed, and when it is determined that a voltage drop signal is detected in the power failure determination processing, power interruption processing for setting data for determining whether or not the data in the RAM 41c is normal at the time of the next recovery (main) Execute.
  The main control unit 41 returns the processing state of the main control unit 41 to the state before the power interruption based on the data stored in the RAM 41c on the condition that the data in the RAM 41c is normal at the time of activation. If the RAM data is not normal, it is determined that the RAM is abnormal, the RAM abnormal error code is set in the register, and the RAM abnormal error state is controlled to disable the progress of the game.
  The sub-control unit 91 also determines whether or not the voltage drop signal from the power interruption detection circuit 98 is detected in the timer interrupt process (sub), and if it is determined that the voltage drop signal is detected, the sub-control unit 91 returns next time. Sometimes power interruption processing (sub) for setting data for determining whether or not the data in the RAM 91c is normal is executed.
  The sub-control unit 91 restores the processing state of the sub-control unit 91 to the state before the power interruption based on the data stored in the RAM 91c on the condition that the data of the RAM 91c is normal at the time of activation. If the data in the RAM 91c is not normal, it is determined that the RAM is abnormal, and the RAM 91c is initialized. In this case, unlike the main control unit 41, only the RAM 91c is initialized, and the performance is not disabled.
  Even when it is determined that the data in the RAM 91c is normal at the time of activation, the sub-control unit 91 receives a setting command indicating that the setting change state has been entered from the main control unit 41, and after a certain period of time has elapsed since activation. The RAM 91c is also initialized when neither a return command nor a setting command indicating that the control state of the main control unit 41 has returned has been received even after elapse. In this case, the execution of the performance is not disabled only by initializing the RAM 91c.
[Initialize]
Next, initialization of the RAM 41c of the main control unit 41 will be described. The storage area of the RAM 41c is divided into an important work, a special work, a non-saved work, a general work, an unused area, and a stack area.
  In the present embodiment, the main control unit 41 sets the setting key switch 37 on and the reset / setting switch 38 when the RAM abnormality error occurs, when the setting key switch 37 and the reset / setting switch 38 are both on. When the setting key switch 37 is turned off and the data in the RAM 41c is not destroyed when the setting key switch 37 is turned off, when the initialization condition consisting of five at the end of one game is satisfied, Five types of initialization in different areas to be initialized are performed according to each initialization condition.
  Initialization 0 is initialization that is performed at the time of startup when both the setting key switch 37 and the reset / setting switch 38 are on when a RAM error occurs. In initialization 0, all areas of the RAM 41c are initialized. The Initialization 1 is an initialization performed before the setting key switch 37 is turned on and the reset / setting switch 38 is turned off at the time of start-up, and is shifted to the setting change state. In the initialization 1, the RAM 41c is used. Of the storage area, areas other than the important work and special work are initialized. In initialization 2, the general work, the unused area, and the unused stack area in the storage area of the RAM 41c are initialized. Initialization 3 is initialization that is performed when the setting key switch 37 is off at the time of startup and the data in the RAM 41c is not destroyed. In initialization 3, non-saved work, unused areas, and The used stack area is initialized. Initialization 4 is initialization performed at the end of one game. In initialization 4, an unused area and an unused stack area are initialized in the storage area of the RAM 41c.
  In this embodiment, initialization 1 is performed before the transition to the setting change state. However, initialization 1 is performed at the end of the setting change state, or both before the setting change state and at the end of the setting change state. May be.
[Internal lottery]
In the slot machine 1 of the present embodiment, when all the reels 2L, 2C, and 2R are stopped, the winning line that is activated (in this embodiment, all the winning lines are always activated, In the following, an activated winning line is simply referred to as a winning line) and a combination of symbols called “comb” is awarded. The combination may be a combination of the same symbols or a combination including different symbols. The type of winning combination is determined according to the game state, but it can be roughly divided into a small role with payout of medals and a replay that can start the next game without the need to set the number of bets. There are a game combination and a special combination with a transition to a game state advantageous to the player. Below, a small role and a re-playing role are collectively called a general role. In order for winning of each combination determined according to the gaming state to occur, it is necessary to win an internal lottery to be described later and set a winning flag of the combination in the RAM 41c.
  Of the winning flags for each of these roles, the winning flags for the small role and the replaying role are valid only in the game in which the flag is set, and are invalid in the next game. It is valid until a combination of combinations permitted by the flag is completed, and is invalid in a game having a combination of combinations permitted. In other words, once the special combination winning flag is won, even if the combination of the combinations permitted by the flag cannot be aligned, the winning flag is not invalidated and is carried over to the next game.
  In this embodiment, the special combination is not provided, and only the small combination and the replay combination are subject to the internal lottery and winning, but the special combination is provided and the special combination is the internal lottery and winning combination. It is good also as composition used as object.
  In the internal lottery, whether or not a winning for each winning combination is permitted is determined before the display results of all the reels 2L, 2C, and 2R are derived and displayed (actually, when the start switch 7 is detected). It is. In the internal lottery, first, a random value for internal lottery (an integer from 0 to 65535) is acquired when the start switch 7 is detected. For each combination determined according to the gaming state (RT type), the numerical data stored in the lottery work, the current gaming state (RT type), the number of bets and the set value An internal lottery is performed according to the number of determination values of the combination.
  In the internal lottery, a random number value for internal lottery (a lottery work is stored) that is determined in accordance with the role that is the subject of the internal lottery, the current gaming state (current RT type), and the set value. When the result of addition overflows, it is determined that the winning combination is won. For this reason, a winning combination is won with a probability (number of determination values / 65536) corresponding to the number of determination values.
  When the winning of any combination is determined, a winning flag corresponding to the winning combination is set in the internal winning flag storing work assigned to the RAM 41c. The internal winning flag storage work consists of a 2-byte storage area, of which the upper byte is assigned as the special role storing work in which the winning flag for the special role is set, and the lower byte is the winning of the general role It is assigned as a general role storage work for which a flag is set. Specifically, when a special combination is won, a special combination winning flag indicating that the special combination is won is set in the special combination storing work, and the winning flag set in the general combination storing work is cleared. When a general combination is won, a winning flag for the general combination indicating that the general combination is won is set in the general combination storing work. If no winning combination or winning combination is won, only the general winning combination work is cleared.
  In this embodiment, since the configuration does not include a special combination, only the general combination storage work among the internal winning flag storage works is used.
[Reel stop control]
The stop control of the reels 2L, 2C, 2R will be described.
  The main control unit 41 refers to the table index and the table creation data stored in the ROM 41b when the reel starts rotating and when the reel stops and the reel that is still rotating still remains. A stop control table is created for each reel that is rotating. When any of the stop switches 8L, 8C, and 8R corresponding to the rotating reel is effectively detected, the stop control table of the corresponding reel is referred to and the slip of the referred stop control table is referred to. Based on the number of frames, control is performed to stop the rotation of the reels 2L, 2C, 2R corresponding to the operated stop switches 8L, 8C, 8R.
  The stop control table is data that can specify the number of sliding frames for each timing when the stop operation is performed. In the present embodiment, stepping motors that make one turn at a cycle of 336 steps (0 to 335) are used for the reel motors 32L, 32C, and 32R. That is, the reels 2L, 2C, and 2R make one round by driving the reel motors 32L, 32C, and 32R in 336 steps. 21 areas (frames) divided every 16 steps (the number of steps in which one symbol moves) per reel are defined, and these areas have area numbers 0 to 20 from the reel reference position. Assigned. On the other hand, the number of symbols arranged on one reel is 21, and symbol numbers 0 to 20 from the reel reference position are assigned to symbols on each reel, so symbols 0 to 20 are assigned to each reel. The region numbers 0 to 20 are assigned in order. In the stop control table, the number of sliding symbols for each area number is compressed and stored according to a predetermined rule, and the number of sliding frames for each area number can be acquired by expanding the stop control table.
  Next, when the main control unit 41 effectively detects any one of the stop switches 8L, 8C, and 8R corresponding to the rotating reel, the control when the display result is derived to the corresponding reel is described. explain. If any of the stop switches 8L, 8C, and 8R corresponding to the rotating reel is detected effectively, the area number of the stop operation position is based on the number of steps from the reel reference position when the stop operation is detected. And the number of sliding symbols corresponding to the area number of the specified stop operation position is obtained by referring to the stop control table of the reel where the stop operation is detected. Then, from the number of steps from the reel reference position at the time when the stop operation is detected, the number of steps from the acquired number of sliding frames until the stop is calculated is calculated, and the reel is rotated by the calculated number of steps and stopped. . Thus, the region corresponding to the region number that is the stop position ahead of the number of sliding frames from the region corresponding to the region number of the stop operation position where the stop operation is detected is the stop reference position (in this embodiment, the fluoroscopic window 3 Stop in the lower symbol area).
  In the table index of the present embodiment, only one address is stored as index data corresponding to one internal winning state in one gaming state, and one table creation data includes one reel. Only one address is stored as the address of the storage area of the stop control table corresponding to the stop status (and the stop position of the stopped reel). That is, the table creation data corresponding to one internal winning state in one gaming state (RT type) and the stop control table corresponding to the reel stop status (and the stopped position of the stopped reel) are uniquely determined. The stop control table created with reference to these is also unique for one internal winning state in one gaming state and the reel stop status (and the stop position of the stopped reel). For this reason, the same stop control table, that is, the same control when all of the gaming state (RT type), the internal winning state, and the reel stop status (and the stopped position of the stopped reel) are the same. Reel stop control is performed based on the pattern.
  In the present embodiment, a value of 0 to 4 is determined as the number of sliding frames, and it is possible to stop the reel by drawing a maximum of 4 symbols after detecting a stop operation. That is, the stop position of the symbol can be designated from a range of up to 5 frames including the stop operation position where the stop operation is detected. Since it is necessary to move one frame to move the reel for one symbol, it is possible to stop the reel by pulling up to four symbols after detecting the stop operation, and the stop operation position where the stop operation is detected. A symbol stop position can be specified from a range of a maximum of 5 symbols.
  In the present embodiment, when any of the winning combinations is won, the winning combination is drawn to the maximum in the range of 4 frames on the winning line, and the winning combination is drawn not to be aligned on the winning line. Create a stop control table with the number of sliding symbols and perform reel stop control. On the other hand, if you do not win any of the roles, stop control with the number of sliding symbols that does not match any of the roles Create a table and perform reel stop control. As a result, when a stop operation is performed, if the winning combination can be stopped on the winning line in the drawing range of up to 4 frames, the control is performed so that the winning combination is stopped. Control is performed to stop the non-combining roles without aligning them in the drawing range of up to 4 frames.
  In this embodiment, the special role is not provided. However, in the configuration with the special role, the special role is selected when the special role is won in a state where the special role has been carried over from before the previous game. If a small role is simultaneously elected, the number of sliding symbols is set so that the winning small role is drawn to the maximum of 4 frames in the winning line, and the winning small role is maximized on the winning line. For stop operation positions that cannot be drawn in the range of 4 frames, a stop control table with a number of sliding frames is created so that the selected special role can be drawn to the winning line in the range of 4 frames to the maximum, and the reel stops Control may be performed. As a result, when a stop operation is performed, if it is possible to stop all the small roles that have been selected in the drawing range of up to 4 frames on the winning line and stop them, control is performed so that the winning combination is stopped. If you can't draw a small role that has been won in the drawing range of up to 4 frames on the line, if you can stop with a special role that has been won in the drawing range of up to 4 frames on the winning line, Control is performed to align and stop, and the winning combination that is not won is controlled to stop without being aligned in the 4-frame drawing range. That is, in such a case, priority is given to the control for aligning the small combination on the winning line over the special combination, and the special combination can be won only when the small combination cannot be drawn. When a special combination and a small combination can be withdrawn at the same time, only the small combination is drawn in, and the small combination is not on the winning line at the same time as the special combination.
  If a special role and a small role are elected at the same time, priority will be given to the control of aligning the special role on the winning line over the small role, and the small role will be placed on the winning line only if the special role cannot be drawn. You may perform control to align.
  In a configuration with a special role, a stop operation is performed when the special role and the replaying role are won at the same time, such as when the replaying role is won while the special role has been carried over from before the previous game. When the game is interrupted, control may be performed so that the symbols of the re-gamer are aligned and stopped on the winning line within a drawing range of up to 4 frames. In this case, the symbols constituting the re-gamer or the symbols constituting the re-gamer elected at the same time are arranged within 5 symbols for each of the reels 2L, 2C and 2R, that is, at intervals of 4 frames or less. Since it can always be stopped at any position within the drawing range of 4 frames, when the special combination and re-playing combination are elected at the same time, it depends on the operation timing of the stop switches 8L, 8C, 8R by the player. Without fail, be sure to win the re-playing role. That is, in such a case, priority is given to the control which arranges a re-game player on a winning line rather than a special game, and a re-game player always wins. In the case where the special combination and the re-playing role can be withdrawn at the same time, only the re-playing role is drawn, and the special role is not arranged on the winning line at the same time as the re-playing role.
  After the rotation of the reels 2L, 2C, 2R is started, the main control unit 41 continues the rotation of the reels for which the stop operation has not been detected yet until the operation of the stop switches 8L, 8C, 8R is detected. On the condition that the operation of the switches 8L, 8C, and 8R is detected, control is performed to stop the display result on the corresponding reel. Even if the reel rotation temporarily stops due to the occurrence of a reel rotation error, the stop operation is still detected until the operation of the stop switches 8L, 8C, and 8R is detected after the reel rotation is restarted. Control is performed to stop the display result on the corresponding reels on the condition that the rotation of the reels that have not been continued is continued and the operation of the stop switches 8L, 8C, and 8R is detected.
  In the present embodiment, on the condition that the operation of the stop switches 8L, 8C, and 8R is detected, control is performed to stop the display result on the corresponding reel. Even if the reel stop operation is not performed when the automatic stop time has elapsed, it may be assumed that the stop operation has been performed, and automatic stop control for automatically stopping each reel may be performed. In this case, since the reel stops without the player's operation, it is preferable to derive a display result that does not constitute any combination even if any combination is won.
  The main control unit 41 measures the game time, which is the time elapsed from the time when the reel starts rotating, that is, the time elapsed since the reel starts rotating, every time the game starts. After the completion of the game, when a specified number of bets are set by inserting medals, etc., and the game start operation is performed in a state where the game start operation is valid, the time is counted from the start of the reel rotation of the previous game. If the started game time is equal to or longer than a predetermined regulation time (4.1 seconds in the present embodiment), that is, if a predetermined regulation time has elapsed since the reel rotation start time of the previous game, Start reel rotation in the game.
  On the other hand, when a predetermined number of bets is set by inserting medals after the end of one game, and the game start operation is performed with the game start operation enabled, the reel rotation of the previous game is started. If the game time that started timing from the time is less than the predetermined regulation time, that is, if the predetermined regulation time has not elapsed since the reel rotation start time of the previous game, the reel rotation is not started at that time, It waits until the game time that has started timing from the start of reel rotation of the previous game reaches a predetermined regulation time, and when the predetermined regulation time is reached, rotation of the reel in the game is started.
  That is, the main control unit 41 regulates the progress of the game until the predetermined regulation time elapses when the predetermined regulation time has not elapsed since the start of the reel rotation in the previous game. The progress of the game is regulated so that the time is not less than a predetermined regulation time.
  In the present embodiment, the main control unit 41 determines whether or not a combination corresponding to winning is arranged on the activated winning line when all the reels 2L, 2C, and 2R are stopped due to the stop operation. If it is determined and it is determined that a combination corresponding to any of the winnings is prepared, control at the time of winning is performed. For example, when the small combinations are arranged, a control for giving medals according to the arranged small combinations is performed, and when the re-playing combination is arranged, a control for giving a replay game is performed.
[Type of command]
A command that the main control unit 41 transmits to the sub control unit 91 will be described.
  The main control unit 41 sends an inserted number command, a credit command, a game counter 1 command, a reel acceleration information 1 command, a reel acceleration information 2 command, a game start acceptance command, a wait end command, a reel rotation to the sub control unit 91. Start command, reel acceleration end command, internal winning command 1, internal winning command 2, first stop acceptance command, first stop slip frame command, first stop stop position command, second stop acceptance command, 2nd stop slip command, 2nd stop position command, 3rd stop acceptance command, 3rd stop slip position command, 3rd stop position command, game counter 2 command, game counter 3 command , Status command after all reels stop, winning number command, winning number command, payout start frame De payout completion command, the game end command, standby command, hit stop command, an error command, error cancel command, return command, set command, setting confirmation command, door command, transmits a plurality of kinds of commands including an operation detection command.
  These commands consist of 1-byte type data indicating the type of command and 1-byte extension data indicating the content of the command, and the sub-control unit 91 can determine the type of command from the type data.
  The game counter 1 command is a command indicating a count value of 0 to 127 that is counted each time a game is played (“command 80 **” in FIG. 16). The game counter 1 command is transmitted when the operation of the start switch is accepted. In the EXT data, a value indicating one of the count values from 0 to 127 is set.
  The reel acceleration information 1 command is a command that can specify that the rotation of the reel has started in the first rotation pattern (for example, high-speed rotation, rotation in the forward direction, etc.) during the freeze state (“command” in FIG. 16). 81 ** "). The reel acceleration information 1 command is transmitted when a start switch operation is accepted. A value indicating the rotation pattern of the reel is set in the EXT data. However, when the reel rotation pattern is not set, a value indicating that is set.
  The reel acceleration information 2 command is a command that can specify that the rotation of the reel has started in the second rotation pattern (for example, low-speed rotation, reverse rotation, etc.) during the freeze state (“command” in FIG. 16). 82 ** ”). The reel acceleration information 2 command is transmitted when the operation of the start switch is accepted. A value indicating the rotation pattern of the reel is set in the EXT data. However, when the reel rotation pattern is not set, a value indicating that is set.
  Therefore, when the reel rotation pattern is set in either of the reel acceleration information 1 command and the reel acceleration information 2 command, it can be identified that the reel is controlled to be frozen, and the reel acceleration information 1 command and the reel acceleration information 2 command can be identified. In both cases, when the reel rotation pattern is not set, it can be identified that the frozen state is not controlled. In this embodiment, when both the reel acceleration information 1 command and the reel acceleration information 2 command are shown, they are collectively referred to as a reel acceleration information command.
  Note that the freeze state is controlled by the next game when one of normal + special replays 1 to 6 is won during AT. The main control unit 41 starts control in the freeze state when a start operation is performed. In the freeze state, the activation of the stop switches 8L, 8C, and 8R is delayed, and the operation of the stop switches 8L, 8C, and 8R is invalidated over the period until the freeze state ends. Even if the stop switch is operated during the freeze state, the operation is not accepted effectively, and the reel is not stopped as a result of one game. Then, when the start switch is operated at the start of the freeze state or when the reel is temporarily stopped during the freeze state, the number of ART games (ie, AT's) The number of games) is added.
  In the present embodiment, an example is described in which the number of games added to the ART is determined with the same advantage determination condition regardless of whether the reel acceleration information 1 command is received or the reel acceleration information 2 command is received. ing. However, for example, when one command is received, there is a higher probability that the number of additional games will be given or the number of additional games is likely to be larger than when the other command is received. The advantage of the determination condition for the number of added games may be varied. That is, the degree of advantage in the advantage notification may be varied according to the reel rotation pattern in the reel effect during the freeze state.
  In the frozen state, all the operations of the slot machine 1 are stopped and the progress of the game is delayed, and as in this embodiment, the target operation is invalidated and the progress of the game is delayed. Includes both things that work when the other part is.
  The game start reception time command is a game start reception time command indicating that a start switch operation has been received (“command 83 **” in FIG. 16). The game start acceptance command is transmitted when the start switch operation is accepted. In the EXT data, a value indicating that the start switch has been accepted is set.
  The wait end command is a wait end command indicating that the wait has ended (“command 84 **” in FIG. 16). The wait end command is transmitted when the start switch operation is accepted. In the EXT data, a value indicating that the wait has been completed is set.
  The reel rotation start command is a reel rotation start command that can specify that the rotation of the reel has started in order to make the rotation speed of the reel steady in a normal game other than during freezing (“command 85 ** in FIG. 16). "). The reel rotation start command is transmitted when the start switch operation is accepted. In the EXT data, a value indicating that the start switch has been accepted is set.
  The command at the end of reel acceleration is a command that can specify that the rotation speed of the reel has reached a steady speed (“command 86 **” in FIG. 16). The reel acceleration end command is transmitted when the start switch operation is accepted. In the EXT data, a value indicating that the reel rotation speed has reached a steady speed is set.
  The internal winning command 1 is a command that can specify whether or not each special role has been won. When the start switch 7 is operated and the game starts, the internal winning command 1 is transmitted after the rotation start pattern command is transmitted. It should be noted that in this embodiment, the special winning combination is not provided, and the internal winning command 1 for specifying the special winning non-winning is transmitted, but the internal winning command 1 is not transmitted in the configuration having no special winning combination. It is good.
  The internal winning command 2 is a command that can specify whether or not each general combination has been won. When the start switch 7 is operated and the game starts, the internal winning command 2 is transmitted after the internal winning command 1 is transmitted.
  The first stop reception command is a command indicating that the first stop operation has been received (“command 87 **” in FIG. 16). The first stop acceptance command is transmitted when the first stop operation is accepted. In the EXT data, a value indicating the reception state of the stop switch (that is, whether or not it has been operated) and the lighting state of the LED incorporated in each stop switch (whether or not it is lit) are set.
  The first stop slip frame number command is a command indicating the number of frames until the reel stops when the first stop operation is performed (“command 88 **” in FIG. 16). The first stop slip frame number command is transmitted when the first stop operation is accepted. In the EXT data, a value indicating the number of frames (0 to 4 frames) until the reel stops is set.
  The first stop position command is a command indicating a position where the reel stops when the first stop operation is performed (“command 89 **” in FIG. 16). The first stop position command is transmitted when the first stop operation is accepted. A value indicating the reel stop position (frame number 0 to 20) is set in the EXT data.
  The second stop reception command is a command indicating that the second stop operation has been received (“command 8A **” in FIG. 16). The second stop acceptance command is transmitted when the second stop operation is accepted. In the EXT data, a value indicating the reception state of the stop switch (that is, whether or not it has been operated) and the lighting state of the LED incorporated in each stop switch (whether or not it is lit) are set.
  The second stop slip frame number command is a command indicating the number of frames until the reel stops when the second stop operation is performed (“command 8B **” in FIG. 16). The second stop slip frame number command is transmitted when the second stop operation is accepted. In the EXT data, a value indicating the number of frames (0 to 4 frames) until the reel stops is set.
  The second stop position command is a second stop position command indicating the position at which the reel stops when the second stop operation is performed (“command 8C **” in FIG. 16). The second stop position command is transmitted when the second stop operation is accepted. A value indicating the reel stop position (frame number 0 to 20) is set in the EXT data.
  The third stop reception command is a command indicating that a third stop operation has been received (“command 8D **” in FIG. 16). The third stop acceptance command is transmitted when the third stop operation is accepted. In the EXT data, a value indicating the reception state of the stop switch (that is, whether or not it has been operated) and the lighting state of the LED incorporated in each stop switch (whether or not it is lit) are set.
  The third stop slip frame number command is a command indicating the number of frames until the reel stops when the third stop operation is performed (“command 8E **” in FIG. 16). The third stop slip frame number command is transmitted when the third stop operation is accepted. In the EXT data, a value indicating the number of frames (0 to 4 frames) until the reel stops is set.
  The stop position command at the time of the third stop is a command indicating a position where the reel stops when the third stop operation is performed (“command 8F **” in FIG. 16). The stop position command at the time of the third stop is transmitted when the third stop operation is accepted. A value indicating the reel stop position (frame number 0 to 20) is set in the EXT data.
  In the present embodiment, an example in which the reels are automatically stopped in the reel effect during the freeze state is given, so that the stop switch is not operated during the freeze state. However, it is also possible to configure the stop switch to be operated during the freeze state. In this case, in order to cause the sub-control unit 91 to recognize that the stop switch has been performed during the freeze state and execute the effect, the same stop reception command may be transmitted as in the normal game. A command used only during the freeze state may be transmitted. However, since the freeze state is a state in which the progress of the game is delayed, it is configured not to determine whether or not the command reception order is correct in FIG.
  The game counter 2 command is a command indicating a count value of 0 to 127 that is counted every time the game is played (“command 90 **” in FIG. 16). The game counter 2 command is transmitted when the game ends (when the third stop acceptance is canceled (when the third stop is released)). In the EXT data, a value indicating any one of the count values from 0 to 127 is set.
  The game counter 3 command is a command indicating a count value of 0 to 127 that is counted each time a game is played. The game counter 3 command is transmitted when the start switch is operated while the reel effect can be executed in the frozen state. In the EXT data, a value indicating any one of the count values from 0 to 127 is set.
  The status information command after all reels is stopped is a command indicating the game status when all reels are stopped (“command 91 **” in FIG. 16). The status information command after all reels is stopped is transmitted at the end of the game (when the third stop acceptance is canceled (when the third stop is released)). A value indicating the state of RT is set in the EXT data.
  The winning number command is a command indicating the type of winning (“command 92 **” in FIG. 16). The winning number command is transmitted when the game ends (when the third stop acceptance is canceled (when the third stop is released)). In the EXT data, a value indicating the type of winning is set.
  The winning number command is a command indicating the number of medals to be paid out by winning (“command 93 **” in FIG. 16). The winning number command is transmitted when the game ends (when the third stop acceptance is canceled (when the third stop is released)). A value indicating the number of medals paid out is set in the EXT data.
  The payout start command is a command for notifying the start of payout of medals, and is transmitted when the payout of medals is started by winning or winning a credit (including medals used for setting the number of bets).
  The payout end command is a command for notifying the end of payout of medals (“command 94 **” in FIG. 16). The payout end command is transmitted when the game ends (when the third stop acceptance is canceled (when the third stop is released)). In the EXT data, a value indicating that the medal payout has been completed is set.
  The game end command is a command indicating that the game has ended (“command 95 **” in FIG. 16). The game end command is transmitted when the game ends (when the third stop acceptance is released (when the third stop is released)). In the EXT data, a value indicating a gaming state (replay winning) when the game is finished is set.
  The return command is a command indicating that the main control unit 41 has returned to the control state before the power interruption, and is transmitted when the main control unit 41 returns to the control state before the power interruption.
  The standby command is a command indicating a transition to the standby state, and after one game is over, a credit (which was used for setting the bet number) is set when the transition to the standby state is made after a predetermined time without setting the bet number. (Including medals) is sent out after the payout of medals is completed and a payout end command is sent.
  The stop command is a command indicating the occurrence or release of the stop state. When the stop state is controlled after completion of RT3, the stop command indicating the occurrence of the stop state is transmitted, the reset operation is performed, and the stop command is performed. When the stop state is released, a stop command indicating the release of the stop state is transmitted.
  An error command is a command that indicates the occurrence or cancellation of an error condition (abnormality) and the type of error condition. When an error is determined and controlled to an error condition, an error command indicating the occurrence and type of the error condition is sent. Then, when the reset operation is performed and the error state is released, an error command indicating the release of the error state is transmitted.
  The error cancellation command is a command indicating that the sub error cancellation on the sub control unit 91 side is permitted, and is transmitted when a sub error cancellation operation is performed.
  The setting command is a command indicating the start or end of the setting change state and the setting value after the setting change. At the time of transition to the setting change state, a setting command indicating the start of the setting change state is transmitted. A setting command indicating the end of the setting change state and the setting value after the setting change is transmitted. Further, since the control state of the main control unit 41 is initialized with the transition to the setting change state, it can be specified that the control state of the main control unit 41 has been initialized by the setting command indicating the start of setting. .
  The setting confirmation command is a command that indicates the start or end of the setting confirmation state. A setting confirmation command that indicates the start of setting confirmation is transmitted when entering the setting confirmation state, and the setting confirmation end is indicated when the setting confirmation state ends. A confirmation command is sent.
  The door command is a command indicating the detection state of the door opening detection switch 25, that is, ON (open state) / OFF (closed state). When the power is turned on, one game is finished (after the game is over, the bet number of the next game) Sent before the setting can be started), and when the detection state of the door opening detection switch 25 changes (ON to OFF, OFF to ON).
  The operation detection command is a command indicating a detection state (ON / OFF) of operation switches (MAXBET switch 6, start switch 7, stop switches 8L, 8C, 8R), and is transmitted periodically.
  Of these commands, commands other than the door command and the operation detection command are generated in the basic process, temporarily stored in the command queue provided in the RAM 41c, and transmitted in the command transmission process of the timer interrupt process (main) described above. The
  On the other hand, the door command is generated in the door monitoring process of the timer interrupt process (main), temporarily stored in the command queue provided in the RAM 41c, and transmitted in the subsequent command transmission process of the timer interrupt process (main). Is done.
  The operation detection command is generated in the switch input determination process of the timer interrupt process (main), temporarily stored in the command queue provided in the RAM 41c, and then the command transmission process of the timer interrupt process (main). And sent.
[Control by sub-control unit 91 at the time of command reception]
Next, the control of the effect performed by the sub-control unit 91 based on the command transmitted from the main control unit 41 to the effect control board 90 will be described.
  When the sub control unit 91 receives a command from the main control unit 41, the sub control unit 91 executes a command reception interrupt process. In the command reception interrupt process, the command acquired from the command transmission line is stored in the reception buffer provided in the RAM 91c.
  The reception buffer is provided with an area capable of storing a maximum of 16 commands, and a plurality of commands can be accumulated.
  In the timer interrupt process (sub), the sub-control unit 91 determines whether or not an unprocessed command is stored in the reception buffer. If an unprocessed command is stored, the sub-control unit 91 is the earliest. Based on the control pattern table stored in the ROM 91b based on the command received in the stage, the liquid crystal display 51, the effect effect LED 52, the speakers 53 and 54, the reel LED 55, etc. based on the control contents registered in the control pattern table Performs output control of various rendering devices.
  In the control pattern table, the display pattern of the liquid crystal display 51 corresponding to the type of command, the lighting mode of the lighting effect LED 52, the output mode of the speakers 53 and 54, the lighting mode of the reel LED, etc. Control patterns of these effect devices are registered, and when the sub-control unit 91 receives a command, the sub-control unit 91 stores the control patterns registered corresponding to the effect patterns set in the RAM 91c in the game of the control pattern table. Among these, the control pattern corresponding to the type of the received command is referred to, and the output control of the rendering device is performed based on the control pattern. Thereby, the production according to the production pattern and the progress of the game is executed.
  When the sub control unit 91 receives an error command transmitted when the occurrence of an error state is detected on the main control unit 41 side, the sub control unit 91 sets a main error flag that can specify that an abnormality has occurred on the main control 41 side. The data is stored in a predetermined area of the RAM 91c. Further, when the sub control unit 91 receives an error command transmitted when the error state is canceled on the main control 41 side, the sub control unit 91 clears the set main error flag.
  If the sub-control unit 91 receives a new command during the execution of an effect triggered by the reception of a certain command, the sub-control unit 91 stops the effect based on the control pattern being executed and sets the newly received command. An effect based on the corresponding control pattern is executed. In other words, even if the production is not finished to the end, when a new command is received, the production that was being executed is canceled and a new command is received unless the received new command is not a command that triggers a new production. An effect based on the command is executed.
  When the internal winning command is received, the effect pattern is selected at a selection rate corresponding to the result of the internal lottery indicated by the internal winning command, and is set in the RAM 91c. The selection rate of the effect pattern is registered in the effect table stored in the ROM 91b, and when the sub control unit 91 receives the internal winning command, the sub control unit 91 stores the effect pattern in the effect table according to the result of the internal lottery indicated by the internal winning command. With reference to the registered selection rate, one of the effect patterns is selected from a plurality of types of effect patterns according to the selection rate, and the selected effect pattern is set in the RAM 91c as the effect pattern of the game. Even if the same command is received, a different control pattern is selected depending on the effect pattern selected when the internal winning command is received. As a result, different effects may be performed depending on the effect pattern.
[Winner]
FIG. 5 to FIG. 7 are diagrams for explaining the types of combinations, symbol combinations, and technical matters related to the combinations in the slot machine 1 of the present embodiment. FIG. 8 is a diagram for explaining the transition of the gaming state controlled by the main control unit 41, and FIG. 9 is a diagram showing an outline of the gaming state.
  The slot machine in this embodiment is controlled to one of RT0 to RT3 as shown in FIG.
  With reference to FIG. 5, the small combination among the winning combinations will be described. Among the winning combinations, the small roles include middle bells, right falling bells, upper bells 1 to 8, cherries 1 to 3, upper watermelons, middle watermelons, right lowering watermelons, right rising watermelons, and one to three. Each small combination is awarded when the corresponding symbol combination is complete.
  For example, the middle bell is awarded when the combination of “bell a / bell b-bell a-bell a” is aligned on the winning line LN, and 15 medals are paid out.
  Other small combinations are also awarded when the symbol combinations shown in FIG. 5 are complete, and a predetermined number of medals are paid out.
  With reference to FIG. 6, the re-gamer among the winning combinations will be described. Among the winning combinations, the replaying combinations include normal replays 1 to 4, promotion replays, falling replays, and special replays 1 to 3. In the following description, when it is not necessary to distinguish between them, normal replays 1 to 4 are simply referred to as normal replays, and special replays 1 to 3 are simply referred to as special replays. For each re-gamer, a winning combination is made when the corresponding symbol combination is complete, and the number of bets is automatically set without consuming medals, and the next game is started (that is, the replay game (re-game) is started). Granted).
  For example, the normal replay 1 is awarded when a combination of “replay a / replay b-replay a / replay b-replay a / replay b / watermelon a / watermelon b” is arranged on the winning line LN, and the replay game (replay Game).
  For other re-game players, a winning combination is given when the symbol combinations shown in FIG.
  As shown in FIG. 6 and FIG. 8, when the promotion replay is won in RT1, the process proceeds to RT2. When a fall replay is won at RT2 and RT3, the process proceeds to RT1. When a special replay 1 is won at RT1 and RT2, the process proceeds to RT3. When a special replay 2 is won at RT1 and RT2, the process proceeds to RT3. When a special replay 2 is won at RT1 and RT2, the process proceeds to RT3.
  With reference to FIG. 7, the transition outcome will be described. Transitions are "Replay a / Replay b-7a / 7b / 7c-Bell a", "Replay a / Replay b-Bell a-7a / 7b / 7c", "Replay a / Replay b-7a / 7b / 7c-7a / 7b / 7c ", and when RT0, RT2, and RT3 are aligned with the winning line LN, the process shifts to RT1. In this embodiment, the left bells 1 to 4, the middle bells 1 to 4 and the right bells 1 to 4 are elected, the reels other than the reels which are the winning conditions for the middle bell are set as the first stop, and the elected upper bell In the event that it is missed, the transfer outcome is aligned with the winning line LN.
[Lottery eligible role]
Next, with reference to FIGS. 10 to 13, combinations of lottery object combinations that are read as lottery object combinations for each gaming state will be described. In the present embodiment, either the combination that is the object of the internal lottery or its winning probability depends on whether the gaming state is RT0, RT1, RT2, or RT3. In addition, as a lottery target combination, a plurality of winning combinations can be read simultaneously and can be won in duplicate. FIGS. 12 and 13 show combinations of combinations that are read for each lottery winning combination. By indicating “+” between winning combinations, it is shown that the winning combination is simultaneously read in the internal lottery. .
  In FIG. 10 and FIG. 11, the lottery object combination is shown in the vertical column, and the gaming state is shown in the horizontal column. In the column where the gaming state intersects with the lottery target, a circle indicates that the lottery target is read out in the gaming state, and a cross indicates the lottery target when in the gaming state. This indicates that the combination is not read.
  The numerical value shown below the circle indicates the number of determination values of a predetermined set value (for example, set value 1). An internal lottery is performed using the number of determination values. The denominator of the number of determination values is set to “65536” in correspondence with a random number for internal lottery (an integer from 0 to 65535). For this reason, for example, the winning probability of the lottery subject for which “256” is set as the number of determination values is 256/65536.
  FIG. 10 shows combinations of small combinations that are read as lottery targets for each gaming state (RT type), and FIG. 11 is a replaying role that is read as a lottery target for each gaming state (RT type). The combination of is shown.
  When RT0, common bell, left bell 1, left bell 2, left bell 3, left bell 4, center bell 1, center bell 2, center bell 3, center bell 4, right bell 1, right bell 2, right bell 3, right bell 4, middle cherries, weak cherries, strong cherries, weak one, strong one, weak watermelon, strong watermelon, and normal replay are the subject of internal lottery.
  When it is RT1, common bell, left bell 1, left bell 2, left bell 3, left bell 4, middle bell 1, middle bell 2, middle bell 3, middle bell 4, right bell 1, right bell 2, right bell 3, right bell 4, middle tier cherry, weak cherry, strong cherry, weak 1 piece, strong 1 piece, weak watermelon, strong watermelon, normal replay, fall + promotion replay 1, fall + promotion replay 2, fall + promotion replay 3, The falling + promotion replay 4, the falling + promotion replay 5, the normal + special replay 7, and the normal + tempire replay are the subject of the internal lottery.
  When RT2, common bell, left bell 1, left bell 2, left bell 3, left bell 4, middle bell 1, middle bell 2, middle bell 3, middle bell 4, right bell 1, right bell 2, right bell 3, right bell 4, middle tier cherry, weak cherry, strong cherry, weak one, strong one, weak watermelon, strong watermelon, normal replay, normal + fall replay 1, normal + fall replay 2, normal + fall replay 3, Normal + special replay 1, normal + special replay 2, normal + special replay 3, normal + special replay 4, normal + special replay 5, normal + special replay 6 are subject to internal lottery.
  When it is RT3, common bell, left bell 1, left bell 2, left bell 3, left bell 4, middle bell 1, middle bell 2, middle bell 3, middle bell 4, right bell 1, right bell 2, right bell 3, right bell 4, middle tier cherry, weak cherry, strong cherry, weak one, strong one, weak watermelon, strong watermelon, normal replay, normal + fall replay 1, normal + fall replay 2, normal + fall replay 3, Normal + special replay 7 and normal + tempe replay are the subject of internal lottery.
  As shown in FIG. 12, the common bell is a single right-down bell winning, and when a common bell is won, a combination of right-down bells is always provided.
  The left bell 1 is a right falling bell + an upper bell 1 + an upper bell 4, the left bell 2 is a right falling bell + an upper bell 2 + an upper bell 3, and the left bell 3 is a right falling bell + an upper bell 6 + upper bell 7) and left bell 4 are lower right bell + upper bell 5 + upper bell 8. The left bells 1 to 4 are also simply called left bells.
  The middle bell 1 is the middle bell + the upper bell 1 + the upper bell 6, the middle bell 2 is the middle bell + the upper bell 2 + the upper bell 5, and the middle bell 3 is the middle bell + the upper bell 3 + the upper bell. The middle bell 4 is the middle bell + the upper bell 4 + the upper bell 7. The middle bells 1 to 4 are also simply called middle bells.
  The right bell 1 is the middle bell + the upper bell 1 + the upper bell 7, the right bell 2 is the middle bell + the upper bell 3 + the upper bell 5, and the right bell 3 is the middle bell + the upper bell 2 + the upper bell. The right bell 4 is the middle bell + the upper bell 4 + the upper bell 6. The right bells 1 to 4 are also simply called right bells.
The left bells 1 to 4, the middle bells 1 to 4, and the right bells 1 to 4 are also simply referred to as push order bells.
The middle cherry is a single winner of cherry 1.
  The weak cherry is cherry 2 + cherry 3 + 1 sheet 1 + 1 sheet 3 and the strong cherry is cherry 2 + cherry 3 + 1 sheet 2 + 1 sheet 3. At the time of the weak cherry win, the strong cherry win will be “cherry” in the upper or lower tier of the left reel 2L when the left reel is stopped at a timing within the pull-in range of “7c” or “watermelon b”. However, when a weak cherry is won, even if the “cherry” is aimed at the middle and right reels 2C and 2R, there is no combination of “cherry-cherry-cherry” on the invalid lines LM3 and LM4. When a strong cherry is won, a stop operation is performed aiming at “cherry” in the middle and right reels 2C and 2R, so that “cherry-cherry-cherry” is placed on one of the invalid lines LM3 and LM4. It is controlled to be able to align the combinations.
  Therefore, when “Cherry” is stopped on the left, middle, and right reels and “Cherry” is stopped on the upper or lower stage of the left reel, “Cherry-Cherry” is set on one of the invalid lines LM3 and LM4. It can be recognized whether the cherry is a strong cherry or a weak cherry depending on whether the combination of “cherry” is aligned.
  A weak one is a single winning one, and a strong one is a single two winning. At the time of winning a weak one, it is controlled so that “7b-watermelon b-cherry” constituting each one is aligned, and even if “7b-watermelon b-cherry” is not aligned, in a specific operation mode By performing a stop operation, it is controlled so as to be able to derive a weak chance that can be derived only at the time of winning one weak or strong one, while “7b-watermelon b-” that constitutes one two when winning a strong one “Watermelon b” is controlled to be aligned, and even if “7b-Watermelon b-Watermelon b” is not aligned, a strong chance that can be derived only when a strong one is won by performing a stop operation in a specific operation mode The eye is controlled to be derived.
  For this reason, “7b-watermelon b-cherry” composing one sheet 1 is prepared, or as a result of performing a stop operation in a specific operation mode, a weak chance is derived, so that one weak sheet is won. As a result of the stop operation in a specific operation mode as a result of the “7b-watermelon b-watermelon b” constituting one sheet 1 being prepared, a strong chance eye is derived and Recognize winning.
  The weak watermelon is an upper watermelon + lower right watermelon + rightward watermelon, and the strong watermelon is an upper watermelon + middle watermelon + right lower watermelon + right watermelon. When winning a weak watermelon, even if the left, middle and right reels are stopped at the timing at which the combination of "watermelon a / b-watermelon a / b-watermelon a / b" can be stopped in the middle stage, / B-watermelon a / b-watermelon a / b "is controlled so that the combination is aligned to the upper, lower right, or right upward, while" strongly watermelon a / b-watermelon a / b-watermelon " When the left, middle, and right reels are stopped at a timing that allows the combination of “a / b” to be stopped in the middle stage, the combination of “watermelon a / b-watermelon a / b-watermelon a / b” is in the middle stage. It is controlled to align.
  For this reason, as a result of the stop operation of the left, middle, and right reels at the timing at which the combination of “watermelon a / b-watermelon a / b-watermelon a / b” can be stopped in the middle stage, “watermelon a / b-watermelon Depending on whether the combination of “a / b-watermelon a / b” is aligned in the upper, lower right, or right upward, or in the middle, it can be recognized whether the winning is a weak watermelon or a strong watermelon.
  As shown in FIG. 13, the normal replay is a single winning of the normal replay 1, and the combination of the normal replay 1 is always prepared when the normal replay is won.
  Fall + promotion replay 1 is promotion replay + fall replay, fall + promotion replay 2 is normal replay 1 + promotion replay + fall replay, fall + promotion replay 3 is normal replay 1 + normal replay 2+ promotion Replay + fall replay, fall + promotion replay 4 is normal replay 1 + normal replay 3 + promotion replay + fall replay, and fall + promotion replay 5 is normal replay 1 + promotion replay + fall replay + special replay 1 is there.
  Normal + fall replay 1 is normal replay 1 + fall replay, normal + fall replay 2 is normal replay 1 + fall replay + special replay 1, normal + fall replay 3 is normal replay 1 + fall replay + Special Replay 2.
  Normal + special replay 1 is normal replay 1 + normal replay 2 + normal replay 3 + special replay 1, normal + special replay 2 is normal replay 1 + normal replay 2 + special replay 1, and normal + special replay 3 Normal replay 1 + normal replay 2 + normal replay 3 + promoted replay + special replay 1, normal + special replay 4 is normal replay 1 + normal replay 2 + normal replay 3 + special replay 3, and normal + special replay 5 is Normal replay 2 + normal replay 3 + special replay 3, normal + special replay 6 is normal replay 1 + normal replay 2 + normal replay 3 + promotion replay + special replay 3, special replay 7 is normal replay 1 + special replay 1 Normal + Temper Replay is a normal lip Lee 1+ usually replay 3+ is usually Replay 4.
[Reel control for small roles]
In the present embodiment, when a plurality of types of small combinations are won simultaneously, as shown in FIG. 14, the small combinations determined according to the types of small combinations that are simultaneously selected and the stop operation order are displayed on the winning line. The control is performed so that they are aligned and stopped within a maximum of 4 frames.
  For example, if left bell 1 (lower right bell + upper bell 1 + upper bell 4) is won and a stop operation is performed by pressing left (stop operation to stop the left reel first), Control was performed to stop the right-down bell combination in line with the winning line LN, and the stop operation was performed by middle pressing (stop operation to stop the middle reel first) or right press (stop operation to stop the right reel first). In such a case, control is performed so that any combination of the upper bell 1, the upper bell 4, or the transition outcome is aligned with the pay line LN and stopped.
  For the other small roles shown in FIG. 14, similarly, control is performed in which the small roles determined according to the type of the small winning combination and the stop operation order are aligned and stopped on the winning line within a drawing range of a maximum of 4 frames. Done.
  As shown in FIG. 14, in the present embodiment, when any of the left bell, middle bell, and right bell, that is, the push order bell is won, a stop operation is performed in an operation mode according to the type of winning combination. Therefore, while the right-down bell or the middle bell always wins, the stop bell is operated in an operation mode other than the operation mode corresponding to the type of the winning combination, so that the upper bell is aligned at 1/4, but 3/4 In some cases, the upper bells are not aligned and the transition outcomes are aligned.
  For this reason, at the time of winning the push order bell, the expected value of the number of medals to be paid out can be changed depending on whether or not the operation is performed according to the type of winning combination. In other words, even if one of the push order bells is won, if the type is not known, a specific operation mode cannot be selected intentionally. Although a medal can be reliably acquired by winning, a medal can be acquired only at a certain rate if the stop order does not match.
[Re-player reel control]
In the present embodiment, when a plurality of types of re-game players are won at the same time, as shown in FIG. Control is performed so as to align and stop within a maximum of 4 frames on the winning line.
  For example, when a fall + promotion replay 1 (promotion replay + fall replay) is won and a stop operation is performed by left-pressing, the combination of promotion replays among the selected replaying players is aligned with the winning line LN and stopped. Control is performed, and when stop operation is performed by middle press or right press, control is performed so that the combination of falling replays is aligned with the pay line LN and stopped.
  Similarly, for the other re-games shown in FIG. 15, the re-games determined according to the types of re-games won at the same time and the order of the stop operation are also aligned on the winning line and stopped within a maximum of 4 frames. Control is performed.
  As shown in FIG. 15, in the fall + promotion replays 1 to 5, different operation modes are set as operation modes for winning the promotion replay.
  For this reason, in RT1 where the fall + promotion replays 1 to 5 are the targets of the internal lottery, any of the fall + promotion replays 1 to 5 wins and matches the operation mode according to the type, so that the promotion replay Wins and moves to RT2.
  As shown in FIG. 15, in the normal + falling replays 1 to 3, different operation modes are set as operation modes for avoiding the falling replay.
  For this reason, if any of the normal + falling replays 1 to 3 is won in RT2 and RT3 where the normal + falling replays 1 to 3 are the targets of the internal lottery, if the operation mode matches the operation mode for winning the normal replay The transition to RT1 can be avoided, but if it does not coincide with the operation mode for winning the normal replay, the fall replay wins and the process proceeds to RT1.
  As shown in FIG. 15, in normal + special replays 1 to 6, different operation modes are set as operation modes for winning special replays.
  For this reason, if any of the normal + special replays 1 to 6 is won in the RT2 where the normal + special replays 1 to 6 are the targets of the internal lottery, if the operation mode matches the operation mode for winning the special replay. Special replay wins, and if RT2 in particular, the process proceeds to RT3, but if they do not match, normal replay wins.
  If normal + special replay 7 (normal replay 1 + special replay 1) is won and the stop operation is performed in the order of right / left middle or right / middle / left, that is, if the right reel is set to the first stop, the selected replay When the combination of special replay 1 among the combinations is stopped on the winning line LN, and the stop operation is performed in the order of left middle right, left and right middle, middle left and right or middle right left, that is, the left reel or middle reel is the first In the case of stopping, control is performed so that the combination of normal replays 1 is aligned with the winning line LN and stopped.
  When normal + temper replay (normal replay 1 + normal replay 3 + normal replay 4) is won and the stop operation is performed in the order of right and left, normal replay 3 (7a before the second stop) Control is performed to stop the combination of / b / c at the winning line LN (tempered) and the combination of symbols other than 7a / b / c at the third stopping at the winning line LN). If the stop operation is performed in the order of middle right and left, the normal replay 4 (7a / b / c will stop on the winning line LN by the second stop) (3) A combination of a stop mode in which symbols other than 7a / b / c stop on the winning line LN at the time of stopping is controlled to stop the winning line LN.
  As shown in FIG. 3, the symbols constituting the special replay 1, normal replays 1, 3, and 4 are arranged at intervals of 5 frames or less in all of the left reel 2L, the middle reel 2C, and the right reel 2R. In accordance with the stop operation order, the reel control is performed so that the special replay 1 or the normal replays 1 to 4 always win regardless of the stop operation timing of the stop switches 8L, 8C, and 8R.
  Thus, in the normal + special replay 7, the operation mode for winning the special replay 1 (combination of 7a / b / c-7a / b / c-7a / b / c) is uniformly the first reel. The operation mode that is set to the stop mode and the normal replay 1 (replay a / b-replay a / b-replay a / b / watermelon a / b combination) is selected as the left reel or middle reel. Is set to the operation mode with the first stop. Therefore, in RT1 and RT3 in which normal + special replay 7 is an object of internal lottery, if normal + special replay 7 is won, special replay 1 ( 7a / b / c-7a / b / c-7a / b / c) wins and the left reel or right reel is in the first stop, it is always normal replay 1 (replay a / b-replay) a / b-replay a / b / watermelon a / b combination) wins.
  In the normal + tempered replay, the normal replay 3 (7a / b / c stops on the winning line LN before the second stop (tempered), and the symbols other than 7a / b / c at the third stopping are the winning line LN. The operation mode for winning the stop mode) is set to the operation mode in which the right and left middle stop order is uniformly set, and the normal replay 4 (7a / b / c by the second stop is placed on the pay line LN) The operation mode for making a stop (tempered) and winning a symbol other than 7a / b / c at the third stop in the winning line LN is an operation mode in which the order of stoppage is uniformly right, middle and left. It is set, and the operation mode for winning a normal replay 1 (replay a / b-replay a / b-replay a / b / watermelon a / b combination) is uniformly left reel or middle reel as the first stop. Set in operation mode It is. For this reason, in RT1 and RT3 where the normal + tempire replay is the target of the internal lottery, if the normal + tempire replay is won, the normal replay 3 (second stop) is always used when the stop order is in the middle left and right. 7a / b / c stops on the winning line LN (tempered) and symbols other than 7a / b / c stop on the winning line LN at the third stop) wins, and stops right, middle and left In case of order, it is always normal replay 4 (7a / b / c stops on the winning line LN by the second stop (tempered), and symbols other than 7a / b / c at the third stop enter the winning line LN. When the stop mode is stopped and the left reel or right reel is set to the first stop, the normal replay 1 (replay a / b-replay a / b-replay a / b / watermelon a / b combination) is always used. Won the prize.
[Game state]
In the present embodiment, as shown in FIG. 8 and FIG. 9, control is made to any one of RT0 to RT3.
  RT0 shifts after the setting is changed. RT0 is terminated by shifting to RT1 due to the stoppage of the transitional outcome, regardless of the number of games since transitioning to RT0.
  The winning probability of the re-gamer in RT0 is about 1 / 7.3, and the payout rate of medals per game is less than 1. As a replaying player, only normal replays are targeted for internal lottery, and only normal replays can be won.
  RT1 shifts when the transition is stopped at RT0, RT2, RT3, or when the fall replay wins at RT2, RT3. RT1 ends when the promotion replay wins and shifts to RT2 or when the special replay wins and shifts to RT3.
  The winning probability of the re-gamer in RT1 is about 1 / 7.3, and the payout rate of medals per game is less than 1. Replaying players are subject to internal lottery for normal replay, fall + promotion replay 1-5, normal + special replay 7, normal + tempire replay, and normal replay, promotion replay, fall replay, special replay wins Can do.
  RT2 shifts to when the promotion replay wins in RT1 (when any of the fall + promotion replays 1 to 5 is won and a stop operation is performed in the order in which the promotion replay wins). RT2 is ended by shifting to RT1 by winning the fall replay or stopping the transition, or by moving to RT3 by winning the special replay.
  The winning probability of the re-gamer in RT2 is about 1 / 3.06, and the payout rate of medals per game is less than 1. As replaying players, normal replay, normal + fall replays 1 to 3 and normal + special replays 1 to 6 are targeted for internal lottery, and normal replay, fall replay, and special replay can be awarded.
  RT3 is when a special replay wins at RT1 (normal + special replay 7 wins and a stop operation is performed with the right reel as the first stop) or when a special replay wins at RT2 (normal + special When the replays 1 to 6 are elected and the stop operation is performed in the order in which the special replay wins, the process proceeds to the above. RT3 ends when the fall replay wins or the transition is stopped and the process proceeds to RT1.
  The winning probability of the re-gamer in RT3 is about 1 / 1.27, and the payout rate of medals per game is 1 or more. As replaying players, normal replay, normal + falling replays 1 to 3, normal + special replay 7, normal + tempered replay are targeted for internal lottery, and normal replay, falling replay, and special replay can be awarded.
  Of RT0 to RT3, RT3 has the highest medal payout rate per game and is the most advantageous gaming state.
  Of RT0 to RT2, RT2 has a higher probability of winning a re-gamer than RT0 and RT1, and has a higher medal payout rate per game than RT0 and RT1, compared to RT0 and RT1. It can be said that this is an advantageous state for the player.
  In the present embodiment, when the game state is RT1 to RT3, the sub control unit 91 can control the effect state to the assist time (AT) that is a notification period in which the navigation effect for notifying the internal lottery result can be executed. It has become.
  Here, the transition state of the gaming state according to the present embodiment will be described. As shown in FIG. At RT0, when the transition point stops, the process proceeds to RT1.
  In RT0, if any of left bell 1-4, middle bell 1-4, or right bell 1-4 is won and the small role cannot be won, the transition will stop. If any of the left bell 1 to 4, the middle bell 1 to 4, and the right bell 1 to 4 is won in the transitioned RT 3 and the small role cannot be won, the routine proceeds to RT 1.
  In RT1, when the promotion replay wins, the process proceeds to RT2. In RT1, a fall + promotion 1-5 is won, and the promotion replay wins when the stop order is correct, so in RT1, a fall + promotion 1-5 wins and moves to RT2 by winning correctly in the stop order. In RT1, the normal + special replay 7 is won, and the special replay wins to shift to RT3.
  In RT2, the fall replay wins or the transition is stopped, the process moves to RT1, and the special replay wins, the process moves to RT3.
  In RT2, the normal + fall replays 1 to 3 are won, and the fall replay wins when the stop order is incorrect. In addition, when any one of the left bell 1 to 4, the middle bell 1 to 4, and the right bell 1 to 4 wins and the small role cannot be won, the transitional outcome stops. For this reason, in RT2, the normal + falling replays 1 to 3 are won and the stop order is incorrect, or the left bell 1 to 4, the middle bell 1 to 4, the right bell 1 to 4 are won, If the small role cannot be won, the process proceeds to RT1. On the other hand, in RT2, normal + special replays 1 to 6 are won, and the special replay wins when the stop order is correct. For this reason, in RT2, the normal + special replays 1 to 6 are won, and when the stop order is correct, the process proceeds to RT3.
  In RT3, when the fall replay wins or the transitional outcome stops, the process proceeds to RT1. In RT3, normal + fall replays 1 to 3 are won, and the fall replay wins when the stop order is incorrect. When any one of the left bell 1 to 4, the middle bell 1 to 4, and the right bell 1 to 4 wins and the small combination cannot be won, the transitional outcome stops. For this reason, in RT3, the normal + falling replays 1 to 3 are won and the stop order is incorrect, or the left bell 1 to 4, the middle bell 1 to 4, the right bell 1 to 4 are won, If the small role cannot be won, the process proceeds to RT1.
[AT]
In this embodiment, the sub-control unit 91 controls to ART (assist replay time) when winning the middle stage cherry, weak cherry, strong cherry, weak one, strong one, weak watermelon, strong watermelon, and normal + special replay 7. Navi stock lottery to determine whether or not to grant Navi stock, which is the right to do. In the Navi Stock lottery at the time of winning the middle tier cherry, weak cherry, strong cherry, weak 1 piece, strong 1 piece, weak watermelon, strong watermelon, normal + special replay 7, by determining the number of navigation stock including 0, Whether or not to give the number of stocks, and the number to be given, are determined.
  In the present embodiment, the average number of winning Navi stocks in the Navi Stock lottery varies depending on the type of the winning combination.
  The number of navigation stocks indicates the number of rights controlled by ART over a predetermined number of games (50 games in the present embodiment). By consuming (subtracting) the number of navigation stock by 1, the ART is controlled for a predetermined number of games, and a navigation effect is executed during that time. For this reason, it can be said that the greater the determined number of navigation stocks, the higher the degree of advantage for the player.
  If the navigation stock is won when the number of navigation stocks remains, the number of navigation stocks won this time is added to the remaining navigation stocks.
  The sub-control unit 91 stores the number of navigation stocks in the navigation stock number storage area (navigation stock counter) of the RAM 91c when the number of navigation stocks of 1 or more is determined in the navigation stock lottery in a state other than ART. The sub-control unit 91 specifies whether or not to control to ART based on the presence or absence of the number of navigation stocks stored in the navigation stock number storage area. When the number of navigation stocks of 1 or more remains, the AT is first controlled after an ART confirmation notification indicating that the ART is won through a predetermined introduction effect. At this time, an in-AT flag indicating that the AT is in progress is set in the RAM 91c.
  The sub-control unit 91 can control to the AT on the condition that the navigation stock remains when it is not controlled by the AT in RT1 to RT3.
  Specifically, the sub-control unit 91 controls to AT when navigation stock remains in RT1 to RT3 (mainly RT1). During the period from the transition to RT1 to RT3, it is controlled by the AT without consuming (subtracting) the number of navigation stocks, and the navigation effect can be executed. At this time, in RT1, it becomes a target of the navigation effect at the time of winning the fall + promotion replays 1 to 5, and in the navigation effect, the stop order for winning the promotion replay at the time of winning the fall + promotion replays 1 to 5 is notified. By performing a stop operation in accordance with the notified stop order, it is possible to shift from RT1 to RT2.
  After the start of AT control, during the transition from RT1 to RT2, the stop order for winning the bell will be notified when the pressing bell is selected, so that a medal can be obtained by performing the stop operation according to the notified stop order. It is also possible to do.
  In RT2, the normal + special replays 1 to 6 will be subject to navigation effects, and in the navigation effect, the normal + special replays 1 to 6 will be notified of the stop order for winning the special replays. It is possible to shift from RT2 to RT3 by performing a stop operation according to the stop order.
  During the transition from RT2 to RT3 after the start of the AT control, when the normal + falling replays 1 to 3 are won, the stopping order for avoiding the falling replay is notified, so the stop operation is performed according to the notified stopping order. In addition, it is possible to avoid the transition to RT1, and when the push order bell is won, the stop order for winning the bell is notified. Therefore, by performing the stop operation in accordance with the notified stop order, the medal can be surely obtained, and RT1 Can be avoided.
  After the start of AT, when the transition is made from RT2 to RT3, ART starts, and the number of navigation stock is consumed (subtracted). When the navigation stock number is consumed by 1, the navigation stock number is decremented by 1. At this time, instead of the AT flag, an ART flag indicating ART is set in the RAM 91c.
  After the start of ART, when the normal + fall replays 1 to 3 are won, the stop order for avoiding the fall replay is notified, so by performing the stop operation according to the notified stop order, the transition to RT1 can be avoided, Since the stop order for winning the bell is notified at the time of winning the push order bell, the stop operation is performed according to the notified stop order, so that a medal can be surely obtained and the transition to RT1 can be avoided.
  The sub-control unit 91 stores the number of remaining ART games (50 games in the present embodiment) executed by the navigation stock when the navigation stock is consumed by one, that is, when shifting from RT2 to RT3, in the RAM 91c. Store in the area (ART counter). The sub-control unit 91 subtracts 1 from the number of remaining games in the RAM 91c each time one game is consumed, and controls to ART during a period until the number of remaining games becomes zero. When the number of games remains and the target role of navigation is won, a navigation effect is executed. The navigation effect is performed not only by displaying an image from the liquid crystal display 51 but also by lighting the effect effect LED 52 and outputting sound from the speakers 53 and 54.
  Thereafter, when the number of remaining ART games becomes 0 and no navigation stock remains, the ART is terminated and the non-AT is controlled.
  When controlled to non-AT, the navigation effect is not executed. Thereby, when it is RT3, the possibility that the transition outcomes are aligned increases, and the possibility of transition to RT1 increases.
  Also, if the navigation stock remains, the number of navigation stock is consumed (subtracted), a predetermined number of games is newly set, and then the ART is controlled to ART during the period until the remaining number of games in the ART becomes zero. To do. Thus, the ART is continuously controlled until the number of navigation stocks becomes zero.
  In addition, the sub-control unit 91 increases the number of ART games at the time of winning the middle stage cherry, weak cherry, strong cherry, weak one, strong one, weak watermelon, strong watermelon, and normal + special replay 7 during ART. Add lottery to determine whether or not. In the extra lottery, the number of games is determined from a plurality of games including 0, and whether or not the number of ART games is added is determined. When it is determined that the number of ART games is to be increased by adding lottery, the determined number of games is added to the remaining number of games in the RAM 91c.
  When the sub-control unit 91 is controlled by AT or ART, the sub-control unit 91 performs a navigation effect by winning the navigation target combination corresponding to the gaming state. The navigation target combination corresponding to the gaming state is fall + promotion replay 1-5 when pushing RT, push order bell, and normal + fall replay 1-3, normal + special replay 1-6 when RT2. , Push order bell, and when RT3, normal + fall replays 1 to 3, normal + special replay 8 to 10, push order bell.
  As a navigation effect when winning the fall + promotion replays 1 to 5, a stop order (see FIG. 15) for winning the promotion replay according to the winning situation of the internal lottery is notified. For example, a message such as “123” or “132” is displayed on the liquid crystal display 51 as a navigation effect when winning the fall + promotion replay 1. In addition, as a navigation effect when winning the fall + promotion replay 2, a message “213” is displayed on the liquid crystal display 51. In addition, a message such as “231” is displayed on the liquid crystal display 51 as a navigation effect when the fall + promotion replay 3 is won. In addition, a message such as “312” is displayed on the liquid crystal display 51 as a navigation effect when the fall + promotion replay 4 is won. Further, as a navigation effect when winning the fall + promotion replay 5, a message “321” is displayed on the liquid crystal display 51.
  As the navigation effect when the normal + fall replays 1 to 3 are won, the stop order (see FIG. 15) for winning the promotion replay according to the winning situation of the internal lottery is notified. For example, a message such as “123” or “132” is displayed on the liquid crystal display 51 as a navigation effect when the normal + falling replay 1 is won. In addition, as a navigation effect when the normal + falling replay 2 is won, a message such as “213” or “231” is displayed on the liquid crystal display 51. In addition, as a navigation effect when the normal + falling replay 3 is won, a message such as “312” or “321” is displayed on the liquid crystal display 51.
  As the navigation effect when the normal + special replays 1 to 6 are won, the stop order (see FIG. 15) for notifying the special replay according to the winning situation of the internal lottery is notified. For example, a message such as “123” is displayed on the liquid crystal display 51 as a navigation effect when the normal + special replay 1 is won. In addition, a message such as “132” is displayed on the liquid crystal display 51 as a navigation effect when the normal + special replay 2 is won. In addition, as a navigation effect when the normal + special replay 3 is won, a message such as “213” is displayed on the liquid crystal display 51. In addition, as a navigation effect when the normal + special replay 4 is won, a message such as “231” is displayed on the liquid crystal display 51. In addition, as a navigation effect when the normal + special replay 5 is won, a message such as “312” is displayed on the liquid crystal display 51. Further, as a navigation effect when the normal + special replay 6 is won, a message such as “321” is displayed on the liquid crystal display 51.
  In addition, as a navigation effect when one of the push order bells is won, a stop order (see FIG. 14) for reliably winning a right-down bell or a middle bell is notified. For example, when winning the left bell, the right reel can be reliably won by stopping the left reel as the first stop reel, so “123” for stopping the left reel as the first stop reel or A message such as “132” is displayed on the liquid crystal display 51. Further, when the middle bell is won, the middle bell can be surely won by stopping the middle reel as the first stop reel. Therefore, “213” or “ The message “231” is displayed on the liquid crystal display 51. Further, when the right bell is won, the middle bell can be surely won by stopping the right reel as the first stop reel. Therefore, “312” or “ The message “321” is displayed on the liquid crystal display 51.
  As described above, in the navigation effect in the present embodiment, a message reminding the operation mode for stopping the target role is notified in the same mode regardless of the type of the navigation target role. For this reason, the player can operate in an operation mode that is advantageous to the player without being conscious of the type of the winning navigation target combination.
  In addition, the aspect of a navigation effect is not restricted to such an aspect, What kind of thing may be sufficient as long as a player can distinguish according to a winning condition. The navigation effect is not limited to the one displayed on the liquid crystal display 51, and may be executed using the effect effect LED 52, the speakers 53 and 54, the reel LED 55, and the like.
  By executing the navigation effect, it is possible to avoid the promotion replay, the special replay, the bell winning intentionally, the winning of the falling replay, the stop of the transitional outcome, and the like intentionally selected.
[Contents of command]
FIG. 16 shows the content of a specific command transmitted from the main control unit 41 to the sub-control unit 91. These commands are composed of 1-byte mode data indicating the command type and 1-byte EXT data indicating the command contents. The sub-control unit 91 determines the command type from the mode data, and determines the command type from the EXT data. Determine the contents.
  “Name” indicates the name of the command. “Transmission time” indicates a command transmission time (transmission timing).
  In the present embodiment, the main control unit 41 performs a game counter 1 command, a reel acceleration information 1 command, a reel acceleration information 2 command, a game start acceptance command, a wait end command, a reel rotation start command, a reel according to the progress of the game. Acceleration end command, first stop acceptance command, first stop slip frame command, first stop position command, second stop acceptance command, second stop slip command, second stop stop Position command, third stop acceptance command, third stop slip frame command, third stop stop position command, game counter 2 command, status command after all reels stop, winning number command, winning number command, payout end command The game end command is transmitted to the sub-control unit 91.
  These commands are assigned command sequence numbers of 0 to 22 in accordance with the order of transmission from the start to the end of the game, and the order of these commands is confirmed by checking the command sequence numbers on the sub-control unit 91 side. Can be transmitted in the normal order or the command is missing.
  When receiving the start switch, the main control unit 41 outputs a game counter 1 command, a reel acceleration information 1 command, a reel acceleration information 2 command, a game start reception command, a wait end command, a reel rotation start command, and a reel acceleration end command. Since it is continuously transmitted, even if any one of these commands is received, even if another command is missing, the sub-control unit 91 can specify the game start.
  Similarly, at the time of the first stop operation, the first stop reception command, the first stop slip frame command, and the first stop position command are continuously transmitted, and at the second stop reception at the second stop operation. Command, second stop slip command, and second stop position command are sent in succession, and during the third stop operation, the third stop acceptance command, third stop slip command, third stop Hour stop position command is continuously transmitted, and at the end of the game (when the third stop acceptance is released (when the third stop is released)), a game counter 2 command, a status command after all reels stop, a winning number command, a winning number command Since the payout end command and the game end command are continuously transmitted, even if one of the commands transmitted at the time of the first stop is received, even if another command is missing, The first control operation can be specified on the side of the control unit 91, and if any one of the commands transmitted at the time of the second stop is received, even if another command is missing, the sub control unit 91 side The second stop operation can be specified, and if any one of the commands transmitted at the time of the third stop is received, the third control operation can be specified on the sub-control unit 91 side even if other commands are missing In addition, if any one of the commands transmitted at the end of the game is received, the end of the game can be specified on the sub-control unit 91 side even if other commands are missing.
  Command transmitted at start of game (start operation), command transmitted at first stop operation, command transmitted at second stop operation, command transmitted at third stop, game end (third stop) If at least one command transmitted at the time of release is received, even if some commands are missing, the sub-control unit 91 side starts the game, first stop operation, It can be specified that the commands are received in the order of the second stop operation, the third stop operation, and the end of the game, that is, the commands are received in the normal order according to the progress of the game.
  The game counter 1 command and the game counter 2 command are commands that can specify the value of the game counter whose value is regularly updated for each game.
  The game counter is assigned to the RAM 41c, and the count value of the game counter is incremented by 1 in the range of 0 to 127 for each game. When the count value reaches 127 which is the maximum value, it returns to 0 again.
  The timing at which the count value of the game counter is updated is the timing before the game counter 1 command of the next game is transmitted after the transmission of the game counter 2 command. The game counter 1 command and the game counter 2 command are normally transmitted. If so, the value of the game counter specified from the game counter 1 command transmitted in the same game is the same as the value of the game counter specified from the game counter 2 command, and is specified from the game counter 1 command. The value of the game counter is a value that is continuous with the value of the game counter specified from the game counter 2 command transmitted in the previous game (if the previous game value is 0 to 126, 1 is added, If the game value is 127, 0).
  Therefore, the sub-control unit 91 determines whether or not the value of the game counter specified from the game counter 1 command transmitted in the same game and the value of the game counter specified from the game counter 2 command are the same value. By checking, it becomes possible to specify whether the command transmitted during this time is a command transmitted during one game, and the value of the game counter specified from the game counter 1 command is By checking whether or not the value of the game counter specified from the transmitted game counter 2 command is a continuous value, it is possible to specify whether or not the command is normally transmitted for each game. It becomes.
  The game counter 3 command is also a command that can specify the value of the game counter whose value is regularly updated for each game. That is, the game counter 3 command has the same configuration as the game counter 1 command and the game counter 2 command.
  The game counter is assigned to the RAM 41c, and the count value of the game counter is incremented by 1 in the range of 0 to 127 for each game. When the count value reaches 127 which is the maximum value, it returns to 0 again.
  The timing at which the count value of the game counter is updated is the timing before the game counter 1 command of the next game is transmitted after the transmission of the game counter 3 command, and the game counter 1 command and the game counter 3 command are normally transmitted. If so, the value of the game counter specified from the game counter 1 command transmitted in the same game and the value of the game counter specified from the game counter 3 command are the same value.
  In the present embodiment, when the main control unit 41 wins the normal + special replays 1 to 6 during the AT, the main control unit 41 controls the frozen state in the next game. The main control unit 41 starts control in the freeze state when a start operation is performed. In the freeze state, the activation of the stop switches 8L, 8C, and 8R is delayed, and the operation of the stop switches 8L, 8C, and 8R is invalidated over the period until the freeze state ends. Even if the stop switch is operated during the freeze state, the operation is not accepted effectively, and the reel is not stopped as a result of one game. The sub-control unit 91 adds the number of ART games (that is, the AT game) when the start switch is operated at the start of the freeze state or when the reel is temporarily stopped in the freeze state. An extra lottery to determine whether or not to add a number.
  The game counter 3 command is transmitted together with the reel acceleration information command when the start switch is operated at the start of the freeze state and at the temporary stop of the reel in the freeze state. By checking whether the value of the game counter specified from the transmitted game counter 1 command and the value of the game counter specified from the game counter 3 command are the same value or not, It is confirmed that a regular reel acceleration information command is transmitted instead of only the acceleration information command.
[Startup processing (main)]
Next, processing executed by the main control unit 41 according to the user program will be described. The main control unit 41 executes a start-up process (main) at the time of start-up associated with power-on or the restart accompanying input of a reset signal.
  FIG. 17 is a flowchart showing the contents of the startup process (main) executed by the main control unit 41. In the startup process (main), the main control unit 41 first disables the interrupt (Sa1), initializes the parallel output port 513 (Sa2), and initializes the internal register (Sa3). Next, the main control unit 41 determines whether or not the voltage drop signal from the power interruption detection circuit 48 is detected, that is, whether or not the voltage is unstable (Sa4), and the voltage drop signal is detected. If so, it waits until no voltage drop signal is detected.
  When the voltage drop signal is not detected in step Sa4, the main control unit 41 sets the address of the program to be executed when an interrupt occurs in the I register (Sa5), and permits access to the RAM 41c (Sa6). Further, a stack pointer is set (Sa7).
  Next, the main control unit 41 calculates the RAM parity of all the storage areas (including the unused area and the unused stack area) of the RAM 41c (Sa8), and determines whether or not the RAM parity is 0 (Sa9). . As will be described later, if the power interruption interrupt process (main) is normally performed at the time of the previous power interruption, the RAM parity should be 0. If the RAM parity is not 0 in the step of Sa9, the RAM 41c. In this case, the process proceeds to step Sa13.
  On the other hand, if the RAM parity is 0 in step Sa9, the main control unit 41 further determines whether or not the destructive diagnosis data is normal (Sa10). As will be described later, if the power interruption interrupt process (main) is normally performed at the time of the previous power interruption, the destruction diagnosis data should be set, and the destruction diagnosis data is not normal in step Sa10. If this is the case (if the failure diagnosis data is other than 5A (H) stored at the time of power failure), the data in the RAM 41c is not normal and the process proceeds to step Sa13.
  If the main control unit 41 determines in step Sa10 that the destructive diagnosis data is normal, the data in the RAM 41c is normal, so the destructive diagnosis data is cleared (Sa11), and the data in the RAM 41c is normal. Is set in the RAM 41c (Sa12), and the process proceeds to step Sa13.
  In step Sa13, the main control unit 41 determines whether or not the setting key switch 37 is ON. If the setting key switch 37 is ON, all the storage areas of the RAM 41c except the stack area in use are stored. Initialization 1 for initializing the area is executed (Sa14). Thereafter, the main control unit 41 permits interruption (Sa15), and sets a setting command indicating start of setting in the command queue (Sa16). The setting command set in step Sa16 is transmitted to the sub-control unit 91 in the subsequent command transmission process of the timer interrupt process (main).
  After the step of Sa16, the main control unit 41 shifts to a setting change process controlled to a setting change state in which the setting value can be changed (Sa17), and the setting changing process ends when a new setting value is set. After that, a setting command indicating the end of setting is set in the command queue (Sa18), and the process proceeds to game processing. The setting command set in step Sa18 is transmitted to the sub-control unit 91 in the subsequent command transmission process of the timer interrupt process (main).
  If the setting key switch 37 is OFF in step Sa13, the main control unit 41 determines whether the data in the RAM 41c is normal based on whether the RAM normal flag is set (Sa23), and the data in the RAM 41c is normal. If it is determined that it is not, initialization 1 similar to the step of Sa14 is executed to initialize all storage areas of the RAM 41c except the used stack area (Sa19), and interrupts are permitted. (Sa20). Then, the main control unit 41 sets an error code indicating a RAM abnormality (Sa21), sets an error command indicating a RAM abnormality in the command queue (Sa22), and shifts to an error process, that is, a RAM abnormality error state. The error command set in step Sa22 is transmitted to the sub-control unit 91 in the subsequent command transmission process of the timer interrupt process (main). Also, unlike a normal error, a RAM abnormality error does not return to a state in which the game can proceed until a new set value is set.
  When it is determined in step Sa23 that the data in the RAM 41c is normal, the main control unit 41 performs initialization 3 for initializing the non-saved work, the unused area, and the unused stack area in the RAM 41c (Sa24). ). Thereafter, the main control unit 41 determines whether or not the reset / setting switch 38 is ON (Sa25). If the reset / setting switch 38 is not ON in step Sa25, the main control unit 41 proceeds to step Sa27. If the reset / setting switch 38 is ON, the main control unit 41 cancels the sub error on the sub control unit 91 side. An error cancellation command indicating permission is set in the command queue (Sa26), and the process proceeds to step Sa27. The error cancel command set in step Sa26 is transmitted to the sub-control unit 91 in the subsequent command transmission process of the timer interrupt process (main).
  Then, the main control unit 41 returns the stack pointer to the state before power interruption (Sa27), and sets the return command in the command queue (Sa28). The return command set in step Sa <b> 28 is transmitted to the sub-control unit 91 in the subsequent command transmission process of the timer interrupt process (main). Next, the main control unit 41 initializes an input buffer that stores the input state of detection signals such as various switches input to the parallel input port 511 (Sa29), and disconnects the output state of the parallel output port 513. Return to the previous state (Sa30), return each register to the state before power interruption, that is, the state saved in the stack (Sa31), enable interrupt (Sa32), Return to the process that was being executed.
[Power interruption (main)]
FIG. 18 is a flowchart showing the control contents of the power interruption process (main) executed in response to the power interruption detected in the timer interrupt process (main) by the main control unit.
  In the power interruption process (main), first, the main control unit 41 saves all the registers that may be used in the stack area (Sm1). Although the value of the I register is used, it is not stored here because the same fixed value is always set with the initialization at the time of startup.
  Next, the main control unit 41 sets destruction diagnosis data (in this embodiment, 5A (H)) (Sm2), and initializes the parallel output port 513 (Sm3). Next, the main control unit 41 calculates the RAM parity adjustment data so that the exclusive OR of all the storage areas (including the unused area and the unused stack area) of the RAM 41c becomes 0, and sets it in the RAM 41c. (Sm4), access to the RAM 41c is prohibited (Sm5), and loop processing is started.
  In the loop processing, the main control unit 41 stands by in a state where the output state of the voltage drop signal is monitored (Sm6). In this state, the main control unit 41 determines the voltage recovery when the voltage drop signal is not input, and starts the program from the startup process (main). On the other hand, when the voltage drops while the voltage drop signal is input, the operation is stopped internally.
  When the power supply of AC 100V is stopped by the above processing, the power interruption processing (main) is executed, the destruction diagnosis data and the RAM parity adjustment data are stored in the backup RAM, and the RAM access is prohibited. And the output port is cleared.
  In this way, in the startup process (main), when it is possible to return to the state before the power interruption, it is determined whether or not the reset / setting switch 38 is ON. If the reset / setting switch 38 is not ON, a return command is issued. When the reset command is set to the command queue and the return command is transmitted to the sub-control unit 91 while the reset / setting switch 38 is ON, the error cancel command is set to the command queue before the return command is set to the command queue. The error cancel command is transmitted to the sub-control unit 91 prior to the return command. As a result, it is possible to specify whether or not the reset / setting switch 38 has been operated when the power is turned on as an operation for canceling the sub error on the sub control unit 91 side.
[Control status of sub-control unit]
In the present embodiment, a control pattern storage area in which a control pattern is set is assigned to the RAM 91c of the sub control unit 91. When the sub control unit 91 receives a command from the main control unit 41, the sub control unit 91 receives the command. Is set in the control pattern storage area, and the output state of the rendering device is controlled with reference to the control pattern set in the control pattern storage area.
  For example, as shown in FIG. 19, when the sub control unit 91 receives a command a corresponding to the progress control of the game, the pattern a corresponding to the command a is set in the control pattern storage area, and at the same time, the effect device is turned on. The output state based on the pattern a is controlled. As a result, an image based on the pattern a is displayed on the liquid crystal display 51, sound effects based on the pattern a are output from the speakers 53 and 54, and the effect effect LED 52 and the reel LED 55 are turned on based on the pattern a. Thereafter, when a command b corresponding to the progress control of the game is received, the control pattern in the control pattern storage area is updated to the pattern b corresponding to the command b, and when the control pattern in the control pattern storage area is changed, At the same time, the rendering device is controlled to the output state based on the changed pattern b. As a result, the image based on the pattern a displayed on the liquid crystal display 51 is updated to an image based on the pattern b, sound effects based on the pattern b are output from the speakers 53 and 54, and the effect effect LED 52 and the reel LED 55 are displayed in the pattern. It becomes a lighting mode based on b.
  As shown in FIG. 19, when the corresponding control pattern receives the same command c as the command a, the control pattern in the control pattern storage area is updated to the pattern a corresponding to the command c, but the control pattern in the control pattern storage area itself In this case, the state is maintained without switching the output state of the effect device.
[Game processing]
FIG. 20 is a flowchart showing the control contents of the game process executed by the main control unit 41 after the setting change process.
  In the game process, a BET process (Sd1), an internal lottery process (Sd2), a freeze start determination process (Sd3), a freeze state control process (Sd4), a reel effect execution process (Sd5), a reel rotation process (Sd6), and a winning determination The process (Sd7), the effect control state determination process (Sd8), the payout process (Sd9), and the game end process (Sd10) are executed in order, and when the game end process ends, the process returns to the BET process.
  In the BET process in the step of Sd1, the main control unit 41 stands by in a state where the number of bets can be set, and a specified number of bets corresponding to the gaming state (3 in any gaming state in this embodiment). When the number is set and the start switch 7 is operated, processing for starting the game is executed. In the BET process, the main control unit 41 commands the output of medals IN signals for the number of medals used for the set bet number when the start switch 7 is operated as a process for starting the game. An output command is set in the RAM 41c.
  In the internal lottery process in step Sd2, the main control unit 41 allows the winning of each above-mentioned winning combination based on the internal lottery random value latched simultaneously with the start of the game by the detection of the start switch 7 in step Sd1. Processing to determine whether or not to do. In the internal lottery process, a winning flag is set in the RAM 41c of the main control unit 41 based on each lottery result.
  In the freeze start determination process in step Sd3, the main control unit 41 executes a process for determining whether or not to control the freeze state in which the progress of the game is delayed over a delay period. When controlling the freeze state, a freeze execution flag is set in the RAM 41c. Specifically, the main control unit 41 determines whether or not a predetermined freeze condition (in this embodiment, winning normal + special replays 1 to 6 during AT) is established, and during AT Sets the freeze execution flag when winning normal + special replay 1.
  In the freeze state control process in the step of Sd4, when the freeze execution flag is set, the main control unit 41 controls the freeze state when the start switch 7 is operated after setting the bet amount in the next game. Execute. The freeze state is executed while the freeze execution flag is set. In the freeze state, the main control unit 41 delays the activation of the stop switches 8L, 8C, and 8R, and invalidates the operation of the stop switches 8L, 8C, and 8R over a period until the freeze state ends. Even if the stop switch is operated during the freeze state, the operation is not accepted effectively, and the reel is not stopped as a result of one game.
  In the reel effect execution process in the step of Sd5, the main control unit 41 rotates and temporarily stops the reels 2L, 2C, and 2R according to the start operation in the freeze state (such as vibrating the reel at the stop position). A process of executing a reel effect that does not completely stop but is finely moved at the stop position is executed. When the reel is temporarily stopped, the reel effect is executed again when a specific symbol combination (in this embodiment, “7a / 7b / 7c-7a / 7b / 7c-7a / 7b / 7c”) is aligned with the effective line. It will be notified. Note that the temporary stop of the reel is automatically performed regardless of the operation of the stop switch.
  In the reel rotation process in step Sd6, the main control unit 41 performs a process for rotating the reels 2L, 2C, and 2R, and corresponding reels according to the operation of the stop switches 8L, 8C, and 8R detected by the player. A process of stopping the rotation of 2L, 2C, 2R is executed.
  In the winning determination process in step Sd7, the main control unit 41 displays the display derived to each reel 2L, 2C, 2R when it is determined in step Sd6 that the rotation of all the reels 2L, 2C, 2R has stopped. A process of determining whether or not a winning has occurred is executed according to the result.
  In the effect control state determination process in step Sd8, the main control unit 41 executes an effect control state on the sub-control unit 91 side, that is, a process of determining whether or not the AT is in progress (see FIG. 22).
  In the payout process in step Sd9, when it is determined in step Sd4 that a winning has occurred, the main control unit 41 performs processes such as adding credits and paying out medals based on the number of payouts according to the win. In the payout process, the main control unit 41 sends an output command for instructing the RAM 41c of the main control unit 41 to output a medal OUT signal for the number of medals given to the player by adding credits and paying out medals. Set.
  In the game end process in step Sd10, the main control unit 41 executes a process of setting a gaming state in preparation for the next game.
[Reel production execution processing]
Next, a reel effect execution process executed by the main control unit 41 in step Sd5 of the game process shown in FIG. 20 will be described.
  As shown in FIG. 21, the main control unit 41 determines whether or not the freeze execution flag is set in Sd3 of FIG. 20 (Se1). That is, the main control unit 41 determines whether or not it is controlled to the frozen state. The main control unit 41 ends the process when the freeze execution flag is not set.
  When the freeze execution flag is set, the main control unit 41 determines whether or not the start switch 7 has been operated after setting the betting amount (Se2). When the start switch 7 is operated, the main control unit 41 executes re-effect lottery (Se3). The re-drawing lottery is to determine whether or not the reel production is executed again after the reels are temporarily stopped. When winning the re-effect lottery, the main control unit 41 sets a re-effect lottery winning flag indicating that in the RAM 41c (Se5). On the other hand, the main control part 41 progresses to Se6, when not having won a re-effect lottery. In Se6, the main control unit 41 determines a reel rotation pattern in the reel effect by lottery, transmits a reel acceleration information command corresponding to the determined rotation pattern, and transmits a game counter 3 command (Se6). As described in FIG. 16, at this time, the game counter 1 command, the other reel acceleration information command, the game start acceptance command, the wait end command, the reel rotation start command, and the reel acceleration end command are also transmitted. However, the sub-control unit 91 performs processing based on the reel acceleration information command and the game counter 3 command in which the reel rotation pattern is set (see FIG. 29).
  Next, the main control unit 41 executes a reel effect (Se7). Specifically, the main control unit 41 rotates the reels 2L, 2C, 2R in reverse by executing the reel effect. After executing the reel effect, the main control unit 41 temporarily stops the reel (Se8).
  When the Se3 re-draw lottery is won, when the reels are temporarily stopped, there are seven combinations (that is, a combination of 7a-7a-7a, 7b-7b-7b, or 7c-7c-7c). Align with the active line. Thereby, it is notified that the re-lottery effect is won and the reel effect is executed again.
  If the Se3 re-drawing lottery is not won, when the reels are temporarily stopped, the seven combinations are not aligned with the effective line, and the symbols that stop only when the re-drawing lottery is not won. Thereby, it is informed that the freeze state is ended without performing the reel effect again.
  After temporarily stopping the reel in Se8, the main control unit 41 determines whether or not the re-effect lottery winning flag is set (Se9). When the re-effect lottery winning flag is not set, the main control unit 41 clears the freeze execution flag and ends the process (Se10). When the re-effect lottery winning flag is set, the main control unit 41 clears the re-effect lottery winning flag (Se11), and returns to the processing of Se2. After the freeze state is finished, if the start switch 7 is operated while the reel is temporarily stopped, a game counter 1 command, a reel acceleration information 1 command with no reel rotation pattern set, a reel rotation pattern The reel acceleration information 2 command, the game start acceptance command, the wait end command, the reel rotation start command, and the reel acceleration end command are not transmitted, and a normal game is started. At this time, the game counter 3 command is not transmitted.
  In this way, in the freeze state, the reel acceleration information command in which the reel rotation pattern is set is transmitted and the game counter 3 command is transmitted, so whether or not the game counter 3 command is received and the contents of the game counter 3 command are determined. By checking, even if it is a reel acceleration information command in which the number of commands transmitted according to the result of the re-drawing lottery of the main control unit 41 changes, it is possible to determine whether or not it is a regular command. The reel effect at the main control unit 41 and the effect by the sub-control unit 91 can be matched.
  As the determination control information, a game counter 3 command having the same configuration as the game counter 1 command and the game counter 2 command for determining whether or not the command is normally transmitted using the game counter value is used. Therefore, it is possible to prevent an increase in program capacity and data capacity when providing determination control information.
[Production control state judgment processing]
Next, an effect control state determination process executed by the main control unit 41 in step Sd8 of the game process shown in FIG. 20 will be described.
  The main control unit 41 sets the determination combination winning flag in the RAM 41c when the normal replay which is the determination combination is won in the internal lottery. The main control unit 41 performs a stop order type selection lottery that randomly selects one of 0 or 1 as the stop order type, sets the selected stop order type in the RAM 41c, and allows the selected stop order type to be specified. The order type command is transmitted to the sub-control unit 91. The sub-control unit 91 identifies the pressing order corresponding to the stop order type based on the received stop order type command. Further, the sub-control unit 91 notifies the identified push order by the determination navigation effect during the AT.
  If the determination winning combination flag is set when the game ends, the main control unit 41 executes the effect control state determination process shown in FIG.
  As shown in FIG. 22, in the production control state determination process, the main control unit 41 first compares the actual pressing order of the stop switch with the pressing order selected in the stop order type selection lottery (Sj1). When the pressing order matches, the main control unit 41 adds “1” to the count value of the pressing order determination counter that counts the number of times the pressing order for the determination role matches the actual pressing order (Sj3). .
  Next, the main control unit 41 determines whether or not the count value of the push order determination counter has become “3” (Sj4). That is, the main control unit 41 determines whether or not the number of times that the pressing order of the determination combination selected in the type selection lottery matches the actual pressing order has become three consecutive times. If the count value is not “3”, the main control unit 41 ends the effect control state determination process.
  On the other hand, if the count value is “3”, the main control unit 41 specifies that the AT is in progress, and sets the AT execution flag in a predetermined area of the RAM 41c (Sj5). Here, since the count value of the push order determination counter becomes “3” when the push order is matched three times in succession, as a result of operating the stop switch according to the determination navigation effect during AT, the push order is continuous. It is highly possible that they matched. Therefore, at this time, the main control unit 41 specifies that the AT is in progress. Next, the main control unit 41 clears the determination combination winning flag and ends the effect control state determination process (Sj6).
  The main control unit 41 compares the actual pressing order of the stop switches in Sj2 with the pressing order selected in the stop order type selection lottery. As a result, if the pressing order does not match, the main control unit 41 determines the pressing order. The count value of the counter is cleared (Sj7), the determination winning combination flag is cleared, and the effect control state determination process is ended (Sj6).
[Startup process (sub)]
Next, various control contents executed by the sub-control unit 91 in the present embodiment will be described below.
  First, the control content of the startup process (sub) executed by the sub control unit 91 in the present embodiment will be described with reference to FIG.
  When the reset signal is input from the reset circuit 95, the sub control unit 91 performs the activation process (sub) illustrated in FIG. The reset circuit 95 has a lower voltage for releasing the reset signal than the reset circuit 49 that gives the system reset signal to the main control unit 41 in the game control board 40. When the power is turned on, the sub control unit 91 It starts at an earlier stage than the unit 41. For this reason, when the power is turned on, the sub-control unit 91 is activated before the main control unit 41 is activated, and it is possible to wait in a state in which a command from the main control unit 41 can be received.
  As shown in FIG. 23, in the startup process (sub), first, the sub control unit 91 initializes built-in devices, peripheral ICs, interrupt modes, stack pointers, and the like (Sr1), and then permits access to the RAM 91c. (Sr2). Then, the sub control unit 91 calculates the RAM parity of all the storage areas of the RAM 91c (Sr3), and determines whether or not the RAM parity is 0 (Sr4a).
  If the data in the RAM 91c is normal, the RAM parity should be 0. If the RAM parity is 0 in the step Sr4a, the sub-control unit 91 determines that the data stored in the RAM 91c is normal. Then, a normal power interruption recovery flag indicating that the power interruption has been recovered normally is set (Sr4b), and the process proceeds to step Sr6. At this time, since the RAM 91c is not initialized, when the return command is received thereafter, the output control of the rendering device is performed according to the control pattern set in the control pattern storage area from before the power interruption. Returns to the control state before the interruption.
  If the RAM parity is not 0 in step Sr4, the sub-control unit 91 initializes the RAM 91c (Sr5) because the data stored in the RAM 91c is not normal, and proceeds to step Sr6. With the initialization of the RAM 91c, the control state of the sub-control unit 91 is initialized.
  In step Sr5, not all the areas of the RAM 91c are initialized, but the areas excluding the area for storing the sub error flag, the area for storing the failure notification flag, and the area for storing the maintenance history are initialized. Then, the storage of the sub error flag, the failure notification flag, and the maintenance history is maintained.
  Here, the sub error flag is a flag stored in the storage area of the RAM 91c in the abnormality diagnosis process when the sub control unit 91 detects an abnormality and notifies that an abnormality has occurred (also referred to as a sub error notification). It is. Therefore, when the sub error flag is set, the sub error notification is executed by setting the sub error notification pattern in the abnormality diagnosis process after receiving the return command. In the present embodiment, the sub error flag is set based on the occurrence of an abnormality due to a communication error between the main control unit 41 and the sub control unit 91. The failure notification flag is stored in the storage area of the RAM 91c in the timer interrupt process when the sub error notification is performed a predetermined number of times or more, that is, when the possibility of failure is notified (also referred to as failure notification). Flag. Therefore, when the failure notification flag is set, failure notification is executed until a return command, an error command indicating a RAM abnormality error, or a setting command indicating setting start is received. The maintenance history is a history including information stored in a predetermined area of the RAM 91c when an abnormality such as a communication error is detected.
  As described above, in the startup process, data other than the sub error flag, the failure flag, and the maintenance history can be erased from the data stored in the RAM 91c, while the sub error flag, the failure flag, and the maintenance history. Is not erasable. As a result, when a communication error occurs in the slot machine 1 and the fact is to be notified, it is possible to avoid the disadvantage that the sub error notification is not performed, and it is possible to prevent the occurrence of the communication error from being overlooked. Further, when there is a possibility of failure, it is possible to avoid the inconvenience that failure notification is not performed, and it is possible to prevent the failure from being overlooked. Furthermore, it is possible to prevent the occurrence of an abnormality such as a communication error from being overlooked.
  In step Sr6, the sub-control unit 91 determines whether or not a failure notification flag is set (Sr6). If the failure notification flag is not set, the control set in the control pattern storage area is performed. Output control of the effect device is performed according to the pattern under restoration different from the pattern (Sr7), and when the failure notification flag is set, the failure notification suggests that the sub-control unit 91 side may be broken By performing output control of the effect device according to the pattern, the failure is notified (Sr8).
  After the step of Sr7 or Sr8, the sub-control unit 91 sets a recovery waiting flag in the RAM 91c indicating that it is waiting to receive any of a return command, an error command indicating RAM abnormality, or a setting command indicating start of setting. (Sr9) After allowing the interrupt (Sr10), the process proceeds to the loop process.
  In this way, in the activation process (sub), the sub control unit 91 performs output control of the effect device according to the restoring pattern regardless of whether or not the control state before power interruption is restored, and the main control unit It waits until it receives a return command, an error command from 41, or a setting command indicating setting start.
[Timer interrupt processing (sub)]
Next, a timer interrupt process (sub) that is periodically executed by the sub control unit 91 at intervals of 1.12 ms will be described based on the flowcharts of FIGS. 24 and 25.
  In the timer interrupt process (sub), first, the sub control unit 91 performs a power failure determination process (Ss1). In the power failure determination process, the sub-control unit 91 determines whether or not a voltage drop signal is input from the power failure detection circuit 98. If the voltage drop signal is input, the sub control unit 91 also performs the voltage drop signal in the previous power failure determination process. Is determined. If a voltage drop signal has been input in the previous power failure determination process, it is determined that a power failure has occurred, and a power interruption flag indicating that is set.
  The sub-control unit 91 determines whether or not the power interruption flag is set after the power failure determination process in the step of Ss1 (Ss2), and when the power interruption flag is set, the power interruption process (sub ). In the power interruption process (sub), in order to be able to determine whether or not the RAM 91c is normal at the next activation, the sub control unit 91 sets the parity adjustment data so that the RAM parity of all the storage areas of the RAM 91c becomes zero. After calculation and storage in the RAM 91c, interrupt prohibition is set, and the voltage is lowered and the operation is stopped, or a loop is performed without performing any processing until a reset signal is input to restart.
  If the power interruption flag is not set in step Ss2, the sub control unit 91 stores the command in the reception buffer (the area in which the command received from the main control unit 41 is stored) allocated to the RAM 91c. Whether or not a command is received from the main control unit 41 is determined (Ss3). If the command is not stored in the reception buffer in step Ss3, the sub-control unit 91 proceeds to step Ss29.
  If a command is stored in the reception buffer in step Ss3, the sub control unit 91 obtains the command received earliest from the commands stored in the reception buffer (Ss4), and the sub error is stored in the RAM 91c. It is determined whether or not a flag is set (Ss5).
  If the sub error flag is not set in step Ss5, the sub control unit 91 proceeds to step Ss11. If the sub error flag is set, the sub control unit 91 determines whether or not the command acquired in step Ss4 is an error cancel command (Ss6). If the command is not an error cancel command, the sub control unit 91 proceeds to step Ss11. If the command is an error cancel command, it is determined whether or not the normal power failure return flag is set in Sr4b of FIG. 23 (Ss7a). If the normal power interruption recovery flag is not set, the sub-control unit 91 proceeds to Ss8. If the normal power failure recovery flag is set, the sub-control unit 91 determines that the AT flag or ART flag, NAVI stock counter value, ART information including the ART counter value, command missing counter, sub error flag, sub error The notification pattern is cleared, the abnormality determination number counter (see Sp2c in FIG. 26), the notification start timer (see Sb2 in FIG. 31), the previous error timer (see Sp2d in FIG. 26), and the abnormality determination start timer (see Sp2g in FIG. 26). ) Is reset (Ss7b), and 1 is added to the error count counter value (Ss8).
  At this time, since the ART information is cleared, even if it is controlled by AT or ART before power interruption, these data are cleared and controlled to a normal state not controlled by AT or ART. The Also, even if the number of navigation stocks remains, it is all cleared. By clearing the sub error flag and the sub error notification pattern, output control corresponding to the standby pattern is performed in step Ss25 when a return command is received thereafter. By resetting the abnormality determination number counter, the count of the number of times determined that the specific command is not received in the correct order is returned to “0”. By resetting the notification start timer, it is possible to stop counting the time elapsed since the start of sub error notification and reset the count value. By resetting the immediately preceding error timer, it is possible to reset the count value of the time that has elapsed since it was determined that a specific command was not received in the correct order. By resetting the abnormality determination start timer, the counting of the time that has elapsed since it was determined that a specific command was not received in the correct order for the first time (the first time counted by the abnormality determination counter) was stopped and counted. The value can be reset.
  After the step of Ss8, the sub-control unit 91 determines whether or not the error number counter value is a predetermined number (for example, 5) or more (Ss9). If the error number counter value is not equal to or greater than the predetermined number, the sub-control unit 91 proceeds to step Ss11. On the other hand, if the error number counter value is equal to or greater than the predetermined number, A failure notification flag is set in the RAM 91c for setting a failure notification pattern that suggests a possibility that the unit 91 is malfunctioning (Ss10), and the process proceeds to step Ss24.
  In step Ss11, the sub control unit 91 determines whether or not a recovery waiting flag is set. If the recovery waiting flag is not set, the sub control unit 91 determines whether or not a sub error notification pattern is set (Ss12). ). The sub-control unit 91 proceeds to step Ss24 when the sub-error notification pattern is set, but performs processing according to the command acquired at step Ss4 when the sub-error notification pattern is not set. After performing (Ss13), performing abnormality diagnosis processing (Ss14a), performing freeze-related processing (Ss14b) and performing abnormality determination number counter clear processing (Ss14c), the process proceeds to step Ss24. Accordingly, when the sub error notification pattern is set, output control according to the sub error notification pattern is performed in step Ss25, while when the sub error notification pattern is not set, the acquired command The output control according to the production pattern according to is performed at step Ss25.
  If there is a recovery waiting flag in the step Ss11, the sub-control unit 91 determines whether the command acquired in the step Ss4 is a command other than the setting command and the error command (Ss15). If it is a command other than an error command, the recovery waiting flag is cleared (Ss23), and the process proceeds to Ss24. On the other hand, if the command is not a command other than the setting command and the error command, the sub-control unit 91 determines whether the setting command indicates a setting start (Ss16). If the command is a setting command indicating a setting start, the sub-control unit 91 recovers. After clearing the wait flag (Ss21), the RAM 91c is initialized (Ss22a). At this time, since the sub error flag and the control pattern are cleared, output control according to the standby pattern is performed in step Ss25.
  Then, the sub-control unit 91 activates a maintenance mode for setting the current time, displaying the maintenance history, selecting the sub-error notification frequency and the notification mode (Ss22b), and proceeds to step Sa24. When the maintenance mode is activated, a menu screen is displayed from the liquid crystal display 51 (see FIG. 37).
  On the menu screen displayed in the maintenance mode, the store clerk can set the current time, display the maintenance history, and set the communication error level. In the present embodiment, on the side of the sub-control unit 91, command missing, command abnormality, ART counter value abnormality, abnormality not receiving the game counter 3 command, game count value and game counter 1 specified from the game counter 3 command When a communication error such as an abnormality that does not match the game count value specified from the command is detected, that fact is stored in a predetermined area of the RAM 91c, and the abnormality detected history is displayed as a maintenance history.
  Further, in the present embodiment, the communication error level is divided into three stages (ZERO level, LOW level, and HI level), and the frequency of sub error notification when a communication error is detected on the sub control unit 91 side. (Also referred to as notification frequency) and the notification mode of sub error notification are associated in stages. For this reason, the store clerk can browse the history in which an abnormality such as a communication error is detected by operating the setting key switch 37 to activate the maintenance mode, and the notification frequency and notification when the abnormality is detected. A mode can be set. When the setting key switch 37 is turned OFF, the maintenance mode ends.
  In the step of Ss22a, not all the areas of the RAM 91c are initialized, but the areas excluding the area where the sub error flag is stored, the area where the failure notification flag is stored, and the area where the maintenance history is stored are excluded. It is initialized. For this reason, when the sub error notification pattern is set in the abnormality diagnosis process, the sub error notification is executed. When the failure notification flag is set, the failure notification is executed until the next time the power is turned on until a return command, an error command indicating a RAM abnormality error, or a setting command indicating a setting start is received. Furthermore, it is possible to prevent the occurrence of abnormality from being overlooked.
  In step Ss16, if the acquired command is not a setting command indicating start of setting, the sub-control unit 91 determines whether or not it is an error command indicating RAM abnormality (Ss17), and if it is not an error command, Ss24 Go to step. In this case, in a state of waiting for recovery, neither the return command nor the setting command indicating the start of setting nor the error command is received, but another command is received. In this case, the recovery is continued in the step of Ss25. Output control according to the middle pattern is performed.
  In step Ss17, if the command is an error command, the sub-control unit 91 clears the recovery waiting flag (Ss18), initializes the RAM 91c (Ss19), and sets a RAM error pattern (Ss20). , Proceed to step Ss24. At this time, output control according to the RAM error pattern is performed in step Ss25.
  In step Ss19, not all the areas of the RAM 91c are initialized, but the areas other than the area where the sub error flag is stored, the area where the failure notification flag is stored, and the area where the maintenance history is stored are excluded. It is initialized. For this reason, when the sub error notification pattern is set in the abnormality diagnosis process, the sub error notification is executed. When the failure notification flag is set, the failure notification is executed until the next time the power is turned on until a return command, an error command indicating a RAM abnormality error, or a setting command indicating a setting start is received. Furthermore, it is possible to prevent the occurrence of abnormality from being overlooked.
  The sub-control unit 91 determines whether or not the control pattern set in the control pattern storage area matches the output state of the effect device (Ss24), and the control pattern and effect set in the control pattern storage area. If the output states of the devices match, the process proceeds to step Ss26. If they do not match, the output control of the effect device is performed according to the control pattern set in the control pattern storage area (Ss25). Proceed to step Ss26.
  In the step of Ss26, when the maintenance mode is activated in Ss22b, the sub control unit 91 executes a communication error level setting process for selecting a notification frequency and a notification mode of the sub error notification (Ss26).
  Next, the sub-control unit 91 performs a sub-error notification execution process to execute sub-error notification (Ss27). The sub-control unit 91 clears the command acquired this time among the commands stored in the reception buffer (Ss28), and proceeds to step Ss29. The sub-control unit 91 ends the timer interrupt process (sub) after performing the process of updating the values of various counters (Ss29).
[Abnormal diagnosis processing]
Next, the control contents of the abnormality diagnosis process executed by the sub control unit 91 in step Ss14a in the timer interrupt process (sub) will be described based on the flowcharts shown in FIGS.
  The abnormality diagnosis process is a process executed when a command is acquired (received) in a state other than a waiting state for recovery in the timer interrupt process (sub).
  As shown in FIGS. 26 and 27, in the abnormality diagnosis process, the sub-control unit 91 first selects a specific command (game counter 1) transmitted from the start to the end of the game among the commands received from the main control unit 41. Command, reel acceleration information 1 command, reel acceleration information 2 command, game start acceptance command, wait end command, reel rotation start command, reel acceleration end command, first stop acceptance command, first stop slip number command , First stop position command, second stop reception command, second stop slip frame command, second stop stop position command, third stop reception command, third stop slip command, 3. Stop position command at stop, game counter 2 command, status command after all reels stop, winning number command, winning Number command, determines whether the payout completion command, game end command) is missing (Sp1).
  In the RAM 91c, an area capable of storing a command serial number assigned to a specific command is allocated. When the sub control unit 91 reads a specific command from the reception buffer, the sub control unit 91 adds the area to the read specific command. The command sequence number stored in the RAM 91 is compared with the command sequence number stored in the RAM 91 (the command sequence number stored when one of the specific commands was read last time). If it is not a continuous value, it is determined that a specific command is missing. If the sub-control unit 91 determines that there is no missing specific command after the comparison / determination, the sub-control unit 91 sets the command sequence number assigned to the read specific command to the command sequence number stored in the RAM 91c. Overwrite.
  It should be noted that the commands to be determined whether or not a specific command is missing are a game counter 1 command, a reel acceleration information 1 command, a reel acceleration information 2 command, a game start acceptance command, End command, reel rotation start command, reel acceleration end command, first stop acceptance command, first stop slip frame command, first stop stop position command, second stop acceptance command, second stop slip Number of frames command, second stop position command, third stop reception command, third stop slip frame number command, third stop position command, game counter 2 command, status command after all reels stop, winning number Command, winning number command, payout end command, game end command only. Determines that there is no lack of specific command if Re.
  If the sub-control unit 91 determines in step Sp1 that the specific command is missing, the sub-control unit 91 creates a dummy command that duplicates the missing command (Sp2a). At this time, the sub-control unit 91 creates, as a dummy command, a command indicating the most unfavorable content among the same type of commands as a dummy command. For example, the sub-control unit 91 creates a command indicating that no winning has occurred as a dummy command for the winning number command, and creates a command indicating that the number of winnings is 0 as a dummy command for the winning number command. . The created dummy command is stored in the command buffer.
  Next, the sub-control unit 91 determines whether or not a specific command is received in the correct order (Sp2b). Whether or not a specific command is received in the correct order is determined by comparing the command sequence number of the specific command read this time with the command sequence number of the specific command previously read stored in the RAM 91c. .
  Specifically, for example, the sub-control unit 91 sets the command sequence number of the specific command read this time to 0 to 6 attached to the command transmitted at the start of the game, and the command sequence number of the specific command read last time is the game end If it is 16-21 attached to the command transmitted at times, it is determined that the order is correct, and if it is other than 16-21, it is determined that the order is not correct. In addition, the sub-control unit 91 assigns the command sequence number of the specific command read this time to 7 to 9 attached to the command transmitted at the time of the first stop operation, and the command sequence number of the specific command read last time is when the game starts. If 0 to 6 attached to the transmitted command, it is determined that the order is correct, and if it is other than 0 to 6, it is determined that the order is not correct. In addition, the sub-control unit 91 adds 10-12 as the command sequence number of the specific command read this time to the command transmitted at the time of the second stop operation, and the command sequence number of the specific command read last time is the first stop If it is 7 to 9 attached to the command transmitted at the time of operation, it is determined that the order is correct, and if it is other than 7 to 9, it is determined that it is not the correct order. Further, the sub-control unit 91 assigns the command sequence number of the specific command read this time to the command transmitted at the time of the third stop operation, and the command sequence number of the specific command read last time is the second stop. If it is 10-12 attached to the command transmitted at the time of operation, it will determine with the correct order, and if it is other than 10-12, it will determine with it not being the correct order. In addition, the sub-control unit 91 assigns the command sequence number of the specific command read this time to 16 to 21 attached to the command transmitted at the end of the game, and the command sequence number of the specific command read last time is the third stop operation. If it is 13 to 15 attached to the transmitted command, it is determined that the order is correct, and if it is other than 13 to 15, it is determined that the order is not correct. Thus, the command is received in the order of the game start, the first stop operation, the second stop operation, the third stop operation, and the game end, that is, the command is received in a normal order according to the progress of the game. It is determined whether or not there is.
  In addition, in the step of Sp2b, the sub-control unit 91, after comparing and determining the command sequence number, regardless of whether or not the specific command is received in the correct order, the command sequence number assigned to the read specific command Is overwritten on the command sequence number stored in the RAM 91c.
  If it is determined in step Sp2b that the specific commands are received in the correct order, the commands are received in the order of game start, first stop operation, second stop operation, third stop operation, and game end. However, a part of the command is lost due to one of the triggers (because it is determined as N in Sp1), and the command serial number is not a serial number. Therefore, the sub-control unit 91 adds “1” to the count value of the abnormality determination number counter that counts the number of times it is determined that the specific command is not received in the correct order (Sp2c). When adding the count value of the abnormality determination number counter in Sp2c, the sub-control unit 91 stores in the predetermined area of the RAM 91c that a command abnormality is detected once every two times. The history of detecting this command abnormality is displayed as a maintenance history when the maintenance mode is activated and can be viewed by a store clerk.
  Next, the sub-control unit 91 resets the immediately preceding error timer that counts the time that has elapsed since it was determined that the specific command was not received in the correct order most recently (Sp2d). As a result, the immediately preceding error timer starts again counting the time that has elapsed since it was determined that the specific command was not received in the correct order. Note that the immediately preceding error timer is always operating, and only the count value is reset by Sp2d.
  Next, the sub-control unit 91 determines whether or not the count value of the abnormality determination number counter has reached a predetermined value (for example, “5” when the communication error level is set to the LOW level) (Sp2e). This predetermined value is changed according to the communication error level set by the store clerk. When the count value of the abnormality determination number counter reaches a predetermined value, the sub control unit 91 sets a sub error flag (Sp5), and proceeds to step Sp9. That is, when the count value of the abnormality determination number counter reaches a predetermined value corresponding to the set communication error level, the sub error flag is set and the sub error notification is performed.
  If the count value of the abnormality determination number counter is not a predetermined value, the sub-control unit 91 determines whether or not the count value of the abnormality determination number counter is “1” (Sp2f). When the count value of the abnormality determination number counter is “1”, the sub-control unit 91 determines that a specific command has not been received in the correct order for the first time (first count by the abnormality determination number counter). The abnormality determination start timer that counts the time that has elapsed since the start is activated (Sp2g), and the process proceeds to Sp9. If the count value of the abnormality determination number counter is not “1”, the sub-control unit 91 proceeds directly to Sp9.
  On the other hand, if the sub-control unit 91 has not received a specific command in the correct order, the sub-control unit 91 receives the command in the order of game start, first stop operation, second stop operation, third stop operation, and game end. There are multiple commands that should be received at any time. Therefore, the sub-control unit 91 adds 1 to the count value of the command missing counter indicating that (Sp3). When adding the count value of the command missing counter in Sp3, the sub-control unit 91 stores in the predetermined area of the RAM 91c that the command missing is detected every time. The history of detecting this missing command is displayed as a maintenance history when the maintenance mode is activated and can be viewed by a store clerk.
  The sub-control unit 91 determines whether or not the count value of the command missing counter is equal to or greater than a predetermined value (for example, “4” when the communication error level is set to the LOW level) (Sp4). This predetermined value is changed according to the communication error level set by the store clerk. If the count value of the command missing counter is equal to or greater than the predetermined value, the sub control unit 91 sets a sub error flag (Sp5). That is, when the count value of the command missing counter reaches a predetermined value corresponding to the set communication error level, the sub error flag is set and the sub error notification is performed.
  If the count value of the command missing counter is less than the predetermined value, the sub control unit 91 proceeds to the step Sp9 without setting the sub error flag.
  If it is determined in step Sp1 that the specific command is not missing, the sub-control unit 91 determines whether or not the acquired command is a game counter 1 command (Sp6). If the acquired command is a game counter 1 command, the sub control unit 91 stores the game counter value specified from the game counter 1 command in the game counter value storage area 1 assigned to the RAM 91c (Sp7).
  Next, the sub-control unit 91 is specified from the game counter value specified from the game counter 1 command stored in the game counter value storage area 1 and the game counter 2 command stored in the game counter value storage area 2. It is determined whether or not the game counter value is a continuous value (Sp8).
  In step Sp8, the game counter value storage area 2 should store the game counter value specified from the game counter 2 command transmitted at the end of the previous game. Since the value specified from the newly received game counter 1 command should be the game count value incremented by 1 before the game is newly started after the game ends, the game counter value storage area The game count value specified from the newly received game counter 1 command should be a value incremented by 1 with respect to the game count value specified from the game counter 2 command stored in 2. Should be a continuous value. Therefore, by checking whether or not the value stored in the game counter value storage area 1 and the value stored in the game counter value 2 are continuous values, the game control board 40 and the effect control board 90 It is possible to determine whether or not a fraudulent act that disables communication of a command, such as by inserting or removing a connector between them, has been performed.
  If the value stored in the game counter value storage area 1 and the value stored in the game counter value storage area 2 are not consecutive values in the step of Sp8, the sub-control unit 91 proceeds to the step of Sp3. If 1 is added to the count value of the missing counter, and the count value of the command missing counter after the addition is not greater than or equal to the predetermined value in the step of Sp4, the process proceeds to the step of Sp9, and the count value of the command missing counter after the addition is the predetermined value If so, the sub error flag is set (Sp5), and the process proceeds to the step Sp9. On the other hand, when the value stored in the game counter value storage area 1 and the value stored in the game counter value storage area 2 are consecutive values in the step of Sp8, the sub-control unit 91 proceeds to the step of Sp9. move on.
  The sub-control unit 91 determines whether or not the acquired command is a game counter 2 command (Sp9). If the acquired command is a command other than the game counter 2 command, the sub-control unit 91 proceeds to the step of Sp15, whereas if the acquired command is a game counter 2 command, the sub-control unit 91 starts from the game counter 2 command. The specified game counter value is stored in the game counter value storage area 2 assigned to the RAM 91c (Sp10).
  Thereafter, the sub-control unit 91 specifies a game count value specified from the game counter 2 command stored in the game counter value storage area 2 and a game specified from the game counter 1 command stored in the game counter value storage area 1. It is determined whether or not the count value matches (Sp11).
  In step Sp11, the game counter value storage area 1 should store the game counter value specified from the game counter 1 command transmitted at the start of the current game. Since the value of the game counter is incremented by 1 before the start of the game and is not updated again during the game, the game counter value specified from the game counter 1 command transmitted at the start of the current game And the game counter value specified from the newly received game counter 2 command should be the same. A connector between the game control board 40 and the effect control board 90 by checking whether or not the value stored in the game counter value storage area 1 and the value stored in the game counter value 2 are the same value It is possible to determine whether or not a fraudulent act that makes the command incapable of communication, such as insertion and removal, is performed.
  If the value stored in the game counter value storage area 1 and the value stored in the game counter value storage area 2 match in Sp11, the sub-control unit 91 proceeds to the step of Sp15 while storing the game counter value. If the value stored in the area 1 and the value stored in the game counter value storage area 2 do not match, 1 is added to the command missing counter (Sp12). When adding the count value of the command loss counter in Sp12, the sub-control unit 91 stores in the predetermined area of the RAM 91c that the command loss is detected every time. The history of detecting this missing command is displayed as a maintenance history when the maintenance mode is activated and can be viewed by a store clerk.
  The sub-control unit 91 determines whether or not the count value of the command missing counter is equal to or greater than a predetermined value (for example, “4” when the communication error level is set to the LOW level) (Sp13). This predetermined value is changed according to the communication error level set by the store clerk. If the count value of the command missing counter is not equal to or greater than the predetermined value, the sub control unit 91 proceeds to step Sp15. If the count value is equal to or greater than the predetermined value, the sub control unit 91 sets a sub error flag (Sp14), and the step of Sp15. Proceed to That is, when the count value of the command missing counter reaches a predetermined value corresponding to the set communication error level, the sub error flag is set and the sub error notification is performed.
  Next, the sub-control unit 91 determines whether or not the acquired command is a game end command transmitted at the end of the game (Sp15). If it is not a game end command, the sub-control unit 91 proceeds to the step of Sp17 to execute the game end command. If so, the ART counter value is stored in the previous value storage area in which the ART counter value of the previous game is stored (Sp16), and the process proceeds to the step of Sp17.
  The sub-control unit 91 determines whether or not the acquired command is an internal winning command, that is, a command in which an extra lottery is executed and the ART counter value may increase (Sp17). Then, the process proceeds to the step of Sp20, and if it is an internal winning command, it is determined whether or not the ART counter value is added upon reception of the internal winning command (Sp18).
  If the ART counter value is not added, the sub-control unit 91 proceeds to the step of Sp24. On the other hand, if the ART counter value is added, the sub-control unit 91 stores the previous game stored in the previous value storage area. The ART counter value is compared with the current ART counter value, and it is determined whether or not the number of increases due to the addition exceeds a predetermined value that may be added by the lottery (Sp19). The sub-control unit 91 proceeds to the step of Sp24 when the increase number due to the addition is less than or equal to the predetermined value, but on the other hand, if the increase number exceeds the predetermined value, that is, the value that may increase in the addition lottery. If exceeding, it is determined that there is an abnormality and a sub error flag is set (Sp25), and the process proceeds to the step of Sp26. That is, when an abnormality that increases the ART counter value occurs, the sub error flag is always set and the sub error notification is performed. Further, when setting the sub error flag in Sp25, the sub control unit 91 stores in the predetermined area of the RAM 91c that an abnormality in the ART counter value is detected at every frequency. The history of detecting an abnormality in the ART counter value is displayed as a maintenance history when the maintenance mode is activated and can be viewed by a store clerk.
  The sub-control unit 91 determines whether the ART game value may decrease compared to the time when the previous game ends when the acquired command is the status information command after all reels stop, that is, during ART. If it is not the status information command after all reels stop, the process proceeds to the step of Sp24. On the other hand, if it is the status information command after all reels is stopped, the ART is in progress and the ART counter value is reached. It is determined whether or not is the second game or later that can be reduced from the previous game (Sp21). If the sub-control unit 91 is not in the ART or is in the ART but is in the first game, the sub-control unit 91 proceeds to the step of Sp24, while in the ART and in the second or later game, the game is further processed. It is then determined whether or not the ART counter value has been added (Sp22).
  If it is determined that the ART counter value has been added in the step of Sp22, the sub-control unit 91 proceeds to the step of Sp24, but if the ART counter value has not been added, the sub-control unit 91 stores it in the previous value storage area. The ART counter value of the previous game that has been played is compared with the current ART counter value to determine whether or not the ART counter value has decreased (Sp23).
  The sub control unit 91 proceeds to the step of Sp24 when the ART counter value is decreased in the step of Sp23, while setting the sub error flag because it is abnormal when the ART counter value is not decreased. (Sp25), the process proceeds to step Sp26. That is, when an abnormality occurs in which the ART counter value does not decrease, the sub error flag is always set and the sub error notification is performed.
  Next, the sub-control unit 91 determines whether or not the ART counter value is within a predetermined range (for example, a range of 0 to 9999) that can be set as the number of ART games in the slot machine 1 (Sp24). If the ART counter value is within the predetermined range, the sub control unit 91 proceeds to the step of Sp26, while if the ART counter value is not within the predetermined range, the sub control unit 91 sets a sub error flag as abnormal ( The process proceeds to steps Sp25) and Sp26. That is, when an abnormality occurs in which the ART counter value is not within the predetermined range, the sub error flag is always set and the sub error notification is performed.
  The sub control unit 91 determines whether or not the sub error flag is set (Sp26). If the sub error flag is not set, the sub control unit 91 returns to the timer interrupt process (sub), while sub error If the flag is set, a sub error notification pattern is set (Sp27), and the process returns to the timer interrupt process (sub).
  As described above, in the abnormality diagnosis process, a specific command transmitted from the start to the end of one game is received in the order of the game start, the first stop operation, the second stop operation, the third stop operation, and the game end. First, when it is determined that the order in which the specific commands are received is not normal, it is determined as abnormal, and the sub error flag is set.
  Even if the order in which the specific commands are received is normal, if the commands are missing, it is determined that the number of times is a predetermined number, and the sub-error flag is set.
  When the game counter 1 command transmitted at the start of the game is received, the game counter value specified from the game counter 2 command transmitted at the end of the previous game and the game counter value specified from the game counter 1 command are consecutive. When the game counter 2 command transmitted at the end of the game is received, the value of the game counter identified from the game counter 1 command transmitted at the start of the game and the game counter 2 command are identified. If the game counter value is not the same value, it is determined that there is an abnormality when the number of times reaches a predetermined number, and a sub error flag is set.
  By determining that these commands are abnormal when a communication failure occurs, it is possible to insert / remove the connector between the game control board 40 and the effect control board 90 or to install an illegal board or the like on the command line. The possibility of an illegal act such as continuing the ART can be detected by causing the communication failure to occur and preventing the number of ART games from proceeding.
  When an abnormality is determined due to a lack of a command, or when an abnormality is determined due to a contradiction in a game counter value associated with a lack of a game counter 1 command or a game counter 2 command, a certain allowable number of times is set. Even if these abnormalities are detected at a very low rate, it is not determined to be abnormal immediately, so sub errors are frequently determined despite the normal operating state. Can be prevented.
  During ART, it is determined whether or not the ART counter value, that is, the remaining number of games of ART is decreased for each game except for the case where the ART is added or the first game that does not decrease, and the number of remaining games of ART is determined. If it has not decreased, it is determined that there is an abnormality, and a sub error flag is set.
  It is determined whether or not the ART counter value is within a range that can be set as the number of ART games during ART. If the ART counter value is not within a range that can be set as the number of ART games, it is determined that there is an abnormality, and the sub error flag is set. Is set.
  If the ART lot value is won during the ART and the ART counter value increases, it is determined whether the number of increments of the ART counter value exceeds the increase number that can be increased by the extra lottery. When the increase exceeds the obtained increase number, it is determined as abnormal, and the sub error flag is set.
  Even if these abnormalities in the ART counter value increase / decrease occur, it is determined that there is an abnormality, so that even if the communication failure of the command as described above does not occur, an illegal act that does not advance the number of ART games may be performed. Sex can be detected.
  In the timer interrupt process (sub), when an abnormality on the sub control unit 91 side is detected in the abnormality diagnosis process, the sub error flag is set, and the sub error notification pattern is set, output control according to the sub error notification pattern is performed. As a result, a sub-error notification is executed, a notification that an abnormality has been detected on the sub-control unit 91 side is made, and it is possible to recognize the possibility of an illegal act as described above. Such a fraudulent act can be detected at an early stage by the store clerk and the fraudulent act can be suppressed.
  Whether or not a specific command transmitted from the start to the end of one game is received in the order of the game start, the first stop operation, the second stop operation, the third stop operation, and the game end in the abnormality diagnosis process By determining, it is possible to detect the occurrence of a command communication error without increasing the processing load of the main control unit 41.
  Since a disadvantageous dummy command is created when a command loss occurs, when the command loss occurs, the subsequent control is dedicated control when the command loss occurs, preventing an increase in processing burden it can. In addition, it is possible to prevent a process that does not follow the progress of the game from being performed with a missing command. Also, by creating a disadvantageous dummy command, it is possible to prevent the performance as if the profit that was not obtained in the game was obtained, preventing the player's distrust it can.
[Error judgment counter clear processing]
Next, the control content of the abnormality determination number counter clear process executed by the sub control unit 91 in step Ss14c in the timer interrupt process (sub) will be described based on the flowchart shown in FIG.
  As shown in FIG. 28, first, the sub-control unit 91 determines whether or not the count value of the immediately preceding error timer reset in Sp2d in FIG. 26 is equal to or greater than a predetermined value (Sk1). If the count value of the immediately preceding error timer is equal to or greater than the predetermined value, the sub-control unit 91 clears the count value of the abnormality determination number counter that adds the count value in Sp2c of FIG. Then, the operation of the abnormality determination start timer started in Sp2g in FIG. 26 is stopped and the count value is cleared (Sk5). That is, the sub-control unit 91 clears each count value when a predetermined time has elapsed since it was determined that a specific command has not been received in the correct order.
  If the count value of the immediately preceding error timer is not equal to or greater than the predetermined value, the sub control unit 91 determines whether the time is between a predetermined time and a predetermined time based on the time counted by the sub CPU 91a. Determine (Sk2). For example, the sub-control unit 91 determines whether or not the time is between a time (for example, 4:00) after a game store closing time (for example, 23:00) and a game hall opening time (for example, 10:00). judge. If the time is not between the predetermined time and the predetermined time, the sub-control unit 91 ends the process.
  On the other hand, when the time is between the predetermined time and the predetermined time, the sub-control unit 91 determines whether or not the power interruption has been restored (Sk3). The sub-control part 91 complete | finishes a process, when the electric power interruption return is not made | formed. When the power failure recovery is performed, the sub-control unit 91 clears the count value of the abnormality determination number counter that adds the count value in Sp2c of FIG. 26 (Sk4), and further starts operation in Sp2g of FIG. The count value of the abnormality determination start timer is cleared (Sk5). Even if the count value of the abnormality determination counter is cleared, the memory indicating that the command abnormality is detected is not initialized, so that the occurrence of the command abnormality is not overlooked.
  In this way, in the abnormality determination number counter clear process, the abnormality determination number counter is cleared when the time that has elapsed since it was determined that a specific command has not been received in the most recent and correct order has reached a predetermined time. Command communication errors have occurred multiple times over a certain period of time. The number of communication errors that have occurred due to accidental reasons that are not extremely problematic is not counted, and sub-error notification is not executed. I can grasp the condition.
  In addition, if power failure recovery is performed at a time between a predetermined time and a predetermined time, the abnormality determination number counter is cleared, so it is confirmed whether fraud has occurred after the game hall is closed. If you set the time from the time after the end of the period to the opening time of the game hall to the opening time of the game hall, it is possible to clear the count value by the abnormality determination counter when the power supply is started in conjunction with the opening of the game hall This saves you the trouble of clearing the shop floor clerk.
[Freeze-related processing]
Next, the control contents of the freeze-related process executed by the sub control unit 91 in step Ss14b in the timer interrupt process (sub) will be described based on the flowchart shown in FIG.
  As shown in FIG. 29, first, the sub-control unit 91 determines whether or not the reel acceleration information command set with the reel rotation pattern transmitted by the main control unit 41 in the process of Se6 in FIG. 21 has been received. (Sf1). The sub-control unit 91 ends the process when the reel acceleration information command in which the reel rotation pattern is set is not received.
  When the reel rotation pattern is set, the sub control unit 91 determines whether or not the game counter 3 command transmitted by the main control unit 41 is received in the process of Se6 in FIG. When receiving the game counter 3 command, the sub control unit 91 stores the game counter value specified from the game counter 3 command in the game counter value storage area 3 assigned to the RAM 91c (Sf3). If the sub-control unit 91 has not received the game counter 3 command, the sub-control unit 91 sets a sub-error flag (Sf7). That is, when an abnormality that does not receive the game counter 3 command together with the reel acceleration information command occurs, the sub error flag is always set and the sub error notification is performed. Further, when setting the sub error flag in Sf7, the sub control unit 91 stores in the predetermined area of the RAM 91c that an abnormality that does not receive the game counter 3 command is detected every time is detected. The history of detecting an abnormality that does not receive the game counter 3 command is displayed as a maintenance history when the maintenance mode is activated and can be viewed by a store clerk. Thereafter, the sub control unit 91 sets a sub error notification pattern (Sf8) and ends the process.
  The sub-control unit 91 specifies a game count value specified from the game counter 3 command stored in the game counter value storage area 3 and a game count value specified from the game counter 1 command stored in the game counter value storage area 1. Is matched (Sf4).
  If the value stored in the game counter value storage area 1 in Sf4 matches the value stored in the game counter value storage area 3, the sub-control unit 91 proceeds to step Sf5 while storing the game counter value. If the value stored in area 1 and the value stored in game counter value storage area 3 do not match, a sub error flag is set (Sf7), a sub error notification pattern is set (Sf8), and the process is performed. finish. That is, when an abnormality occurs in which the value stored in the game counter value storage area 1 and the value stored in the game counter value storage area 3 do not coincide with each other, the sub error flag is always set and the sub error notification is performed.
  The sub-control unit 91 executes an extra lottery that determines the number of extra games of ART (Sf5). When the extra lottery is executed, the sub control unit 91 executes an extra effect that suggests and notifies the lottery result (Sf6), and ends the process.
  Here, in step Sf4, the game counter value storage area 1 should store the game counter value specified from the game counter 1 command transmitted at the start of the current game. Since the value of the game counter is incremented by 1 before the start of the game and is not updated again during the game, the game specified from the game counter 1 command transmitted at the start of the current game. The counter value and the game counter value specified from the newly received game counter 3 command should be the same.
  Conventionally, since only the reel acceleration information command in which the number of commands transmitted according to the lottery result of the main control unit 41 changes is transmitted, by connecting an unauthorized device to the effect control board 90, the effect control board Even if an unreliable reel acceleration information command created by an illegal method is transmitted to 90, the command is not missing and the reception order is correct, so that it cannot be identified as a non-regular command.
  However, in this embodiment, when confirming whether or not a reel acceleration information command has been received, it is also confirmed whether or not a game counter 3 command that has not been transmitted in the past has been received. It is possible to determine whether an illegal act of transmitting the acceleration information command has been performed.
  Even if it is attempted to forge the game counter 3 command, it is necessary to analyze the program of the game control board 40 in order to know the game counter value, and it is difficult to know this, so forge the game counter 3 command. It is difficult. Therefore, by confirming whether or not the value stored in the game counter value storage area 1 and the value stored in the game counter value 3 are the same value, a non-regular reel acceleration information command is transmitted more accurately. It can be determined whether an illegal act has been performed.
  In this way, after determining whether or not the reel acceleration information command is a regular command based on the game counter 3 command, the number of additional games of ART is determined when the reel acceleration information command is received. Therefore, it is possible to prevent the addition of the additional number of games when an illegal act is performed.
[Game flow when frozen]
Next, the flow of the game in the frozen state will be described. In the example of FIG. 30, description will be made assuming that the navigation stock is added during the AT instead of the number of ART games. Further, description will be made assuming that the reel acceleration information 2 command is transmitted as the reel acceleration information command in which the reel rotation pattern is set.
  As shown in FIG. 30A, when the start switch 7 is operated, the reels 2L, 2C, and 2R start to rotate (see the downward arrows in the figure). When the normal + special replays 1 to 6 are won during the AT, a message such as “Aim at 7!” Is displayed on the liquid crystal display 51, and a navigation effect in a pushing order in which special replays are arranged is performed.
  As shown in FIG. 30B, when the stop switches 8a, 8b and 8c are operated to stop the reels 2L, 2C and 2R, a special replay is won. On the liquid crystal display 51, a character with a V sign appears and a message “Yeah ~” is displayed. Thereby, the player can have a sense of expectation that a freeze will occur in the next game.
  As shown in FIG. 30 (c), when the start switch 7 is operated in the next game, the freeze state is controlled. At this time, a re-effect lottery is executed (see Se3 in FIG. 21), and a reel acceleration information 2 command and a game counter 3 command are transmitted from the main control unit 41 to the sub-control unit 91 (see Se6 in FIG. 21). In the freeze state, the reels 2L, 2C, and 2R start to rotate in an aspect as a reel effect (in this example, an aspect in which the rotational speed is higher than the normal rotational speed as indicated by the wavy line) (see Se7 in FIG. 21). . In addition, on the liquid crystal display 51, a message such as “Start Freeze!
  As shown in FIG. 30 (d), when the re-effect lottery (see Se3 in FIG. 21) is won, the reels 2L, 2C, and 2R are temporarily stopped (in this example, each reel swings finely). Stop, see Se8 in FIG. 21), and 7 combinations (ie, 7a-7a-7a or 7b-7b-7b or 7c-7c-7c). And it is alert | reported that the lottery effect was won by this symbol combination. The liquid crystal display 51 displays a message such as “Yeah! Acquire 2 Navi!” As a character appears as a notification of the number of acquired navigation stocks. This makes it possible for the player to easily understand that the navigation stock has been acquired and the number of acquisitions. Note that the wavy lines on both sides of each reel indicate that each reel is stopped by finely swaying.
  As shown in FIG. 30 (e), the operation request effect is executed after notifying that the navigation stock has been acquired and the number of acquisitions. As a result, a message such as “start operation!” Is displayed on the liquid crystal display 51 together with the image 60 indicating the operation of operating the start switch 7, and the sound “start operation!” Is also output from the speakers 56 and 57. The
  As shown in FIG. 30 (f), when the operation request effect is executed, if the start switch 7 is operated (see Se2 in FIG. 21), a re-effect lottery is executed (see Se3 in FIG. 21). The reel acceleration information 2 command and the game counter 3 command are transmitted from the main control unit 41 to the sub-control unit 91 (see Se6 in FIG. 21). Further, the reels 2L, 2C, and 2R start to rotate again in a form as a reel effect in the frozen state (see Se7 in FIG. 21). When the re-effect lottery is won, the reels 2L, 2C, and 2R are temporarily stopped in the state shown in FIG.
  As shown in FIG. 30 (g), if the re-effect lottery (see Se3 in FIG. 21) executed at the time of FIGS. 30 (e) and (f) is not won, seven combinations are prepared. First, the combination of symbols informs that the re-draw lottery was not won. Then, on the liquid crystal display 51, in order to notify that the navigation stock could not be acquired without winning the re-effect lottery, a message such as “Sorry” appears and a character appears.
  As shown in FIG. 30 (h), when the screen is switched after the message is displayed and the total number of navigation stocks acquired during the current freeze is eight, for example, the message “Navistock 8 acquired!” Is displayed. Is displayed. Then, an image 61 that prompts the player to operate the start switch 7 (in this example, an image showing an operation of operating the start switch 7) is displayed. In this state, when the start switch 7 is operated, the freeze state is ended, and the reels 2L, 2C, and 2R start to rotate in the same manner as in the normal game, the operation of the stop switch is validated, and the game proceeds.
[Communication error level setting process]
Next, the control contents of the communication error level setting process executed by the sub control unit 91 in step Ss26 in the timer interrupt process (sub) will be described based on the flowchart shown in FIG.
  First, the communication error level will be described. As shown in FIG. 33, in the present embodiment, “ZERO level”, “LOW level”, and “HI level” are provided as communication error levels.
  When the “ZERO level” is set, the determination value (predetermined value) of the abnormality number determination counter in Sp2e in FIG. 26 becomes infinite, and the determination value (predetermined value) in the abnormality number determination counter in Sp4 and Sp13 in FIG. Becomes infinite. In other words, when the “ZERO level” is set, the sub error is not notified even if the command abnormality is detected, and the sub error is not notified even if the command missing is detected.
  When the “LOW level” is set, the determination value (predetermined value) of the abnormal number determination counter in Sp2e of FIG. 26 becomes 5, and the determination value (predetermined value) of the abnormal number determination counter in Sp4 and Sp13 of FIG. Becomes 4. That is, when the “LOW level” is set, the sub error notification is performed once when the command abnormality is detected five times, and the sub error notification is performed once when the command loss is detected four times.
  When “HI level” is set, the determination value (predetermined value) of the abnormal number determination counter in Sp2e of FIG. 26 becomes 2, and the determination value (predetermined value) of the abnormal number determination counter in Sp4 and Sp13 of FIG. Becomes 1. That is, when the “LOW level” is set, the sub error notification is performed once when the command abnormality is detected twice, and the sub error notification is performed every time when the command loss is detected.
  In this way, the store clerk can suitably set the notification frequency of the sub error notification when a communication error is detected according to the stage of the communication error level. For this reason, for example, in a game shop where fraudulent acts are likely to occur, by setting the communication error level to “HI level”, when a communication error occurs, a sub-error notification is frequently made and fraudulent. The store clerk can be informed of the possibility of action. On the other hand, if it is a game shop where countermeasures are perfect and it is difficult for fraudulent acts to occur, setting the communication error level to “ZERO level” or “LOW level” allows sub-error notifications to be frequently issued to the player. Annoying annoyance can be prevented, and if there are too many communication errors, there is a possibility of fraudulent behavior. Therefore, the sub clerk notification can inform the store clerk of the possibility of fraud.
  Regardless of which communication error level is set, when a command abnormality is detected, a history is recorded once every two times, and when a command loss is detected, a history is recorded every time. In other words, in the present embodiment, when an abnormality is detected regardless of the communication error level set, it is stored at the same frequency as the notification frequency when the communication error level is set to the highest “HI level”. . For this reason, for example, even when the communication error level is set to “ZERO level” or “LOW level”, the fact that the abnormality is detected is stored at a frequency higher than the set notification frequency when the abnormality is detected. As a result, even when the communication error level is set to “ZERO level” or “LOW level”, the store clerk confirms the maintenance history displayed on the liquid crystal display 51 so that the abnormality is detected later. It is possible to prevent the occurrence of abnormality from being overlooked.
  Furthermore, as shown in FIG. 35, the notification mode of the sub error notification differs between the “LOW level” and the “HI level”, which are settings of the communication error level at which the sub error notification is performed. In the present embodiment, the “HI level” notification mode is referred to as a first notification mode, and the “LOW level” notification mode is referred to as a second notification mode. The first notification mode is a mode in which the sub-error notification is performed and the navigation effect cannot be executed during the AT, and the second notification mode is the mode in which the sub-error notification is performed and the navigation effect can be executed during the AT. It is. In any of the notification modes, the control on the main control unit 41 side such as internal lottery, reel control, winning determination, payout, etc. is reported because it notifies the abnormality on the sub-control unit 91 side that controls the production. Does not affect the progress of the game.
  For example, when the command error occurs when the communication error level is set to “HI level”, a command missing error message is displayed on the liquid crystal display 51, the effect effect LED 52 is lit red, the speaker 53, From 54, an error notification sound is reproduced. On the other hand, when the command error occurs when the communication error level is set to “LOW level”, the display of the liquid crystal display 51 and the outputs of the speakers 53 and 54 do not change, only the effect effect LED 52 changes. Lights red.
  When the communication error level is set to “HI level” and a command abnormality occurs, a command abnormality error message is displayed on the liquid crystal display 51, the effect effect LED 52 is lit red, and the speakers 53 and 54 The error notification sound is reproduced. On the other hand, when the command error occurs when the communication error level is set to “LOW level”, the display of the liquid crystal display 51 and the outputs of the speakers 53 and 54 do not change, only the effect effect LED 52 changes. Lights red.
  When the communication error level is set to “HI level” and an ART counter abnormality occurs, an ART counter error message is displayed on the liquid crystal display 51, the effect effect LED 52 is lit red, and the speakers 53, 54 are displayed. The error notification sound is reproduced from. On the other hand, when the ART error occurs when the communication error level is set to “LOW level”, the display on the liquid crystal display 51 and the outputs of the speakers 53 and 54 do not change, and only the effect effect LED 52 changes. Lights red.
  When the communication error level is set to “HI level”, the game counter 3 command abnormality (abnormality not receiving the game counter 3 command, the game count value identified from the game counter 3 command and the game counter 1 command is identified. When an abnormality that does not match the game count value) occurs, a game counter 3 command error message is displayed on the liquid crystal display 51, the effect LED 52 is lit red, and an error notification sound is reproduced from the speakers 53 and 54. Is done. On the other hand, when the communication error level is set to “LOW level” and the game counter 3 command abnormality occurs, the display of the liquid crystal display 51 and the outputs of the speakers 53 and 54 do not change, and only the effect effect LED 52 is displayed. It changes and lights red.
  As described above, in the first notification mode when the communication error level is set to the “HI level”, an error display is not displayed on the liquid crystal display 51, and the navigation effect image is not displayed. When the error notification sound is reproduced, the sound of the navigation effect is not reproduced, so that the navigation effect cannot be executed even during the AT. On the other hand, in the second notification mode when the communication error level is set to “LOW level”, the display on the liquid crystal display 51 and the output of the speakers 53 and 54 do not change. It becomes.
  Further, when the communication error level is set to “HI level”, the number of notification means is increased and the notification mode is flashy than when the communication error level is set to “LOW level”. Thereby, if the communication error level is set to the “HI level”, the sub error notification is performed in a flashy notification mode and at a high frequency, so that the occurrence of an abnormality can be grasped more reliably. On the other hand, if the communication error level is set to “LOW level”, the sub-error notification is performed in a low-frequency manner and at a low frequency, so that the player does not feel bothered.
  As shown in FIG. 31, first, the sub-control unit 91 determines whether or not the maintenance mode is activated in Ss22b of the timer interrupt process (sub) (Sb1). The sub-control unit 91 ends the process when the maintenance mode is not activated.
  When the maintenance mode is activated, the sub control unit 91 determines whether or not a communication error level selected from the three types of communication error levels has been confirmed (Sb2). When the maintenance mode is activated, the communication error level can be selected. Then, when the store clerk selects the communication error level, it is possible to select the notification frequency and notification mode of the sub error notification. When selecting the communication error level, the start switch 7 is operated, and one of the communication error levels is selected on the selection screen displayed on the liquid crystal display 51. The effect switch 56 is operated to determine the selected communication error level. Therefore, in Sb2, the sub-control unit 91 determines whether or not the communication error level is selected and the effect switch 56 is operated to determine the communication error level.
  When it is determined that the communication error level is confirmed in Sb2, the sub control unit 91 sets a communication error level flag indicating which communication error level is the established communication error level, and ends the process. (Sb3). If it is determined in Sb2 that the communication error level has not been determined, the sub-control unit 91 ends the process.
[Sub error notification execution process]
Next, the control content of the sub error notification execution process executed by the sub control unit 91 in step Ss27 in the timer interrupt process (sub) will be described based on the flowchart shown in FIG.
  As shown in FIG. 32, first, the sub-control unit 91 determines whether or not the main error flag is set (Sc1). The main error flag is set when an error state is detected on the main control unit 41 side, and is cleared when the error state is canceled on the main control 41 side. For this reason, in Sc1, it is determined whether or not an abnormality has occurred on the main control unit 41 side.
  Here, an example of an error state that occurs on the main control unit 41 side and an aspect of error notification performed by the control of the sub control unit 91 when the error state occurs will be described. In FIG. 34, “overflow error”, “medal supply error”, “hopper error”, “selector error”, “reel error”, and “door open error” are shown as types of main errors. Has been. The overflow error is an error detected when the overflow tank 35 becomes full. The medal supply error is an error detected when there are no medals stored in the hopper tank 34a. The hopper error is an error detected when foreign matter other than medals stays in the hopper tank 34a or the path from the hopper tank 34a to the medal payout exit 9, or when the medal medal payout exit 9 is clogged. It is. The selector error is an error detected when a foreign object other than a medal is detected by the inserted medal sensor 31 in the medal selector 29. The reel error is an error detected when the reel does not normally rotate and stop. The door opening error is an error detected by the door opening detection switch 25 when the front door 1b is opened.
  For these main errors, error notification (also referred to as main error notification) is performed in a different manner. For example, when an overflow error occurs, an overflow message is displayed on the liquid crystal display 51, the effect effect LED 52 is lit red, and an error notification sound is reproduced from the speakers 53 and 54. When a medal replenishment error occurs, a medal replenishment message is displayed on the liquid crystal display 51, the effect effect LED 52 is lit red, and an error notification sound is reproduced from the speakers 53 and 54. When a hopper error occurs, a hopper error message is displayed on the liquid crystal display 51, the effect LED 52 is lit red, and an error notification sound is reproduced from the speakers 53 and 54. When a selector error occurs, a selector error message is displayed on the liquid crystal display 51, the effect effect LED 52 is lit red, and an error notification sound is reproduced from the speakers 53 and 54. When a reel error occurs, a reel error message is displayed on the liquid crystal display 51, the effect LED 52 is lit red, and an error notification sound is reproduced from the speakers 53 and 54. When a door opening error occurs, a door opening message is displayed on the liquid crystal display 51, the effect effect LED 52 blinks yellow, and the door opening sound is reproduced from the speakers 53 and 54 only once.
  In any of the notification modes, an abnormality on the main control unit 41 side that controls the game is notified, so that the game cannot be progressed. Therefore, the sub control unit 91 determines whether or not an abnormality on the main control unit 41 side has occurred in the first step Sc1 of the sub error notification execution process. As a result, when the main error and the sub error occur in duplicate, the main error notification is given priority over the sub error notification.
  If the main error flag is set in Sc1, the sub-control unit 91 ends the process. In this case, the sub error is notified after the main error is released. On the other hand, if the main error flag is not set, the sub control unit 91 determines whether or not the sub error flag is set in Sp5, Sp14, and Sp25 of FIGS. 26 and 27 (Sc2). The sub control unit 91 ends the process when the sub error flag is not set.
  When the sub error flag is set, the sub control unit 91 determines whether or not the communication error level is the “ZERO level” based on the communication error level set in Sb3 of FIG. 31 (Sc3). ). When the communication error level is “ZERO level”, the sub-control unit 91 does not perform sub-error notification, and ends the process. On the other hand, when the communication error level is not “ZERO level”, that is, when the communication error level is “LOW level” or “HI level”, the sub control unit 91 determines whether the communication error level is “HI level”. Is determined (Sc4).
  When the communication error level is “HI level”, the sub control unit 91 performs sub error notification in the first notification mode (Sc5). In the notification in the first notification mode, the navigation effect cannot be executed even during AT (including during ART), and only the sub error notification is performed. On the other hand, when the communication error level is not “HI level”, that is, when the communication error level is “LOW level”, the sub control unit 91 performs sub error notification in the second notification mode (Sc6). In the notification in the second notification mode, the navigation effect can be executed and the sub error notification is performed during the AT. In addition, in the case where the second notification mode is selected, a navigation effect is not executed in a game that is not won for a navigation target role regardless of whether or not the AT is being performed. Only done.
  If an abnormality occurs on the main control unit 41 side, the progress of the game becomes impossible, so the dissatisfaction of the player becomes large, but even if an abnormality occurs on the sub control unit 91 side, the progress of the game is at a minimum Because it is possible, there is little dissatisfaction with the player. Therefore, in the present embodiment, when an abnormality that occurs on the main control unit 41 side that controls the game and an abnormality that occurs on the sub control unit 91 side that controls the effect occur, the main control unit The abnormality on the 41st side is notified preferentially.
  In this way, even when an abnormality related to game control, that is, an abnormality that hinders the progress of the game, and an abnormality related to production control, that is, an abnormality that does not prevent the progress of the game from occurring, an abnormality that hinders the progress of the game. Is preferentially notified, so that a store clerk or the like can be notified quickly and preferably that the progress of the game is hindered by the occurrence of an abnormality on the main control unit 41 side.
[Control state of sub control unit in sub error detection]
Next, a state when the sub error notification stops will be described with reference to FIG.
  As shown in FIG. 36 (a), the sub error notification is continuously executed while the sub error notification pattern is set, and the sub error flag and the sub error notification are simply performed by turning on the power again. The pattern is maintained, and the sub error notification is resumed by receiving a return command from the main control unit 41.
  When an error has occurred in the data in the RAM 91c when the power is turned on again with the sub error notification pattern set, the area excluding the sub error flag in the storage area of the RAM 91c is initialized, The sub error flag is maintained, and after receiving a return command from the main control unit 41, by receiving some command, the sub error notification pattern is set again, and the sub error notification is resumed. In this embodiment, in addition to the sub error flag, the failure flag and maintenance history data are also maintained without being initialized.
  When the error command indicating the RAM abnormality is received from the main control unit 41 when the power is turned on again with the sub error notification pattern set, the area excluding the sub error flag in the storage area of the RAM 91c is the initial area. On the other hand, the sub error flag is maintained, and then a sub error notification pattern is set again by receiving some command, and the sub error notification is resumed. In this embodiment, in addition to the sub error flag, the failure flag and maintenance history data are also maintained without being initialized.
  As shown in FIG. 36B, in order to stop the sub error notification, it is necessary to turn on the power while the reset / setting switch 38 is operated on the main control unit 41 side, and the reset / setting switch 38 is pressed. In this state, when the power is turned on, the error cancel command is transmitted before the return command is transmitted from the main control unit 41, and the sub control unit 91 receives the error cancel command from the main control unit 41 at the time of activation. Thus, the sub error notification can be stopped by clearing the sub error flag and the sub error notification pattern.
  When the setting command indicating the setting start is received from the main control unit 41, the sub error flag and the sub error notification pattern are cleared and the sub error notification is stopped with the clearing of the RAM 91 of the sub control unit 91. It is necessary to open the front door 1b by the key operation and turn on the setting key switch 37 to turn it on again.
  When the error cancel command is received and the sub error flag and the sub error notification pattern are cleared, the ART information is also cleared, and even if the data is controlled by AT or ART before power interruption, these data are Cleared and controlled to a normal state not controlled by AT or ART, and if the number of navigation stocks remains, the number of navigation stocks is also cleared.
  The number of times the sub error flag is cleared, i.e., the number of times the sub error is detected, is counted, and if the number of times the sub error flag is cleared exceeds a predetermined number, the failure notification pattern will be displayed at the next power-on. By performing the corresponding output control, it is notified that there is a high possibility that some failure has occurred on the sub-control unit 91 side.
[Maintenance mode]
Next, a specific example when the maintenance mode is activated and the notification mode of the sub error notification is selected will be described with reference to FIGS.
  As shown in FIG. 37, when the power is turned on with the setting key switch 37 turned on, the maintenance mode is activated (Ss22b in FIG. 24). When the maintenance mode is activated, a “setting value changing” message indicating that the setting value can be confirmed is displayed on the liquid crystal display 51. Also, selectable items include “current time setting” for setting the current time, “maintenance history” for displaying maintenance history such as error count counter value and history of detecting an error, and communication error level. Three items of “communication error level setting” are displayed. Items are selected by moving the cursor with the start switch 7. The effect switch 56 is operated to confirm the selected item. Since it is necessary to select the communication error level in order to select the notification mode of the sub error notification, the item “communication error level setting” is selected and confirmed.
  As shown in FIG. 38, when “communication error level setting” is selected and confirmed on the screen of FIG. 37, a message “current communication level is LOW. Please select HI level or ZERO level.” Displayed and prompted to select a communication error level. As selection items, “HI” indicating the HI level and “ZERO” indicating the ZERO level, which are levels other than the currently set LOW level, are displayed. Then, the desired communication level is selected and confirmed.
  As shown in FIG. 39, for example, when the item “HI” is selected and confirmed on the screen of FIG. 38, the message “Current communication error level is LOW. Communication error level is set to HI.” Is displayed. In addition, “YES” and “NO” are displayed as selection items. To set to the HI level, select “YES” to confirm. To cancel the setting to the HI level and set it to the LOW level as it is, select “NO” and confirm. When the setting key switch 37 is turned OFF, the maintenance mode ends.
  As described above, in this embodiment, the store clerk can set the communication error level by activating the maintenance mode. The communication error level differs in the frequency of notification when the occurrence of a communication error is detected according to a setting stage that can be set by the store clerk. For this reason, the store clerk can set the notification frequency when a communication error occurs by setting the communication error level to a desired level. Thus, the occurrence of a communication error can be notified without causing the player to feel bothersome.
  When the notification frequency is set to a low level (for example, the ZERO level or the LOW level), even if the occurrence of a communication error is detected, the notification is reduced. There are fewer opportunities. However, in this embodiment, even when any communication error level is set, when the occurrence of a communication error is detected, the fact that it has been detected at the same frequency as the notification frequency of the HI level with the highest notification frequency is stored. It remains as a maintenance history. Moreover, by starting the maintenance mode, the store clerk can display the maintenance history on the screen of the liquid crystal display 51, and can check the error detection history after the occurrence of a communication error. Thereby, it is possible to prevent the occurrence of a communication error from being overlooked even when a communication error level with a low notification frequency such as a ZERO level or a LOW level is set.
  Missing command, command error, ART counter value error, game counter 3 command not received error, game count value specified from game counter 3 command does not match game count value specified from game counter 1 command, etc. When the occurrence of a communication error is detected, it is stored in a predetermined area of the RAM 91c, and an abnormality detection history remains as a maintenance history. These histories cannot be initialized by an external operation. For example, the store clerk operates in a storage area of the RAM 91c by performing a specific operation procedure (such as pressing and holding a predetermined button, turning off the power while pressing the predetermined button, and turning on the power again while pressing the reset / setting switch 38). Stored information (for example, the number of remaining navigation stock, ART information, performance state, etc.) can be initialized, but maintenance history information cannot be erased even if it is operated in a specific operation procedure. . Thereby, for example, even if the RAM 91c is initialized based on an external operation by a person who performs an illegal act, since the history of abnormality detection remains, it is possible to prevent the occurrence of abnormality from being overlooked.
  In the present embodiment, in the sub-error notification execution process, when the occurrence of an error on the main control unit 41 side and the occurrence of an error on the sub-control unit 91 side overlap, an error notification on the main control unit 41 side is issued. It is executed with priority. Thereby, it is possible to notify the store clerk etc. promptly that the progress of the game is hindered by the occurrence of an abnormality on the main control unit 41 side.
  In the present embodiment, the sub-control unit 91 notifies the information advantageous to the player such as navigation effects, so that the sub-control unit 91 controls the game state advantageous to the player such as ART independently. It has become. In such a configuration, by preventing the number of games in a gaming state advantageous to the player from proceeding, there is a possibility that an illegal act of continuing such advantageous state may be performed. In order to prevent such an illegal act, it is possible to detect an abnormality that may have been fraud that is advantageous on the sub-control unit 91 side, and when an abnormality on the sub-control unit 91 side is detected, Sub-error notification can be executed to notify that effect.
  In such a configuration, for example, when the sub control unit 91 side initializes the RAM 91c due to the occurrence of a RAM abnormality on the sub control unit 91 when the power is turned on, the sub control unit 91 side initially sets the control state independently. In the case of the configuration, the sub error notification is also stopped by causing a RAM abnormality on the sub control unit 91 side during execution of the sub error notification. In this case, even if an illegal act is performed, the trace disappears easily, and thus there is a possibility that the illegal act cannot be sufficiently prevented.
  On the other hand, in the present embodiment, the sub error notification is stopped only when a condition that is satisfied only on the sub control unit 91 side, such as initialization of the RAM 91c due to occurrence of a RAM abnormality on the sub control unit 91 side, is satisfied. The power is turned on again with the reset / setting switch 38 pressed, or the power is turned on again with the setting key switch 37 turned on, that is, the player cannot perform the operation. By operating an operation means that requires an operation by a shop clerk, the sub-error notification can be stopped by receiving an error cancellation command or a setting command indicating setting start transmitted from the main control unit 41. ing. As described above, when the sub error notification is executed as a result of the fraud in relation to the advantageous state controlled on the sub control unit 91 side, the reset / setting switch 38 and the setting key that cannot be operated by the player are set. Since it is necessary to operate the switch 37, the power switch 39, etc., and the sub error notification cannot be stopped easily, fraud related to the advantageous state controlled on the sub control unit 91 side is effectively prevented. be able to.
  In this embodiment, the notification mode of the sub-error notification can be selected from the first notification mode in which the navigation effect cannot be performed and the second notification mode in which the navigation effect can be performed. In consideration of the possibility that the sub error notification is performed, the store clerk of the game hall can select the notification mode of the sub error notification. That is, if the sub error notification is performed due to factors other than fraud such as the occurrence of noise, the player may suffer a significant disadvantage. However, by selecting the second notification mode in consideration of such a situation, it is possible to prevent a player who appropriately plays a game from suffering a significant disadvantage and raising such a player's dissatisfaction. On the other hand, in a game hall where fraud frequently occurs, fraud can be effectively prevented by selecting the first notification mode.
  In the present embodiment, the sub error notification according to the second notification mode can be executed by the liquid crystal display 51 and the speakers 53 and 54, and the sub effect notification is made by the effect effect LED 52. By continuing the easy navigation effect, it is possible to prevent the player from being disadvantaged when the sub-error notification is performed due to factors other than fraud such as noise.
  In this embodiment, in order to activate the maintenance mode and to select the notification mode of the sub error notification, it is necessary to turn on the power switch 37 again. This makes it difficult to reduce fraud related to navigation effects.
  In the present embodiment, when the sub error notification is stopped, not only the reset / setting switch 38 that cannot be operated by the player, but also the power-on operation with the reset / setting switch 38 held down. Because it is necessary, it becomes difficult for a person who performs an illegal act to perform the operation without conspicuously, and therefore it is possible to more effectively prevent an illegal operation related to an advantageous state controlled on the sub-control unit 91 side. .
  A cover member 100a that covers the reset / setting switch 38 and the power switch 39 is provided on the front surface of the power supply box 100 provided with the reset / setting switch 38 and the power switch 39 used when stopping the sub error notification. Unless the cover member 100a is opened, the reset / setting switch 38 and the power switch 39 cannot be operated, and the power-on operation with the reset / setting switch 38 held down is performed inconspicuously. This makes it more difficult to prevent fraud related to an advantageous state controlled on the sub-control unit 91 side. Thereby, fraud can be reduced.
  In this embodiment, when the sub error notification is stopped, the ART information is also cleared, and even if it is controlled by AT or ART before power interruption, these data are cleared and controlled by AT or ART. When the number of navigation stocks remains, the number of navigation stocks is also cleared. For this reason, once an abnormality that may have been fraudulent related to the advantageous state is detected on the sub-control unit 91 side, the data relating to the advantageous state is also initialized, and thus executed by an illegal act. It is possible to prevent the player from becoming advantageous despite the possible situation.
  In the present embodiment, the number of times the sub error flag is cleared, that is, the number of times that the sub error is detected is counted, and when the number of times the sub error flag is cleared reaches a predetermined number, The sub-control unit 91 is notified that there is a high possibility that some kind of failure has occurred. For this reason, when the number of times that the sub-error notification is executed is large, there is a possibility that the sub-error notification is not an illegal act but a failure.
  In the present embodiment, sub error notification is executed when the number of times when it is determined that commands are not transmitted in the correct order reaches a predetermined number. Therefore, it is possible to detect the occurrence of a command communication error without increasing the processing load on the main control unit 41. Further, it is possible to identify a highly problematic state in which a command communication error occurs multiple times and execute the sub error notification.
  In the abnormality determination number counter clear process, the abnormality determination number counter is cleared when the time elapsed since it was determined that a specific command has not been received in the latest correct order has reached a predetermined time. Therefore, a command communication error has occurred multiple times during a certain period of time. The sub-error notification is not executed by counting the number of communication errors that have occurred due to accidental reasons that are not extremely problematic. Can grasp the high state.
  If power failure recovery is performed at a time between a predetermined time and a predetermined time, the abnormality determination counter is cleared. Therefore, if you set the time from the time after the end of the period to check whether fraud has been done after closing the amusement hall to the opening time of the amusement hall, power supply will start in conjunction with the opening of the amusement hall When this happens, it is possible to clear the count value of the abnormality determination number counter, and it is possible to save time and labor for the game shop clerk to clear.
  In the freeze state, a game counter 3 command, which is determination control information, is transmitted together with the reel acceleration information command in which the reel rotation pattern is set. For this reason, it is possible to determine whether or not the command is a legitimate command even if it is a reel acceleration information command in which the number of commands transmitted according to the result of the re-effect lottery of the main control unit 41 changes. The reel effect at the unit 41 and the effect by the sub-control unit 91 can be matched.
  When the reel acceleration information command in which the reel rotation pattern is set is received, the number of AT addition games is determined. Therefore, it is possible to prevent the addition of the additional number of games when an illegal act is performed.
  A game counter 3 command is used as determination control information. Therefore, it is possible to prevent an increase in program capacity and data capacity when providing determination control information.
  Create an unfavorable dummy command when a missing command occurs. Therefore, when a command loss occurs, it is possible to prevent an increase in processing load due to the subsequent control being a dedicated control when a command loss occurs.
[Modification]
As mentioned above, although main embodiment in this invention has been described, this invention is not restricted to said embodiment, A various deformation | transformation and application are possible. Hereinafter, modifications of the above-described embodiment applicable to the present invention will be described.
[About notification frequency]
In the present embodiment, command missing, command abnormality, ART counter value abnormality, game counter 3 command not received abnormality, game count value specified from game counter 3 command and game count specified from game counter 1 command The sub-control unit 91 performs sub-error notification for a communication error such as an abnormality that does not match the value. Furthermore, in the present embodiment, the notification frequency can be set for command loss and command abnormality. However, it is not limited to this.
  For example, an abnormality in the ART counter value, an abnormality in which the game counter 3 command is not received, an abnormality in which the game count value specified from the game counter 3 command and the game count value specified from the game counter 1 command do not match, For a communication error other than a command error, the store clerk may be able to set the notification frequency.
  The sub error flag is set when the number of missing commands or command errors reaches a predetermined value. The sub error flag is set when the sub error flag is set. It may be one that can be set by a store clerk.
  The sales clerk may be able to set the notification frequency of the failure notification that is performed when the failure notification flag that is set when the sub error notification is performed a predetermined number of times or more.
  In addition to communication errors, for example, abnormal random numbers used in Navistock lottery, random values used in extra lottery, points stored in the mobile terminal by communicating with the player's mobile terminal ( For example, an abnormality in random values used in a lottery granting of points that can be used when downloading music or images to a mobile terminal, an abnormality in connector connection between the effect control board 90 and various effect devices, an effect control board 90 The clerk may be able to set the notification frequency of error notification when various abnormalities occur in the apparatus and processing managed by the sub-control unit 91, such as abnormalities in various circuits provided.
  Furthermore, not only the error notification frequency when detecting the occurrence of an abnormality, but also the salesclerk can set the alarm notification frequency when it is detected that the player did not take an action during the game It may be.
  For example, in the case of a non-AT game where the first left stop is recommended, when an irregular push such as the first middle stop or the first right stop is made, the liquid crystal display 51 will display “from the left. A warning message such as “Please press” may be displayed. In addition, in the AT game, if the slot machine is recommended to be stopped according to the procedure informed by the navigation effect, when an irregular push to operate in a procedure other than the procedure informed by the navigation effect is made In addition, a warning message such as “Follow navigation” may be displayed on the liquid crystal display 51. By displaying this warning message, it is possible to avoid the penalty imposed when the button is irregularly pressed during non-AT, and the disadvantage caused when the navigation effect is not followed during AT.
  Furthermore, in a slot machine in which a warning message is displayed when an irregular push is detected, a salesclerk may be able to set a warning notification frequency when an irregular push is detected. For example, when the notification frequency setting is set to a low setting, a warning is not notified even if an irregular pressing is detected, and when it is set to a medium setting, the warning is notified once every time three irregular pressings are detected. When the setting is made, a warning may be notified at a frequency of once every time an irregular pressing is detected. In this way, by making it possible to set the alarm notification frequency when the store clerk detects an irregular push, a player who tends to frequently push the irregular push, such as a beginner, is set to a high setting and left first stop. For a player who does not push irregularly, such as a skilled player, the game can be smoothly played with a low setting or a medium setting.
  The notification frequency when various abnormalities occur in the devices and processes managed by the sub-control unit 91 is not limited to those that can be set by the store clerk, but when various abnormalities occur in the devices and processes managed by the main control unit 41 The clerk may be able to set the error notification frequency. For example, the store clerk may be able to set the notification frequency of the main error notification when the occurrence of various main errors shown in FIG. 34 is detected. The main error notification is not limited to being performed by a device such as the liquid crystal display 51 provided in the sub-control unit 91, but may be performed by a device such as an LED provided in the main control unit 41.
  In the present embodiment, the notification frequency is set regardless of the type of abnormality that may occur, but the present invention is not limited to this. For example, the notification frequency may be set for each type of abnormality that may occur. In this way, for example, for a minor abnormality, the notification frequency is set to a low value so that the player does not feel bothered.
  Further, in the present embodiment, the notification frequency can be set from three stages of the ZERO level, the LOW level, and the HI level, but it may be set at other stages.
[About memory frequency]
In the present embodiment, regardless of the setting of the notification frequency in the abnormality notification or warning notification, it was stored that the occurrence of the predetermined event was detected at the same frequency as the highest settable notification frequency. Not limited to this.
  For example, it may be stored that the occurrence of the predetermined event is detected at a frequency higher than the highest settable notification frequency (for example, every time the occurrence of the predetermined event is detected).
  Moreover, it may memorize | store that the generation | occurrence | production of the predetermined event was detected with the frequency higher than the set alerting | reporting frequency. For example, when the notification frequency is set to a low setting, the fact that the occurrence of a predetermined event has been detected at the same frequency as the medium setting or the high notification frequency higher than the low setting notification frequency is stored, and the notification frequency is set. When the medium setting is selected, it may be stored that the occurrence of the predetermined event is detected at the same frequency as the high setting notification frequency higher than the medium setting notification frequency.
  As described above, any storage frequency may be used as long as it stores that the occurrence of the predetermined event is detected at a frequency higher than the lowest settable notification frequency.
  In the present embodiment, the notification frequency can be set, but in addition to this, the storage frequency may be set. For example, the notification frequency can be set to one of low setting (1 notification with 5 detections), medium setting (1 notification with 3 detections), and high setting (1 notification with 2 detections) If this is the case, the storage frequency can be set to one of a medium setting (stored once for three detections) and a high setting (stored once for two detections) higher than the low setting notification frequency. Also good.
[Notification]
In the present embodiment, the main error is notified in the notification mode shown in FIG. 34 according to the type of the main error, but the main error notification is performed in other notification modes. Also good.
  In the present embodiment, the sub error is notified in the notification mode shown in FIG. 35 according to the type of the sub error, but the sub error notification may be performed in other notification modes.
  For example, in any of the error on the main control unit 41 side and the error on the sub control unit 91 side, the sales clerk may be able to set the notification mode according to the type of error.
  Furthermore, according to the setting of the notification frequency, a restriction may be provided on the content that allows the store clerk to set the notification mode. For example, when the notification frequency is set to a low setting, the notification mode of only the effect effect LED 52 can be changed, whereas when the notification frequency is set to a high setting, the liquid crystal display 51 and the speakers 53 and 54 are added to the effect effect LED 52. The notification mode may be changeable.
  Moreover, not only an alerting | reporting aspect but the thing of the notification frequency | count and alerting | reporting period in one error alerting | reporting may be set.
[Release error]
In the present embodiment, the error cancellation method does not change regardless of the notification frequency setting, but is not limited to this, and the error cancellation method may change according to the notification frequency setting.
  For example, when the notification frequency is set to a low setting, error notification is performed for a predetermined period (for example, 1 second), and thereafter, the error is automatically canceled, whereas the notification frequency setting is set to a high setting. In such a case, error notification may be performed until the error is canceled.
  Also, when the notification frequency setting is set to a low setting, the error canceling method is a method that does not stop the progress of the game (for example, long press of a button), whereas the notification frequency setting is set to a high setting. The error canceling method may be a method for stopping the progress of the game (for example, initialization of RAM).
  In addition to setting the notification frequency, an error canceling method may be settable. Furthermore, in the setting of the error cancellation method, a restriction may be provided according to the setting of the notification frequency. For example, when the notification frequency is set to a low setting, it can be set from any of the error cancellation methods that do not stop the progress of the game, whereas when the notification frequency is set to a high setting, It may be possible to set from any of error canceling methods for stopping the progress of the game.
  When the main error and the sub error occur in duplicate, the other error may be canceled at the same time by canceling one error, and each error must be canceled independently. It may be necessary.
[About duplication of main error and sub error]
In this embodiment, as shown in FIG. 32, when the occurrence of a main error managed on the main control unit 41 side and the occurrence of a sub error managed on the sub control unit 91 side overlap, the main error is given priority. It was something to inform. Here, the occurrence of the main error and the occurrence of the sub error may be as follows.
  For example, when a main error and a sub error occur simultaneously, it may be determined that the occurrence of both errors is duplicated. When a sub error occurs after a main error has occurred and has not yet been canceled, it may be determined that the occurrence of both errors has been duplicated. When a main error occurs later when a sub error has occurred first and has not yet been canceled, it may be determined that the occurrence of both errors is duplicated.
[Main error priority notification]
In the present embodiment, when the occurrence of the main error and the occurrence of the sub error overlap, the sub error is notified after the main error is canceled. However, the priority notification of the main error may be performed by other methods.
  For example, when a main error and a sub error occur in duplicate, both errors are notified, but the notification of the main error may be notified in a more prominent manner than the sub error. For example, the main error may be error notification using the screen of the liquid crystal display 51, whereas the sub error may be error notification only by lighting the lamp. Further, if a main error occurs while an error notification is being performed using the screen of the liquid crystal display 51, the sub error notification is switched to the lamp lighting only, and the main error is displayed on the screen of the liquid crystal display 51. May be used for notification. In addition, both the sub error and the main error are reported using the screen of the liquid crystal display 51, but the main error is reported using characters on the most part of the screen, whereas the sub error is displayed at the corner of the screen. You may alert | report only by a character. Further, if the main liquid crystal display has a large screen and the sub-liquid crystal display has a small screen, the main error is reported using the main liquid crystal display, whereas the sub error is reported to the sub liquid crystal display. May be used for notification.
  Furthermore, when the main error and the sub error occur in duplicate, the main error notification and the sub error notification may be performed alternately. For example, when a main error and a sub error occur in duplicate, the main error is first preferentially notified for a predetermined period (for example, 2 seconds), and then the sub error is shorter than the predetermined period (for example, 1 second). The main error may be notified after a predetermined period (for example, 2 seconds).
[About pachinko machines]
As described above, in the present embodiment and the modification, the slot machine 1 has been described. However, the slot machine may be replaced with a pachinko gaming machine 700 described below. It should be noted that the processing in the slot machine 1 described above (for example, notification frequency setting and storage processing, and main error priority notification processing when a main error and a sub error occur redundantly) are performed in the pachinko gaming machine 700. Is also applicable. Below, the process especially performed with the pachinko gaming machine 700 will be specifically described.
  As shown in FIG. 40, in the vicinity of the center of the game area 710 of the pachinko gaming machine 700, an effect display device 709 composed of a liquid crystal display device (LCD) is provided. The effect display device 709 displays a character image such as a warning or an effect design for suggesting a jackpot advantageous for the player on the screen.
  At the lower right of the game area 710, a hitting operation handle 760 for launching a game ball to the game area 710 is provided. A first prize opening 740 is provided below the effect display device 709. When the game ball launched by the operation of the hitting operation handle 760 wins the first winning opening 740, the effect symbols are displayed in a variable manner on the screen of the effect display device 709. On the right side of the effect display device 709, a second winning opening 750 is provided together with the gate 730. The second winning opening 750 is switched between a state where the winning is easy and a state where the winning is difficult by the openable / closable blade portion 755. Specifically, when the game ball passes through the gate 730, a lottery is performed. When the lottery is won, the wing portion 755 is opened and the winning state is easy, and when the lottery is not won, the wing portion 755 is not opened. Therefore, it becomes difficult to win a prize. When the game ball launched by the operation of the hitting ball operating handle 760 wins the second winning slot 750 in a state where winning is easy, the effect symbol is displayed in a variable manner on the screen of the effect display device 709.
  A big prize opening 770 is provided below the second prize opening 750. The big winning opening 770 is displayed when a predetermined symbol is displayed in a variable display of the effect symbol performed when a game ball is won in the first winning port 740 or the second winning port 750 (for example, the effect symbol is “777”). When the change stops, it becomes a big hit and is released. If a game ball is awarded to the big prize opening 770 when the big prize opening 770 is opened in the big hit gaming state, the game ball is paid out. Speakers 720 </ b> L and 720 </ b> R that output sound are provided at the upper left and right of the game area 710.
  In the pachinko gaming machine 700, it is recommended that the batting operation handle 760 be operated so as to aim at the left side of the game area 710 during normal times (for example, when it is not in the big hit gaming state) (also referred to as left-handed). . On the other hand, in the big hit gaming state, since the big winning opening 770 provided on the right side is opened, it is recommended to operate the batting operation handle 760 so as to aim the right side of the game area 710 (both right-handed hits). Say). Furthermore, during the execution of the time reduction control performed after the end of the jackpot gaming state, the blade portion 755 is in an open state, so that it is easy to win the second winning opening 750. For this reason, it is recommended to operate the hitting operation handle 760 so that the game area 710 is hit to the right even during the time reduction control.
  In the pachinko gaming machine 700 having the above-described configuration, a warning screen such as “Please return to the left-handed” is displayed on the screen of the effect display device 709 when the player hits the right during normal operation. For example, if the turning angle of the hitting operation handle 760 is deeper than a certain angle, it is determined that the player has hit right. In addition, it is determined that the player is hit right when a game ball passes through the gate 730 in normal times.
  On the other hand, a warning screen such as “Please make a right strike” is displayed on the screen of the effect display device 709 when the player makes a left strike in the jackpot gaming state or in the time-shortening control, and “right strike!” Is displayed from the speakers 720L and 720R. Is output. For example, if the turning angle of the hitting operation handle 760 is shallower than a certain angle, it is determined that the left hit is made. In addition, it is determined that the player is left-handed even when the game ball does not pass through the gate 730 during the jackpot gaming state or during the time-shortening control even if a predetermined period has passed.
  In the present embodiment, the clerk may be able to set the notification frequency for such left-handed and right-handed warnings.
  For example, when the notification frequency is set to a low setting in normal times, when the time when the rotation angle of the hitting ball operating handle 760 is deeper than a certain angle has passed for 3 seconds, or when the game ball is three times on the gate 730 When passing, a warning screen “Please return to the left” may be displayed. When the notification frequency is set to the medium setting in normal times, when the time when the rotation angle of the hitting operation handle 760 is deeper than a certain angle has passed for 2 seconds, or the game ball has passed through the gate 730 twice. Sometimes, a warning screen “Please return to the left” may be displayed. When the notification frequency is set to a high setting in normal times, when the time when the rotation angle of the hitting ball operating handle 760 is deeper than a certain angle has passed for 1 second, or the game ball has passed through the gate 730 once. Sometimes, a warning screen “Please return to the left” may be displayed.
  Further, when the notification frequency is set to a low setting during the big hit gaming state or during the time-shortening control, when the time when the turning angle of the hitting operation handle 760 becomes shallower than a certain angle has passed, or the gate 730 When the game ball does not pass for 3 seconds, a warning screen “Please make a right strike” may be displayed and a sound “Right strike!” May be output from the speakers 720L and 720R. When the notification frequency is set to the medium setting in the big hit gaming state or during the short-time control, when the time when the turning angle of the hitting ball operating handle 760 becomes shallower than a certain angle has passed for 2 seconds or when the game is played in the gate 730 When the ball does not pass for 2 seconds, a warning screen “Please make a right strike” may be displayed and a voice “Right strike!” May be output from the speakers 720L and 720R. When the notification frequency is set to a high value in the big hit gaming state or during the time-short control, when the time when the turning angle of the hitting ball operating handle 760 becomes shallower than a certain angle has passed for 1 second, or the gate 730 When the ball does not pass for one second, a warning screen “Please make a right strike” may be displayed and a voice “Right strike!” May be output from the speakers 720L and 720R.
  Thus, by setting the notification frequency when a right strike is detected during normal times and when a left strike is detected during a big hit gaming state or during short-time control, the frequency of warnings according to the level of the player Can be changed. For this reason, it is possible to prompt the player to make a right or left strike without causing the player to feel bothered.
  Further, in the pachinko gaming machine 700, regardless of the set notification frequency, a right-hand hit is detected at a normal frequency with a frequency higher than the lowest settable notification frequency, and a big hit gaming state or time-shortening control is performed. You may memorize | store that the left strike was detected in the inside. In this way, even when the lowest notification frequency is set, it is possible to prevent the player from overlooking that he / she has made a mistake, and to know the tendency of the player's strike. .
  Also in the pachinko gaming machine 700, the settable notification frequencies include a low frequency at which no warning is given, a medium frequency at which a warning is given, and a high frequency at which a warning is given higher than the medium frequency. Three levels of notification frequency may be included.
  In addition, the memory that the right strike is detected in the normal state and the left strike is detected during the big hit gaming state or in the short-time control can be maintained without being initialized by an external operation. There may be.
  In addition, even when the lowest notification frequency is set, right-handedness is detected during normal times at the same frequency as the highest notification frequency, and left-handed is detected during jackpot gaming or during short-time control. May be stored.
  Further, in the pachinko gaming machine 700, a main error on the game control board side that controls the game (error that hinders the progress of the game) and a sub error on the effect control board side that controls the play (an error that does not hinder the progress of the game) However, when it occurs repeatedly, the main error may be preferentially notified over the sub error.
  In the pachinko gaming machine 700, the error is not limited to a warning such as right-handed or left-handed but may be other abnormality or warning.
[Other variations]
In the present embodiment, in the second notification mode, the navigation effect can be executed by the liquid crystal display 51 and the speakers 53 and 54, and the sub-error notification is performed by the effect effect LED 52. Notification may be performed. In addition, the notification mode of the sub error notification is not limited to two types and is provided with three or more types as long as the first notification mode in which the navigation effect cannot be performed and the second notification mode in which the navigation effect can be performed are included. Also good.
  In the present embodiment, in order to be able to select the notification mode of the sub-error notification, the setting key switch 37 is turned on and the power switch 39 is turned on again to activate the maintenance mode. When the setting key switch 37 is turned on with the power switch 39 turned on, or when the effect switch 56 is operated with no game played, the sub error notification is performed without turning the power switch 39 back on. The notification mode may be selectable.
  In the present embodiment, the second effect control board 191 is not accommodated in the board case 200. For example, the second effect control board 191 is also accommodated in the board case 200. If the parts (parts constituting the sub-control unit 91 in this embodiment) responsible for controlling the degree of advantage (for example, the number of games, the number of navigation stock, etc.) are accommodated together with the game control board 40, the game control board 40 The effect control board to be housed together may be determined as appropriate.
  In the present embodiment, it is an operation means used when stopping the sub-error notification, the operation by the player is disabled, and an operation means that requires an operation by a store clerk at the game hall is used as the operation means. In a configuration that includes a front door 1b that is closed and cannot be opened unless the front door 1b is operated by a predetermined key operation possessed by a store clerk or the like of a game hall, the front door 1b is mounted inside a housing 1a that is closed by the front door 1b. Although the setting key switch 37, the reset / setting switch 38, and the power switch 39 that can be operated by the store clerk of the game hall are applied, a switch arranged inside the front door 1b may be applied, Although the operation unit such as the reset / setting switch 38 is exposed on the front side of the front door 1b, an operation using a key held by a game shop clerk or the like is required, so that a game shop clerk Therefore, it is possible to apply an operation means that can be operated according to the above, and even with these configurations, it is not possible to easily stop the sub error notification. It is possible to effectively prevent fraud related to.
  In the present embodiment, the sub error notification can be stopped also by the setting change operation, but the setting command indicating the setting start transmitted from the main control unit 41 when the setting change operation is performed is received. Even so, the sub-control unit 91 maintains the sub-error flag, and although it is an operation of the operation means used for the setting change operation, the sub-error notification can be stopped only by an operation in an operation mode different from the setting change. Even in such a configuration, the sub error notification is stopped using the operation means used for the setting change operation that cannot be performed by the player without changing the control state on the main control unit 41 side. Can be made.
  In the present embodiment, when the sub-control unit 91 is executing the sub-error notification, the sub-error notification is stopped by receiving an error release command from the main control unit 41, but at least from the main control unit 41. The sub-error notification may be stopped on condition that a command transmitted when an operation means that cannot be operated by the player is operated, and an operation that cannot be operated by the player from the main control unit 41 is acceptable. In addition to receiving the command transmitted when the means is operated, other conditions are also established on the sub-control unit 91 side (for example, the effect switch 56 is operated, and the effect control board 90 is mounted. The sub-error notification may be stopped when the operated operation unit is operated).
  In the present embodiment, the sub-control unit 91 is configured so that sub-error notification is executed when an abnormality that may have been made fraud related to ART is detected on the side of the sub-control unit 91, but at least information advantageous to the player is provided. In the configuration to be notified, it is only necessary that the sub-error notification is executed when the possibility of fraud related to notification of such advantageous information is detected.
  In the present embodiment, the stop mode advantageous to the player as the information advantageous to the player notified by the sub-control unit 91 (stop mode capable of reliably acquiring medals, stop to shift to RT0 or RT2 advantageous to the player) In this configuration, the operation mode for stopping the mode, the stop mode for avoiding the disadvantageous transition to RT1) is notified, but as information advantageous to the player, the advantage of the current gaming state (for example, , Information that suggests whether the winning probability of the Navistock lottery is high or not, and information necessary for receiving a privilege that is advantageous to the player (for example, receiving a privilege on the website) You may apply passwords required for
  In the present embodiment, when the sub error notification is stopped, the ART information is cleared. However, when the sub error flag is set, the sub control unit 91 side has been fraudulent in an advantageous state. The ART information may be cleared when a possible abnormality is detected. Even in such a configuration, the player may be executed despite the situation that may have been executed due to fraud. Can be prevented. Further, in the present embodiment, the ART information is cleared when the sub-error notification according to the first notification mode is stopped, but the ART information is also cleared when the sub-error notification according to the second notification mode is stopped. It is good also as a structure.
  In the present embodiment, the number of times that a sub error has been detected reaches a predetermined number to notify the possibility of a failure. However, the frequency at which a sub error is detected, that is, a predetermined period, or a predetermined number of games. When the ratio at which the sub error is detected exceeds a certain ratio, it is possible to notify that there is a high possibility that some failure has occurred on the sub control unit 91 side when the power is turned on next time, Even in such a configuration, if the frequency of the sub error notification is high, there is a possibility of malfunctioning rather than fraudulent behavior, so that it is possible to urge the store clerk to that effect.
  In the present embodiment, when an abnormality on the sub-control unit 91 side is detected, sub-error notification is executed, and once the sub-error notification is executed, control according to the command received from the main control unit 41 is performed during that time. The control pattern is not updated according to the received command, but the sub-error notification pattern for executing the sub-error notification is read from an area different from the control pattern storage area, and the control pattern storage area The sub-error notification is executed by executing output control based on the sub-error notification pattern in preference to the control pattern set to, and in accordance with the command received from the main control unit 41 in parallel with the sub-error notification (effects) Pattern selection, control pattern update, navigation stock lottery, control related to ART, etc.) The sub error notification is stopped by receiving the error release command transmitted from the main control unit 41 by operating the operation means that requires the operation by the store clerk in the same manner as when the error notification is not executed. It is good also as a structure which continues control of presentation based on the control state currently performed in parallel with suberror alerting | reporting, without initializing a control state. Thereby, when an abnormality is detected on the sub-control unit 91 side and the sub-error notification is executed, the setting is changed by the operation of the game shop clerk only when there is a possibility of fraud at the judgment of the game shop clerk thereafter. The control state of the sub-control unit 91 is initialized by performing, for example, and if there is no possibility of fraud, the control state of the sub-control unit 91 is not initialized and is operated by a store clerk at the game hall. It is also possible to stop the sub error notification and continue the game.
  When an abnormality is detected on the sub-control unit 91 side, the sub-error notification is executed, and once the sub-error notification is executed, the control is not performed according to the command received from the main control unit 41, but the received command Even in a configuration in which the control pattern is not updated in response to the error, a sub error notification is received by receiving an error release command transmitted from the main control unit 41 by operating an operation means that requires an operation by a game shop clerk. When the control is stopped, the control state may not be initialized, and the control of the effect may be continued based on the control state maintained from when the sub error notification is started. When an abnormality is detected on the sub-control unit 91 side and a sub-error notification is executed, there is a possibility of fraud at the judgment of the store clerk at the game hall. Only when the setting of the sub-control unit 91 is initialized by an operation of a store clerk at the game hall, etc., if there is no possibility of fraud, the control state of the sub-control unit 91 is initialized. Without making it possible, it is possible to continue the game by stopping only the sub error notification by the operation of the store clerk at the game hall.
  In the present embodiment, not only the setting change operation that initializes the control state of the main control unit 41 but also the operation of turning on the power while the reset / setting switch 38 is pressed, that is, the operation of the operating means used for the setting change operation. However, it is possible to stop the sub error notification even in an operation mode different from the setting change, and a setting change operation that cannot be performed by the player without changing the control state on the main control unit 41 side. The sub error notification can be stopped using the operation means used in the above.
  In the present embodiment, a specific command transmitted from the start to the end of one game is received at the start of the game, at the first stop operation, at the second stop operation, at the third stop operation, or at the end of the game. It was determined whether or not a specific command was received in the correct order, but the specific command was received at the start of the game, at the first stop operation, at the second stop operation, at the third stop operation, Rather than classifying commands to be received at the end, it is determined whether or not a specific command is received according to a predetermined order (that is, according to a serial number corresponding to the command). You may determine whether it received.
  In this embodiment, it is determined whether or not a specific command is received in the correct order only when a specific command is missing. However, whether or not a specific command is received in the correct order even if there is no specific command missing. It may be determined.
  In the present embodiment, when the time that has passed since it was determined that a specific command has not been received in the most recent and correct order has reached a predetermined time, or when the time is between a predetermined time and a predetermined time The abnormality determination counter is cleared at any time when power failure is restored, but it is cleared only when one of the conditions is met, or it is cleared only when the sub error notification is stopped. You may clear it. In addition, the abnormality determination counter was cleared when the time elapsed since it was determined that the specific command was not received in the latest correct order has reached the predetermined time, but the specific command was received in the latest correct order. The abnormality determination counter may be cleared when the number of games played since it is determined that the game has not been performed reaches a predetermined number of games.
  In the present embodiment, the game counter 3 command having the same configuration as the game counter 1 command and the game counter 2 command is provided as the determination control information to be transmitted in the freeze state. Another command such as a game counter 2 command may be used in combination, or a determination-dedicated command having a different configuration from other commands may be used.
  In this embodiment, every time a reel acceleration information command in which a reel rotation pattern is set is received, an extra lottery or an extra effect is executed. However, a reel acceleration information command in which a reel rotation pattern is set is executed a predetermined number of times (for example, (5 times or 10 times), it may be added lottery or added effect. Note that the number of reel acceleration information commands is not limited to two. Further, the advantage may be changed according to the reel acceleration information command.
  In the present embodiment, the extra lottery is executed when the reel acceleration information command, which is the specific control information, is received. However, when the specific control information is received, an effect that is not related to the advantageous amount may be executed. The reel acceleration information command may be transmitted only when the start switch is operated during the freeze state.
  In the abnormality diagnosis process of the present embodiment, when it is determined that a specific command is received in the correct order, the order of the game start, the first stop operation, the second stop operation, the third stop operation, and the game end When a command is received at, but it is in a state where a part of the command has been lost due to one of the triggers, so this is considered a minor error, and the count value of the abnormality determination counter is “5” The sub error flag was set in. However, if it is determined that the specific commands are not received in the correct order, the commands are not received in the order of the game start, the first stop operation, the second stop operation, the third stop operation, and the game end. Since a plurality of commands that should be received at any time is missing at once, it is considered that this is a serious error, and when the count value of the command missing counter becomes “1” The sub error flag was set. In other words, some missing commands may occur due to external factors such as the effects of static electricity, but missing multiple commands may result in fraudulent actions by releasing the missing game control board and stage control board. This is considered a serious error because it is likely. Therefore, as in the present embodiment, when it is determined that a specific command is not received in the correct order, the sub-command is determined at an earlier stage than when it is determined that the specific command is received in the correct order. It is preferable to set the determination value of each counter so that the error flag is set. In addition, in the case of a serious error, the processing of Sp3 and Sp4 can be omitted to immediately make an error, and the disadvantageous dummy command is a minor error (that is, when Sp2b is Y). It is also possible to create only for
  In the above-described embodiment, the variable display device having the three reels 2L, 2C, and 2R is provided, and when all the reels are stopped, one game is finished, and according to the combination of the display results derived to the three reels. The slot machine where a prize is generated was explained. That is, a variable display device capable of deriving a display result in each of a plurality of variable display areas capable of variably displaying a plurality of types of identification information each identifiable, and using one game value for one game By setting a predetermined number of bets, the game can be started, and when the display result is derived in all of the plurality of variable display areas, one game is completed, and the plurality of results are obtained as a result of one game. A slot machine in which a winning can be generated according to the combination of the display results derived in each of the variable display areas has been described. However, when a display result is derived to a variable display device capable of variably displaying a plurality of types of identification information that can be identified, one game is completed, and a prize is awarded according to the display result derived to the variable display device. As long as the slot machine can be generated, the slot machine is not limited to one having a variable display device having three reels, but has a single reel or a variable display device having a plurality of reels other than three. It may be.
  In the above embodiment, a slot machine that uses medals and credits to set the bet number is used. However, the present invention is not limited to this, and a game ball is used as a game value to calculate the bet number. It may be a slot machine to be set or a fully credit type slot machine that sets a bet amount using only credit as a gaming value. When game balls are used as game values, for example, one medal can correspond to five game balls, and when three bets are set in the above embodiment, 15 game balls are used. This is equivalent to setting the number of bets using. Further, the present invention is not limited to the use of only one of a plurality of types of game values such as medals and game balls. For example, a plurality of types of game values such as medals and game balls can be used in combination. It may be. That is, it is possible to play a game by setting the number of bets using any of a plurality of types of game values such as medals and game balls, and a plurality of types of game values such as medals and game balls by winning. Any of these may be a slot machine.
  As the present embodiment, the slot machine that pays out game media to the player's hand according to the occurrence of a win has been described. However, the game medium is enclosed, and the game media is paid to the player's hand when a win occurs. You may employ | adopt the enclosed slot machine which adds a game point (score), without taking out. The base and the drum can be distributed, and the casing is common and only the base or the base and the drum is referred to as a gaming machine.
  In the present embodiment, “ratio (ratio, probability)” is exemplified, but “ratio (ratio, probability)” is not limited to this, and for example, among values in the range of 0% to 100%, It may be a value including 0%, a value including 100%, or a value not including 0% and 100%.
  It should be understood that the embodiment disclosed this time is illustrative in all respects and not restrictive. The scope of the present invention is defined by the terms of the claims, rather than the description above, and is intended to include any modifications within the scope and meaning equivalent to the terms of the claims.
  1 slot machine, 2L, 2C, 2R reel, 5 1-sheet BET switch, 6 MAXBET switch, 7 start switch, 8L, 8C, 8R stop switch, 32L, 32C, 32R reel motor, 41 main controller, 51 liquid crystal display , 53, 54 Speaker, 91 Sub-control unit, 700 Pachinko machine, 709 Production display device, 720L, 720R Speaker, 730 Gate, 740 First prize opening, 750 Second prize opening, 760 Battering operation handle, 770 Big prize opening .

Claims (1)

  1. A gaming machine that performs a predetermined game,
    Detection means for detecting the occurrence of either a predetermined event or a specific event ;
    When the occurrence of the predetermined event is detected by said detecting means, and notifying predetermined information based on a preset notification condition, when the occurrence of the specific event is detected, identified based on the notification condition An informing means for informing the information;
    Setting means capable of setting the notification condition;
    Wherein the detecting means stores the predetermined detection information when the predetermined event is detected, and storage means for storing the specific detection information when the occurrence of the specific event is detected,
    The notification condition includes a first notification condition in which a frequency at which the predetermined information is notified is a first predetermined frequency, a frequency at which the specific information is notified is a first specific frequency, and a frequency at which the predetermined information is notified. A second notification condition in which the second predetermined frequency is higher than the first predetermined frequency, and the specific information is a second specific frequency higher than the first specific frequency,
    Regardless of which of the first notification condition and the second notification condition is set, the frequency at which the predetermined detection information is stored is constant and the frequency at which the specific detection information is stored is constant,
    The frequency at which the predetermined detection information is stored is higher than the second predetermined frequency,
    A gaming machine in which the frequency at which the specific detection information is stored is higher than the second specific frequency .
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Family Cites Families (10)

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Publication number Priority date Publication date Assignee Title
JP2007190223A (en) * 2006-01-19 2007-08-02 Samii Kk Pachinko game machine
JP5179152B2 (en) * 2007-11-27 2013-04-10 株式会社オーイズミ Game media payout device
JP5457390B2 (en) * 2010-03-25 2014-04-02 株式会社高尾 Game machine
JP5743472B2 (en) * 2010-09-27 2015-07-01 京楽産業.株式会社 Game machine
JP5713463B2 (en) * 2011-08-25 2015-05-07 サミー株式会社 Slot machine
JP5814869B2 (en) * 2012-07-04 2015-11-17 株式会社三共 Game machine
JP2014046130A (en) * 2012-09-04 2014-03-17 Sammy Corp Slot machine
JP6017976B2 (en) * 2013-01-23 2016-11-02 ダイコク電機株式会社 Game machine management device
JP6374171B2 (en) * 2014-01-30 2018-08-15 ダイコク電機株式会社 Game information management device
JP6246670B2 (en) * 2014-06-26 2017-12-13 株式会社ニューギン Game machine

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