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WO2006118005A1 - Gaming machine - Google Patents

Gaming machine Download PDF

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Publication number
WO2006118005A1
WO2006118005A1 PCT/JP2006/307963 JP2006307963W WO2006118005A1 WO 2006118005 A1 WO2006118005 A1 WO 2006118005A1 JP 2006307963 W JP2006307963 W JP 2006307963W WO 2006118005 A1 WO2006118005 A1 WO 2006118005A1
Authority
WO
WIPO (PCT)
Prior art keywords
state
power
gaming state
notification
gaming machine
Prior art date
Application number
PCT/JP2006/307963
Other languages
French (fr)
Japanese (ja)
Inventor
Hitoshi Yoshijima
Koji Fukushima
Yasushi Furuko
Original Assignee
Heiwa Corporation
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Heiwa Corporation filed Critical Heiwa Corporation
Priority to JP2007514574A priority Critical patent/JP4361586B2/en
Publication of WO2006118005A1 publication Critical patent/WO2006118005A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/02Indoor games using small moving playing bodies, e.g. balls, discs or blocks using falling playing bodies or playing bodies running on an inclined surface, e.g. pinball games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/22Accessories; Details
    • A63F7/34Other devices for handling the playing bodies, e.g. bonus ball return means
    • A63F2007/348Anti-blocking devices for balls
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/04Indoor games using small moving playing bodies, e.g. balls, discs or blocks using balls to be shaken or rolled in small boxes, e.g. comprising labyrinths

Definitions

  • the present invention relates to a gaming machine with a backup function, and in particular, in a gaming machine equipped with a function of "not-change probability", an unreasonable profit for a player who does not give a disadvantage to the player when a power failure occurs
  • the present invention relates to a gaming machine suitable for preventing the provision of a game.
  • a gaming machine such as a pachinko machine
  • a gaming machine with a backup function that restores a gaming state to a state before power-off when a power failure is restored.
  • a gaming device described in Patent Document 1 Is known.
  • the invention described in Patent Document 1 is configured to include a storage device that stores data with power of a power source different from a power source for driving a gaming machine, and a game control device that performs game control of the gaming machine. ing.
  • the game control device stores the return information necessary for returning the game state in the storage device, and when the power is turned on, the game state is returned to the state before the power is turned off based on the return information of the storage device.
  • a jackpot lottery is performed in response to a winning at the start winning opening, a special prize state is generated based on the result of the jackpot lottery, and the special prize state is terminated.
  • gaming machines that generate a probability change state in which the winning probability in the jackpot lottery is higher than the normal gaming state.
  • Patent Document 1 JP-A-8-229192
  • the recent game machine is not notified of the probability fluctuation state, and the type (the game machine equipped with the function of "probability fluctuation non-notification"), the player and the hall concerned However, do not notify the occurrence of the probability change state !, (Do not inform the player whether the current game state is the probability change state or the normal state. It is impossible to know exactly whether the probability fluctuation state or the normal state.), Thereby providing a gaming machine that gives the player a surprise and improves the game taste. In such a gaming machine, even if the gaming machine starts up in the probability fluctuation state when the power is turned on the next day, it is not notified at all that the probability fluctuation state is occurring. This could result in an unfair advantage for certain players who visited the store the next day.
  • the present invention was made paying attention to such an unsolved problem of the conventional technology, and in a gaming machine equipped with a function of "probability variation non-notification", when a power failure occurs It is an object of the present invention to provide a gaming machine suitable for preventing an unfair advantage from being provided to a player who does not cause a disadvantage to the player.
  • the gaming machine includes storage means capable of storing data regardless of whether or not power is supplied from a power source for driving the gaming machine.
  • the first gaming state is triggered by the winning at the start winning opening, and when the predetermined condition is established, the second gaming state is notified to that effect following the end of the first gaming state.
  • This is a gaming machine that stores the return information necessary for returning to the gaming state in the storage means, and returns the gaming state to the state before the power-off based on the return information in the storage means when the power is turned on.
  • a notification is made when the power is turned on.
  • the first gaming state is triggered by this.
  • the second gaming state occurs following the end of the first gaming state.
  • no notification is made even if the second gaming state occurs.
  • the return information is stored in the storage means.
  • the storage means may have any configuration as long as it can store data regardless of whether or not the power supply for driving the gaming machine is supplied.
  • the gaming machine It may be capable of storing data with power from a power source different from the power source for driving the battery, or it may be a non-volatile memory element capable of rewriting data such as flash ROM. Further, it may be a combination power of a backup power source such as a capacitor and a storage element that retains stored contents for a predetermined period by the backup power source. The same applies to the gaming machine according to claim 2 below.
  • the start winning opening refers to a hole or gate provided on the surface of the game board for winning or passing a game ball, for example, a winning opening or an operating gate. Accordingly, winning includes not only winning but also passing. The same applies to the gaming machine according to claim 2 below.
  • a predetermined condition for example, when a random number is acquired at a timing when a winning of a game ball is detected by a start winning roswitch, and the acquired random number value matches a determination value, a certain condition is satisfied. Any condition may be used as long as the condition is satisfied. The same applies to the gaming machines described in claim 2 below.
  • the gaming machine provides a storage means capable of storing data regardless of whether power is supplied from a power source for driving the gaming machine, and a notification to the player.
  • a notification means a lottery means for performing a lottery to determine whether or not the first gaming state is caused by winning at the start winning opening, and the first gaming state based on the lottery result of the lottery means. Due to the occurrence of the first gaming state generating means and the establishment of a predetermined condition, the winning probability of the lottery by the lottery means is higher than the normal gaming state following the end of the first gaming state!
  • a second gaming state generating means for causing the second gaming state, a notification prohibiting means for prohibiting notification by the notifying means during the occurrence of the second gaming state, and return information necessary for returning the gaming state.
  • Return information storage means stored in the storage means, and at power-on And a return means for returning the gaming state to the state before power-off based on the return information of the storage means, wherein the return means returns the storage means when the power is turned on.
  • the lottery means when there is a winning at the start winning opening, the lottery means, based on this, a lottery for determining whether or not the first gaming state is generated is performed, and the first gaming state is generated.
  • the first gaming state is generated by the means based on the result of the lottery.
  • the second gaming state is generated by the second gaming state generating means following the end of the first gaming state.
  • the notification prohibition means does not prohibit the notification by the notification means.
  • the return information is stored in the storage means by the return information storage means.
  • the game state is restored to the state before the power is shut off based on the restoration information of the storage means. Further, when it is determined that the state before power-off is the second gaming state based on the return information in the storage means, the return means notifies the notification means.
  • the notification means is, for example, a lamp (indicator light) or a sound effect output device for exciting the production at normal times, and when returning from a power failure during the occurrence of the second gaming state, 2 It fulfills the function of notifying that a gaming state has occurred.
  • the notification prohibition means prohibits this notification by the notification means when returning from the power interruption during the occurrence of the second gaming state.
  • the gaming machine according to claim 3 is the gaming machine according to claim 2, wherein a RAM clear switch for clearing the contents of the RAM of the gaming machine, the change in the winning probability, Alternatively, notification release means for releasing notification by the notification means at the timing of operation of the RAM clear switch is provided.
  • FIG. 1 A front portion of a game board surface in a pachinko machine, particularly a portion necessary for explanation is schematically shown.
  • FIG. 1 A first figure.
  • FIG. 2 A block diagram showing a configuration of the game control device 200.
  • FIG. 3 is a diagram showing a data structure of a control command.
  • FIG. 4 is a diagram showing the contents of a control command that is output when a power failure is restored.
  • FIG. 5 is a flowchart showing game control processing.
  • FIG. 6 is a flowchart showing interrupt processing.
  • FIG. 7 is a flowchart showing random number update processing.
  • FIG. 8 is a flowchart showing CPU initialization processing.
  • FIG. 9 is a flowchart showing winning switch input processing.
  • FIG. 10 is a flowchart showing jackpot determination processing.
  • FIG. 11 is a timing chart showing control command input / output timing.
  • FIG. 12 is a timing chart showing control command input / output timing.
  • FIG. 13 is a flowchart showing CPU initialization processing.
  • FIG. 14 is a flowchart showing an effect control device return process.
  • 1 to 12 are diagrams showing a first embodiment of a gaming machine according to the present invention.
  • the gaming machine according to the present invention is applied to a pachinko machine that variably displays a plurality of symbols on the effect symbol display device 104.
  • FIG. 1 is a diagram schematically showing a front portion of a game board surface in a pachinko machine, particularly a portion necessary for explanation.
  • an effect symbol display device 104 that displays the effect symbols in three regions while independently varying the effect symbols is provided almost at the center of the game board surface 102.
  • the production pattern display device 104 is, for example, a variable display device such as a liquid crystal display or a CRT (Cathode Ray Tube) display, a 7-segment LED, a dot matrix display device, a drum variably displayed by rotating a motor, and the like. The number of symbols and symbols, etc. will be displayed in a variable manner.
  • the effect symbol display device 104 is a variable display device that can display an image such as a background and a plurality of symbols as moving images, and various effect symbols can be displayed on the effect symbol display device 104.
  • a special symbol operation memory indicator lamp 116 is provided above the effect symbol display device 104.
  • the special symbol operation memory indicator lamp 116 displays information about each game ball won in the start winning slot 111 or the ordinary electric accessory 112 while the special symbol etc. fluctuates for each game ball in the RAM of the main controller. Lights in conjunction with storing in the reserved area, and notifies the number of times that the symbol can be changed continuously.
  • a winning prize port 121 that allows a game ball to be always awarded.
  • a left shoulder winning port 122 and a right shoulder winning port 123 are provided on both the left and right sides of the production symbol display device 104 so that a game ball can always be won, and below the winning ports 122 and 123, respectively.
  • the left sleeve winning opening 124 and the right sleeve winning opening 125 are provided so that game balls can always be won.
  • a start winning opening 111 for allowing a game ball to be always awarded.
  • the start winning port 111 detects the winning of the game ball based on a detection signal of a start winning lock switch 131 (not shown) inside the pachinko machine, and the effect symbol display device 104 and the special symbol display device 106 Gives an opportunity to start variable display.
  • the variation display of the special symbol and the effect symbol is stopped after a predetermined variation time has elapsed, and the lottery result is notified and the effect is performed.
  • a special symbol display device 106 for displaying force without changing the special symbols independently in the two areas.
  • the special symbol display device 106 is, for example, a variable display device such as a liquid crystal display or a CRT display, a 7-segment LED, a dot matrix display device, and the like, and variably displays a special symbol composed of a plurality of numbers and symbols.
  • the special symbol display device 106 is a two-digit 7-segment LED.
  • the special symbol display device 106 has a specific combination of stop symbols, it is called a “special prize state” (bonus).
  • the “special prize” means that the gaming state pays a lot of prize balls to the player. Points to shift to an advantageous state that gives a predetermined game value such as giving out! Further, the special symbol corresponds to the effect symbol displayed on the effect symbol display device 104.
  • a game state display device 109 for notifying the state of the pachinko machine during the big hit (during the special prize state) or during the symbol variation time shortening control (so-called short time). It has been.
  • the gaming state display device 109 is a display device having LED power, for example, and notifies the gaming state by lighting or flashing.
  • a normal symbol operation memory indicator lamp 117 is provided below the start winning opening 111.
  • the normal symbol operation memory indicator lamp 117 stores the information of each game ball that has passed through the operation gates 113 and 114 during fluctuation of the normal symbol in the holding area for each game ball in the RAM of the main controller. Lights in conjunction with, and notifies the number of times the normal symbol can be changed continuously.
  • a normal symbol display device 108 for displaying the normal symbols while changing the normal symbol is provided.
  • the normal symbol display device 108 is, for example, a 7 segment LED.
  • operation gates 113 and 114 that allow a game ball to always pass.
  • the operation gates 113 and 114 detect the passage of the game ball by the detection signal of the internal operation gate switch, and give an opportunity to start the variable display of the normal symbol display device 108.
  • the normal symbol display device 108 Below the normal symbol display device 108, it is normally closed, but when the symbols displayed in the three areas of the production symbol display device 104 become jackpot symbols, it is open in a predetermined pattern. A large winning opening 115 is provided to allow a game ball to be won.
  • the special prize opening 115 is placed on the entire surface of the special prize opening 115 when the special symbol display device 106 has a specific combination of stop symbols (that is, when it becomes a special prize).
  • the opening / closing member performs opening and closing operations. During the occurrence of the special prize state, the opening / closing member opens almost horizontally and accepts a large number of game balls.
  • the big prize opening 115 When a game ball wins, the big prize opening 115 counts the number of game balls won by the detection signal of the big prize ro switch 132 (not shown) inside the pachinko machine, and pays out the prize ball in accordance with the winning.
  • the opening of the grand prize winning hole 115 continues until a predetermined time (for example, 30 seconds) elapses or a predetermined number of gaming balls (such as a predetermined number of big winning prize winning prizes, for example, ten) are won.
  • a single opening of the grand prize opening 115 is called a round. The round continues from 1R ⁇ 2R ⁇ ... and continues until the maximum round.
  • a left falling prize opening 126 and a right falling prize opening 127 that allow a game ball to be awarded at any time.
  • an ordinary electric accessory 112 is provided that allows the game ball to be opened in a predetermined pattern. It has been.
  • the ordinary electric accessory 112 detects the winning of the game ball based on the detection signal of the winning switch inside the pachinko machine, and gives an opportunity to start the variable display of the special symbol display device 106.
  • An out port 110 is provided below the ordinary electric accessory 112 and at the lowermost part of the game board surface 102 to collect the game balls that have won the winning force, such as the award port. It has been.
  • a gaming state in which the probability of entering a special state after the end of the special state is higher than normal is referred to as ⁇ probability variation state '' or ⁇ high probability state ''
  • a gaming state other than the special state or probability variation state is referred to as ⁇ normal state ''.
  • FIG. 2 is a block diagram showing a configuration of the game control device 200.
  • the game control device 200 mainly includes a main control device 210 (main control unit), a production control device 150 (production control unit), and a symbol control device 152 (production design display control unit). Consists of two control units. In order to prevent fraud, etc., each control unit is usually mounted on a separate board for each function, and can be directly or indirectly connected to transmit data to each other or in one direction.
  • the main controller 210 transmits a control command and controls the entire game according to a random number generated internally based on the detection of the game ball by winning at the start winning opening 111, and the special symbol display device 106 Control directly.
  • the production control device 150 sends a control command (second control command) for controlling the symbol control device 152 in accordance with a control command (first control command) transmitted from the main control device 210. In addition to transmitting, it performs blinking control of lamps provided in game areas and the like, and output control of sound output from the pachinko machine speakers.
  • the symbol control device 152 controls the performance symbol display device 104 in accordance with the control command transmitted from the effect control device 150.
  • the main controller 210 includes a CPU 220, a ROM 230, a RAM 240, an input port 250, and an output port 255.
  • the output port 255 includes a special symbol display output port for outputting to the special symbol display device 106, a normal symbol display output port for outputting to the normal symbol display device 108, and a special symbol operation memory indicator light 116.
  • Special symbol operation memory indicator port that outputs to the normal symbol operation memory indicator light port that outputs to the normal symbol operation memory indicator light 117, and the effect control device that outputs to the effect control device 150
  • Command output port sends the first control command such as a design symbol designation command and a variation pattern command
  • the prize ball payout control device 156 controls the prize ball payout to the prize ball payout device.
  • the command output port for paying out the winning ball and the output to the winning prize solenoid 158 that opens and closes the winning prize opening 115.
  • the production symbol designation command is a control command that designates the stop symbol of the production symbol displayed on the production symbol display device 104.
  • the variation pattern command is This is a control command for designating the mode of screen fluctuation such as reach, disappointment, special prize, etc. displayed on the effect symbol display device 104.
  • external information output port 256 includes at least a first signal generation unit that is a first signal generation unit and a second signal generation unit that is a second signal generation unit.
  • the first signal generator generates a signal that is output during a state so that a state such as a jackpot information signal can be identified. Also, the output time varies depending on the state.
  • the first signal generation unit can identify the probability jackpot. Since the jackpot signal is not output (prohibition setting for jackpot signal output is disabled), the probability variation state can be set to the non-notification state. Specifically, control is performed so that a jackpot signal indicating that the jackpot is being hit is output, but a probability changing signal indicating that the jackpot is occurring after the jackpot is ended is not output (notification prohibition means). )is doing.
  • the second signal generator generates a signal by detecting a change in the state of, for example, a symbol determination number information signal. Also, since the output time informs the detection, it is output for a preset period (specifically, for each detection, for 248 [ms], and the output signal is not continuous. Are output at the same interval).
  • the main controller 210 receives detection signals from the start winning switch 131, the big winning opening switch 132, and various other winning switches 130 via the input port 250 and processes them.
  • the main control device 210 is connected to the special symbol display device 106, the special symbol operation memory indicator light 116, the normal symbol display device 108, the normal symbol operation memory indicator light 117, the big prize opening solenoid 158, external via the output port 255.
  • the information output unit and the game state display device 109 are controlled.
  • “control” means, for example, that the main controller 210 changes the special symbol by sending a control signal related to display driving directly from the output port 255 to the special symbol display device 106. For example, it includes sending a signal (command) from the CPU 220 directly without judgment by another CPU, and controlling without time delay (time lag) due to an interrupt or the like.
  • main controller 210 transmits an effect control command (first control command such as an effect symbol designating command and a variation pattern command) to effect control device 150 and transmits effect control device 150 by command transmission.
  • first control command such as an effect symbol designating command and a variation pattern command
  • the ROM 230 stores a program for controlling the pachinko machine executed by the main controller 210.
  • the ROM 230 further stores values of various parameters for controlling the pachinko machine such as a design symbol designation command for controlling the effect control device 150 and a variation pattern command.
  • the RAM 240 temporarily stores input / output data for the main controller 210, data for arithmetic processing, various counters including a random number counter related to games, and the like, and stores information on each holding ball Has memory.
  • control commands scheduled to be output are stored in a predetermined area.When power is restored from a power failure, the contents of RAM240 are restored to the state just before the power failure, and the control commands scheduled to be output from RAM240 are output. The gaming state is restored to the state before blocking.
  • a power supply circuit 212 for supplying power is connected to the main controller 210.
  • the power supply circuit 212 detects that the voltage of the power supply line supplied to the entire main controller 210 (that is, each IC provided in the main controller 210, etc.) has become equal to or lower than a predetermined voltage value, Then, a power-off detection signal indicating that the power has been cut off is output to the CPU 220.
  • the power supply line that has been supplied to the entire main controller 210 is switched to a power supply line directly connected to the CPU 220 (a power supply line that is connected to the backup power supply) when the power is turned off (restore information storage means) ).
  • a capacitor provided in the power supply circuit 212 may be used.
  • the power supply circuit 212 is for supplying a power supply voltage to the main control device 210, the production control device 150, etc.
  • the power supply circuit 212 includes a power supply switch (not shown) for driving the power supply circuit 212, and A RAM clear switch (not shown) is connected to clear the RAM data of the main controller 210, that is, to initialize the RAM 240.
  • a predetermined power supply voltage is supplied to each device, and a RAM clear signal indicating the operation state of the RAM clear switch is displayed. Is transmitted from the power supply circuit 212 to the main controller 210.
  • the main circuit 210 When the power of the pachinko machine is turned off, that is, when the power switch is turned off, the main circuit 210 is supplied from the power circuit 212 to the RAM 240 data stored so far. A power supply voltage for the RAM 240 is supplied. A power supply circuit 212 supplies a power supply voltage to the main control device 210, the production control device 150, etc., and supplies a power supply voltage for the RAM 240 to the main control device 210 when the power supply of the power supply unit is cut off. A knock-up power supply is provided.
  • the RAM clear switch When the RAM clear switch is turned on when the power is turned on, the operation signal is transmitted from the power supply circuit 212 to the main controller 210, detected by the CPU 220, and the data stored in the RAM 240 is cleared. It is initialized. However, the RAM data can be cleared only when the power is turned on.When the power is turned on and the pachinko machine is operating normally, for example, the player operates the launch handle. When playing a game with V, the operation of the RAM clear switch is not accepted.
  • the effect control device 150 includes a CPU, a ROM, a RAM, an input port, and an output port.
  • a control command (production design designation command, etc.) transmitted from the main controller 210 is received, a liquid crystal display control command (second control command) is generated according to the production design designation command, and the design control apparatus 152 receives the command.
  • Send is a control command (production design designation command, etc.) transmitted from the main controller 210 .
  • a liquid crystal display control command (second control command) is generated according to the production design designation command
  • the design control apparatus 152 receives the command. Send.
  • the production control device 150 further includes a sequencer 160 that has at least two channels and outputs a synthesized sound of each channel from the speaker 155, and a sound control unit 162 that performs sound control for outputting sound from the speaker 155 by the sequencer 160. And a lamp control unit 164 that performs lamp control for lighting the lamp 153.
  • the sound control unit 162 and the lamp control unit 164 are controlled by command communication using internal commands in the effect control device 150. Is. However, it can be realized by direct control regardless of command communication.
  • the effect control device 150 is useful for reducing the load on the main control device 210 by specially performing control related to effects such as liquid crystal display, lamp lighting, and sound effect generation. Yes.
  • the symbol control device 152 receives the liquid crystal display control command (second control command) transmitted from the rendering control device 150, and fluctuates and stops the rendering symbol of the rendering symbol display device 104 according to the liquid crystal display control command. Or, it has a function to receive a notice designation command and display a notice.
  • FIG. 3 shows the data structure of the control command.
  • control command is an identifier for identifying the control command classification and indicates the mode (MODE) that is 1-byte digital data and the contents (function) of the executed control command. It is also an event (EVENT) that is digital data of byte length.
  • MODE mode
  • EVENT event
  • the control command output to the symbol control device 152 has a data structure similar to this.
  • FIG. 4 is a diagram showing the contents of a control command that is output when the power failure is restored.
  • the control commands include a designation command for specifying initialization such as clearing RAM and hardware settings of the production control device 150, a designation command for designating power recovery, and a model.
  • a specification command for specifying the discrimination code a specification command for specifying the start of the normal state (normal gaming state return command), a specification command for specifying the power recovery error (high probability state return command), There is.
  • the model identification code is required when there are multiple pachinko machines that differ only in game specifications (hit probability, number of winning balls, etc.) in the same pachinko machine that performs the same presentation. If there is only one, the model identification code can be deleted.
  • the production control device 150 controls the lamp 153 and / or the speaker 155 to correspond to each function.
  • An error is notified by making a notification.
  • a predetermined notification screen may be displayed on the effect symbol display device 104.
  • Error priority processing is performed until the internal gaming state (internal probability state) of the pachinko machine shifts from a high probability state to a low probability state (or a special prize state).
  • the error notification is made when the internal probability state stored in the probability state storage area of the RAM 240 changes (for example, when the result of the jackpot lottery with the winning to the winning prize opening 111 becomes a jackpot or the symbol
  • the number of changes has reached the specified value of the number of changes in the specified probability change state (changes from the high probability state to the low probability state), or the RAM clear switch is operated to clear the contents of RAM240 Is released (notification means).
  • the CPU 220 is composed of a microprocessing unit or the like, and operates based on a game control program that can execute one cycle with a predetermined operation clock (for example, 4 [ms]), and is stored in a predetermined area of the ROM 230.
  • the game control program is started and the game control process shown in the flowchart of FIG. 5 is executed.
  • FIG. 5 is a flowchart showing the game control process.
  • step S100 As shown in FIG.
  • step S100 initialization processing of the CPU 220 is executed, and the process proceeds to step S102, where an interrupt permission instruction for executing the interrupt processing of FIG.
  • the interrupt process of FIG. 6 is executed in parallel with the game control process at a predetermined cycle (for example, 2 [ms]).
  • step S104 a random number used in a jackpot lottery for determining whether or not a special prize state is generated (hereinafter referred to as a jackpot random number), a random number used in a reach lottery for determining whether to perform a reach (hereinafter referred to as a jackpot lottery) , Reach determination random number)), variation pattern determination random number, design to display
  • a random number update process for updating a random number for determining the type of game and a random number necessary for game control is executed, and the process proceeds to step S106.
  • step S106 it is determined whether or not the interrupt process in FIG. 6 has been executed a predetermined number of times (for example, twice) after the game control process has been executed, and it has been determined that the interrupt process has been executed a predetermined number of times.
  • the process proceeds to step S108, where the jackpot determination is performed, and the jackpot determination process for determining the pattern variation pattern is executed, and the process proceeds to step S110.
  • step S110 to execute an electric accessory operation process for opening the special winning opening 115 in a predetermined pattern, and the process proceeds to step S112 to perform a payout operation to the prize ball payout control device 156.
  • a prize-ball payout management process for storing a control command to be executed in a predetermined area of the RAM 240 is executed, and the process proceeds to step S114.
  • step S114 external information output processing for outputting external information related to game control to the hall computer through the external information output port is executed, and the process proceeds to step S116.
  • step S116 a gaming machine inspection signal output process for outputting a gaming machine inspection signal necessary for the inspection of the pachinko machine is executed.
  • step S116 a pachinko machine that does not include a control unit that receives a gaming machine inspection signal when installed in a power game store that outputs a gaming machine inspection signal. This is because it is a signal required at the time of inspection in an inspection organization. In some cases, the process of step S116 can be omitted.
  • step S118 a port output process for outputting the control command stored in the RAM 240 to the effect control device 150 via the effect control device command output port is executed.
  • the strobe signal is output to the effect control device 150, and the mode and event control commands are output. As a result, a control command is output to the effect control device 150.
  • step S120 it is determined whether or not a power-off detection signal is input from the power supply circuit 212.
  • step S122 the process proceeds to step S122. Transition.
  • step S 122 return information necessary for restoring the contents of RAM 240 is generated, and the generated return information is stored in RAM 240 (return information storage means) to save power of CPU 220.
  • the knock-up process includes a process for setting a knock-up flag and a process for performing a checksum.
  • step S120 when it is determined in step S120 that the power-off detection signal is not input (No), and in step S106, the game control process is executed and the power interruption process is executed a predetermined number of times. If it is determined that V is not good (No), the process shifts to step S104.
  • FIG. 6 is a flowchart showing the interrupt process.
  • step S150 When the interrupt process is executed in the CPU 220, as shown in FIG. 6, first, the process proceeds to step S150.
  • step S150 a random number update process similar to that in step S104 is executed, and the process proceeds to step S152, where a winning switch input process of inputting a detection signal from the starting winning prize switch 131 and checking a winning is performed. To end the series of processes and return to the original process. Next, the random number update process in steps S104 and S150 will be described.
  • FIG. 7 is a flowchart showing the random number update process.
  • step S172 the jackpot decision random number is updated, and the process proceeds to step S174, where it is determined whether or not the jackpot decision random number has reached a predetermined upper limit value (for example, 398). If it is determined that the value has been reached (Yes), the process proceeds to step S 176, where the initial value update random number for the big hit decision random number for updating the initial value of the big hit decision random number is set to the big hit decision random number, and a series of End the process and return to the original process.
  • a predetermined upper limit value for example, 398
  • step S174 when it is determined in step S174 that the jackpot determination random number does not reach the predetermined upper limit value (No), the series of processes is terminated and the process returns to the original process.
  • FIG. 8 is a flowchart showing the CPU initialization process.
  • step S 100 When the CPU initialization process is executed in step S 100, the process first proceeds to step S 200 as shown in FIG.
  • step S200 the CPU 220 is initialized, the process proceeds to step S202, and it is determined whether the RAM clear switch is on or not! If it is determined that it is not ON (No), the process proceeds to step S204.
  • step S204 it is determined whether or not the return information in the RAM 240 is valid. If it is determined that the return information is valid (Yes), the process proceeds to step S206. Whether or not the return information is valid is determined by determining the state of the knock-up flag set by the CPU 220 when the power-off is detected, that is, whether or not the backup flag is set, and the knock-up flag is set. If it is determined that the return information is valid, it is determined that the return information is valid. In step S206, it is determined whether or not the return information checksum is normal. If it is determined that the return information checksum is normal (Yes), the process proceeds to step S208. The checksum is determined by checking the checksum set by the CPU 220 when power failure is detected, and if it is consistent, it is determined to be normal.
  • step S208 the contents of the RAM 240 are restored to the state before power-off based on the restoration information.
  • the return process includes a process for resolving the inconsistency when an inconsistent state occurs between the gaming state when the power is turned off and the gaming state when the power is restored. For example, if the power that has detected a clogging error at the time of power failure is resolved at the time of power recovery, using the recovery information will cause an inconsistency that keeps detecting the error. It is a process to erase.
  • step S210 it is determined whether or not the state before power-off is a probability variation state based on the return information (gaming state determination means when power is restored).
  • step S212 the initial control command (normal gaming state return command) at the time of power return is output to the production control device 150, the series of processing is terminated, and the original Return to processing.
  • step S212 when it is determined in step S212 that the state before power-off is a probability fluctuation state (Yes), the process proceeds to step S214, and an initial control command (high probability when a power recovery error occurs). (State return command) is output to the production control device 150, and a series of processing is terminated to return to the original processing.
  • step S206 when it is determined in step S206 that the return information checksum is not normal (No), the process proceeds to step S216, the contents of RAM240 are initialized, the process proceeds to step S218, and the initial control at power-on is performed. The command is output to the production control device 150, and a series of processing is terminated and the original processing is restored.
  • step S204 determines whether the return information is valid (No) or if it is determined in step S202 that the RAM clear switch is on (Yes), step S204 is performed. Move on to S216.
  • step S122 the winning switch input process in step S122 will be described.
  • FIG. 9 is a flowchart showing the winning switch input process.
  • step S122 When the winning switch input process is executed in step S122, as shown in FIG. 9, first, the process proceeds to step S300.
  • step S300 an input port reading process is performed in which the detection signal from the start winning prize switch 131 is read from a predetermined port of the input port 250 corresponding to the start winning loss switch 131, and the process proceeds to step S302. Based on the processing result of step S300, it is determined whether or not the detection signal is input from the start winning switch 131. If it is determined that the detection signal is input (Yes), the process proceeds to step S304.
  • step S304 it is determined whether or not the number of winning game balls at the start winning opening 111 is “4” or more. If it is determined that the winning game ball power S is less than “4” (No), The process proceeds to S306, and “1” is added to the number of winning game balls, and the process proceeds to Step S308.
  • step S308 the jackpot determination random number, the jackpot type determination random number and the stop symbol determination random number are acquired from the corresponding random number counter, and the process proceeds to step S310, and each acquired random number corresponds to the number of winning game balls.
  • Each is stored in a predetermined area of the RAM 240, and a series of processing is terminated and the original processing is restored.
  • step S310 for example, when the winning game ball power S is “l”, each acquired random number value is stored in the first area of the RAM 240 for storing random number values. Similarly, when the number of winning game balls is “2”, each acquired random number value is set in the second area for storing random number values. Store.
  • step S304 when it is determined in step S304 that the number of winning game balls is "4" or more (Yes), and when it is determined in step S302 that a detection signal is not input from the start winning roswitch 131. In each case of (No), a series of processing is terminated and the original processing is restored.
  • step S108 the jackpot determination process in step S108 will be described. Note that the description of the jackpot determination process of the normal symbol display device 108 is omitted.
  • FIG. 10 is a flowchart showing the jackpot determination process.
  • the jackpot determination process is performed by setting one jackpot value within a predetermined numerical range (for example, "0" to "398") in order to cause a special prize state with a predetermined probability (for example, 1Z399) and starting.
  • Step S108 is a process of acquiring a random number counter power jackpot determined random number at the winning timing when a game ball wins at the winning port 111 and causing a special prize state when the acquired random number value matches the jackpot value.
  • the process first proceeds to step S400 as shown in FIG.
  • step S400 it is determined in the effect symbol display device 104 whether or not the effect symbol is changing. If it is determined that the effect symbol is not changing (No), the process proceeds to step S402, and a winning game ball It is determined whether or not the power is greater than or equal to the numerical power S “l”, and if it is determined that the number of winning game balls is “1” or higher (Yes), the process proceeds to step S406.
  • step S406 a predetermined area power of RAM 240 corresponding to the number of winning game balls is also read out the jackpot determined random number, and the process proceeds to step S408 to determine whether or not the read random number value matches the jackpot value. If it is determined that they match (Yes), the process proceeds to step S410.
  • a jackpot type determination process for determining the jackpot type is executed.
  • a jackpot type determination table in which a plurality of hit type numbers are registered is set, the jackpot type determination random number is read from a predetermined area of the RAM 240 corresponding to the number of winning game balls, and the read random number value
  • the big hit type is determined by reading the hit type number of the rank. This determines whether or not it is possible to generate a probabilistic jackpot.
  • the (probability variation state) notification prohibition means provided in the main controller 210 causes the lamp 153 and Therefore, when the probability variation state is occurring, the control command for controlling the lamp 153 and the speaker 155 and instructing the start of the probability variation state is not performed. Not stored in RAM240.
  • the game state display device 109 does not notify that the probability variation state occurs, it is not output to the game state display output port (notification prohibition means).
  • step S412 the process proceeds to step S412 to execute a hit stop symbol determination process for determining a combination of effect symbols to be stopped at the big hit.
  • a hit stop symbol determination process for example, a stop symbol determination table in which a plurality of stop symbol numbers indicating combinations of stop symbols of production symbols is registered is set in the ROM 230 for each type number and determined in step S410. Reads the stop symbol determination table corresponding to the hit type number.
  • the stop symbol determination random number is read from a predetermined area of the RAM 240 corresponding to the number of winning game balls, the stop symbol number of the order of the read random number value is read from the stop symbol determination table, and the symbol designation is based on the read stop symbol number
  • the command (first control command) is stored in a predetermined area of RAM240. Thereby, in the port output process of step S118, the symbol designation command is transmitted to the effect control device 150 via the output port 255.
  • step S414 the hit hour fluctuation pattern determining process for determining the fluctuation pattern of the effect symbol to be displayed in a variable manner at the time of the big hit is executed.
  • the winning variation pattern determination process the random number of reach determination random numbers is acquired, and the variation pattern corresponding to the current gaming state, the number of winning game balls determined in step S410, the number of winning game balls and the acquired reach determination random number Read the decision table. Then, the random pattern counter power is obtained for the fluctuation pattern determination random number, the fluctuation pattern number of the rank order of the acquired random number value is read, the fluctuation pattern determination table power is read, and the fluctuation pattern command corresponding to the read fluctuation pattern number is stored in a predetermined area of the RAM240. To do. Thereby, in the port output process of step S118, the variation pattern command (first control command) is transmitted to the effect control device 150 via the output port 255.
  • step S416 the process proceeds to step S416, and in the case of a big win, the number of times and the opening time of the special winning opening 115 are set. Regardless of the jackpot or loss, Set the variation time.
  • the variation time of the production symbol is determined based on the variation pattern number determined in steps S414 and S424.
  • step S4108 the design symbol display device 104 executes a design variation start process for storing a control command for starting the variation of the design symbol in a predetermined area of the RAM 240, and the procedure proceeds to step S420. “1” is subtracted from the number of winning game balls, a series of processing is completed, and the original processing is restored.
  • step S408 determines whether the read random number value does not match the jackpot value (No). If it is determined in step S408 that the read random number value does not match the jackpot value (No), the process proceeds to step S422.
  • step S422 a combination of effect symbols to be stopped at the time of losing is determined.
  • the outage stop symbol determination process is configured in the same manner as in step S412. This is a command to specify only the result that the winning lottery result is off, instead of specifying a specific combination of off-line effect symbols displayed on the effect symbol display device 104 by this determination.
  • the offending design designation command is output to the design control device 152 via the production control device 150. When the offending effect design designation command is input, the symbol control device 152 determines a combination of effect symbols to be out of play, and displays the contents on the effect symbol display device 104.
  • step S424 a variation pattern determination process at the time of losing is performed to determine a variation pattern of the effect symbol that is variably displayed at the time of the detachment.
  • the off-time variation pattern determination process is configured in the same manner as in step S414.
  • the variation pattern determination table reads the one corresponding to the current game state, the number of winning game balls and the reach determination random number.
  • step S424 ends, the process proceeds to step S416.
  • step S402 when it is determined in step S402 that the number of winning game balls is “0” (No), and in step S400, it is determined that the effect symbol is changing in the effect symbol display device 104 (Yes) In the case of), the process shifts to step S426.
  • step S426 it is determined whether or not the predetermined time has elapsed since the start of the variation of the effect design. If it is determined that the predetermined time has elapsed (Yes), the process proceeds to step S428, A symbol stop process that stores the stop command in the specified area of RAM240 is executed, and a series of processes are executed. End the process and return to the original process.
  • step S330 when it is determined in step S330 that the change of the effect design is started and the force does not elapse for a predetermined time (No), the series of processes is terminated and the original process is restored.
  • the main control device 210 executes a game control process and enters a game-ready state.
  • a player can play a game by loading the rented game ball into a pachinko machine and operating the launch handle to launch the game ball onto the game board surface 102.
  • a detection signal is output by the start winning ro switch 131.
  • main controller 210 when a detection signal is input from start winning prize switch 131, a jackpot decision random number is acquired at almost the same timing. At this time, if it is determined that the obtained random number value matches the jackpot value, it is a jackpot.
  • the jackpot type, the combination of the stop symbols of the effect symbols, and the variation pattern of the jackpot are determined. Then, the effect design is variably displayed with a predetermined variation pattern, and after a predetermined variation time has elapsed, the determined combination is stopped.
  • the special prize opening 115 is controlled to be opened and closed with a predetermined opening / closing pattern while the special prize state occurs.
  • a predetermined number for example, 15
  • the internal probability state is set to the low probability state while the special prize state is occurring (during jackpot).
  • the special state is ended and the normal state is set.
  • the effect symbol display device 104 has a symbol that is simply a jackpot as in the case where the probability variation jackpot is determined. set The match is displayed.
  • the special prize opening 115 is controlled to open with a predetermined opening / closing pattern while the special prize condition occurs. When a game ball wins, a predetermined number of award balls are paid out for each win.
  • the main controller 210 executes CPU initialization processing.
  • the contents of the RAM 240 are initialized through steps S216 and S218, and the initial control command at power-on is stored in a predetermined area of the RAM 240.
  • the initial control command when the power is turned on is output to the effect control device 150.
  • FIG. 11 and FIG. 12 are timing charts showing control command input / output timing.
  • the main controller 210 outputs mode (MODE) data triggered by the first rise of the stove signal (DUSTB) generated by itself when the command changes, and then outputs the strobe signal.
  • Event (EVENT) data is output at the second rise of (DUSTB).
  • the CPU generates an interrupt according to the input of the strobe signal (DUSTB), and the control command is stored in the RAM of the production control device 150 by the interruption process.
  • main controller 210 As shown in FIG. 12 (a), an initialization designation command (8000H) is output, and a model code designation command (8105H) is output after a predetermined time has elapsed.
  • the CPU initialization process is executed by the main controller 210. If the state before power shutoff is not a probability fluctuation state, the contents of RAM240 are restored to the state before power shutoff based on the return information of RAM240 through steps S208 and S212, and the initial control command when power is restored Is stored in a predetermined area of the RAM 240. As a result, the initial control The command is output to the production control device 150.
  • main controller 210 outputs a power recovery designation command (8001H), and then a model code designation command (8105H) is output after a predetermined time has elapsed.
  • a normal state start designation command (8200H) is output after a predetermined time has elapsed.
  • the state before the power shutoff is a probability fluctuation state
  • the contents of RAM240 are restored to the state before the power shutoff based on the return information of RAM240 through steps S208 and S214, and a power recovery error occurs.
  • the initial control command is stored in a predetermined area of RAM240. As a result, the initial control command at the time of the power recovery error is output to the effect control device 150.
  • main controller 210 outputs a power recovery designation command (8001H), and after a predetermined time has elapsed, a model code designation command (8105H) is output. After a predetermined time elapses, a power recovery error designation command (8201H) is output.
  • the lamp 153 and the speaker 155 are controlled and an error is notified.
  • the power-on state is determined based on the return information of the RAM 240 and the state before power-off is a probability fluctuation state
  • a notification is given by the lamp 153 and the speaker power 155. To do.
  • the RAM 240 and the backup power source correspond to the storage means according to claim 1 or 2
  • the lamp 153 and the speaker 155 correspond to the notification means according to claim 2 or 3
  • Step S122 corresponds to the return information storage means described in claim 2
  • steps S204 to S214 correspond to the return means described in claim 2.
  • Step S408 corresponds to the lottery means described in claim 2
  • Steps S414 and S424 include Corresponding to the first gaming state generating means according to claim 2
  • step S414 corresponds to the second gaming state generating means according to claim 2 or the notification prohibiting means according to claim 2.
  • the special prize state corresponds to the first gaming state according to claim 1 or 2
  • the probability variation state corresponds to the second game according to claim 1 or 2. It corresponds to the state.
  • FIG. 13 and FIG. 14 are diagrams showing a second embodiment of the gaming machine according to the present invention.
  • the CPU 220 executes the CPU initialization process shown in the flowchart of FIG. 13 in place of the CPU initialization process of FIG.
  • FIG. 13 is a flowchart showing the CPU initialization process.
  • the CPU initialization process is a process that is performed mainly when power is restored during business operations or when power is turned on at the start of business operations. First, the process proceeds to step S500.
  • step S500 the system reset startup initial value setting process for setting various initial values related to the system is executed, then the process proceeds to step S502, where the CPU function initialization process for initializing the CPU220 function is executed. Transition to S504.
  • step S504 RAM clear switch read processing for reading status information indicating the operation state of the RAM clear switch is executed, and the process proceeds to step S506, and the predetermined state is maintained until the state of each display device becomes an operable state.
  • the waiting process waiting for a time is executed, and the process proceeds to step S508.
  • step S508 based on the status information read in step S504, it is determined whether or not the RAM clear switch is pressed (turned on) by an operation of a hall related person, and the RAM clear switch is pressed. When it is determined that there is no (No), the process proceeds to step S510.
  • step S510 it is determined whether or not the knock-up validity determination flag indicating that the backed-up RAM 240 is normal is invalid (reset), and the knock-up validity determination flag is invalid. (No), the process proceeds to step S512.
  • the knock-up valid judgment flag is displayed when the CPU 220 detects power-off detection from the power circuit 212.
  • the RAM240 checksum calculation process is performed, and if the next power-off recovery process is possible, that is, checksum calculation and sum value storage processing are executed correctly.
  • This flag is set when the ready state is reached, and the power is turned off after being set.
  • the CPU 220 performs power-off recovery processing according to the contents of the knock-up validity determination flag. Note that the checksum calculation process after power failure detection is preliminarily set so that the power is not turned off during the process. Set.
  • step S512 a checksum calculation process for calculating the checksum of the return information is executed, and the process proceeds to step S514, where the calculated sum calculation value and the CPU 220 are set when power failure is detected. It is determined whether the sum check buffer values match (match), and if they match (Yes), the process proceeds to step S516.
  • step S516 a backup validity determination flag clear process for clearing the backup validity determination flag is executed, the process proceeds to step S518, an effect control apparatus return process for returning the effect control apparatus 150 is performed, and the process proceeds to step S520. .
  • step S520 a power reset initial setting RAM setting process for storing a recovery command such as backed up symbol information in the RAM 240 is executed.
  • the initialization RAM setting process at power recovery includes processing to resolve the inconsistency when an inconsistent state occurs between the gaming state when the power is turned off and the gaming state when the power is restored. For example, if the force that detected a clogging error at the time of power failure has been resolved at the time of recovery, an inconsistency that causes the error to remain detected occurs based on the recovery information. Process.
  • step S520 When the process of step S520 is completed, the series of processes is terminated and the process returns to the original process. On the other hand, when it is determined in step S514 that the checksums do not match (No), a knock-up is performed in step S510. When it is determined that the validity determination flag is invalid (Yes) and when it is determined in step S508 that the RAM clear switch is pressed (Yes), the process proceeds to step S522. In step S522, a RAM initialization process for initializing the contents of the RAM 240 is executed, the process proceeds to step S524, and the design information that is set in advance is displayed for the production control device 150 when the power is turned on. Store the initial command such as etc. in RAM240 When power is turned on Initial setting RAM setting processing is executed, and the process proceeds to step S526.
  • step S526 an effect control device output process for outputting the command stored in RAM 240 to effect control device 150 is executed, a series of processes is terminated, and the original process is restored.
  • the RAM clear switch when the RAM clear switch is pressed and started, the state is cleared regardless of the state when the power is turned off, so the pachinko machine will remain in the initial state regardless of the state when the power is turned off. Processing will be started. On the other hand, if it is started without pressing the RAM clear switch, part or all of the gaming state when the power is turned off will be saved as return information, and the state should be in line with the state when the power is turned off. Can do. For example, if the internal probability state is in a high probability state when the power is turned off (if the special symbol probability state flag at power recovery is set), the special symbol probability state flag indicating that the probability variation state is set. Perform processing such as setting.
  • step S518 the effect control device return processing in step S518 will be described.
  • FIG. 14 is a flowchart showing the effect control device return processing.
  • step S600 is performed.
  • step S600 the power restoration designation command is stored in the RAM 240, the process proceeds to step S602, the power restoration designation command stored in the RAM 240 is output to the effect control device 150, and the process proceeds to step S604.
  • step S604 a model identification designation command for designating the model of the pachinko machine is stored in RAM240, and in step S606, the model identification designation command stored in RAM240 is stored in the production control device 150. Output, then go to step S608.
  • step S608 and S610 the state at the time of power-off is read, and an initial control command is stored in the RAM 240 so as to recover in that state. Then, in step S612, the initial control command stored in the RAM 240 is transferred to the effect control device 150. Output to. In other words, return information Based on this, it is determined whether or not the state before power-off is a probability fluctuation state (game state determination means when power is restored), and if it is determined that the state before power-off is not a probability fluctuation state, Store the initial control command (normal gaming state return command) at the time of power return in RAM240.
  • a probability fluctuation state game state determination means when power is restored
  • the initial control command (high-probability state return command) at the time of the power return error is stored in the RAM 240.
  • the probability variation state is present when the power is turned off, it is necessary to start up in the probability variation state upon power restoration, so the power restoration error designation command is stored.
  • the production control device 150 outputs an internal command to the voice control unit 162 or the lamp control unit 164, and blinks or lights the lamp 153, or the voice 155 Or informing that the state is in a probability fluctuation state.
  • an initial control command is output to the effect control device 150 so as to indicate that the apparatus has been activated in the low probability state. That is, a normal state start designation command is output based on the return information.
  • the return command stored in step S520 is stored and output in the RAM 240, and information related to the special symbol operation memory counter is stored and output in the RAM 240, based on the state related to the special game management process.
  • the production control device 150 performs predetermined processing based on these commands and the like.
  • step S612 When the process of step S612 is completed, the series of processes is ended and the process returns to the original process. Note that the processes of steps S604 and S606 may be omitted in the effect control device return process of FIG.
  • a notification is made when it is determined that the state before the power shutoff is a probability variation state based on the return information. Not limited to this, when it is determined that the probability variation state is confirmed even if the state before the power-off is not the probability variation state, a notification can be made.
  • the notification when it is determined that the state before the power cut-off is a probability variation state based on the return information, the notification is performed. Not limited to this, even if the state before power-off is a probability fluctuation state, It can also be configured not to notify when it is determined that it is moving. There are two main ways to cut off the power supply. The first is when power is cut off as a daily work when the pachinko hall closes. The second is when the power supply is cut off due to a power failure during business hours. In the first and second embodiments described above, if the state before power-off is a probability variation state, notification is always made regardless of the power-off mode.
  • the probability variation state has occurred for that purpose. It is preferable to notify the player as much as possible. The same is true when the power recovers from a power outage. Therefore, even if the state before power-off is a probability fluctuation state, if there is a special prize state or symbol fluctuation, there is a high possibility that the power is cut off during the game, so no notification is given.
  • the special prize state the jackpot information signal output from the first signal generation unit of the external information output port during the special prize state is stored in the external information storage area of the RAM 240, and the power is turned on.
  • the special prize flag set in the RAM 240 is referred to when a special prize is generated. Control may be performed so that it is not performed. Also, if the symbol is changing, refer to the variable time counter timer that counts the symbol change time set in the RAM240 at the start of the symbol change, and use the variable time counter timer for the CPU initialization process when the power is turned on. If it is counting, control should be performed so that notification is not performed.
  • the structure which performs notification more restrictively is also considered. If the state before power off is a probability fluctuation state and a waiting-for-customer demonstration is in progress, there is a high possibility that the power is shut off when the store is closed, so it is preferable to notify. In this case, the state before power shutoff is the probability variation state and V, and no notification is made, and based on the return information! /, The state before power shutoff is a probability variation state and a customer waiting demo is in progress If it is determined, notification is made.
  • a battery-powered timer or clock IC that measures the time is provided in the main control unit of the pachinko machine, and the time when the power is turned off or the time when the power is turned on is obtained from the timer. Ask them to determine if they are notified based on the time they were turned on or the time they were turned off. Specifically, it is determined whether the power supply is cut off as a daily work when the pachinko hall is closed. The power off time can be obtained by calculating the difference between the time when the power is turned off and the time when the power is turned on. In addition, a special signal is output to the pachinko machine via a breaker, etc.
  • the force of mounting the effect control device 150 and the symbol control device 152 on separate boards is not limited to this, and the effect control device 150 and the symbol control The device 152 can be integrated and mounted on the same substrate.
  • the game control process shown in the flowcharts of FIGS. 5 to 10, 13 and 14 is all stored in the ROM 230.
  • the present invention is not limited to this, but the program may be read from the storage medium storing the program showing these procedures into the RAM 240 and executed! ,.
  • the storage medium is a semiconductor storage medium such as RAM or ROM, a magnetic storage type storage medium such as FD or HD, an optical reading type storage medium such as CD, CDV, LD, or DVD, or MO.
  • This is a magnetic storage type Z optical reading method storage medium, and any storage medium can be used as long as it is a computer-readable storage medium regardless of electronic, magnetic, optical, etc. Is included.
  • the present invention is not limited to this, and other modifications may be made without departing from the gist of the present invention. It can also be applied to gaming machines such as amusement game machines.
  • a power failure occurs. Even if the power is cut off due to the power off, the gaming state is restored to the state before the power is turned off when the power is turned on, so that the possibility that the gaming state is not changed due to the occurrence of a power failure can be reduced. The effect that it can be obtained. In addition, even if the power is shut off during the second gaming state, a notification is given when the power is turned on, so that it is possible to prevent the game from being started in an advantageous state when the store is opened. If the possibility of providing unfair benefits to the company can be reduced, there will be a positive effect.

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Abstract

A gaming machine having a function of “probability variation nonindication” and preferable to prevent the player from being provided with unfair advantage without giving disadvantage to the player in power failure. A pachinko machine is a gaming machine of the type which does not indicate a probability variation state. When a ball enters a start prize hole (111), a jackpot drawing is carried out. According to the result of the jackpot drawing, a grand prize state is brought about, and a probability variation state is brought about when the grand prize state ends. While the gaming machine is in the grand prize state, no indication is given to the player. Reset information necessary to reset the play state is stored in a RAM (240). When the power is turned on, the play state is reset to the state before the power shutdown according to the reset information in the RAM (240). When the power is turned on, if the state before the power shutdown is judged from the reset information in RAM (240) to be a probability variation state, the fact is indicated to the player with a lamp (153) and a loudspeaker (155).

Description

明 細 書  Specification
遊技機  Game machine
技術分野  Technical field
[0001] 本発明は、バックアップ機能付き遊技機に係り、特に、「確率変動非報知」の機能を 搭載した遊技機において、停電発生時に遊技者に不利益を与えることなぐ遊技者 に不当な利益を提供することを防止するのに好適な遊技機に関する。  [0001] The present invention relates to a gaming machine with a backup function, and in particular, in a gaming machine equipped with a function of "not-change probability", an unreasonable profit for a player who does not give a disadvantage to the player when a power failure occurs The present invention relates to a gaming machine suitable for preventing the provision of a game.
背景技術  Background art
[0002] 従来、パチンコ機等の遊技機としては、停電から復帰したときに電源遮断前の状態 に遊技状態を復帰させるバックアップ機能付きの遊技機があり、例えば、特許文献 1 記載の遊技用装置が知られて ヽる。  Conventionally, as a gaming machine such as a pachinko machine, there is a gaming machine with a backup function that restores a gaming state to a state before power-off when a power failure is restored. For example, a gaming device described in Patent Document 1 Is known.
特許文献 1記載の発明は、遊技機を駆動するための電源とは別の電源力もの電力 によりデータを記憶する記憶装置と、遊技機の遊技制御を行う遊技制御装置とを有し て構成されている。遊技制御装置は、遊技状態の復帰に必要な復帰情報を記憶装 置に記憶し、電源投入時に、記憶装置の復帰情報に基づいて遊技状態を電源遮断 前の状態に復帰させる。  The invention described in Patent Document 1 is configured to include a storage device that stores data with power of a power source different from a power source for driving a gaming machine, and a game control device that performs game control of the gaming machine. ing. The game control device stores the return information necessary for returning the game state in the storage device, and when the power is turned on, the game state is returned to the state before the power is turned off based on the return information of the storage device.
[0003] また、ノ ックアップ機能付きの遊技機としては、始動入賞口への入賞を契機として 大当たり抽選を行い、大当たり抽選の結果に基づいて特賞状態を生起させ、特賞状 態の終了に続けて、大当たり抽選での当選確率が通常の遊技状態よりも高い確率変 動状態を生起させる遊技機が知られて 、る。  [0003] In addition, as a gaming machine with a knock-up function, a jackpot lottery is performed in response to a winning at the start winning opening, a special prize state is generated based on the result of the jackpot lottery, and the special prize state is terminated. There are known gaming machines that generate a probability change state in which the winning probability in the jackpot lottery is higher than the normal gaming state.
特許文献 1 :特開平 8— 229192号公報  Patent Document 1: JP-A-8-229192
発明の開示  Disclosure of the invention
[0004] 従来のバックアップ機能付きの遊技機にあっては、パチンコホールにおいて 1日の 営業終了後に電源を遮断するが、確率変動状態の生起中に電源を遮断した場合は 、バックアップ機能が作動し、翌日の電源投入時に確率変動状態で遊技機が起動す る。電源遮断前の状態が確率変動状態である場合は、表示灯や効果音等により確 率変動状態が生起中である旨が通知されるため、通常は、パチンコホールの従業員 が開店前の巡回で確率変動状態の生起を発見し、該当の遊技機をリセットするなど して、有利な状態で遊技が開始されないように対処することができる。 [0004] In a conventional gaming machine with a backup function, the power supply is shut down after one day of operation in pachinko halls. However, if the power supply is cut off during the occurrence of a probability fluctuation state, the backup function is activated. When the power is turned on the next day, the gaming machine starts in a state of probability fluctuation. If the state before the power is shut off is a probability variation state, it is notified that the probability variation state is occurring through indicator lights, sound effects, etc., so pachinko hall employees usually make a patrol before opening the store. Find out the occurrence of the probability fluctuation state and reset the corresponding gaming machine, etc. Thus, it is possible to cope with the game not being started in an advantageous state.
[0005] し力しながら、最近の遊技機には、確率変動状態を通知しな 、タイプ(「確率変動 非報知」の機能を搭載した遊技機) 、つて、遊技者にもホール関係者にも確率変動 状態の生起をあえて通知しな!、 (遊技者に対して現在の遊技状態が確率変動状態 であるのか通常状態であるかを報知しない。つまり、遊技者は、現在の遊技状態が確 率変動状態であるのか通常状態であるのかを正確に知ることができない。)ことにより 遊技者に意外性を与え、遊技の趣向を向上する遊技機が提供されている。このよう な遊技機にあっては、翌日の電源投入時に確率変動状態で遊技機が起動しても、 確率変動状態が生起中である旨が一切通知されないので、パチンコホールの従業 員が発見することができず、翌日来店した特定の遊技者に対して不当な利益を付与 してしまう可能性があった。  [0005] However, the recent game machine is not notified of the probability fluctuation state, and the type (the game machine equipped with the function of "probability fluctuation non-notification"), the player and the hall concerned However, do not notify the occurrence of the probability change state !, (Do not inform the player whether the current game state is the probability change state or the normal state. It is impossible to know exactly whether the probability fluctuation state or the normal state.), Thereby providing a gaming machine that gives the player a surprise and improves the game taste. In such a gaming machine, even if the gaming machine starts up in the probability fluctuation state when the power is turned on the next day, it is not notified at all that the probability fluctuation state is occurring. This could result in an unfair advantage for certain players who visited the store the next day.
[0006] そこで、本発明は、このような従来の技術の有する未解決の課題に着目してなされ たものであって、「確率変動非報知」の機能を搭載した遊技機において、停電発生時 に遊技者に不利益を与えることなぐ遊技者に不当な利益を提供することを防止する のに好適な遊技機を提供することを目的としている。  [0006] Therefore, the present invention was made paying attention to such an unsolved problem of the conventional technology, and in a gaming machine equipped with a function of "probability variation non-notification", when a power failure occurs It is an object of the present invention to provide a gaming machine suitable for preventing an unfair advantage from being provided to a player who does not cause a disadvantage to the player.
[0007] 上記目的を達成するために、本発明に係る請求項 1記載の遊技機は、遊技機を駆 動するための電源からの電力供給の有無によらずデータを記憶可能な記憶手段を 備え、始動入賞口への入賞を契機として第 1の遊技状態を生起させ、所定条件の成 立により、前記第 1の遊技状態の終了に続けて第 2の遊技状態を、その旨を通知せ ずに生起させ、遊技状態の復帰に必要な復帰情報を前記記憶手段に記憶し、電源 投入時には、前記記憶手段の復帰情報に基づいて電源遮断前の状態に遊技状態 を復帰させる遊技機であって、電源投入時に、前記記憶手段の復帰情報に基づい て電源遮断前の状態が前記第 2の遊技状態であると判定したときは、通知を行うよう になっている。  [0007] In order to achieve the above object, the gaming machine according to claim 1 of the present invention includes storage means capable of storing data regardless of whether or not power is supplied from a power source for driving the gaming machine. The first gaming state is triggered by the winning at the start winning opening, and when the predetermined condition is established, the second gaming state is notified to that effect following the end of the first gaming state. This is a gaming machine that stores the return information necessary for returning to the gaming state in the storage means, and returns the gaming state to the state before the power-off based on the return information in the storage means when the power is turned on. Thus, when the power is turned on, when it is determined that the state before power-off is the second gaming state based on the return information of the storage means, a notification is made.
[0008] このような構成であれば、始動入賞口に入賞があると、これを契機として第 1の遊技 状態が生起する。次いで、所定条件が成立すると、第 1の遊技状態の終了に続けて 第 2の遊技状態が生起する。このとき、第 2の遊技状態が生起しても、通知は行われ ない。一方、復帰情報が記憶手段に記憶される。 そして、停電により電源が遮断された場合に、停電から復帰して電源投入時には、 記憶手段の復帰情報に基づ!、て電源遮断前の状態に遊技状態が復帰する。また、 記憶手段の復帰情報に基づいて電源遮断前の状態が第 2の遊技状態であると判定 されると、通知が行われる。 [0008] With such a configuration, when a winning is made at the start winning opening, the first gaming state is triggered by this. Next, when the predetermined condition is satisfied, the second gaming state occurs following the end of the first gaming state. At this time, no notification is made even if the second gaming state occurs. On the other hand, the return information is stored in the storage means. When the power is shut off due to a power failure, when the power is restored after the power failure and the power is turned on, the gaming state is restored to the state before the power is shut off based on the return information of the storage means. In addition, if it is determined that the state before power-off is the second gaming state based on the return information of the storage means, a notification is made.
[0009] ここで、記憶手段は、遊技機を駆動するための電源力 の電力供給の有無によら ずデータを記憶可能なものであればどのような構成であってもよぐ例えば、遊技機 を駆動するための電源とは別の電源からの電力によりデータを記憶可能なものであ つてもょ 、し、フラッシュ ROM等のデータ書換可能な不揮発性の記憶素子力もなる ものであってもよいし、コンデンサ等のバックアップ用の電源と、バックアップ用の電源 により所定期間記憶内容を保持する記憶素子との組み合わせ力 なるものであって もよい。以下、請求項 2記載の遊技機において同じである。  [0009] Here, the storage means may have any configuration as long as it can store data regardless of whether or not the power supply for driving the gaming machine is supplied. For example, the gaming machine It may be capable of storing data with power from a power source different from the power source for driving the battery, or it may be a non-volatile memory element capable of rewriting data such as flash ROM. Further, it may be a combination power of a backup power source such as a capacitor and a storage element that retains stored contents for a predetermined period by the backup power source. The same applies to the gaming machine according to claim 2 below.
[0010] また、始動入賞口とは、遊技球を入賞または通過させるために遊技盤面に設けられ る孔またはゲートのことをいい、例えば、入賞口または作動ゲート等がこれに該当す る。したがって、入賞には、単に入賞だけでなく通過も含まれる。以下、請求項 2記載 の遊技機において同じである。  [0010] The start winning opening refers to a hole or gate provided on the surface of the game board for winning or passing a game ball, for example, a winning opening or an operating gate. Accordingly, winning includes not only winning but also passing. The same applies to the gaming machine according to claim 2 below.
また、所定条件としては、例えば、遊技球の入賞が始動入賞ロスイッチにより検出さ れたタイミングで乱数を取得し、取得した乱数の値が判定値と一致する場合等、ある 条件を満たしたときに成立する条件であればどのようなものであってもよい。以下、請 求項 2記載の遊技機において同じである。  In addition, as a predetermined condition, for example, when a random number is acquired at a timing when a winning of a game ball is detected by a start winning roswitch, and the acquired random number value matches a determination value, a certain condition is satisfied. Any condition may be used as long as the condition is satisfied. The same applies to the gaming machines described in claim 2 below.
[0011] さらに、本発明に係る請求項 2記載の遊技機は、遊技機を駆動するための電源から の電力供給の有無によらずデータを記憶可能な記憶手段と、遊技者への通知を行う 通知手段と、始動入賞口への入賞を契機として第 1の遊技状態を生起させるか否か の抽選を行う抽選手段と、前記抽選手段の抽選の結果に基づいて前記第 1の遊技 状態を生起させる第 1遊技状態生起手段と、所定条件の成立により、前記第 1の遊技 状態の終了に続けて、前記抽選手段による抽選の当選確率が通常の遊技状態よりも 高!、第 2の遊技状態を生起させる第 2遊技状態生起手段と、前記第 2の遊技状態の 生起中は前記通知手段による通知を禁止する通知禁止手段と、遊技状態の復帰に 必要な復帰情報を前記記憶手段に記憶する復帰情報保存手段と、電源投入時には 、前記記憶手段の復帰情報に基づ!、て電源遮断前の状態に遊技状態を復帰させる 復帰手段とを備える遊技機であって、前記復帰手段は、電源投入時に、前記記憶手 段の復帰情報に基づいて電源遮断前の状態が前記第 2の遊技状態であると判定し たときは、前記通知手段による通知を行うようになっている。 [0011] Furthermore, the gaming machine according to claim 2 of the present invention provides a storage means capable of storing data regardless of whether power is supplied from a power source for driving the gaming machine, and a notification to the player. A notification means, a lottery means for performing a lottery to determine whether or not the first gaming state is caused by winning at the start winning opening, and the first gaming state based on the lottery result of the lottery means. Due to the occurrence of the first gaming state generating means and the establishment of a predetermined condition, the winning probability of the lottery by the lottery means is higher than the normal gaming state following the end of the first gaming state! A second gaming state generating means for causing the second gaming state, a notification prohibiting means for prohibiting notification by the notifying means during the occurrence of the second gaming state, and return information necessary for returning the gaming state. Return information storage means stored in the storage means, and at power-on And a return means for returning the gaming state to the state before power-off based on the return information of the storage means, wherein the return means returns the storage means when the power is turned on. When it is determined that the state before power-off is the second gaming state based on the information, notification by the notification means is performed.
[0012] このような構成であれば、始動入賞口に入賞があると、抽選手段により、これを契機 として第 1の遊技状態を生起させる力否かの抽選が行われ、第 1遊技状態生起手段 により、その抽選の結果に基づいて第 1の遊技状態が生起する。次いで、所定条件 が成立すると、第 2遊技状態生起手段により、第 1の遊技状態の終了に続けて第 2の 遊技状態が生起する。このとき、第 2の遊技状態が生起しても、通知禁止手段により、 通知手段による通知が禁止されない。一方、復帰情報保存手段により、復帰情報が 記憶手段に記憶される。  [0012] With such a configuration, when there is a winning at the start winning opening, the lottery means, based on this, a lottery for determining whether or not the first gaming state is generated is performed, and the first gaming state is generated. The first gaming state is generated by the means based on the result of the lottery. Next, when the predetermined condition is satisfied, the second gaming state is generated by the second gaming state generating means following the end of the first gaming state. At this time, even if the second gaming state occurs, the notification prohibition means does not prohibit the notification by the notification means. On the other hand, the return information is stored in the storage means by the return information storage means.
[0013] そして、停電により電源が遮断された場合に、停電から復帰して電源投入時には、 復帰手段により、記憶手段の復帰情報に基づいて電源遮断前の状態に遊技状態が 復帰する。また、記憶手段の復帰情報に基づいて電源遮断前の状態が第 2の遊技 状態であると判定されると、復帰手段により、通知手段による通知が行われる。  [0013] When the power is shut off due to a power failure, when the power is restored after the power failure and the power is turned on, the game state is restored to the state before the power is shut off based on the restoration information of the storage means. Further, when it is determined that the state before power-off is the second gaming state based on the return information in the storage means, the return means notifies the notification means.
ここで、通知手段は、例えば、通常時は演出を盛り上げるためのランプ (表示灯)ま たは効果音出力装置力 なり、第 2遊技状態の生起中での電源断から復帰したとき は、第 2遊技状態が生起したことを通知する機能を果たすものである。本発明は、第 2遊技状態の生起中での電源断から復帰した時の通知手段によるこの通知を通知禁 止手段で禁止する。  Here, the notification means is, for example, a lamp (indicator light) or a sound effect output device for exciting the production at normal times, and when returning from a power failure during the occurrence of the second gaming state, 2 It fulfills the function of notifying that a gaming state has occurred. In the present invention, the notification prohibition means prohibits this notification by the notification means when returning from the power interruption during the occurrence of the second gaming state.
[0014] さらに、本発明に係る請求項 3記載の遊技機は、請求項 2記載の遊技機において、 当該遊技機の RAMの内容をクリアするための RAMクリアスイッチと、前記当選確率 の変化、または前記 RAMクリアスイッチの操作のタイミングで前記通知手段による通 知を解除する通知解除手段を備える。  [0014] Further, the gaming machine according to claim 3 according to the present invention is the gaming machine according to claim 2, wherein a RAM clear switch for clearing the contents of the RAM of the gaming machine, the change in the winning probability, Alternatively, notification release means for releasing notification by the notification means at the timing of operation of the RAM clear switch is provided.
このような構成であれば、当選確率が変化する力クリアスイッチが操作されると、通 知解除手段により、そのタイミングで通知手段による通知が解除される。  With such a configuration, when the force clear switch whose winning probability changes is operated, the notification by the notification unit is canceled at the timing by the notification cancellation unit.
図面の簡単な説明  Brief Description of Drawings
[0015] [図 1]パチンコ機における遊技盤面の正面部、特に説明に必要な部分を模式的に示 [0015] [FIG. 1] A front portion of a game board surface in a pachinko machine, particularly a portion necessary for explanation is schematically shown.
した図である。 FIG.
[図〇  [Figure 〇
寸 2]遊技制御装置 200の構成を示すブロック図である。  2] A block diagram showing a configuration of the game control device 200.
[図 3]制御コマンドのデータ構造を示す図である。 FIG. 3 is a diagram showing a data structure of a control command.
[図 4]停電が復帰した時に出力される制御コマンドの内容を示す図である。  FIG. 4 is a diagram showing the contents of a control command that is output when a power failure is restored.
[図 5]遊技制御処理を示すフローチャートである。  FIG. 5 is a flowchart showing game control processing.
[図 6]割込処理を示すフローチャートである。  FIG. 6 is a flowchart showing interrupt processing.
[図 7]乱数更新処理を示すフローチャートである。  FIG. 7 is a flowchart showing random number update processing.
[図 8]CPU初期化処理を示すフローチャートである。  FIG. 8 is a flowchart showing CPU initialization processing.
[図 9]入賞スィッチ入力処理を示すフローチャートである。  FIG. 9 is a flowchart showing winning switch input processing.
[図 10]大当たり判定処理を示すフローチャートである。  FIG. 10 is a flowchart showing jackpot determination processing.
[図 11]制御コマンドの入出力タイミングを示すタイミングチャートである。  FIG. 11 is a timing chart showing control command input / output timing.
[図 12]制御コマンドの入出力タイミングを示すタイミングチャートである。  FIG. 12 is a timing chart showing control command input / output timing.
[図 13]CPU初期化処理を示すフローチャートである。  FIG. 13 is a flowchart showing CPU initialization processing.
[図 14]演出制御装置復帰処理を示すフローチャートである。  FIG. 14 is a flowchart showing an effect control device return process.
符号の説明 Explanation of symbols
演出図柄表示装置  Production symbol display device
106 特別図柄表示装置  106 Special symbol display device
108 普通図柄表示装置  108 Normal symbol display device
112 普通電動役物  112 Ordinary electric machine
113, 114 作動ゲート  113, 114 Actuating gate
111 始動入賞口  111 starting prize opening
115 大入賞口  115 grand prize opening
131 始動入賞ロスイッチ  131 Start prize switch
150 演出制御装置  150 Production control device
152 図柄制御装置  152 design controller
200 遊技制御装置  200 Game control device
210 主制御装置  210 Main controller
212 電源回路 220 CPU 212 Power circuit 220 CPU
230 ROM  230 ROM
240 RAM  240 RAM
250 入力ポート  250 input ports
255 出力ポート  255 output port
発明を実施するための最良の形態  BEST MODE FOR CARRYING OUT THE INVENTION
[0017] 以下、本発明の第 1の実施の形態を図面を参照しながら説明する。図 1ないし図 12 は、本発明に係る遊技機の第 1の実施の形態を示す図である。 Hereinafter, a first embodiment of the present invention will be described with reference to the drawings. 1 to 12 are diagrams showing a first embodiment of a gaming machine according to the present invention.
本実施の形態は、本発明に係る遊技機を、図 1に示すように、演出図柄表示装置 1 04で複数の図柄を変動表示するパチンコ機に適用したものである。  In the present embodiment, as shown in FIG. 1, the gaming machine according to the present invention is applied to a pachinko machine that variably displays a plurality of symbols on the effect symbol display device 104.
まず、パチンコ機における遊技盤面の構成を説明する。  First, the configuration of the game board surface in the pachinko machine will be described.
図 1は、パチンコ機における遊技盤面の正面部、特に説明に必要な部分を模式的 に示した図である。  FIG. 1 is a diagram schematically showing a front portion of a game board surface in a pachinko machine, particularly a portion necessary for explanation.
[0018] 図 1において、遊技盤面 102のほぼ中央部には、 3つの領域にそれぞれ演出図柄 を独立に変動させながら表示する演出図柄表示装置 104が設けられている。演出図 柄表示装置 104は、例えば、液晶ディスプレイまたは CRT (Cathode Ray Tube)ディ スプレイ等の可変表示装置、 7セグメント LED、ドットマトリクス表示装置、モータの回 転により可変表示するドラム等であり、複数の数字や図柄等力 なる演出図柄を変動 表示する。本実施の形態では、演出図柄表示装置 104は、背景等の画像および複 数の図柄を動画として表示可能な可変表示装置とし、多彩な演出図柄を演出図柄 表示装置 104に表示可能として ヽる。  In FIG. 1, an effect symbol display device 104 that displays the effect symbols in three regions while independently varying the effect symbols is provided almost at the center of the game board surface 102. The production pattern display device 104 is, for example, a variable display device such as a liquid crystal display or a CRT (Cathode Ray Tube) display, a 7-segment LED, a dot matrix display device, a drum variably displayed by rotating a motor, and the like. The number of symbols and symbols, etc. will be displayed in a variable manner. In the present embodiment, the effect symbol display device 104 is a variable display device that can display an image such as a background and a plurality of symbols as moving images, and various effect symbols can be displayed on the effect symbol display device 104.
[0019] 演出図柄表示装置 104の上方には、特別図柄作動記憶表示灯 116が設けられて いる。特別図柄作動記憶表示灯 116は、特別図柄等の変動中に始動入賞口 111ま たは普通電動役物 112に入賞した各遊技球の情報を、主制御装置の RAM上にある 各遊技球ごとの保留領域に記憶するのと連動して点灯し、連続して図柄変動可能な 回数を通知する。  [0019] Above the effect symbol display device 104, a special symbol operation memory indicator lamp 116 is provided. The special symbol operation memory indicator lamp 116 displays information about each game ball won in the start winning slot 111 or the ordinary electric accessory 112 while the special symbol etc. fluctuates for each game ball in the RAM of the main controller. Lights in conjunction with storing in the reserved area, and notifies the number of times that the symbol can be changed continuously.
特別図柄作動記憶表示灯 116の上方には、遊技球を常時入賞可能とする天入賞 口 121が設けられている。 [0020] 演出図柄表示装置 104の左右両側にはそれぞれ、遊技球を常時入賞可能とする 左肩入賞口 122および右肩入賞口 123が設けられており、それら入賞口 122, 123 の下方にはそれぞれ、遊技球を常時入賞可能とする左袖入賞口 124および右袖入 賞口 125とが設けられている。 Above the special symbol operation memory indicator lamp 116, there is provided a winning prize port 121 that allows a game ball to be always awarded. [0020] A left shoulder winning port 122 and a right shoulder winning port 123 are provided on both the left and right sides of the production symbol display device 104 so that a game ball can always be won, and below the winning ports 122 and 123, respectively. The left sleeve winning opening 124 and the right sleeve winning opening 125 are provided so that game balls can always be won.
演出図柄表示装置 104の下方には、遊技球を常時入賞可能とする始動入賞口 11 1が設けられている。始動入賞口 111は、遊技球が入賞すると、パチンコ機内部の始 動入賞ロスイッチ 131 (不図示)の検出信号により遊技球の入賞を検知し、演出図柄 表示装置 104および特別図柄表示装置 106の変動表示開始の契機を与える。特別 図柄および演出図柄の変動表示は、所定の変動時間経過後に停止し、抽選結果の 通知や演出が行われる。  Below the effect symbol display device 104 is provided a start winning opening 111 for allowing a game ball to be always awarded. When the game ball is won, the start winning port 111 detects the winning of the game ball based on a detection signal of a start winning lock switch 131 (not shown) inside the pachinko machine, and the effect symbol display device 104 and the special symbol display device 106 Gives an opportunity to start variable display. The variation display of the special symbol and the effect symbol is stopped after a predetermined variation time has elapsed, and the lottery result is notified and the effect is performed.
[0021] 始動入賞口 111の右方には、 2つの領域にそれぞれ特別図柄を独立に変動させな 力 表示する特別図柄表示装置 106が設けられている。特別図柄表示装置 106は、 例えば、液晶ディスプレイまたは CRTディスプレイ等の可変表示装置、 7セグメント L ED、ドットマトリクス表示装置等であり、複数の数字や図柄等からなる特別図柄を変 動表示する。本実施の形態では、特別図柄表示装置 106は、 2桁の 7セグメント LED とする。ここで、特別図柄表示装置 106の停止図柄が特定の組み合わせとなった場 合を「特賞状態」(大当たり)といい、「特賞」とは、遊技状態が、遊技者へ多数の賞球 を払い出す等の所定の遊技価値を付与する有利な状態に移行するポイントを!ヽぅ。 また、特別図柄は、演出図柄表示装置 104で表示される演出図柄と対応している。  [0021] To the right of the start winning opening 111, there is provided a special symbol display device 106 for displaying force without changing the special symbols independently in the two areas. The special symbol display device 106 is, for example, a variable display device such as a liquid crystal display or a CRT display, a 7-segment LED, a dot matrix display device, and the like, and variably displays a special symbol composed of a plurality of numbers and symbols. In the present embodiment, the special symbol display device 106 is a two-digit 7-segment LED. Here, when the special symbol display device 106 has a specific combination of stop symbols, it is called a “special prize state” (bonus). The “special prize” means that the gaming state pays a lot of prize balls to the player. Points to shift to an advantageous state that gives a predetermined game value such as giving out! Further, the special symbol corresponds to the effect symbol displayed on the effect symbol display device 104.
[0022] 特別図柄表示装置 106の右側には、大当たり中 (特賞状態中)や図柄変動時間短 縮制御中(いわゆる時短中)等のパチンコ機の状態を通知する遊技状態表示装置 1 09が設けられている。遊技状態表示装置 109は、例えば LED力もなる表示装置で あり、点灯や点滅等で遊技状態を通知するものである。  [0022] On the right side of the special symbol display device 106, there is provided a game state display device 109 for notifying the state of the pachinko machine during the big hit (during the special prize state) or during the symbol variation time shortening control (so-called short time). It has been. The gaming state display device 109 is a display device having LED power, for example, and notifies the gaming state by lighting or flashing.
始動入賞口 111の下方には、普通図柄作動記憶表示灯 117が設けられている。普 通図柄作動記憶表示灯 117は、普通図柄の変動中に作動ゲート 113, 114を通過し た各遊技球の情報を、主制御装置の RAM上にある各遊技球ごとの保留領域に記憶 するのと連動して点灯し、連続して普通図柄の変動可能な回数を通知する。  Below the start winning opening 111, a normal symbol operation memory indicator lamp 117 is provided. The normal symbol operation memory indicator lamp 117 stores the information of each game ball that has passed through the operation gates 113 and 114 during fluctuation of the normal symbol in the holding area for each game ball in the RAM of the main controller. Lights in conjunction with, and notifies the number of times the normal symbol can be changed continuously.
[0023] 普通図柄作動記憶表示灯 117の下方には、「0」から「9」までの 1桁の数字等力もな る普通図柄を変動させながら表示する普通図柄表示装置 108が設けられている。普 通図柄表示装置 108は、例えば、 7セグメント LED等である。 [0023] Below the normal symbol operation memory indicator light 117, there is also a one-digit numeric force from “0” to “9”. A normal symbol display device 108 for displaying the normal symbols while changing the normal symbol is provided. The normal symbol display device 108 is, for example, a 7 segment LED.
普通図柄表示装置 108の左右両側にはそれぞれ、遊技球を常時通過可能とする 作動ゲート 113, 114が設けられている。作動ゲート 113, 114は、遊技球が通過す ると、内部の作動ゲートスィッチの検出信号により遊技球の通過を検知し、普通図柄 表示装置 108の変動表示開始の契機を与える。  On the left and right sides of the normal symbol display device 108, there are provided operation gates 113 and 114 that allow a game ball to always pass. When the game ball passes, the operation gates 113 and 114 detect the passage of the game ball by the detection signal of the internal operation gate switch, and give an opportunity to start the variable display of the normal symbol display device 108.
[0024] 普通図柄表示装置 108の下方には、通常時は閉止状態であるが演出図柄表示装 置 104の 3つの領域に表示された図柄が大当たり図柄となったときは、所定パターン で開放状態となって遊技球を入賞可能とする大入賞口 115が設けられている。大入 賞口 115は、特別図柄表示装置 106の停止図柄が特定の組み合わせとなったとき( すなわち、特賞となったとき)は、その後の特賞状態において、大入賞口 115の全面 に付置された開閉部材が開放および閉鎖の動作を行う。特賞状態の生起中は、開 閉部材がほぼ水平に開き、多数の遊技球の入賞を受け付ける。大入賞口 115は、遊 技球が入賞すると、パチンコ機内部の大入賞ロスイッチ 132 (不図示)の検出信号に より入賞した遊技球数を計数し、入賞に伴って賞球を払い出す。大入賞口 115の開 放は、所定の時間 (例えば、 30秒)経過するか、所定数 (大入賞口入賞規定数、例え ば 10個等)の遊技球が入賞するまで継続する。大入賞口 115の一回の開放をラウン ドと呼ぶ。ラウンドは、 1R→2R→…と継続し、最大ラウンドまで継続する。  [0024] Below the normal symbol display device 108, it is normally closed, but when the symbols displayed in the three areas of the production symbol display device 104 become jackpot symbols, it is open in a predetermined pattern. A large winning opening 115 is provided to allow a game ball to be won. The special prize opening 115 is placed on the entire surface of the special prize opening 115 when the special symbol display device 106 has a specific combination of stop symbols (that is, when it becomes a special prize). The opening / closing member performs opening and closing operations. During the occurrence of the special prize state, the opening / closing member opens almost horizontally and accepts a large number of game balls. When a game ball wins, the big prize opening 115 counts the number of game balls won by the detection signal of the big prize ro switch 132 (not shown) inside the pachinko machine, and pays out the prize ball in accordance with the winning. The opening of the grand prize winning hole 115 continues until a predetermined time (for example, 30 seconds) elapses or a predetermined number of gaming balls (such as a predetermined number of big winning prize winning prizes, for example, ten) are won. A single opening of the grand prize opening 115 is called a round. The round continues from 1R → 2R →… and continues until the maximum round.
[0025] 大入賞口 115の左右両側にはそれぞれ、遊技球を常時入賞可能とする左落し入 賞口 126および右落し入賞口 127とが設けられており、大入賞口 115の下方には、 通常時は閉止状態であるが普通図柄表示装置 108に表示された数字が特定の態様 となったときは、所定パターンで開放状態となって遊技球を入賞可能とする普通電動 役物 112が設けられている。普通電動役物 112は、遊技球が入賞すると、パチンコ 機内部の入賞ロスイッチの検出信号により遊技球の入賞を検知し、特別図柄表示装 置 106の変動表示開始の契機を与える。  [0025] On both the left and right sides of the grand prize opening 115, there are provided a left falling prize opening 126 and a right falling prize opening 127 that allow a game ball to be awarded at any time. When the number displayed on the normal symbol display device 108 is in a specific mode, it is normally closed, but an ordinary electric accessory 112 is provided that allows the game ball to be opened in a predetermined pattern. It has been. When the game ball wins, the ordinary electric accessory 112 detects the winning of the game ball based on the detection signal of the winning switch inside the pachinko machine, and gives an opportunity to start the variable display of the special symbol display device 106.
[0026] そして、普通電動役物 112の下方であって遊技盤面 102の最下方には、上記入賞 口等の 、ずれにも入賞しな力つた遊技球を回収するためのアウト口 110が設けられ ている。 なお、以下、特賞状態終了後に特賞状態になる確率が通常よりも高くなる遊技状態 を「確率変動状態」または「高確率状態」といい、特賞状態および確率変動状態以外 の遊技状態を「通常状態」または「低確率状態」 t 、う。 [0026] An out port 110 is provided below the ordinary electric accessory 112 and at the lowermost part of the game board surface 102 to collect the game balls that have won the winning force, such as the award port. It has been. Hereinafter, a gaming state in which the probability of entering a special state after the end of the special state is higher than normal is referred to as `` probability variation state '' or `` high probability state '', and a gaming state other than the special state or probability variation state is referred to as `` normal state ''. "Or" low probability state "t.
[0027] 次に、パチンコ機における遊技制御装置 200の構成を説明する。  Next, the configuration of the game control device 200 in the pachinko machine will be described.
図 2は、遊技制御装置 200の構成を示すブロック図である。  FIG. 2 is a block diagram showing a configuration of the game control device 200.
遊技制御装置 200は、図 2に示すように、主に、主制御装置 210 (主制御部)、演出 制御装置 150 (演出制御部)、および図柄制御装置 152 (演出図柄表示制御部)の 3 つの制御部から構成される。不正行為防止等のため、通常、各制御部は、各機能ご とに別々の基板に実装され、直接'間接に接続されて相互にまたは一方向にデータ が送信可能である。主制御装置 210は、始動入賞口 111への入賞による遊技球の 検出に基づいて内部で発生させた乱数に応じて制御コマンドの送信および遊技全 体の制御を行い、また、特別図柄表示装置 106を直接制御する。  As shown in FIG. 2, the game control device 200 mainly includes a main control device 210 (main control unit), a production control device 150 (production control unit), and a symbol control device 152 (production design display control unit). Consists of two control units. In order to prevent fraud, etc., each control unit is usually mounted on a separate board for each function, and can be directly or indirectly connected to transmit data to each other or in one direction. The main controller 210 transmits a control command and controls the entire game according to a random number generated internally based on the detection of the game ball by winning at the start winning opening 111, and the special symbol display device 106 Control directly.
[0028] 演出制御装置 150は、主制御装置 210から送信される制御コマンド (第 1の制御コ マンド)に応じて図柄制御装置 152を制御するための制御コマンド (第 2の制御コマン ド)を送信するとともに、遊技領域等に設けられているランプの点滅制御、パチンコ機 のスピーカから出力する音声の出力制御を行う。 [0028] The production control device 150 sends a control command (second control command) for controlling the symbol control device 152 in accordance with a control command (first control command) transmitted from the main control device 210. In addition to transmitting, it performs blinking control of lamps provided in game areas and the like, and output control of sound output from the pachinko machine speakers.
図柄制御装置 152は、演出制御装置 150から送信される制御コマンドに応じて演 出図柄表示装置 104を制御する。  The symbol control device 152 controls the performance symbol display device 104 in accordance with the control command transmitted from the effect control device 150.
[0029] 主制御装置 210は、 CPU220、 ROM230、 RAM240、入力ポート 250および出 力ポート 255を備える。 The main controller 210 includes a CPU 220, a ROM 230, a RAM 240, an input port 250, and an output port 255.
出力ポート 255は、特別図柄表示装置 106への出力を行う特別図柄表示用出力ポ ートと、普通図柄表示装置 108への出力を行う普通図柄表示用出力ポートと、特別 図柄作動記憶表示灯 116への出力を行う特別図柄作動記憶表示灯用ポートと、普 通図柄作動記憶表示灯 117への出力を行う普通図柄作動記憶表示灯用ポートと、 演出制御装置 150への出力を行う演出制御装置用コマンド出力ポート (演出図柄指 定コマンドや変動パターンコマンド等の第 1の制御コマンドを送信)と、賞球払出装置 に対して賞球の払出制御を行う賞球払出制御装置 156への出力を行う賞球払出用 コマンド出力ポートと、大入賞口 115を開閉させる大入賞口ソレノイド 158への出力を 行う大入賞口ソレノイド出力ポートと、遊技状態表示装置 109への出力を行う遊技状 態表示用出力ポートと、外部のホールコンピュータへの出力を行う外部情報出力ポ ートとからなる。演出図柄指定コマンド (第 1の制御コマンド)とは、演出図柄表示装置 104に表示される演出図柄の停止図柄を指定する制御コマンドであり、変動パター ンコマンド (第 1の制御コマンド)とは、演出図柄表示装置 104に表示されるリーチ、は ずれ、特賞等の画面変動の態様を指定する制御コマンドである。 The output port 255 includes a special symbol display output port for outputting to the special symbol display device 106, a normal symbol display output port for outputting to the normal symbol display device 108, and a special symbol operation memory indicator light 116. Special symbol operation memory indicator port that outputs to the normal symbol operation memory indicator light port that outputs to the normal symbol operation memory indicator light 117, and the effect control device that outputs to the effect control device 150 Command output port (sends the first control command such as a design symbol designation command and a variation pattern command) and outputs to the prize ball payout control device 156 that controls the prize ball payout to the prize ball payout device. The command output port for paying out the winning ball and the output to the winning prize solenoid 158 that opens and closes the winning prize opening 115. It consists of a large winning opening solenoid output port for performing, a game state display output port for outputting to the game state display device 109, and an external information output port for outputting to an external hall computer. The production symbol designation command (first control command) is a control command that designates the stop symbol of the production symbol displayed on the production symbol display device 104. The variation pattern command (first control command) is This is a control command for designating the mode of screen fluctuation such as reach, disappointment, special prize, etc. displayed on the effect symbol display device 104.
[0030] 外部情報出力ポート 256は、図示しないが、少なくとも第 1信号生成手段である第 1 信号生成部と、第 2信号生成手段である第 2信号生成部とを備える。  [0030] Although not shown, external information output port 256 includes at least a first signal generation unit that is a first signal generation unit and a second signal generation unit that is a second signal generation unit.
第 1信号生成部は、大当たり情報信号等のある状態を識別できるようにその状態中 は出力されている信号を生成する。また、出力時間は、その状態等によって随時可 変するものである。なお、確率変動状態が生起することを報知せずに確率変動状態 を生起させる大当たり (確変大当たり)が決定された場合には、第 1信号生成部は、確 変大当たりであることを識別可能な大当たり信号を出力しない (大当たり信号出力禁 止設定)ので、確率変動状態を非報知状態とすることができる。具体的には、大当た り中であることを示す大当たり信号は出力するが、大当たり終了後に生起する確率変 動中であることを示す確率変動中信号は出力しないように制御(通知禁止手段)して いる。  The first signal generator generates a signal that is output during a state so that a state such as a jackpot information signal can be identified. Also, the output time varies depending on the state. When the jackpot (probability variation jackpot) that causes the probability variation state is determined without notifying that the probability variation state occurs, the first signal generation unit can identify the probability jackpot. Since the jackpot signal is not output (prohibition setting for jackpot signal output is disabled), the probability variation state can be set to the non-notification state. Specifically, control is performed so that a jackpot signal indicating that the jackpot is being hit is output, but a probability changing signal indicating that the jackpot is occurring after the jackpot is ended is not output (notification prohibition means). )is doing.
[0031] 第 2信号生成部は、例えば、図柄確定回数情報信号等の状態の変化を検出して信 号を生成する。また、出力時間は、その検出を知らせるものであるため、あら力じめ設 定された期間(具体的には、検出のたびに 248[ms]間出力し、出力された信号が連 続しないように同一の間隔を設けて)出力されるものである。  [0031] The second signal generator generates a signal by detecting a change in the state of, for example, a symbol determination number information signal. Also, since the output time informs the detection, it is output for a preset period (specifically, for each detection, for 248 [ms], and the output signal is not continuous. Are output at the same interval).
主制御装置 210は、入力ポート 250を介して、始動入賞ロスイッチ 131、大入賞口 スィッチ 132、その他各種入賞ロスイッチ 133から検出信号を入力し処理する。主制 御装置 210は、出力ポート 255を介して、特別図柄表示装置 106、特別図柄作動記 憶表示灯 116、普通図柄表示装置 108、普通図柄作動記憶表示灯 117、大入賞口 ソレノイド 158、外部情報出力部および遊技状態表示装置 109を制御する。なお、こ こでの「制御」とは、例えば、主制御装置 210が出力ポート 255から特別図柄表示装 置 106に対して直接的に表示駆動に関わる制御信号を送ることにより特別図柄を変 動させる処理のことであり、例えば、 CPU220からの信号 (命令)を他の CPUによる 判断なしで直接送ることや、割り込み等による時間遅れ (タイムラグ)なしで制御するこ とが含まれる。 The main controller 210 receives detection signals from the start winning switch 131, the big winning opening switch 132, and various other winning switches 130 via the input port 250 and processes them. The main control device 210 is connected to the special symbol display device 106, the special symbol operation memory indicator light 116, the normal symbol display device 108, the normal symbol operation memory indicator light 117, the big prize opening solenoid 158, external via the output port 255. The information output unit and the game state display device 109 are controlled. Here, “control” means, for example, that the main controller 210 changes the special symbol by sending a control signal related to display driving directly from the output port 255 to the special symbol display device 106. For example, it includes sending a signal (command) from the CPU 220 directly without judgment by another CPU, and controlling without time delay (time lag) due to an interrupt or the like.
[0032] また、主制御装置 210は、演出制御装置 150に演出制御コマンド (演出図柄指定コ マンドや変動パターンコマンド等の第 1の制御コマンド)を送信して演出制御装置 15 0をコマンド送信により制御する。  [0032] In addition, main controller 210 transmits an effect control command (first control command such as an effect symbol designating command and a variation pattern command) to effect control device 150 and transmits effect control device 150 by command transmission. Control.
ROM230には、主制御装置 210で実行されるパチンコ機を制御するためのプログ ラムが記憶される。 ROM230には、さらに、演出制御装置 150を制御するための演 出図柄指定コマンド、変動パターンコマンドを始めとするパチンコ機を制御するため の各種パラメータの値が格納されて 、る。  The ROM 230 stores a program for controlling the pachinko machine executed by the main controller 210. The ROM 230 further stores values of various parameters for controlling the pachinko machine such as a design symbol designation command for controlling the effect control device 150 and a variation pattern command.
[0033] RAM240は、主制御装置 210に対する入出力データや演算処理のためのデータ 、遊技に関連する乱数カウンタを始めとする各種カウンタ等を一時記憶し、および各 保留球の情報を記憶する保留メモリを有する。  [0033] The RAM 240 temporarily stores input / output data for the main controller 210, data for arithmetic processing, various counters including a random number counter related to games, and the like, and stores information on each holding ball Has memory.
RAM240には、出力予定の制御コマンドを所定領域に格納し、停電から復帰した ときは、 RAM240の内容を停電直前の状態に復帰させ、 RAM240の出力予定の制 御コマンドを出力することにより、電源遮断前の状態に遊技状態を復帰させる。  In RAM240, control commands scheduled to be output are stored in a predetermined area.When power is restored from a power failure, the contents of RAM240 are restored to the state just before the power failure, and the control commands scheduled to be output from RAM240 are output. The gaming state is restored to the state before blocking.
[0034] 主制御装置 210には、電源供給を行うための電源回路 212が接続されている。電 源回路 212は、主制御装置 210全体 (すなわち、主制御装置 210に設けられた各 IC 等)に供給されていた電源ラインの電圧が所定の電圧値以下になったことを検出した ときは、電源が遮断された旨を示す電源断検出信号を CPU220に出力する。電源 断が検出された場合は、主制御装置 210全体に供給されていた電源ラインから電源 断に伴って CPU220に直接つながる電源ライン (バックアップ電源につながる電源ラ イン)に切り換えられる (復帰情報保存手段)。ノ ックアップ電源としては電源回路 21 2に設けられたコンデンサでもよい。  [0034] A power supply circuit 212 for supplying power is connected to the main controller 210. When the power supply circuit 212 detects that the voltage of the power supply line supplied to the entire main controller 210 (that is, each IC provided in the main controller 210, etc.) has become equal to or lower than a predetermined voltage value, Then, a power-off detection signal indicating that the power has been cut off is output to the CPU 220. When a power failure is detected, the power supply line that has been supplied to the entire main controller 210 is switched to a power supply line directly connected to the CPU 220 (a power supply line that is connected to the backup power supply) when the power is turned off (restore information storage means) ). As the knock-up power supply, a capacitor provided in the power supply circuit 212 may be used.
[0035] これにより、 RAM240には、 CPU220に直接つながる電源ラインから電源が供給 されるので、情報を保持することができる。なお、 RAM240およびバックアップ電源 に代えて、フラッシュ ROM等のデータ書換可能な不揮発性の記憶素子を利用する ことちでさる。 電源回路 212は、主制御装置 210や演出制御装置 150等に電源電圧を供給する ためのものであり、電源回路 212には、電源回路 212を駆動させるための電源スイツ チ(不図示)と、主制御装置 210の RAMデータをクリア、すなわち、 RAM240を初期 化するための RAMクリアスイッチ (不図示)が接続されている。また、主制御装置 210 や演出制御装置 150等に接続し、電源スィッチがオン操作されることにより、各装置 に所定の電源電圧が供給され、 RAMクリアスイッチの操作状態を示す RAMクリア信 号が、電源回路 212から主制御装置 210に送信される。 Thus, power is supplied to the RAM 240 from the power supply line directly connected to the CPU 220, so that information can be held. Instead of the RAM 240 and the backup power source, it is possible to use a non-volatile storage element such as a flash ROM that can rewrite data. The power supply circuit 212 is for supplying a power supply voltage to the main control device 210, the production control device 150, etc. The power supply circuit 212 includes a power supply switch (not shown) for driving the power supply circuit 212, and A RAM clear switch (not shown) is connected to clear the RAM data of the main controller 210, that is, to initialize the RAM 240. Also, when connected to the main control device 210, the production control device 150, etc., and the power switch is turned on, a predetermined power supply voltage is supplied to each device, and a RAM clear signal indicating the operation state of the RAM clear switch is displayed. Is transmitted from the power supply circuit 212 to the main controller 210.
[0036] パチンコ機の電源をオフしたとき、すなわち、電源スィッチをオフ操作したときは、そ れまでに記憶している RAM240のデータを保持するために、電源回路 212から主制 御装置 210に RAM240用の電源電圧が供給される。電源回路 212には、主制御装 置 210や演出制御装置 150等に電源電圧を供給する電源部と、この電源部の電源 が遮断されたときに主制御装置 210に RAM240用の電源電圧を供給するノックアツ プ電源部が設けられている。  [0036] When the power of the pachinko machine is turned off, that is, when the power switch is turned off, the main circuit 210 is supplied from the power circuit 212 to the RAM 240 data stored so far. A power supply voltage for the RAM 240 is supplied. A power supply circuit 212 supplies a power supply voltage to the main control device 210, the production control device 150, etc., and supplies a power supply voltage for the RAM 240 to the main control device 210 when the power supply of the power supply unit is cut off. A knock-up power supply is provided.
[0037] 電源投入時に RAMクリアスイッチがオン操作されると、その操作信号が電源回路 2 12から主制御装置 210に送信され、 CPU220により検出され、 RAM240に記憶さ れていたデータがクリアされて初期化される。ただし、 RAMデータのクリアは、電源 投入時にのみ行うことができるように設定されており、電源が投入されてパチンコ機が 通常の動作をしているとき、例えば、遊技者が発射ハンドルを操作して遊技を行って V、るときは、 RAMクリアスイッチの操作は受け付けな 、ようになって 、る。  [0037] When the RAM clear switch is turned on when the power is turned on, the operation signal is transmitted from the power supply circuit 212 to the main controller 210, detected by the CPU 220, and the data stored in the RAM 240 is cleared. It is initialized. However, the RAM data can be cleared only when the power is turned on.When the power is turned on and the pachinko machine is operating normally, for example, the player operates the launch handle. When playing a game with V, the operation of the RAM clear switch is not accepted.
[0038] 演出制御装置 150は、主制御装置 210と同様に、 CPU、 ROM、 RAM,入力ポー トおよび出力ポートを備える。主制御装置 210から送信される制御コマンド (演出図 柄指定コマンド等)を受信し、その演出図柄指定コマンドに従って、液晶表示制御コ マンド (第 2の制御コマンド)を生成し、図柄制御装置 152に送信する。  [0038] Like the main control device 210, the effect control device 150 includes a CPU, a ROM, a RAM, an input port, and an output port. A control command (production design designation command, etc.) transmitted from the main controller 210 is received, a liquid crystal display control command (second control command) is generated according to the production design designation command, and the design control apparatus 152 receives the command. Send.
演出制御装置 150は、さらに、少なくとも 2つのチャネルを有し各チャネルの合成音 をスピーカ 155から出力するシーケンサ 160と、シーケンサ 160によりスピーカ 155か ら音声を出力する音声制御を行う音声制御部 162と、ランプ 153を点灯させるランプ 制御を行うランプ制御部 164とを備える。なお、音声制御部 162およびランプ制御部 164は、演出制御装置 150において内部コマンドによるコマンド通信により制御され るものである。しかしながら、コマンド通信によらず直接的な制御でも実現可能である The production control device 150 further includes a sequencer 160 that has at least two channels and outputs a synthesized sound of each channel from the speaker 155, and a sound control unit 162 that performs sound control for outputting sound from the speaker 155 by the sequencer 160. And a lamp control unit 164 that performs lamp control for lighting the lamp 153. Note that the sound control unit 162 and the lamp control unit 164 are controlled by command communication using internal commands in the effect control device 150. Is. However, it can be realized by direct control regardless of command communication.
[0039] このように、演出制御装置 150は、液晶表示、ランプ点灯、効果音の生成等の演出 に関する制御を専門的に行うことにより、主制御装置 210の負荷を軽減するのに役 立っている。 As described above, the effect control device 150 is useful for reducing the load on the main control device 210 by specially performing control related to effects such as liquid crystal display, lamp lighting, and sound effect generation. Yes.
図柄制御装置 152は、演出制御装置 150から送信される液晶表示制御コマンド( 第 2の制御コマンド)を受信し、その液晶表示制御コマンドに従って演出図柄表示装 置 104の演出図柄を変動 '停止させ、または、予告指定コマンドを受信して予告表示 する機能を有する。  The symbol control device 152 receives the liquid crystal display control command (second control command) transmitted from the rendering control device 150, and fluctuates and stops the rendering symbol of the rendering symbol display device 104 according to the liquid crystal display control command. Or, it has a function to receive a notice designation command and display a notice.
[0040] 次に、主制御装置 210から演出制御装置 150に出力される制御コマンドの構造お よび内容を説明する。  Next, the structure and content of the control command output from main controller 210 to effect controller 150 will be described.
図 3は、制御コマンドのデータ構造を示す図である。  FIG. 3 shows the data structure of the control command.
制御コマンドは、図 3に示すように、制御コマンドの分類を識別するための識別子で 1バイト長のディジタルデータであるモード(MODE)と、実行される制御コマンドの内 容 (機能)を示す 1バイト長のディジタルデータであるイベント (EVENT)と力もなる。 なお、図柄制御装置 152に出力される制御コマンドも、これと同様のデータ構造にな つている。  As shown in Fig. 3, the control command is an identifier for identifying the control command classification and indicates the mode (MODE) that is 1-byte digital data and the contents (function) of the executed control command. It is also an event (EVENT) that is digital data of byte length. The control command output to the symbol control device 152 has a data structure similar to this.
[0041] 図 4は、停電が復帰した時に出力される制御コマンドの内容を示す図である。  FIG. 4 is a diagram showing the contents of a control command that is output when the power failure is restored.
制御コマンドには、図 4に示すように、演出制御装置 150の RAMのクリアやハード の設定等の初期化を指定するための指定コマンドと、電源復帰を指定するための指 定コマンドと、機種判別コードを指定するための指定コマンドと、通常状態の開始を 指定するための指定コマンド (通常遊技状態復帰指令)と、電源復帰エラーを指定す るための指定コマンド (高確率状態復帰指令)とがある。なお、機種判別コードは、同 じ演出を行うパチンコ機において、遊技仕様 (大当たり確率、賞球数等)のみが異な るパチンコ機を複数備えている場合に必要とされ、遊技仕様が 1つの種類しかない場 合は、機種判別コードを削除することもできる。  As shown in Fig. 4, the control commands include a designation command for specifying initialization such as clearing RAM and hardware settings of the production control device 150, a designation command for designating power recovery, and a model. A specification command for specifying the discrimination code, a specification command for specifying the start of the normal state (normal gaming state return command), a specification command for specifying the power recovery error (high probability state return command), There is. The model identification code is required when there are multiple pachinko machines that differ only in game specifications (hit probability, number of winning balls, etc.) in the same pachinko machine that performs the same presentation. If there is only one, the model identification code can be deleted.
[0042] 演出制御装置 150は、電源復帰エラーを指定するための指定コマンドを入力したと きは、ランプ 153および (または)スピーカ 155を制御してそれぞれの機能に対応した 通知を行うことによりエラーを通知する。また、演出図柄表示装置 104に所定の通知 画面を表示してもよい。確率変動状態の生起中には、仮に遊技が開始されてリーチ 等の演出に伴うランプ ·音声が発生した場合でも、演出制御装置 150において受信 した演出用のコマンドとエラーとの優先度を判定 (高確率時優先度判定手段)し、ェ ラー (確率変動状態の通知)のランプ ·音声処理を優先させる。エラー優先処理は、 パチンコ機の内部的な遊技状態(内部確率状態)が高確率状態から低確率状態 (ま たは特賞状態)に移行するまで行われる。逆に、エラーの通知は、 RAM240の確率 状態記憶領域に記憶された内部確率状態が変化 (例えば、始動入賞口 111への入 賞に伴う大当たり抽選の結果が大当たりとなることにより、または、図柄変動の回数が 、規定された確率変動状態における変動回数の規定値に到達することにより高確率 状態から低確率状態に変化)したこと、または、 RAM240の内容をクリアするための RAMクリアスイッチが操作されることにより解除 (通知解除手段)される。 [0042] When the designation command for designating the power recovery error is input, the production control device 150 controls the lamp 153 and / or the speaker 155 to correspond to each function. An error is notified by making a notification. Further, a predetermined notification screen may be displayed on the effect symbol display device 104. During the occurrence of the probability fluctuation state, even if a game is started and a ramp or sound is generated due to an effect such as reach, the priority between the command for the effect and the error received by the effect control device 150 is determined ( Priority is given to high-probability priority judgment), and error (probability change state notification) ramp / voice processing is prioritized. Error priority processing is performed until the internal gaming state (internal probability state) of the pachinko machine shifts from a high probability state to a low probability state (or a special prize state). On the contrary, the error notification is made when the internal probability state stored in the probability state storage area of the RAM 240 changes (for example, when the result of the jackpot lottery with the winning to the winning prize opening 111 becomes a jackpot or the symbol The number of changes has reached the specified value of the number of changes in the specified probability change state (changes from the high probability state to the low probability state), or the RAM clear switch is operated to clear the contents of RAM240 Is released (notification means).
[0043] 次に、主制御装置 210で実行される遊技制御処理を説明する。 Next, game control processing executed by main controller 210 will be described.
CPU220は、マイクロプロセッシングユニット等からなり、所定の動作クロック(例え ば、 4[ms])で 1サイクルを実行可能な遊技制御プログラムに基づいて動作し、 ROM 230の所定領域に格納されて 、る遊技制御プログラムを起動させ、図 5のフローチヤ ートに示す遊技制御処理を実行する。  The CPU 220 is composed of a microprocessing unit or the like, and operates based on a game control program that can execute one cycle with a predetermined operation clock (for example, 4 [ms]), and is stored in a predetermined area of the ROM 230. The game control program is started and the game control process shown in the flowchart of FIG. 5 is executed.
初めに、遊技制御処理を説明する。  First, the game control process will be described.
[0044] 図 5は、遊技制御処理を示すフローチャートである。 FIG. 5 is a flowchart showing the game control process.
遊技制御処理は、 CPU220において実行されると、図 5に示すように、まず、ステツ プ S 100に移行する。  When the game control process is executed by the CPU 220, first, the process proceeds to step S100 as shown in FIG.
ステップ S100では、 CPU220の初期化処理を実行し、ステップ S 102に移行して、 図 6の割込処理を実行すべき割込許可命令を CPU220に対して出力する。これによ り、図 6の割込処理は、所定の周期(例えば、 2[ms])で遊技制御処理と並列に実行さ れる。  In step S100, initialization processing of the CPU 220 is executed, and the process proceeds to step S102, where an interrupt permission instruction for executing the interrupt processing of FIG. As a result, the interrupt process of FIG. 6 is executed in parallel with the game control process at a predetermined cycle (for example, 2 [ms]).
[0045] 次いで、ステップ S104に移行して、特賞状態を生起させる力否かの大当たり抽選 に用いる乱数 (以下、大当たり決定乱数という。)、リーチを行うか否かのリーチ抽選に 用いる乱数 (以下、リーチ決定乱数という。)、変動パターン決定乱数、表示する図柄 の種類を決定するための乱数や、遊技制御に必要な乱数を更新する乱数更新処理 を実行し、ステップ S 106に移行する。 [0045] Next, the process proceeds to step S104, where a random number used in a jackpot lottery for determining whether or not a special prize state is generated (hereinafter referred to as a jackpot random number), a random number used in a reach lottery for determining whether to perform a reach (hereinafter referred to as a jackpot lottery) , Reach determination random number)), variation pattern determination random number, design to display A random number update process for updating a random number for determining the type of game and a random number necessary for game control is executed, and the process proceeds to step S106.
ステップ S 106では、遊技制御処理が実行されてから図 6の割込処理が所定回数( 例えば、 2回)実行された力否かを判定し、割込処理が所定回数実行されたと判定し たとき (Yes)は、ステップ S 108に移行して、大当たりの判定を行うとともに図柄の変動 ノターンを決定する大当たり判定処理を実行し、ステップ S 110に移行する。  In step S106, it is determined whether or not the interrupt process in FIG. 6 has been executed a predetermined number of times (for example, twice) after the game control process has been executed, and it has been determined that the interrupt process has been executed a predetermined number of times. When (Yes), the process proceeds to step S108, where the jackpot determination is performed, and the jackpot determination process for determining the pattern variation pattern is executed, and the process proceeds to step S110.
[0046] ステップ S110に移行して、大入賞口 115を所定パターンで開放させる電動役物作 動処理を実行し、ステップ S 112に移行して、賞球払出制御装置 156に対して払出し 動作を行わせるための制御コマンドを RAM240の所定領域に格納する賞球払出管 理処理を実行し、ステップ S 114に移行する。 [0046] The process proceeds to step S110 to execute an electric accessory operation process for opening the special winning opening 115 in a predetermined pattern, and the process proceeds to step S112 to perform a payout operation to the prize ball payout control device 156. A prize-ball payout management process for storing a control command to be executed in a predetermined area of the RAM 240 is executed, and the process proceeds to step S114.
ステップ S114では、遊技制御に関する外部情報を外部情報出力ポートを介してホ ールコンピュータに出力する外部情報出力処理を実行し、ステップ S 116に移行する  In step S114, external information output processing for outputting external information related to game control to the hall computer through the external information output port is executed, and the process proceeds to step S116.
[0047] ステップ S116では、パチンコ機の検査に必要な遊技機検査信号を出力する遊技 機検査信号出力処理を実行する。ステップ S 116では、遊技機検査信号を出力する 力 遊技店に設置される場合、パチンコ機は、遊技機検査信号を受信する制御部を 備えていない。これは、検査機関での検査時に必要とされる信号であるためである。 場合によっては、ステップ S116の処理は省略することもできる。 [0047] In step S116, a gaming machine inspection signal output process for outputting a gaming machine inspection signal necessary for the inspection of the pachinko machine is executed. In step S116, a pachinko machine that does not include a control unit that receives a gaming machine inspection signal when installed in a power game store that outputs a gaming machine inspection signal. This is because it is a signal required at the time of inspection in an inspection organization. In some cases, the process of step S116 can be omitted.
次いで、ステップ S 118に移行して、 RAM240に格納した制御コマンドを演出制御 装置用コマンド出力ポートを介して演出制御装置 150に出力するポート出力処理を 実行する。演出制御装置 150に対しては、まず、ストローブ信号を出力し、モードおよ びイベントの制御コマンドを出力する。これにより、演出制御装置 150に制御コマンド が出力される。  Next, the process proceeds to step S118, and a port output process for outputting the control command stored in the RAM 240 to the effect control device 150 via the effect control device command output port is executed. First, the strobe signal is output to the effect control device 150, and the mode and event control commands are output. As a result, a control command is output to the effect control device 150.
[0048] 次いで、ステップ S 120に移行して、電源回路 212から電源断検出信号を入力した か否かを判定し、電源断検出信号を入力したと判定したとき (Yes)は、ステップ S122 に移行する。  [0048] Next, the process proceeds to step S120, where it is determined whether or not a power-off detection signal is input from the power supply circuit 212. When it is determined that a power-off detection signal is input (Yes), the process proceeds to step S122. Transition.
ステップ S 122では、 RAM240の内容を復帰させるために必要な復帰情報を生成 し、生成した復帰情報を RAM240に格納 (復帰情報保存手段)し、 CPU220を省電 力モードに切り換えるバックアップ処理を実行する。ノ ックアップ処理には、ノ ックアツ プフラグを設定する処理およびチェックサムを行う処理が含まれる。 In step S 122, return information necessary for restoring the contents of RAM 240 is generated, and the generated return information is stored in RAM 240 (return information storage means) to save power of CPU 220. Perform backup processing to switch to force mode. The knock-up process includes a process for setting a knock-up flag and a process for performing a checksum.
[0049] 一方、ステップ S 120で、電源断検出信号を入力しな 、と判定したとき (No)、および ステップ S 106で、遊技制御処理が実行されて力も割込処理が所定回数実行されて Vヽな 、と判定したとき (No)は 、ずれも、ステップ S 104に移行する。  [0049] On the other hand, when it is determined in step S120 that the power-off detection signal is not input (No), and in step S106, the game control process is executed and the power interruption process is executed a predetermined number of times. If it is determined that V is not good (No), the process shifts to step S104.
次に、割込処理を説明する。  Next, interrupt processing will be described.
図 6は、割込処理を示すフローチャートである。  FIG. 6 is a flowchart showing the interrupt process.
割込処理は、 CPU220において実行されると、図 6に示すように、まず、ステップ S1 50に移行する。  When the interrupt process is executed in the CPU 220, as shown in FIG. 6, first, the process proceeds to step S150.
[0050] ステップ S150では、ステップ S 104と同様の乱数更新処理を実行し、ステップ S15 2に移行して、始動入賞ロスイッチ 131からの検出信号を入力して入賞をチェックす る入賞スィッチ入力処理を実行し、一連の処理を終了して元の処理に復帰させる。 次に、ステップ S104, S 150の乱数更新処理を説明する。  [0050] In step S150, a random number update process similar to that in step S104 is executed, and the process proceeds to step S152, where a winning switch input process of inputting a detection signal from the starting winning prize switch 131 and checking a winning is performed. To end the series of processes and return to the original process. Next, the random number update process in steps S104 and S150 will be described.
図 7は、乱数更新処理を示すフローチャートである。  FIG. 7 is a flowchart showing the random number update process.
乱数更新処理は、 CPU220において実行されると、図 7に示すように、まず、ステツ プ S 172に移行する。  When the random number update process is executed in the CPU 220, as shown in FIG. 7, first, the process proceeds to step S172.
[0051] ステップ S172では、大当たり決定乱数を更新し、ステップ S 174に移行して、大当 たり決定乱数が所定の上限値 (例えば、 398)に達した力否かを判定し、所定の上限 値に達したと判定したとき (Yes)は、ステップ S 176に移行して、大当たり決定乱数の 初期値を更新するための大当たり決定乱数用初期値更新乱数を大当たり決定乱数 に設定し、一連の処理を終了して元の処理に復帰させる。  [0051] In step S172, the jackpot decision random number is updated, and the process proceeds to step S174, where it is determined whether or not the jackpot decision random number has reached a predetermined upper limit value (for example, 398). If it is determined that the value has been reached (Yes), the process proceeds to step S 176, where the initial value update random number for the big hit decision random number for updating the initial value of the big hit decision random number is set to the big hit decision random number, and a series of End the process and return to the original process.
一方、ステップ S174で、大当たり決定乱数が所定の上限値に達しないと判定した とき (No)は、一連の処理を終了して元の処理に復帰させる。  On the other hand, when it is determined in step S174 that the jackpot determination random number does not reach the predetermined upper limit value (No), the series of processes is terminated and the process returns to the original process.
[0052] これにより、大当たり決定乱数が一巡するたびに初期値が変化するため、大当たり 決定乱数値を容易に予測することができな!/、。 [0052] Thereby, since the initial value changes every time the jackpot determined random number makes a round, the jackpot determined random number value cannot be easily predicted! /.
なお、図示は省略したが、大当たり種別決定乱数、停止図柄決定乱数その他の出 玉制御用乱数を更新する処理もこれと同様にこの乱数更新処理にて行われる。 次に、ステップ S 100の CPU初期化処理を説明する。 図 8は、 CPU初期化処理を示すフローチャートである。 Although not shown, the process for updating the jackpot type determination random number, the stop symbol determination random number and other random numbers for playing control is similarly performed in this random number update process. Next, the CPU initialization process in step S100 will be described. FIG. 8 is a flowchart showing the CPU initialization process.
[0053] CPU初期化処理は、ステップ S 100において実行されると、図 8に示すように、まず 、ステップ S 200に移行する。  When the CPU initialization process is executed in step S 100, the process first proceeds to step S 200 as shown in FIG.
ステップ S200では、 CPU220を初期化し、ステップ S202に移行して、パチンコ機 内部に設けられて!/、る図示しな!、RAMクリアスイッチがオンであるか否かを判定し、 RAMクリアスイッチがオンでな!、と判定したとき (No)は、ステップ S 204に移行する。  In step S200, the CPU 220 is initialized, the process proceeds to step S202, and it is determined whether the RAM clear switch is on or not! If it is determined that it is not ON (No), the process proceeds to step S204.
[0054] ステップ S204では、 RAM240の復帰情報が有効であるか否かを判定し、復帰情 報が有効であると判定したとき (Yes)は、ステップ S206に移行する。復帰情報が有効 か否かの判定は、電源断を検出したときに CPU220により設定されるノックアップフ ラグの状態、すなわちバックアップフラグがセットされている力否かを判定し、ノ ックァ ップフラグがセットされて 、ると判定したときは、復帰情報が有効であると判定する。 ステップ S206では、復帰情報のチェックサムが正常である力否かを判定し、復帰情 報のチェックサムが正常であると判定したとき (Yes)は、ステップ S 208に移行する。チ エックサムの判定は、電源断を検出したときに CPU220により設定されるチェックサム を判定し、整合がとれていれば正常と判定する。  In step S204, it is determined whether or not the return information in the RAM 240 is valid. If it is determined that the return information is valid (Yes), the process proceeds to step S206. Whether or not the return information is valid is determined by determining the state of the knock-up flag set by the CPU 220 when the power-off is detected, that is, whether or not the backup flag is set, and the knock-up flag is set. If it is determined that the return information is valid, it is determined that the return information is valid. In step S206, it is determined whether or not the return information checksum is normal. If it is determined that the return information checksum is normal (Yes), the process proceeds to step S208. The checksum is determined by checking the checksum set by the CPU 220 when power failure is detected, and if it is consistent, it is determined to be normal.
[0055] ステップ S208では、復帰情報に基づいて RAM240の内容を電源遮断前の状態 に復帰させる。復帰処理には、電源断時の遊技状態と電源復帰時の遊技状態とで 不整合な状態が発生したときにその不整合を解消する処理が含まれる。例えば、電 源断時に玉詰まりエラーを検出した力 復帰時に解消している場合に、復帰情報をも とにすると、エラーを検出したままになる不整合が発生してしまうので、その状態を解 消する処理である。  [0055] In step S208, the contents of the RAM 240 are restored to the state before power-off based on the restoration information. The return process includes a process for resolving the inconsistency when an inconsistent state occurs between the gaming state when the power is turned off and the gaming state when the power is restored. For example, if the power that has detected a clogging error at the time of power failure is resolved at the time of power recovery, using the recovery information will cause an inconsistency that keeps detecting the error. It is a process to erase.
次いで、ステップ S210に移行して、復帰情報に基づいて電源遮断前の状態が確 率変動状態であるか否かを判定 (電源復帰時遊技状態判定手段)し、電源遮断前の 状態が確率変動状態でないと判定したとき (No)は、ステップ S212に移行して、電源 復帰時の初期制御コマンド (通常遊技状態復帰指令)を演出制御装置 150に出力し 、一連の処理を終了して元の処理に復帰させる。  Next, the process proceeds to step S210, where it is determined whether or not the state before power-off is a probability variation state based on the return information (gaming state determination means when power is restored). When it is determined that the state is not (No), the process proceeds to step S212, the initial control command (normal gaming state return command) at the time of power return is output to the production control device 150, the series of processing is terminated, and the original Return to processing.
[0056] 一方、ステップ S212で、電源遮断前の状態が確率変動状態であると判定したとき( Yes)は、ステップ S214に移行して、電源復帰エラー時の初期制御コマンド(高確率 状態復帰指令)を演出制御装置 150に出力し、一連の処理を終了して元の処理に 復帰させる。 [0056] On the other hand, when it is determined in step S212 that the state before power-off is a probability fluctuation state (Yes), the process proceeds to step S214, and an initial control command (high probability when a power recovery error occurs). (State return command) is output to the production control device 150, and a series of processing is terminated to return to the original processing.
一方、ステップ S206で、復帰情報のチェックサムが正常でないと判定したとき (No) は、ステップ S216に移行して、 RAM240の内容を初期化し、ステップ S218に移行 して、電源投入時の初期制御コマンドを演出制御装置 150に出力し、一連の処理を 終了して元の処理に復帰させる。  On the other hand, when it is determined in step S206 that the return information checksum is not normal (No), the process proceeds to step S216, the contents of RAM240 are initialized, the process proceeds to step S218, and the initial control at power-on is performed. The command is output to the production control device 150, and a series of processing is terminated and the original processing is restored.
[0057] 一方、ステップ S204で、復帰情報が有効でな 、と判定したとき (No)、およびステツ プ S202で、 RAMクリアスイッチがオンであると判定したとき (Yes)はいずれも、ステツ プ S216に移行する。 [0057] On the other hand, if it is determined in step S204 that the return information is valid (No), and if it is determined in step S202 that the RAM clear switch is on (Yes), step S204 is performed. Move on to S216.
次に、ステップ S122の入賞スィッチ入力処理を説明する。  Next, the winning switch input process in step S122 will be described.
図 9は、入賞スィッチ入力処理を示すフローチャートである。  FIG. 9 is a flowchart showing the winning switch input process.
入賞スィッチ入力処理は、ステップ S122において実行されると、図 9に示すように、 まず、ステップ S 300に移行する。  When the winning switch input process is executed in step S122, as shown in FIG. 9, first, the process proceeds to step S300.
[0058] ステップ S300では、始動入賞ロスイッチ 131からの検出信号を、始動入賞ロスイツ チ 131に対応する入力ポート 250の所定のポートから読み込む入力ポート読込処理 を実行し、ステップ S302に移行して、ステップ S300の処理結果に基づいて、始動入 賞ロスイッチ 131から検出信号を入力した力否かを判定し、検出信号を入力したと判 定したとき (Yes)は、ステップ S304に移行する。  [0058] In step S300, an input port reading process is performed in which the detection signal from the start winning prize switch 131 is read from a predetermined port of the input port 250 corresponding to the start winning loss switch 131, and the process proceeds to step S302. Based on the processing result of step S300, it is determined whether or not the detection signal is input from the start winning switch 131. If it is determined that the detection signal is input (Yes), the process proceeds to step S304.
ステップ S304では、始動入賞口 111への入賞遊技球数が「4」以上であるか否かを 判定し、入賞遊技球数力 S「4」未満であると判定したとき (No)は、ステップ S306に移 行して、入賞遊技球数に「1」を加算し、ステップ S308に移行する。  In step S304, it is determined whether or not the number of winning game balls at the start winning opening 111 is “4” or more. If it is determined that the winning game ball power S is less than “4” (No), The process proceeds to S306, and “1” is added to the number of winning game balls, and the process proceeds to Step S308.
[0059] ステップ S308では、大当たり決定乱数、大当たり種別決定乱数および停止図柄決 定乱数を対応の乱数カウンタから取得し、ステップ S310に移行して、取得した各乱 数値を、入賞遊技球数に対応した RAM240の所定領域にそれぞれ格納し、一連の 処理を終了して元の処理に復帰させる。ステップ S310では、例えば、入賞遊技球数 力 S「l」である場合は、取得した各乱数値を、 RAM240の所定領域であって乱数値を 格納するための領域の 1番目にそれぞれ格納する。同様に、入賞遊技球数が「2」で ある場合は、取得した各乱数値を、乱数値を格納するための領域の 2番目にそれぞ れ格納する。 [0059] In step S308, the jackpot determination random number, the jackpot type determination random number and the stop symbol determination random number are acquired from the corresponding random number counter, and the process proceeds to step S310, and each acquired random number corresponds to the number of winning game balls. Each is stored in a predetermined area of the RAM 240, and a series of processing is terminated and the original processing is restored. In step S310, for example, when the winning game ball power S is “l”, each acquired random number value is stored in the first area of the RAM 240 for storing random number values. Similarly, when the number of winning game balls is “2”, each acquired random number value is set in the second area for storing random number values. Store.
[0060] 一方、ステップ S304で、入賞遊技球数が「4」以上であると判定したとき (Yes)、およ びステップ S302で、始動入賞ロスイッチ 131から検出信号を入力しないと判定した とき (No)はいずれも、一連の処理を終了して元の処理に復帰させる。  [0060] On the other hand, when it is determined in step S304 that the number of winning game balls is "4" or more (Yes), and when it is determined in step S302 that a detection signal is not input from the start winning roswitch 131. In each case of (No), a series of processing is terminated and the original processing is restored.
次に、ステップ S108の大当たり判定処理を説明する。なお、普通図柄表示装置 10 8の大当たり判定処理については説明を省略する。  Next, the jackpot determination process in step S108 will be described. Note that the description of the jackpot determination process of the normal symbol display device 108 is omitted.
図 10は、大当たり判定処理を示すフローチャートである。  FIG. 10 is a flowchart showing the jackpot determination process.
[0061] 大当たり判定処理は、所定確率 (例えば、 1Z399)で特賞状態を生起させるため に、所定の数値範囲(例えば、「0」〜「398」)に 1個の大当たり値を設定し、始動入 賞口 111に遊技球が入賞した入賞タイミングで乱数カウンタ力 大当たり決定乱数を 取得し、取得した乱数値と大当たり値とがー致しているときに特賞状態を生起させる 処理であって、ステップ S108において実行されると、図 10に示すように、まず、ステ ップ S400に移行する。  [0061] The jackpot determination process is performed by setting one jackpot value within a predetermined numerical range (for example, "0" to "398") in order to cause a special prize state with a predetermined probability (for example, 1Z399) and starting. Step S108 is a process of acquiring a random number counter power jackpot determined random number at the winning timing when a game ball wins at the winning port 111 and causing a special prize state when the acquired random number value matches the jackpot value. When executed in step S1, the process first proceeds to step S400 as shown in FIG.
[0062] ステップ S400では、演出図柄表示装置 104において演出図柄が変動中か否かを 判定し、演出図柄が変動中でないと判定したとき (No)は、ステップ S402に移行して、 入賞遊技球数力 S「l」以上である力否かを判定し、入賞遊技球数が「1」以上であると 判定したとき (Yes)は、ステップ S406に移行する。  [0062] In step S400, it is determined in the effect symbol display device 104 whether or not the effect symbol is changing. If it is determined that the effect symbol is not changing (No), the process proceeds to step S402, and a winning game ball It is determined whether or not the power is greater than or equal to the numerical power S “l”, and if it is determined that the number of winning game balls is “1” or higher (Yes), the process proceeds to step S406.
ステップ S406では、入賞遊技球数に対応した RAM240の所定領域力も大当たり 決定乱数を読み出し、ステップ S408に移行して、読み出した乱数値が大当たり値と 一致している力否かを判定し、それらが一致していると判定したとき( Yes)は、ステツ プ S410に移行する。  In step S406, a predetermined area power of RAM 240 corresponding to the number of winning game balls is also read out the jackpot determined random number, and the process proceeds to step S408 to determine whether or not the read random number value matches the jackpot value. If it is determined that they match (Yes), the process proceeds to step S410.
[0063] ステップ S410では、大当たりの種別を決定する大当たり種別決定処理を実行する 。大当たり種別決定処理では、複数の当たり種別番号を登録した大当たり種別決定 テーブルを設定しておき、入賞遊技球数に対応した RAM240の所定領域から大当 たり種別決定乱数を読み出し、読み出した乱数値の順位の当たり種別番号を当たり 種別決定テーブル力 読み出すことにより大当たりの種別を決定する。これにより、確 変大当たりを生起させる力否かが決定される。確率変動状態が生起した場合は、主 制御装置 210に設けられた (確率変動状態)通知禁止手段により、ランプ 153および スピーカ 155による確率変動状態である旨の通知を行わな 、ため、確率変動状態の 生起中では、ランプ 153およびスピーカ 155を制御するための制御コマンドであって 確率変動状態開始を指示する制御コマンドは RAM240に格納されない。また、確率 変動状態が生起する旨の通知を遊技状態表示装置 109でも行わないため、遊技状 態表示用出力ポートにも出力しな!ヽ (通知禁止手段)。 In step S410, a jackpot type determination process for determining the jackpot type is executed. In the jackpot type determination process, a jackpot type determination table in which a plurality of hit type numbers are registered is set, the jackpot type determination random number is read from a predetermined area of the RAM 240 corresponding to the number of winning game balls, and the read random number value The big hit type is determined by reading the hit type number of the rank. This determines whether or not it is possible to generate a probabilistic jackpot. When a probability variation state occurs, the (probability variation state) notification prohibition means provided in the main controller 210 causes the lamp 153 and Therefore, when the probability variation state is occurring, the control command for controlling the lamp 153 and the speaker 155 and instructing the start of the probability variation state is not performed. Not stored in RAM240. In addition, since the game state display device 109 does not notify that the probability variation state occurs, it is not output to the game state display output port (notification prohibition means).
[0064] 次いで、ステップ S412に移行して、大当たり時に停止させる演出図柄の組み合わ せを決定する当たり時停止図柄決定処理を実行する。当たり時停止図柄決定処理 では、例えば、演出図柄の停止図柄の組み合わせを示す停止図柄番号を複数登録 した停止図柄決定テーブルを各当たり種別番号ごとに ROM230に設定しておき、ス テツプ S410で決定した当たり種別番号に対応する停止図柄決定テーブルを読み出 す。そして、入賞遊技球数に対応した RAM240の所定領域から停止図柄決定乱数 を読み出し、読み出した乱数値の順位の停止図柄番号を停止図柄決定テーブルか ら読み出し、読み出した停止図柄番号に基づいて図柄指定コマンド (第 1の制御コマ ンド)を RAM240の所定領域に格納する。これにより、ステップ S118のポート出力処 理では、出力ポート 255を介して図柄指定コマンドが演出制御装置 150に送信され る。 [0064] Next, the process proceeds to step S412 to execute a hit stop symbol determination process for determining a combination of effect symbols to be stopped at the big hit. In the hit stop symbol determination process, for example, a stop symbol determination table in which a plurality of stop symbol numbers indicating combinations of stop symbols of production symbols is registered is set in the ROM 230 for each type number and determined in step S410. Reads the stop symbol determination table corresponding to the hit type number. Then, the stop symbol determination random number is read from a predetermined area of the RAM 240 corresponding to the number of winning game balls, the stop symbol number of the order of the read random number value is read from the stop symbol determination table, and the symbol designation is based on the read stop symbol number The command (first control command) is stored in a predetermined area of RAM240. Thereby, in the port output process of step S118, the symbol designation command is transmitted to the effect control device 150 via the output port 255.
[0065] 次いで、ステップ S414に移行して、大当たり時に変動表示する演出図柄の変動パ ターンを決定する当たり時変動パターン決定処理を実行する。当たり時変動パターン 決定処理では、リーチ決定乱数を乱数カウンタ力 取得し、現在の遊技状態、ステツ プ S410で決定した当たり種別番号、入賞遊技球数および取得したリーチ決定乱数 の値に対応する変動パターン決定テーブルを読み出す。そして、変動パターン決定 乱数を乱数カウンタ力 取得し、取得した乱数値の順位の変動パターン番号を変動 ノ ターン決定テーブル力 読み出し、読み出した変動パターン番号に対応する変動 パターンコマンドを RAM240の所定領域に格納する。これにより、ステップ S118の ポート出力処理では、出力ポート 255を介して変動パターンコマンド (第 1の制御コマ ンド)が演出制御装置 150に送信される。  Next, the process proceeds to step S414, and the hit hour fluctuation pattern determining process for determining the fluctuation pattern of the effect symbol to be displayed in a variable manner at the time of the big hit is executed. In the winning variation pattern determination process, the random number of reach determination random numbers is acquired, and the variation pattern corresponding to the current gaming state, the number of winning game balls determined in step S410, the number of winning game balls and the acquired reach determination random number Read the decision table. Then, the random pattern counter power is obtained for the fluctuation pattern determination random number, the fluctuation pattern number of the rank order of the acquired random number value is read, the fluctuation pattern determination table power is read, and the fluctuation pattern command corresponding to the read fluctuation pattern number is stored in a predetermined area of the RAM240. To do. Thereby, in the port output process of step S118, the variation pattern command (first control command) is transmitted to the effect control device 150 via the output port 255.
[0066] 次いで、ステップ S416に移行して、大当たりの場合は、大入賞口 115の開放回数 および開放時間を設定する。また、大当たりおよびはずれにかかわらず、演出図柄の 変動時間を設定する。演出図柄の変動時間は、ステップ S414、 S424で決定した変 動パターン番号に基づ 、て決定する。 Next, the process proceeds to step S416, and in the case of a big win, the number of times and the opening time of the special winning opening 115 are set. Regardless of the jackpot or loss, Set the variation time. The variation time of the production symbol is determined based on the variation pattern number determined in steps S414 and S424.
次いで、ステップ S418に移行して、演出図柄表示装置 104において演出図柄の 変動を開始するための制御コマンドを RAM240の所定領域に格納する図柄変動開 始処理を実行し、ステップ S420に移行して、入賞遊技球数から「1」を減算し、一連 の処理を終了して元の処理に復帰させる。  Next, the process proceeds to step S418, where the design symbol display device 104 executes a design variation start process for storing a control command for starting the variation of the design symbol in a predetermined area of the RAM 240, and the procedure proceeds to step S420. “1” is subtracted from the number of winning game balls, a series of processing is completed, and the original processing is restored.
[0067] 一方、ステップ S408で、読み出した乱数値が大当たり値と一致しな 、と判定したと き (No)は、ステップ S422に移行する。  On the other hand, when it is determined in step S408 that the read random number value does not match the jackpot value (No), the process proceeds to step S422.
ステップ S422では、はずれ時に停止させる演出図柄の組み合わせを決定するは ずれ時停止図柄決定処理を実行する。はずれ時停止図柄決定処理は、ステップ S4 12と同様に構成される。この決定により、演出図柄表示装置 104で表示される具体 的なはずれ演出図柄の組み合わせを指定するのではなく、当たり抽選の結果がはず れであるという旨の結果だけを指定するためのコマンドであるはずれ演出図柄指定コ マンドが演出制御装置 150を介して図柄制御装置 152に出力される。図柄制御装置 152は、はずれ演出図柄指定コマンドを入力したときは、はずれになる演出図柄の組 み合わせを決定し、その内容を演出図柄表示装置 104に表示する。  In step S422, a combination of effect symbols to be stopped at the time of losing is determined. The outage stop symbol determination process is configured in the same manner as in step S412. This is a command to specify only the result that the winning lottery result is off, instead of specifying a specific combination of off-line effect symbols displayed on the effect symbol display device 104 by this determination. The offending design designation command is output to the design control device 152 via the production control device 150. When the offending effect design designation command is input, the symbol control device 152 determines a combination of effect symbols to be out of play, and displays the contents on the effect symbol display device 104.
[0068] 次いで、ステップ S424に移行して、はずれ時に変動表示する演出図柄の変動パタ ーンを決定するはずれ時変動パターン決定処理を実行する。はずれ時変動パター ン決定処理は、ステップ S414と同様に構成される。ただし、変動パターン決定テー ブルは、現在の遊技状態、入賞遊技球数およびリーチ決定乱数の値に対応するもの を読み出す。  Next, the process proceeds to step S424, and a variation pattern determination process at the time of losing is performed to determine a variation pattern of the effect symbol that is variably displayed at the time of the detachment. The off-time variation pattern determination process is configured in the same manner as in step S414. However, the variation pattern determination table reads the one corresponding to the current game state, the number of winning game balls and the reach determination random number.
ステップ S424の処理が終了すると、ステップ S416に移行する。  When the process of step S424 ends, the process proceeds to step S416.
一方、ステップ S402で、入賞遊技球数が「0」であると判定したとき (No)、およびス テツプ S400で、演出図柄表示装置 104において演出図柄が変動中であると判定し たとき (Yes)は 、ずれも、ステップ S426に移行する。  On the other hand, when it is determined in step S402 that the number of winning game balls is “0” (No), and in step S400, it is determined that the effect symbol is changing in the effect symbol display device 104 (Yes) In the case of), the process shifts to step S426.
[0069] ステップ S426では、演出図柄の変動を開始して力も所定時間が経過したか否かを 判定し、所定時間が経過したと判定したとき (Yes)は、ステップ S428に移行して、図柄 停止コマンドを RAM240の所定領域に格納する図柄停止処理を実行し、一連の処 理を終了して元の処理に復帰させる。 [0069] In step S426, it is determined whether or not the predetermined time has elapsed since the start of the variation of the effect design. If it is determined that the predetermined time has elapsed (Yes), the process proceeds to step S428, A symbol stop process that stores the stop command in the specified area of RAM240 is executed, and a series of processes are executed. End the process and return to the original process.
一方、ステップ S330で、演出図柄の変動を開始して力も所定時間が経過しないと 判定したとき (No)は、一連の処理を終了して元の処理に復帰させる。  On the other hand, when it is determined in step S330 that the change of the effect design is started and the force does not elapse for a predetermined time (No), the series of processes is terminated and the original process is restored.
[0070] 次に、本実施の形態の動作を説明する。 Next, the operation of the present embodiment will be described.
まず、パチンコ機に電源が投入されると、主制御装置 210により、遊技制御処理が 実行され、遊技可能な状態となる。遊技者は、貸し出しを受けた遊技球をパチンコ機 に装填し、発射ハンドルを操作して遊技球を遊技盤面 102に発射することにより遊技 を行うことができる。  First, when power is turned on to the pachinko machine, the main control device 210 executes a game control process and enters a game-ready state. A player can play a game by loading the rented game ball into a pachinko machine and operating the launch handle to launch the game ball onto the game board surface 102.
遊技可能状態において、遊技盤面 102に発射された遊技球が始動入賞口 111に 入賞すると、始動入賞ロスイッチ 131により検出信号が出力される。主制御装置 210 では、始動入賞ロスイッチ 131から検出信号が入力されると、ほぼそのタイミングで大 当たり決定乱数が取得される。このとき、取得された乱数値が大当たり値と一致して いると判定されると、大当たりとなる。  In a game-ready state, when a game ball launched on the game board surface 102 wins a start winning opening 111, a detection signal is output by the start winning ro switch 131. In main controller 210, when a detection signal is input from start winning prize switch 131, a jackpot decision random number is acquired at almost the same timing. At this time, if it is determined that the obtained random number value matches the jackpot value, it is a jackpot.
[0071] 大当たりとなると、ステップ S410〜S414を経て、大当たりの種別、演出図柄の停 止図柄の組み合わせ、並びに大当たり時の変動パターンが決定される。そして、所 定の変動パターンで演出図柄が変動表示され、所定の変動時間経過後に、決定さ れた組み合わせで停止する。 When the jackpot is reached, through steps S410 to S414, the jackpot type, the combination of the stop symbols of the effect symbols, and the variation pattern of the jackpot are determined. Then, the effect design is variably displayed with a predetermined variation pattern, and after a predetermined variation time has elapsed, the determined combination is stopped.
また、大当たり種別抽選の結果、確変大当たりとなると、特賞状態が終了した後はこ れに続けて確率変動状態が生起する。このように、特賞状態が生起しその後は確率 変動状態が生起することが約束されている場合は、特賞状態が生起している間、大 入賞口 115が所定の開閉パターンで開放制御され、大入賞口 115に遊技球が入賞 すると、 1個当たりの入賞につき所定数 (例えば、 15個)の賞球が払い出される。なお 、特賞状態が生起している間(大当たり中)は、内部確率状態は低確率状態に設定さ れている。  In addition, if the jackpot type lottery results in a promising jackpot, after the special prize state ends, a probability fluctuation state occurs. In this way, when the special prize state occurs and it is promised that the probability fluctuation state will occur after that, the special prize opening 115 is controlled to be opened and closed with a predetermined opening / closing pattern while the special prize state occurs. When a game ball wins the winning opening 115, a predetermined number (for example, 15) of winning balls is paid out for each winning. Note that the internal probability state is set to the low probability state while the special prize state is occurring (during jackpot).
[0072] 一方、大当たり種別抽選の結果、確変変動状態の生起を伴わない通常の大当たり となると、特賞状態が終了した後は通常状態とされる。また、通常の大当たり時には、 確変大当たりが決定された場合と比較しても判別不能にするため、演出図柄表示装 置 104には、確変大当たりが決定された場合と同様、単に大当たりになる図柄の組 み合わせが表示される。このように、特賞状態が生起したがその後は確率変動状態 が生起しない場合は、特賞状態が生起している間、大入賞口 115が所定の開閉バタ ーンで開放制御され、大入賞口 115に遊技球が入賞すると、 1個当たりの入賞につ き所定数の賞球が払い出される。 [0072] On the other hand, as a result of the jackpot type lottery, if the normal jackpot without the occurrence of the probability variation state occurs, the special state is ended and the normal state is set. In addition, in the case of a normal jackpot, in order to make it indistinguishable in comparison with the case where the probability variation jackpot is determined, the effect symbol display device 104 has a symbol that is simply a jackpot as in the case where the probability variation jackpot is determined. set The match is displayed. As described above, when the special prize state occurs but the probability variation state does not occur after that, the special prize opening 115 is controlled to open with a predetermined opening / closing pattern while the special prize condition occurs. When a game ball wins, a predetermined number of award balls are paid out for each win.
[0073] 次に、電源の遮断および復帰を行う場合を説明する。 Next, a case where the power supply is shut off and restored will be described.
パチンコホールの営業時間が終了すると、従業員は、ブレーカ等を操作してバチン コ機の電源を遮断する。  At the end of pachinko hall business hours, employees operate a breaker, etc. to shut off the power to the bachinko machine.
翌日、従業員は、 RAMクリアスイッチをオンにしてパチンコ機に電源を投入すると、 主制御装置 210により CPU初期化処理が実行される。 CPU初期化処理では、 RA Mクリアスイッチがオンとなっているので、ステップ S216, S218を経て、 RAM240の 内容が初期化され、電源投入時の初期制御コマンドが RAM240の所定領域に格納 される。これにより、電源投入時の初期制御コマンドが演出制御装置 150に出力され る。  The next day, when the employee turns on the RAM clear switch and turns on the power to the pachinko machine, the main controller 210 executes CPU initialization processing. In the CPU initialization process, since the RAM clear switch is on, the contents of the RAM 240 are initialized through steps S216 and S218, and the initial control command at power-on is stored in a predetermined area of the RAM 240. As a result, the initial control command when the power is turned on is output to the effect control device 150.
[0074] 図 11および図 12は、制御コマンドの入出力タイミングを示すタイミングチャートであ る。  FIG. 11 and FIG. 12 are timing charts showing control command input / output timing.
主制御装置 210では、図 11に示すように、コマンド変化時に自身が生成するスト口 ーブ信号(DUSTB)の 1つ目の立ち上がりを契機として、モード(MODE)データが 出力され、次いでストローブ信号 (DUSTB)の 2つ目の立ち上がりを契機として、ィべ ント (EVENT)データが出力される。これに対応して、演出制御装置 150では、 CPU により、ストローブ信号 (DUSTB)の入力に応じて割込を発生させ、割込処理によつ て制御コマンドが演出制御装置 150の RAMに格納される。  As shown in FIG. 11, the main controller 210 outputs mode (MODE) data triggered by the first rise of the stove signal (DUSTB) generated by itself when the command changes, and then outputs the strobe signal. Event (EVENT) data is output at the second rise of (DUSTB). Correspondingly, in the production control device 150, the CPU generates an interrupt according to the input of the strobe signal (DUSTB), and the control command is stored in the RAM of the production control device 150 by the interruption process. The
[0075] 主制御装置 210では、図 12 (a)に示すように、初期化指定コマンド (8000H)が出力 され、それから所定時間経過後に機種コード指定コマンド (8105H)が出力される。 一方、従業員は、 RAMクリアスイッチをオンにせず、パチンコ機に電源を投入する と、主制御装置 210により CPU初期化処理が実行される。電源遮断前の状態が確率 変動状態でない場合は、ステップ S208, S212を経て、 RAM240の復帰情報に基 づ 、て RAM240の内容が電源遮断前の状態に復帰し、電源復帰時の初期制御コ マンドが RAM240の所定領域に格納される。これにより、電源復帰時の初期制御コ マンドが演出制御装置 150に出力される。 In main controller 210, as shown in FIG. 12 (a), an initialization designation command (8000H) is output, and a model code designation command (8105H) is output after a predetermined time has elapsed. On the other hand, when the employee turns on the power to the pachinko machine without turning on the RAM clear switch, the CPU initialization process is executed by the main controller 210. If the state before power shutoff is not a probability fluctuation state, the contents of RAM240 are restored to the state before power shutoff based on the return information of RAM240 through steps S208 and S212, and the initial control command when power is restored Is stored in a predetermined area of the RAM 240. As a result, the initial control The command is output to the production control device 150.
[0076] 主制御装置 210では、図 12 (b)に示すように、電源復帰指定コマンド (8001H)が出 力され、それから所定時間経過後に機種コード指定コマンド (8105H)が出力され、そ れから所定時間経過後に通常状態開始指定コマンド (8200H)が出力される。 [0076] As shown in Fig. 12 (b), main controller 210 outputs a power recovery designation command (8001H), and then a model code designation command (8105H) is output after a predetermined time has elapsed. A normal state start designation command (8200H) is output after a predetermined time has elapsed.
これに対し、電源遮断前の状態が確率変動状態である場合は、ステップ S208, S2 14を経て、 RAM240の復帰情報に基づいて RAM240の内容が電源遮断前の状 態に復帰し、電源復帰エラー時の初期制御コマンドが RAM240の所定領域に格納 される。これにより、電源復帰エラー時の初期制御コマンドが演出制御装置 150に出 力される。  On the other hand, if the state before the power shutoff is a probability fluctuation state, the contents of RAM240 are restored to the state before the power shutoff based on the return information of RAM240 through steps S208 and S214, and a power recovery error occurs. The initial control command is stored in a predetermined area of RAM240. As a result, the initial control command at the time of the power recovery error is output to the effect control device 150.
[0077] 主制御装置 210では、図 12 (c)に示すように、電源復帰指定コマンド (8001H)が出 力され、それから所定時間経過後に機種コード指定コマンド (8105H)が出力され、そ れカも所定時間経過後に電源復帰エラー指定コマンド (8201H)が出力される。  [0077] As shown in Fig. 12 (c), main controller 210 outputs a power recovery designation command (8001H), and after a predetermined time has elapsed, a model code designation command (8105H) is output. After a predetermined time elapses, a power recovery error designation command (8201H) is output.
演出制御装置 150では、電源復帰エラー指定コマンドが入力されると、ランプ 153 およびスピーカ 155が制御されてエラーが通知される。  In the effect control device 150, when a power recovery error designation command is input, the lamp 153 and the speaker 155 are controlled and an error is notified.
このようにして、本実施の形態では、電源投入時に、 RAM240の復帰情報に基づ いて電源遮断前の状態が確率変動状態であると判定したときは、ランプ 153およびス ピー力 155により通知を行うようになっている。  As described above, in this embodiment, when the power-on state is determined based on the return information of the RAM 240 and the state before power-off is a probability fluctuation state, a notification is given by the lamp 153 and the speaker power 155. To do.
[0078] これにより、停電により電源が遮断されても、電源投入時には電源遮断前の状態に 遊技状態が復帰するので、停電発生によって遊技状態が変更されることなぐ遊技者 に不利益を与える可能性を低減することができる。また、確率変動状態の生起中に 電源が遮断されても、電源投入時には通知が行われるので、開店時に有利な状態で 遊技が開始されるのを未然に防ぐことができ、遊技者に不当な利益を提供する可能 性を低減することができる。 [0078] Thus, even if the power is cut off due to a power failure, the gaming state is restored to the state before the power is turned off when the power is turned on, which may be disadvantageous to the player who does not change the gaming state due to the occurrence of a power failure Can be reduced. In addition, even if the power is shut off during the occurrence of the probability fluctuation state, a notification is given when the power is turned on, so that it is possible to prevent a game from being started in an advantageous state when the store is opened, which is unfair to the player. The possibility of providing benefits can be reduced.
上記第 1の実施の形態において、 RAM240およびバックアップ電源は、請求項 1ま たは 2記載の記憶手段に対応し、ランプ 153およびスピーカ 155は、請求項 2または 3記載の通知手段に対応し、ステップ S122は、請求項 2記載の復帰情報保存手段 に対応し、ステップ S204〜S214は、請求項 2記載の復帰手段に対応している。また 、ステップ S408は、請求項 2記載の抽選手段に対応し、ステップ S414, S424は、 請求項 2記載の第 1遊技状態生起手段に対応し、ステップ S414は、請求項 2記載の 第 2遊技状態生起手段、または請求項 2記載の通知禁止手段に対応している。 In the first embodiment, the RAM 240 and the backup power source correspond to the storage means according to claim 1 or 2, the lamp 153 and the speaker 155 correspond to the notification means according to claim 2 or 3, Step S122 corresponds to the return information storage means described in claim 2, and steps S204 to S214 correspond to the return means described in claim 2. Step S408 corresponds to the lottery means described in claim 2, and Steps S414 and S424 include Corresponding to the first gaming state generating means according to claim 2, step S414 corresponds to the second gaming state generating means according to claim 2 or the notification prohibiting means according to claim 2.
[0079] また、上記第 1の実施の形態において、特賞状態は、請求項 1または 2記載の第 1 の遊技状態に対応し、確率変動状態は、請求項 1または 2記載の第 2の遊技状態に 対応している。 [0079] In the first embodiment, the special prize state corresponds to the first gaming state according to claim 1 or 2, and the probability variation state corresponds to the second game according to claim 1 or 2. It corresponds to the state.
次に、本発明の第 2の実施の形態を図面を参照しながら説明する。図 13および図 1 4は、本発明に係る遊技機の第 2の実施の形態を示す図である。  Next, a second embodiment of the present invention will be described with reference to the drawings. FIG. 13 and FIG. 14 are diagrams showing a second embodiment of the gaming machine according to the present invention.
CPU220は、図 8の CPU初期化処理に代えて、図 13のフローチャートに示す CP U初期化処理を実行する。  The CPU 220 executes the CPU initialization process shown in the flowchart of FIG. 13 in place of the CPU initialization process of FIG.
[0080] 図 13は、 CPU初期化処理を示すフローチャートである。 FIG. 13 is a flowchart showing the CPU initialization process.
CPU初期化処理は、主に営業中の電源断時の復旧、または営業開始時の電源投 入の際に実行される処理であって、ステップ S 100において実行されると、図 13に示 すように、まず、ステップ S500に移行する。  The CPU initialization process is a process that is performed mainly when power is restored during business operations or when power is turned on at the start of business operations. First, the process proceeds to step S500.
ステップ S500では、システムに関する種々の初期値を設定するシステムリセット起 動時初期値設定処理を実行し、ステップ S502に移行して、 CPU220の機能を初期 化する CPU機能初期化処理を実行し、ステップ S504に移行する。  In step S500, the system reset startup initial value setting process for setting various initial values related to the system is executed, then the process proceeds to step S502, where the CPU function initialization process for initializing the CPU220 function is executed. Transition to S504.
[0081] ステップ S504では、 RAMクリアスイッチの操作状態を示すステータス情報を読み 込む RAMクリアスイッチリード処理を実行し、ステップ S506に移行して、各表示装置 等の状態が動作可能状態になるまで所定時間待機する待機処理を実行し、ステップ S 508に移行する。 [0081] In step S504, RAM clear switch read processing for reading status information indicating the operation state of the RAM clear switch is executed, and the process proceeds to step S506, and the predetermined state is maintained until the state of each display device becomes an operable state. The waiting process waiting for a time is executed, and the process proceeds to step S508.
ステップ S508では、ステップ S504で読み込んだステータス情報に基づいて、 RA Mクリアスイッチがホール関係者等の操作によって押下 (オン)されて 、る力否かを判 定し、 RAMクリアスイッチが押下されていないと判定したとき (No)は、ステップ S510 に移行する。  In step S508, based on the status information read in step S504, it is determined whether or not the RAM clear switch is pressed (turned on) by an operation of a hall related person, and the RAM clear switch is pressed. When it is determined that there is no (No), the process proceeds to step S510.
[0082] ステップ S510では、バックアップされた RAM240の状態が正常であることを示す ノ ックアップ有効判定フラグが無効(リセット)である力否かを判定し、ノ ックアップ有 効判定フラグが無効でな 、と判定したとき (No)は、ステップ S512に移行する。  [0082] In step S510, it is determined whether or not the knock-up validity determination flag indicating that the backed-up RAM 240 is normal is invalid (reset), and the knock-up validity determination flag is invalid. (No), the process proceeds to step S512.
ノックアップ有効判定フラグは、 CPU220が電源回路 212からの電源遮断検出信 号を検出したときに RAM240のチェックサム算出処理を行い、次回の電源断復帰処 理が可能となった場合、すなわちチェックサムの算出およびサム値の保存処理が正 常に実行されたことを確認して準備完了状態となった場合に設定されるフラグであり 、設定された後に電源がオフとなる。そして、電源投入時に CPU220は、ノックアツ プ有効判定フラグの内容により、電源断復帰処理を行う。なお、電源断検出後のチェ ックサム算出処理は、処理中に電源がオフされな 、ようにその処理時間があら力じめ 設定されているため、電源等の故障時以外はバックアップ有効判定フラグが設定さ れる。 The knock-up valid judgment flag is displayed when the CPU 220 detects power-off detection from the power circuit 212. When a signal is detected, the RAM240 checksum calculation process is performed, and if the next power-off recovery process is possible, that is, checksum calculation and sum value storage processing are executed correctly. This flag is set when the ready state is reached, and the power is turned off after being set. When the power is turned on, the CPU 220 performs power-off recovery processing according to the contents of the knock-up validity determination flag. Note that the checksum calculation process after power failure detection is preliminarily set so that the power is not turned off during the process. Set.
[0083] ステップ S512では、復帰情報のチェックサムを算出するチェックサム算出処理を実 行し、ステップ S514に移行して、算出したサム算出値と、電源断を検出したときに C PU220により設定されるサムチェックバッファの値が一致 (整合)して 、るか否かを判 定し、それらが一致すると判定したとき (Yes)は、ステップ S516に移行する。  [0083] In step S512, a checksum calculation process for calculating the checksum of the return information is executed, and the process proceeds to step S514, where the calculated sum calculation value and the CPU 220 are set when power failure is detected. It is determined whether the sum check buffer values match (match), and if they match (Yes), the process proceeds to step S516.
ステップ S516では、バックアップ有効判定フラグをクリアするバックアップ有効判定 フラグクリア処理を実行し、ステップ S518に移行して、演出制御装置 150を復帰させ る演出制御装置復帰処理を実行し、ステップ S520に移行する。  In step S516, a backup validity determination flag clear process for clearing the backup validity determination flag is executed, the process proceeds to step S518, an effect control apparatus return process for returning the effect control apparatus 150 is performed, and the process proceeds to step S520. .
[0084] ステップ S520では、バックアップされた図柄情報等の復帰コマンドを RAM240に 格納する電源復帰時初期設定 RAMセット処理を実行する。なお、電源復帰時初期 設定 RAMセット処理には、電源断時の遊技状態と電源復帰時の遊技状態とで不整 合な状態が発生したときにその不整合を解消する処理が含まれる。例えば、電源断 時に玉詰まりエラーを検出した力 復帰時に解消している場合に、復帰情報をもとに すると、エラーを検出したままになる不整合が発生してしまうので、その状態を解消す る処理である。  In step S520, a power reset initial setting RAM setting process for storing a recovery command such as backed up symbol information in the RAM 240 is executed. Note that the initialization RAM setting process at power recovery includes processing to resolve the inconsistency when an inconsistent state occurs between the gaming state when the power is turned off and the gaming state when the power is restored. For example, if the force that detected a clogging error at the time of power failure has been resolved at the time of recovery, an inconsistency that causes the error to remain detected occurs based on the recovery information. Process.
[0085] ステップ S520の処理が終了すると、一連の処理を終了して元の処理に復帰させる 一方、ステップ S514で、チェックサムが一致しないと判定したとき (No)、ステップ S5 10で、ノ ックアップ有効判定フラグが無効であると判定したとき (Yes)、およびステップ S508で、 RAMクリアスイッチが押下されていると判定したとき (Yes)はいずれも、ステ ップ S522に移行する。 ステップ S522では、 RAM240の内容を初期化する RAM初期化処理を実行し、ス テツプ S524に移行して、演出制御装置 150に対して、電源投入時に表示するあらか じめ設定されている図柄情報等の初期コマンドを RAM240に格納する電源投入時 初期設定 RAMセット処理を実行し、ステップ S 526に移行する。 [0085] When the process of step S520 is completed, the series of processes is terminated and the process returns to the original process. On the other hand, when it is determined in step S514 that the checksums do not match (No), a knock-up is performed in step S510. When it is determined that the validity determination flag is invalid (Yes) and when it is determined in step S508 that the RAM clear switch is pressed (Yes), the process proceeds to step S522. In step S522, a RAM initialization process for initializing the contents of the RAM 240 is executed, the process proceeds to step S524, and the design information that is set in advance is displayed for the production control device 150 when the power is turned on. Store the initial command such as etc. in RAM240 When power is turned on Initial setting RAM setting processing is executed, and the process proceeds to step S526.
[0086] ステップ S526では、 RAM240に格納したコマンド等を演出制御装置 150に出力 する演出制御装置出力処理を実行し、一連の処理を終了して元の処理に復帰させ る。 [0086] In step S526, an effect control device output process for outputting the command stored in RAM 240 to effect control device 150 is executed, a series of processes is terminated, and the original process is restored.
このように、 RAMクリアスイッチを押下して起動した場合は、電源断時にどのような 状態であってもその状態はクリアされるので、電源断時の状態にかかわらず初期状 態でパチンコ機が処理を開始することとなる。これに対し、 RAMクリアスイッチを押下 せずに起動した場合は、電源断時の遊技状態の一部または全部が復帰情報として 保存されることとなり、電源断時の状態に即した状態とすることができる。例えば、電 源断時に内部確率状態が高確率状態にあった場合 (電源復帰時特別図柄確率状 態フラグがセットされている場合)は、確率変動状態にあることを示す特別図柄確率 状態フラグをセットする等の処理を実行する。  In this way, when the RAM clear switch is pressed and started, the state is cleared regardless of the state when the power is turned off, so the pachinko machine will remain in the initial state regardless of the state when the power is turned off. Processing will be started. On the other hand, if it is started without pressing the RAM clear switch, part or all of the gaming state when the power is turned off will be saved as return information, and the state should be in line with the state when the power is turned off. Can do. For example, if the internal probability state is in a high probability state when the power is turned off (if the special symbol probability state flag at power recovery is set), the special symbol probability state flag indicating that the probability variation state is set. Perform processing such as setting.
[0087] 次に、ステップ S518の演出制御装置復帰処理を説明する。 Next, the effect control device return processing in step S518 will be described.
図 14は、演出制御装置復帰処理を示すフローチャートである。  FIG. 14 is a flowchart showing the effect control device return processing.
演出制御装置復帰処理は、ステップ S518において実行されると、図 14に示すよう 【こ、まず、ステップ S600【こ する。  When the effect control device return processing is executed in step S518, as shown in FIG. 14, first, step S600 is performed.
ステップ S600では、電源復帰指定コマンドを RAM240に格納し、ステップ S602 に移行して、 RAM240に格納した電源復帰指定コマンドを演出制御装置 150に出 力し、ステップ S604に移行する。  In step S600, the power restoration designation command is stored in the RAM 240, the process proceeds to step S602, the power restoration designation command stored in the RAM 240 is output to the effect control device 150, and the process proceeds to step S604.
[0088] ステップ S604では、パチンコ機の機種を指定するための機種判別指定コマンドを RAM240〖こ格納し、ステップ S606〖こ移行して、 RAM240に格納した機種判別指 定コマンドを演出制御装置 150に出力し、ステップ S608に移行する。 [0088] In step S604, a model identification designation command for designating the model of the pachinko machine is stored in RAM240, and in step S606, the model identification designation command stored in RAM240 is stored in the production control device 150. Output, then go to step S608.
ステップ S608、 S610では、電源断時の状態を読み込み、その状態で復帰するよう に初期制御コマンドを RAM240に格納し、ステップ S612〖こ移行して、 RAM240に 格納した初期制御コマンドを演出制御装置 150に出力する。すなわち、復帰情報に 基づ!/ヽて電源遮断前の状態が確率変動状態であるか否かを判定 (電源復帰時遊技 状態判定手段)し、電源遮断前の状態が確率変動状態でないと判定したときは、電 源復帰時の初期制御コマンド (通常遊技状態復帰指令)を RAM240に格納する。こ れに対し、電源遮断前の状態が確率変動状態であると判定したときは、電源復帰ェ ラー時の初期制御コマンド(高確率状態復帰指令)を RAM240に格納する。本実施 の形態では、電源断時に確率変動状態であった場合、電源復帰の際も確率変動状 態で起動する必要があるため、電源復帰エラー指定コマンドを格納する。このような 初期制御コマンドが出力されると、演出制御装置 150では、音声制御部 162またはラ ンプ制御部 164に内部コマンドを出力し、ランプ 153を点滅または点灯させたり、スピ 一力 155から音声を出力したりして確率変動状態であることを報知する。 In steps S608 and S610, the state at the time of power-off is read, and an initial control command is stored in the RAM 240 so as to recover in that state. Then, in step S612, the initial control command stored in the RAM 240 is transferred to the effect control device 150. Output to. In other words, return information Based on this, it is determined whether or not the state before power-off is a probability fluctuation state (game state determination means when power is restored), and if it is determined that the state before power-off is not a probability fluctuation state, Store the initial control command (normal gaming state return command) at the time of power return in RAM240. On the other hand, when it is determined that the state before power-off is a probability fluctuation state, the initial control command (high-probability state return command) at the time of the power return error is stored in the RAM 240. In this embodiment, if the probability variation state is present when the power is turned off, it is necessary to start up in the probability variation state upon power restoration, so the power restoration error designation command is stored. When such an initial control command is output, the production control device 150 outputs an internal command to the voice control unit 162 or the lamp control unit 164, and blinks or lights the lamp 153, or the voice 155 Or informing that the state is in a probability fluctuation state.
[0089] 一方、電源断時に確率変動状態ではなかった場合、低確率状態で起動したことを 示すように初期制御コマンドを演出制御装置 150に出力する。すなわち、復帰情報 に基づいて通常状態開始指定コマンドを出力する。以後、ステップ S520で格納した 復帰コマンドを RAM240に格納して出力し、特別図柄作動記憶カウンタに関する情 報を RAM240に格納して出力し、特別遊技管理処理に係る状態に基づ!/、た情報を RAM240に格納して出力する等の種々の処理を実行し、演出制御装置 150では、 それらコマンド等に基づ 、て所定の処理を行う。 On the other hand, if the probability variation state is not established when the power is turned off, an initial control command is output to the effect control device 150 so as to indicate that the apparatus has been activated in the low probability state. That is, a normal state start designation command is output based on the return information. Thereafter, the return command stored in step S520 is stored and output in the RAM 240, and information related to the special symbol operation memory counter is stored and output in the RAM 240, based on the state related to the special game management process. Are stored in the RAM 240 and output, and the production control device 150 performs predetermined processing based on these commands and the like.
[0090] ステップ S612の処理が終了すると、一連の処理を終了して元の処理に復帰させる なお、図 14の演出制御装置復帰処理においてステップ S604、 S606の処理は省 略してちよい。  [0090] When the process of step S612 is completed, the series of processes is ended and the process returns to the original process. Note that the processes of steps S604 and S606 may be omitted in the effect control device return process of FIG.
なお、上記第 1および第 2の実施の形態においては、復帰情報に基づいて電源遮 断前の状態が確率変動状態であると判定したときは、通知を行うように構成したが、こ れに限らず、電源遮断前の状態が確率変動状態でなくても確率変動状態が確定し た状態であると判定したときは、通知を行うように構成することもできる。  In the first and second embodiments described above, a notification is made when it is determined that the state before the power shutoff is a probability variation state based on the return information. Not limited to this, when it is determined that the probability variation state is confirmed even if the state before the power-off is not the probability variation state, a notification can be made.
[0091] また、上記第 1および第 2の実施の形態においては、復帰情報に基づいて電源遮 断前の状態が確率変動状態であると判定したときは、通知を行うように構成したが、こ れに限らず、電源遮断前の状態が確率変動状態であっても特賞状態または図柄変 動中であると判定したときは、通知を行わないように構成することもできる。電源が遮 断される態様としては、大きく 2つのケースに分けることができる。 1つ目は、パチンコ ホールの閉店時に日常業務として電源を遮断する場合である。 2つ目は、営業中に 停電により電源が遮断してしまう場合である。上記第 1および第 2の実施の形態では 、電源遮断前の状態が確率変動状態である場合は、電源の遮断の態様にかかわら ず、必ず通知が行われてしまう。 [0091] Also, in the first and second embodiments described above, when it is determined that the state before the power cut-off is a probability variation state based on the return information, the notification is performed. Not limited to this, even if the state before power-off is a probability fluctuation state, It can also be configured not to notify when it is determined that it is moving. There are two main ways to cut off the power supply. The first is when power is cut off as a daily work when the pachinko hall closes. The second is when the power supply is cut off due to a power failure during business hours. In the first and second embodiments described above, if the state before power-off is a probability variation state, notification is always made regardless of the power-off mode.
[0092] し力しながら、確率変動状態を通知しな!、タイプの遊技機 (「確率変動非報知」の機 能を搭載した遊技機)の場合、その趣旨から確率変動状態が生起したことをできる限 り遊技者に対して通知しな 、ことが好ま 、。それは停電から復帰した場合でも同じ である。そこで、電源遮断前の状態が確率変動状態であっても特賞状態または図柄 変動中である場合は、遊技中の電源遮断である可能性が高いため、通知を行わない 。具体的には、特賞状態の場合には、特賞状態中に外部情報出力ポートの第 1信号 生成部から出力されている大当たり情報信号を RAM240の外部情報記憶領域に記 憶し、電源投入時の CPU初期化処理にお 、て外部情報記憶領域の情報をもとに判 定するか、または特賞発生時に RAM240に設定される特賞中フラグを参照し、特賞 状態であった場合には、通知を行わないように制御すればよい。また、図柄変動中で ある場合には、図柄変動開始時に RAM240に設定される図柄変動時間をカウント する変動時間カウンタタイマを参照し、電源投入時の CPU初期化処理にぉ 、て変動 時間カウンタタイマがカウント中であった場合には、通知を行わないように制御すれ ばよい。 [0092] However, in the case of a type of gaming machine (a gaming machine equipped with the function of “non-notification of probability variation”), the probability variation state has occurred for that purpose. It is preferable to notify the player as much as possible. The same is true when the power recovers from a power outage. Therefore, even if the state before power-off is a probability fluctuation state, if there is a special prize state or symbol fluctuation, there is a high possibility that the power is cut off during the game, so no notification is given. Specifically, in the special prize state, the jackpot information signal output from the first signal generation unit of the external information output port during the special prize state is stored in the external information storage area of the RAM 240, and the power is turned on. In the CPU initialization process, judgment is made based on the information in the external information storage area, or the special prize flag set in the RAM 240 is referred to when a special prize is generated. Control may be performed so that it is not performed. Also, if the symbol is changing, refer to the variable time counter timer that counts the symbol change time set in the RAM240 at the start of the symbol change, and use the variable time counter timer for the CPU initialization process when the power is turned on. If it is counting, control should be performed so that notification is not performed.
[0093] これにより、特賞状態または図柄変動中であった場合に停電力 復帰したときは、 確率変動状態の生起が通知されないので、遊技の趣向が損なわれるのを防止するこ とがでさる。  [0093] Thereby, when the power stoppage is recovered when the special prize state or the symbol is changing, the occurrence of the probability changing state is not notified, so that it is possible to prevent the game taste from being impaired.
これに対し、通知をより限定的に行う構成も考えられる。電源遮断前の状態が確率 変動状態でかつ客待ちデモ中である場合は、閉店時の電源遮断である可能性が高 いため、通知を行うのが好ましい。この場合、電源遮断前の状態が確率変動状態と V、うだけでは通知を行わず、復帰情報に基づ!/、て電源遮断前の状態が確率変動状 態でかつ客待ちデモ中であると判定したときは、通知を行う。 [0094] その他、時刻を測定する電池駆動型のタイマや時計 ICをパチンコ機の主制御部に 設け、電源遮断時の時刻または電源投入時の時刻をタイマから取得し、電源遮断時 の時刻、電源投入時の時刻または電源遮断中の時間に基づいて、通知の有無を判 定するよう〖こする。具体的には、パチンコホールの閉店時に日常業務として電源を遮 断する場合等を判定する。電源遮断中の時間は、電源遮断時の時刻と電源投入時 の時刻の差分を算出すれば得られる。また、意図的な電源遮断時にはブレーカ等を 介して特殊な信号をパチンコ機に出力し、その信号に基づいて、パチンコホールの 閉店時に日常業務として電源を遮断する場合を判定する。そして、日常業務としての 電源遮断でありかつ電源遮断前の状態が確率変動状態であると判定したときは、通 知を行う構成も提案することができる。 On the other hand, the structure which performs notification more restrictively is also considered. If the state before power off is a probability fluctuation state and a waiting-for-customer demonstration is in progress, there is a high possibility that the power is shut off when the store is closed, so it is preferable to notify. In this case, the state before power shutoff is the probability variation state and V, and no notification is made, and based on the return information! /, The state before power shutoff is a probability variation state and a customer waiting demo is in progress If it is determined, notification is made. [0094] In addition, a battery-powered timer or clock IC that measures the time is provided in the main control unit of the pachinko machine, and the time when the power is turned off or the time when the power is turned on is obtained from the timer. Ask them to determine if they are notified based on the time they were turned on or the time they were turned off. Specifically, it is determined whether the power supply is cut off as a daily work when the pachinko hall is closed. The power off time can be obtained by calculating the difference between the time when the power is turned off and the time when the power is turned on. In addition, a special signal is output to the pachinko machine via a breaker, etc. when the power is intentionally shut down, and based on that signal, it is determined whether the power is shut off as a daily work when the pachinko hall is closed. When it is determined that the power is interrupted as a daily work and the state before the power is interrupted is a probability fluctuation state, a configuration for notifying can also be proposed.
[0095] また、上記第 1および第 2の実施の形態においては、演出制御装置 150および図 柄制御装置 152を別々の基板に実装した力 これに限らず、演出制御装置 150およ び図柄制御装置 152を一体に構成し、同一の基板に実装することもできる。  [0095] In the first and second embodiments, the force of mounting the effect control device 150 and the symbol control device 152 on separate boards is not limited to this, and the effect control device 150 and the symbol control The device 152 can be integrated and mounted on the same substrate.
また、上記第 1および第 2の実施の形態において、図 5ないし図 10、図 13および図 14のフローチャートに示す遊技制御処理を実行するにあたってはいずれも、 ROM2 30にあら力じめ格納されている遊技制御プログラムを実行する場合について説明し たが、これに限らず、これらの手順を示したプログラムが記憶された記憶媒体から、そ のプログラムを RAM240に読み込んで実行するようにしてもよ!、。  In the first and second embodiments, the game control process shown in the flowcharts of FIGS. 5 to 10, 13 and 14 is all stored in the ROM 230. However, the present invention is not limited to this, but the program may be read from the storage medium storing the program showing these procedures into the RAM 240 and executed! ,.
[0096] ここで、記憶媒体とは、 RAM, ROM等の半導体記憶媒体、 FD、 HD等の磁気記 憶型記憶媒体、 CD、 CDV、 LD、 DVD等の光学的読取方式記憶媒体、 MO等の磁 気記憶型 Z光学的読取方式記憶媒体であって、電子的、磁気的、光学的等の読み 取り方法のいかんにかかわらず、コンピュータで読み取り可能な記憶媒体であれば、 あらゆる記憶媒体を含むものである。  Here, the storage medium is a semiconductor storage medium such as RAM or ROM, a magnetic storage type storage medium such as FD or HD, an optical reading type storage medium such as CD, CDV, LD, or DVD, or MO. This is a magnetic storage type Z optical reading method storage medium, and any storage medium can be used as long as it is a computer-readable storage medium regardless of electronic, magnetic, optical, etc. Is included.
また、上記第 1および第 2の実施の形態においては、パチンコ機である遊技機に本 発明を適用した場合について説明したが、これに限らず、本発明の主旨を逸脱しな い範囲で他のアミューズメントゲーム機等の遊技機にも適用可能である。  In the first and second embodiments described above, the case where the present invention is applied to a gaming machine that is a pachinko machine has been described. However, the present invention is not limited to this, and other modifications may be made without departing from the gist of the present invention. It can also be applied to gaming machines such as amusement game machines.
産業上の利用の可能性  Industrial applicability
[0097] 以上説明したように、本発明に係る請求項 1または 2記載の遊技機によれば、停電 により電源が遮断されても、電源投入時には電源遮断前の状態に遊技状態が復帰 するので、停電発生によって遊技状態が変更されることなぐ遊技者に不利益を与え る可能性を低減することができるという効果が得られる。また、第 2の遊技状態の生起 中に電源が遮断されても、電源投入時には通知が行われるので、開店時に有利な状 態で遊技が開始されるのを未然に防ぐことができ、遊技者に不当な利益を提供する 可能性を低減することができると 、う効果も得られる。 [0097] As described above, according to the gaming machine according to claim 1 or 2 of the present invention, a power failure occurs. Even if the power is cut off due to the power off, the gaming state is restored to the state before the power is turned off when the power is turned on, so that the possibility that the gaming state is not changed due to the occurrence of a power failure can be reduced. The effect that it can be obtained. In addition, even if the power is shut off during the second gaming state, a notification is given when the power is turned on, so that it is possible to prevent the game from being started in an advantageous state when the store is opened. If the possibility of providing unfair benefits to the company can be reduced, there will be a positive effect.

Claims

請求の範囲 The scope of the claims
[1] 遊技機を駆動するための電源からの電力供給の有無によらずデータを記憶可能な 記憶手段を備え、始動入賞口への入賞を契機として第 1の遊技状態を生起させ、所 定条件の成立により、前記第 1の遊技状態の終了に続けて第 2の遊技状態を、その 旨を通知せずに生起させ、遊技状態の復帰に必要な復帰情報を前記記憶手段に記 憶し、電源投入時には、前記記憶手段の復帰情報に基づいて電源遮断前の状態に 遊技状態を復帰させる遊技機であって、  [1] Equipped with storage means that can store data regardless of whether or not power is supplied from the power supply for driving the gaming machine. When the condition is satisfied, the second gaming state is generated without notifying the end of the first gaming state, and the return information necessary for returning the gaming state is stored in the storage means. A gaming machine that, when powered on, restores the gaming state to the state before power-off based on the return information of the storage means,
電源投入時に、前記記憶手段の復帰情報に基づ!、て電源遮断前の状態が前記第 2の遊技状態であると判定したときは、通知を行うようになっていることを特徴とする遊 技機。  A game is characterized in that when the power is turned on, based on the return information of the storage means, and when it is determined that the state before power-off is the second gaming state, a notification is made. Technician.
[2] 遊技機を駆動するための電源からの電力供給の有無によらずデータを記憶可能な 記憶手段と、遊技者への通知を行う通知手段と、始動入賞口への入賞を契機として 第 1の遊技状態を生起させるか否かの抽選を行う抽選手段と、前記抽選手段の抽選 の結果に基づいて前記第 1の遊技状態を生起させる第 1遊技状態生起手段と、所定 条件の成立により、前記第 1の遊技状態の終了に続けて、前記抽選手段による抽選 の当選確率が通常の遊技状態よりも高い第 2の遊技状態を生起させる第 2遊技状態 生起手段と、前記第 2の遊技状態の生起中は前記通知手段による通知を禁止する 通知禁止手段と、遊技状態の復帰に必要な復帰情報を前記記憶手段に記憶する復 帰情報保存手段と、電源投入時には、前記記憶手段の復帰情報に基づいて電源遮 断前の状態に遊技状態を復帰させる復帰手段とを備える遊技機であって、  [2] A storage means that can store data regardless of whether or not power is supplied from a power source for driving the gaming machine, a notification means that notifies the player, and a winning at the start winning opening A lottery means for performing a lottery to determine whether or not to cause one gaming state; a first game state generating means for causing the first gaming state to be generated based on a result of the lottery by the lottery means; and Following the end of the first gaming state, second gaming state generating means for generating a second gaming state in which the winning probability of the lottery by the lottery means is higher than the normal gaming state; and the second gaming state The notification means for prohibiting notification by the notification means during the occurrence of the state, the return information storage means for storing the return information necessary for returning the gaming state in the storage means, and the return of the storage means when the power is turned on Based on information before power shutoff A gaming machine and a returning means for returning the gaming state to the state,
前記復帰手段は、電源投入時に、前記記憶手段の復帰情報に基づいて電源遮断 前の状態が前記第 2の遊技状態であると判定したときは、前記通知手段による通知 を行うようになって!/ヽることを特徴とする遊技機。  When the power is turned on, the return means performs a notification by the notification means when it is determined that the state before power-off is the second gaming state based on the return information of the storage means. / A gaming machine characterized by scolding.
[3] 請求項 2において、  [3] In claim 2,
当該遊技機の RAMの内容をクリアするための RAMクリアスイッチと、前記当選確 率の変化、または前記 RAMクリアスイッチの操作のタイミングで前記通知手段による 通知を解除する通知解除手段を備えることを特徴とする遊技機。  A RAM clear switch for clearing the contents of the RAM of the gaming machine, and a notification release means for canceling the notification by the notification means at the timing of the change of the winning probability or the operation of the RAM clear switch A gaming machine.
PCT/JP2006/307963 2005-04-28 2006-04-14 Gaming machine WO2006118005A1 (en)

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8523654B2 (en) 2008-01-09 2013-09-03 Aristocrat Technologies Australia Pty Limited Method of gaming, a game controller and a gaming system
US9881445B2 (en) 2010-05-27 2018-01-30 Aristocrat Technology Australia Pty Limited Gaming machine and a method of gaming

Citations (2)

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Publication number Priority date Publication date Assignee Title
JPH08229192A (en) * 1995-02-28 1996-09-10 Sankyo Kk Gaming apparatus
JP2005160738A (en) * 2003-12-02 2005-06-23 Heiwa Corp Game machine and game system therewith

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH08229192A (en) * 1995-02-28 1996-09-10 Sankyo Kk Gaming apparatus
JP2005160738A (en) * 2003-12-02 2005-06-23 Heiwa Corp Game machine and game system therewith

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8523654B2 (en) 2008-01-09 2013-09-03 Aristocrat Technologies Australia Pty Limited Method of gaming, a game controller and a gaming system
US9984537B2 (en) 2008-01-09 2018-05-29 Aristocrat Technologies Australia Pty Limited Method of gaming, a game controller and a gaming system
US9881445B2 (en) 2010-05-27 2018-01-30 Aristocrat Technology Australia Pty Limited Gaming machine and a method of gaming

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