Gaming machine
The gaming machine addresses the lack of control measures before and after forced termination by using RAM clearing and game management states to maintain control integrity and prevent interference with other game operations.
Patent Information
- Authority / Receiving Office
- JP Β· JP
- Patent Type
- Patents
- Current Assignee / Owner
- FUJI SHOJI CO LTD
- Filing Date
- 2022-08-22
- Publication Date
- 2026-06-12
Smart Images

Figure 0007873602000001 
Figure 0007873602000002 
Figure 0007873602000003
Abstract
Description
Technical Field
[0001] The present invention relates to gaming machines such as pachinko machines, arrangement ball machines, mahjong ball gaming machines, slots, and enclosed pachinko machines (regulated gaming machines) that circulate enclosed game balls internally. More specifically, even when the number of gaming value points acquired by a player reaches a certain level or more and the game is forcibly terminated, appropriate processing can be performed regarding the control until the forced termination and the control after the forced termination without affecting the control related to other games. The present invention relates to a gaming machine capable of doing so.
Background Art
[0002] As a conventional gaming machine such as a pachinko machine, for example, a gaming machine as described in Patent Document 1 is known. This gaming machine has a stop function that forcibly terminates the game when the number of prize balls (gaming value points) acquired by the player reaches a certain level or more.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the above-described gaming machine, there is a problem that sufficient measures have not been taken regarding the control immediately before the forced termination and the control after the forced termination when forcibly terminating the game.
[0005] Therefore, in view of the above problems, an object of the present invention is to provide a gaming machine that can perform appropriate processing regarding the control until the forced termination and the control after the forced termination without affecting the control related to other games even when the number of gaming value points acquired by a player reaches a certain level or more and the game is forcibly terminated.
Means for Solving the Problems
[0006] The object of the present invention described above is achieved by the following means. The reference numerals in parentheses indicate embodiments described later, but the present invention is not limited thereto.
[0007] According to the gaming machine of claim 1, A program area where a predetermined program is stored, A RAM that stores predetermined information (for example, the main control RAM 600c shown in Figure 4(a)), A RAM clearing means (for example, the RAM clearing switch 620 shown in Figure 3) capable of performing a RAM clearing process to clear the RAM based on a predetermined operation, A recovery processing means (for example, step S40 shown in Figure 35) that, triggered by power-on, restores the game operation to the state before the detection of the voltage abnormality signal based on backup data stored in the RAM, Out count detection means (for example, the out port switch 50a shown in Figure 3) for detecting game balls that are launched into the game area (for example, the game area 40 shown in Figure 2) or discharged from the game area to outside the game area, A means for detecting the number of winning balls that have passed through the winning slots (for example, the special symbol 1 starting slot 44, special symbol 2 starting slot 45a, upper right general winning slot 49a, upper left general winning slot 49b, left middle general winning slot 49c, lower left general winning slot 49d, and a large winning slot not shown in Figure 2) (for example, the special symbol 1 starting slot switch 44a, special symbol 2 starting slot switch 45a1, upper right general winning slot switch 49a1, upper left general winning slot switch 49b1, left middle general winning slot switch 49c1, lower left general winning slot switch 49d1, and large winning slot switch 46c shown in Figure 3), A counting counter (for example, a difference ball counter) that counts according to the number of outs based on the detection result of the out count detection means and the number of game value based on the detection result of the winning count detection means, When the aforementioned counting counter exceeds a predetermined value, a command transmission means (for example, the main control CPU 600a shown in Figure 3) transmits a specific command (for example, a game stop command), A sub-control means (for example, the sub-control CPU 800a shown in Figure 3) that receives the specific command transmitted by the command transmission means and γ When the aforementioned counting counter (for example, a ball difference counter) exceeds the predetermined value , place Fixed game actions to play Technique stop state and It has a means for stopping the game (for example, the main control CPU 600a shown in Figure 3), The system is configured to transition to multiple game management states depending on the value of the aforementioned counting counter. In the aforementioned game management states, if the counting counter is below the predetermined value and the game does not stop (for example, the operating state flag = "0" or "1"), the power is cut off based on the detection of the voltage abnormality signal, and the game operation returns to the state before the detection of the voltage abnormality signal by the recovery processing means, the system returns to the first game management state with the counting counter initialized (for example, the operating state flag = "0"), If the counting counter exceeds the predetermined value, and the game state is a game management state in a special game state, and the power is cut off based on the detection of the voltage abnormality signal, and the system returns to the game operation before the detection of the voltage abnormality signal by the recovery processing means, the system returns to a second game management state (for example, operation state flag = "2") which transitions to a game stop state after the end of the special game state, by checking the operation flag that manages the game management state or by not initializing the counting counter. The RAM (for example, the main control RAM 600c shown in Figure 4(a)) is divided into at least a first RAM area (for example, the RAM area 600ca within the usage area shown in Figure 4(a)) and a second RAM area (for example, the RAM area 600ce outside the usage area shown in Figure 4(a)), The program area is divided into at least a first program area (for example, the program area 600ba within the usage area shown in Figure 4(b)) and a second program area (for example, the program area 600be outside the usage area shown in Figure 4(b)), The RAM clearing means clears part or all of the RAM in the first RAM area in the program in the first program area (for example, the program area 600ba within the usage area shown in Figure 4(b)) (for example, step S26 shown in Figure 35), and clears part of the RAM in the second RAM area in the program in the second program area (for example, the program area 600be outside the usage area shown in Figure 4(b)) (for example, step S26b shown in Figure 35), In both cases, when the RAM clearing process is performed by the RAM clearing means and when the game operation is returned to the state before the detection of the voltage abnormality signal by the return processing means, the program in the second program area (for example, the program area 600be outside the used area shown in Figure 4(b)) clears a predetermined RAM that is different from the RAM in the second RAM area (for example, step S43a shown in Figure 35), The sub-control means (for example, the sub-control CPU 800a shown in FIG. 3) displays a game stop state display (for example, refer to the image P57 shown in FIG. 45(b-3)) indicating that the game is in the game stop state on a display means (for example, the liquid crystal display device 41 shown in FIG. 2) that displays the display related to the game operation based on receiving the specific command (for example, the game stop command). γ The aforementioned sub-control means (for example, the sub-control CPU 800a shown in Figure 3) has an error notification means that performs error notification, If the error notification means issues an error notification in response to an error occurring before the specific command is received, If, among the aforementioned errors, a first error (for example, a low-priority error) occurs before the specific command is received, and a first error notification is issued, the game will transition to the game stop state, thereby canceling the first error notification. If, among the aforementioned errors, a second error (for example, a fraud error in which the fraud detection board 55 shown in Figure 3 detects fraudulent activity by the player) occurs before the specific command is received, and a second error notification is issued, the second error notification will continue even if the game is stopped (see paragraphs
[0120] and
[0121] of the specification), Even if the second error did not occur before the aforementioned game stop state, and the second error occurs anew after the aforementioned game stop state, the second error notification will still be performed (see paragraph
[0281] of the specification). which is characterized in that ru.
Advantages of the Invention
[0008] According to the present invention, even if the number of game values acquired by the player reaches a certain level or more and the game is forcibly ended, appropriate processing can be performed for the control until the forced end and the control after the forced end without affecting the control related to other games.
Brief Description of the Drawings
[0009] [Figure 1] It is a perspective view showing the appearance of the gaming machine according to the first embodiment of the present invention. [Figure 2] It is a front view of the game board according to the same embodiment. [Figure 3] It is a block diagram showing the control device of the gaming machine according to the same embodiment. [Figure 4] (a) shows the memory area of the main control RAM according to the same embodiment, and (b) is an explanatory diagram for explaining the memory map showing the memory area of the main control ROM according to the same embodiment. [Figure 5] (a) to (e) are example screens illustrating the case where, during fluctuations, the difference in balls exceeds 90,000, and a command to indicate the activation of the suppression device is sent to the sub-control board. [Figure 6] (a) to (c) are example screens to explain what happens when the difference in balls exceeds 95,000 during fluctuations and a game stop command is sent to the sub-control board. [Figure 7] (a) to (e) are example screens to explain what happens when the difference in balls exceeds 95,000 during a jackpot and a warning command for the suppression device is sent to the sub-control board. [Figure 8] (a) to (e) are example screens used to explain that when the difference in balls exceeds 95,000 during a jackpot, a warning command for the suppression device to be activated is sent to the sub-control board, and despite creating a sense of anticipation for the player, the game will be stopped after the jackpot. [Figure 9] (a) to (e) are example screens to explain how to restrict or cancel the promotion animation depending on the state. [Figure 10] This is a flowchart illustrating the main process of the primary control according to the same embodiment. [Figure 11] Figure 10 is a flowchart illustrating the continuation of the main processing of the primary control shown. [Figure 12] Figure 10 is a flowchart illustrating the setting switching process. [Figure 13] This is a flowchart illustrating the power supply abnormality check process. [Figure 14] Figure 11 is a flowchart illustrating the setting for starting gameplay outside the designated area. [Figure 15] Figure 14 is a flowchart illustrating the process of stopping the game. [Figure 16] Figure 11 is a flowchart illustrating the prize ball winning count management process 1. [Figure 17] Figure 16 is a flowchart illustrating the initial setup of the measurement RAM area. [Figure 18]Figure 16 is a flowchart illustrating the counting process shown. [Figure 19] Figure 16 is a flowchart illustrating the counting process. [Figure 20] Figure 16 is a flowchart illustrating the counting process of the suppression device. [Figure 21] This is a flowchart illustrating the timer interrupt processing of the main control according to the same embodiment. [Figure 22] Figure 21 is a flowchart illustrating the suppression device operation management process. [Figure 23] Figure 21 is a flowchart illustrating the processing of normal patterns. [Figure 24] Figure 21 is a flowchart illustrating the special pattern processing shown. [Figure 25] Figure 24 is a flowchart illustrating the start-up check process 1(2). [Figure 26] Figure 24 is a flowchart illustrating the process for initiating the special symbol variation. [Figure 27] Figure 24 is a flowchart illustrating the processing during the special symbol variation. [Figure 28] Figure 24 is a flowchart illustrating the processing during the special pattern confirmation time. [Figure 29] Figure 21 is a flowchart illustrating the processing of areas outside the usage range. [Figure 30] This is a flowchart illustrating the main processing of the sub-control according to the same embodiment. [Figure 31] Figure 30 is a flowchart illustrating the data analysis process. [Figure 32] A flowchart illustrating the command reception process of the sub-control according to the same embodiment. [Figure 33] This is a flowchart illustrating the timer interrupt processing of the sub-control according to the same embodiment. [Figure 34](a) is a flowchart illustrating the initial command list for video, (b) is a flowchart illustrating the regular command list for video, and (c) is a flowchart illustrating the command list for still images. [Figure 35] This flowchart illustrates the continuation of the main processing of the primary control in the second embodiment. [Figure 36] Figure 35 is a flowchart illustrating the processing of areas outside the used memory when RAM is cleared. [Figure 37] Figure 35 is a flowchart illustrating the setting for starting game processing outside the usage area. [Figure 38] Figure 35 is a flowchart illustrating the prize ball winning count management process 1. [Figure 39] This is a flowchart illustrating the timer interrupt processing of the main control according to the second embodiment. [Figure 40] Figure 39 is a flowchart illustrating the processing of areas outside the usage range. [Figure 41] Figure 39 is a flowchart illustrating the counting process of the suppression device. [Figure 42] Figure 39 is a flowchart illustrating the suppression device operation management process. [Figure 43] Figure 39 is a flowchart illustrating the suppression device operation management process 2. [Figure 44] (a) shows an example program for the suppression device operation determination table according to the same embodiment, and (b) shows an example program for the suppression device operation notification command table according to the same embodiment. [Figure 45](a-1) is an example screen illustrating the case where, during a jackpot, the difference in balls exceeds 90,000 and a suppression device activation notification command is sent to the sub-control board. (b-1) is an example screen illustrating the case where, during a jackpot, the difference in balls exceeds 95,000 and a suppression device activation warning command is sent to the sub-control board. (c-1) is an example screen illustrating the case where an error is displayed in the state shown in (b-1). (a-2) is an example screen illustrating the case where an error is displayed in the state shown in (b-1). (b-2) is an example screen illustrating only that the saving function is active. (c-2) is an example screen illustrating that the saving function is active, along with an error display and a right-hand shooting display. Furthermore, (a-3) is an example screen illustrating the case where, in the state shown in (b-1), multiple errors are displayed. (b-3) is an example screen illustrating that the saving function is active, along with some error displays, a ball payout display, and a QR code (registered trademark) display. [Figure 46] Figures (a-1) to (d-1) show example screens at the end of a jackpot game, where the movable mechanism operates during the consecutive win animation, decorative lamps light up in rainbow colors, or the voice prompt "Rush Mode Continues!!" is played, indicating that the advantageous state will continue until the next win. Figures (a-2) to (d-2) illustrate the case where, after the difference in balls exceeds 95,000, a warning command for the suppression device to activate is sent to the sub-control board, and only the LCD display shown in (a-1) to (d-1) shows that the saving function will activate after the jackpot game. Figures (a-3) to (d-3) illustrate the case where, after the difference in balls exceeds 95,000, a warning command for the suppression device to activate is sent to the sub-control board, and in addition to the LCD display shown in (a-1) to (d-1) showing that the saving function will activate after the jackpot game, sound and decorative lamp processing are also performed. [Figure 47]These are diagrams to explain the scenarios during a big win. (a) explains the scenario for a normal big win where no consecutive bonus rounds occur. (b) explains the scenario when the consecutive bonus rounds occur. (c) explains the scenario when the consecutive bonus rounds occur but the saving function is activated. [Figure 48] (a) and (b) are diagrams showing example screens of modified displays that show a warning message for the suppression device (saving function). [Modes for carrying out the invention]
[0010] <Description of the first embodiment> Hereinafter, a first embodiment, which is one embodiment of the gaming machine according to the present invention, will be specifically described with reference to the drawings, using a pachinko gaming machine as an example. In the following description, when the directions of up, down, left, and right are indicated, they refer to the up, down, left, and right directions as viewed from the front as shown in the drawings.
[0011] <Explanation of the external configuration of a pachinko gaming machine> First, the external configuration of the pachinko game machine according to this embodiment will be described with reference to Figures 1 to 3.
[0012] <Explanation of the external appearance of the front of a pachinko machine>
[0013] As shown in Figure 1, the pachinko game machine 1 consists of a rectangular front frame 3 attached to the front of a wooden outer frame 2 so as to be openable and closable, and a game board 4 mounted inside a game board storage frame (not shown) attached to the back of the front frame 3. The game board 4 is mounted with the game area 40 shown in Figure 2 facing forward, and as shown in Figure 1, a glass door frame 5 supporting transparent glass is provided on the front side of this game area 40. The game area 40 consists of an area surrounded by ball guide rails 6 (see Figure 2) arranged on the surface of the game board 4.
[0014] On the other hand, as shown in Figure 1, the pachinko game machine 1 has a front operation panel 7 located below the glass door frame 5, and an upper tray unit 8 is provided on the front operation panel 7. An upper tray 9 for storing dispensed game balls is integrally formed on this upper tray unit 8. The front operation panel 7 is also provided with a ball dispensing button 11 and a prepaid card dispensing button 12 (card return button 12). On the surface of the upper tray 9, there is a push-button type effect button device 13 that can be pressed by the player when a built-in lamp (not shown) is lit to change the effect of the game. The upper tray 9 is also provided with a ball removal button 14 for removing the game balls stored in the upper tray 9 downwards, and a setting button 15 consisting of roughly a cross key is also provided. This setting button 15 is operable by the player and consists of a circular confirmation key 15a located in the center, a triangular upper key 15b located above the confirmation key 15a in the diagram, a triangular left key 15c located to the left of the confirmation key 15a in the diagram, a triangular right key 15d located to the right of the confirmation key 15a in the diagram, and a triangular lower key 15e located below the confirmation key 15a in the diagram.
[0015] On the other hand, as shown in Figure 1, a launch handle 16 for operating the launch unit is provided on the right end of the front control panel 7, and speakers 17 for emitting background music (BGM) and sound effects are provided on both upper sides of the front frame 3 and near the launch handle 16. Decorative lamps such as full-color LED lamps that produce a visual effect through light decoration are arranged around the perimeter of the front frame 3.
[0016] <Description of the external structure of the game board> On the other hand, as shown in Figure 2, a liquid crystal display device 41, consisting of an LCD (Liquid Crystal Display) or the like, is positioned approximately in the center of the game area 40 of the game board 4. This liquid crystal display device 41 divides the display area into three areas: left, center, and right, and is capable of independently displaying numbers, characters, text (such as character dialogue or lyrics), or patterns (special patterns and regular patterns). Decorative upper decorations 42a, left decoration 42b, and right decoration 42c are provided around this liquid crystal display device 41, and a movable mechanism device 43 is positioned on the back side of these upper decorations 42a, left decoration 42b, and right decoration 42c. Decorative lamps, such as full-color LED lamps, are positioned on the upper decorations 42a, left decoration 42b, and right decoration 42c to produce visual effects through light decoration.
[0017] As shown in Figure 2, this movable mechanism 43 consists of an upper movable mechanism 43a that performs predetermined performance actions as the game progresses, a left movable mechanism 43b, a right movable mechanism 43c, an upper left movable mechanism 43d, and a motor (not shown) such as a two-phase stepping motor that drives the upper, left, right, and upper left movable mechanisms 43a to 43d, respectively. Decorative lamps such as full-color LED lamps that produce performance effects through light decoration are arranged on these upper, left, right, and upper left movable mechanisms 43a to 43d.
[0018] On the other hand, directly below the liquid crystal display device 41 is a special symbol 1 start slot 44, and inside it is a special symbol 1 start slot switch 44a (see Figure 3) for detecting winning balls. The number of valid winning balls detected by this special symbol 1 start slot switch 44a (see Figure 3), i.e., the number of first start reserved balls, is displayed on the liquid crystal display device 41 at a predetermined number (for example, 4). This first start reserved ball count is increased by 1 (+1) when a game ball enters the special symbol 1 start slot 44 and is detected by the special symbol 1 start slot switch 44a (see Figure 3), and decreased by 1 (-1) when the display of special symbols such as numbers, characters, or patterns (decorative patterns) begins to change. Decorative lamps such as full-color LED lamps that produce visual effects through light decoration are arranged around the special symbol 1 start slot 44.
[0019] On the other hand, a special symbol 2 start device 45 is located on the lower right side of the liquid crystal display device 41, as shown in Figure 2. This special symbol 2 start device 45 consists of a special symbol 2 start port 45a, an opening / closing section 45b that can change between an "open state" allowing game balls to enter the special symbol 2 start port 45a and a "closed state" preventing game balls from entering, a ball entry guide section 45c that can change between a "guided state" that guides game balls toward the special symbol 2 start port 45a and a "non-guided state" that does not guide them, and a special symbol 2 start port switch 45a1 (see Figure 3) that detects game balls that have entered the special symbol 2 start port 45a.
[0020] The special symbol 2 start port 45a opens slightly to the right in the front left-right direction shown in Figure 2, and a special symbol 2 start port switch 45a1 (see Figure 3) for detecting winning balls is provided inside the special symbol 2 start port 45a. The number of valid winning balls detected by this special symbol 2 start port switch 45a1 (see Figure 3), i.e., the number of second start reserved balls, is displayed on the liquid crystal display device 41 by a predetermined number (for example, 4). This number of second start reserved balls is increased by 1 (+1) when a game ball enters the special symbol 2 start port 45a and is detected by the special symbol 2 start port switch 45a1 (see Figure 3), and decreased by 1 (-1) when the display of special symbols such as numbers, characters, or patterns (decorative patterns) begins to change.
[0021] The opening / closing section 45b includes an opening / closing member (not shown) that is movable in the left-right direction relative to the special symbol 2 start opening 45a, and a standard electric mechanism solenoid 45b2 (see Figure 3) that drives and controls the opening / closing member (not shown). When the opening / closing section 45b is in the closed state, the opening / closing member (not shown) protrudes into the special symbol 2 start opening 45a to prevent game balls from entering the special symbol 2 start opening 45a, and when it is in the open state, it retracts to allow game balls to enter the special symbol 2 start opening 45a.
[0022] The ball entry guide section 45c includes a guide member (not shown) that slopes downward from right to left as shown in Figure 2 (sloping downward toward the special symbol 2 start opening 45a side). This guide member (not shown) is driven and controlled by a standard electric mechanism solenoid 45b2 (see Figure 3).
[0023] In the ball entry guide section 45c, when in the guiding state, the guide member (not shown) slides out to the front side of the game area 40 (towards the glass door frame 5 shown in Figure 1), guiding any game balls that land on it to the special symbol 2 start opening 45a. When in the non-guiding state, the guide member (not shown) slides backward (towards the rear side of the game area 40) and retracts. As a result, even if a game ball lands on the guide member (not shown) when it is in the guiding state, if the state changes to non-guiding before the game ball enters the special symbol 2 start opening 45a and the guide member (not shown) slides backward, the game ball will flow downstream without entering the special symbol 2 start opening 45a. The guide member (not shown) and the opening / closing member (not shown) are designed to operate in conjunction with each other.
[0024] In the following, the special symbol 2 starting device 45 described above may be referred to as a regular electric mechanism. The special symbol 2 starting device 45 is also equipped with decorative lamps such as full-color LED lamps that produce visual effects through light decoration.
[0025] On the other hand, to the right of the special symbol 1 starting opening 44, a prize-winning device 46 is positioned as shown in Figure 2. When the special symbol lottery described later is won, that is, when the game is in a winning state, the opening / closing door 46a is driven and controlled by a special electric mechanism solenoid 46b (see Figure 3) so that the large prize-winning opening (not shown), which is closed by the opening / closing door 46a, opens, allowing the game ball to enter the large prize-winning opening (not shown). The game ball that enters the large prize-winning opening (not shown) is detected as a prize ball by a large prize-winning opening switch 46c (see Figure 3) located inside the large prize-winning opening (not shown).
[0026] On the other hand, when the special symbol lottery is not won, that is, when the game is not in a winning state, the opening and closing door 46a is driven and controlled by the special electric mechanism solenoid 46b (see Figure 3), and the large prize opening (not shown) is closed. As a result, it becomes impossible for game balls to enter the large prize opening (not shown). Hereafter, the device consisting of such an opening and closing door 46a and the special electric mechanism solenoid 46b may be referred to as the special electric mechanism. In addition, the prize winning device 46 is equipped with decorative lamps such as full-color LED lamps that produce visual effects through light decoration.
[0027] Incidentally, the prize-winning device 46 is equipped with a distribution device 47, which has a conventionally known structure. As shown in Figure 2, this distribution device 47 is equipped with a V-area 47a and an out-out opening 47b, and when a game ball enters the large prize-winning opening (not shown), the game ball is distributed to either the V-area 47a or the out-out opening 47b. The distribution device 47 is configured to distribute game balls that enter the large prize-winning opening (not shown) to the out-out opening 47b, rather than to the V-area 47a, unless a predetermined game state is reached.
[0028] On the other hand, as shown in Figure 2, a regular symbol start opening 48 consisting of a gate is located in the upper right part of the liquid crystal display device 41, and a regular symbol start opening switch 48a (see Figure 3) for detecting the passage of a game ball is provided inside it. In addition, general prize openings 49 are located to the right of the prize winning device 46 and to the left of the special symbol 1 start opening 44. These general prize openings 49 consist of an upper right general prize opening 49a located to the right of the prize winning device 46, an upper left general prize opening 49b located to the left of the special symbol 1 start opening 44, a left middle general prize opening 49c, and a lower left general prize opening 49d. Furthermore, the upper right general prize slot 49a is equipped with an upper right general prize slot switch 49a1 (see Figure 3) to detect the passage of a game ball, the upper left general prize slot 49b is equipped with an upper left general prize slot switch 49b1 (see Figure 3) to detect the passage of a game ball, the middle left general prize slot 49c is equipped with a middle left general prize slot switch 49c1 (see Figure 3) to detect the passage of a game ball, and the lower left general prize slot 49d is equipped with a lower left general prize slot switch 49d1 (see Figure 3) to detect the passage of a game ball. In addition, decorative lamps such as full-color LED lamps that produce a visual effect through light decoration are placed inside the general prize slots 49.
[0029] On the other hand, directly below the special symbol 1 starting opening 44, there is an outlet opening 50 into which game balls (out balls) that have flowed down to the lowest part of the game area 40 without winning a prize are collected. Game balls that enter this outlet opening 50 are detected as non-winning balls by an outlet opening switch 50a (see Figure 3) located inside the machine. Furthermore, the winning balls mentioned above also flow down to the lowest part of the game board 4 via the back side, and are therefore also detected by the outlet opening switch 50a (see Figure 3). Thus, the outlet opening switch 50a (see Figure 3) detects the total number of out balls discharged, that is, the same number of game balls as the number of game balls launched into the game area 40 by the launch handle 16. In addition, when counting the game balls launched into the game area 40 by the launch handle 16, a switch may be provided at the point where the balls enter the game area 40 from the ball guidance rail 6 to perform the counting.
[0030] On the other hand, the lower right edge of the game area 40 of the game board 4 is configured with three 7-segment displays arranged in a row. Two of these 7-segment displays are special symbol display devices 51, and the other 7-segment display device 53a displays special symbol 1, special symbol 2, the number of balls held for starting normal symbols, and the game state (for example, advantageous game state). As shown in Figure 2, this special symbol display device 51 is composed of a special symbol 1 display device 51a and a special symbol 2 display device 51b. To the left of the special symbol 1 display device 51a is a normal symbol display device 52 consisting of one LED. Furthermore, there is a round lamp 53b that notifies the number of rounds in a jackpot game, and a right-hand shooting notification lamp 53c that notifies right-hand shooting.
[0031] Furthermore, an identification lamp device 51A that displays identification information corresponding to special design 1 and special design 2 is provided on the upper end side of the left ornament 43b.
[0032] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab to inform the player of information regarding the status of special symbols 1 and 2, or whether special symbols 1 and 2 are winning or losing. The first identification lamp 51Aa corresponds to special symbol 1, and the second identification lamp 51Ab corresponds to special symbol 2. When special symbol 1 is changing, the first identification lamp 51Aa flashes; when special symbol 1 is a winning symbol, the first identification lamp 51Aa lights up; and when special symbol 1 is a losing symbol, the first identification lamp 51Aa turns off. Furthermore, when special symbol 2 is changing, the second identification lamp 51Ab flashes; when special symbol 2 is a winning symbol, the second identification lamp 51Ab lights up; and when special symbol 2 is a losing symbol, the second identification lamp 51Ab turns off.
[0033] In addition, although not shown in the illustration, multiple game pins are arranged in the game area 40 of the game board 4, and a windmill 54 is arranged as a member for changing the direction of the falling game ball.
[0034] <Description of the control device> Next, a control device that performs electronic control according to the progress of the game, installed inside the pachinko game machine 1 having the external configuration described above, will be explained using Figure 3. As shown in Figure 3, this control device mainly consists of a main control board 60 that controls the overall game operation, a payout / launch control board 70 that dispenses game balls based on control commands from the main control board 60, and a sub-control board 80 that controls images, light, and sound.
[0035] <Explanation regarding the main control board> The main control board 60 mainly consists of a one-chip microcomputer 600 composed of a main control CPU 600a, a main control ROM 600b that stores a game program describing a series of game control procedures, and a main control RAM 600c that functions as a work area and buffer memory, a measurement / setting display device 610 consisting of 7 segments that serves to display information (performance display) such as the ratio of how many prize balls were awarded during low probability periods (the normal low probability state for winning the lottery), and the setting content of the probability that generates a game state advantageous to the player, a RAM clear switch 620, and a setting key switch 630.
[0036] The main control board 60, configured in this way, is connected to a payout and launch control board 70 that controls the payout motor M to dispense game balls. Furthermore, the following are connected: a special symbol 1 start-up switch 44a for detecting entry into the special symbol 1 start-up 44; a special symbol 2 start-up switch 45a1 for detecting entry into the special symbol 2 start-up 45a; a normal symbol start-up switch 48a for detecting passage through the normal symbol start-up 48; a right-right general prize-winning switch 49a1, a left-right general prize-winning switch 49b1, a left-center general prize-winning switch 49c1, and a left-bottom general prize-winning switch 49d1 for detecting entry into the general prize-winning 49 (upper right general prize-winning 49a, upper left general prize-winning 49b, left-middle general prize-winning 49c, and lower left general prize-winning 49d); a large prize-winning 46c for detecting entry into the large prize-winning 4 (not shown) which is opened or closed by the opening / closing door 46a; and an out-out switch 50a capable of detecting the same number of game balls as the game balls launched into the game area 40 by the launch handle 16. Furthermore, the following are connected: a standard electric solenoid 45b2 that drives and controls an opening / closing member (not shown) and a guide member (not shown); a special electric solenoid 46b that controls the operation of the opening / closing door 46a; a distribution device 47; a special symbol 1 display device 51a; a special symbol 2 display device 51b; a standard symbol display device 52; a 7-segment display device 53a; a round lamp 53b; and a right-hand shooting notification lamp 53c. Furthermore, a fraud detection board 55 that detects fraudulent activity by the player is also connected.
[0037] The main control board 60, configured in this way, receives signals from the special symbol 1 start switch 44a, the special symbol 2 start switch 45a1, or the normal symbol start switch 47a via the main control CPU 600a. It then performs a lottery and determines the variation pattern of the special symbols, the stop symbols, or the display content of the normal symbols based on the winning or losing information of the lottery result. This determined information is then transmitted to the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. As a result, the lottery result is displayed on the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. Furthermore, the main control board 60, i.e., the main control CPU 600a, generates a performance control command DI_CMD containing the determined information and transmits it to the sub-control board 80. Furthermore, when the main control board 60, i.e., the main control CPU 600a, receives signals from the special symbol 1 start switch 44a, the special symbol 2 start switch 45a, the upper right general prize slot switch 49a1, the upper left general prize slot switch 49b1, the left middle general prize slot switch 49c1, the lower left general prize slot switch 49d1, and the large prize slot switch 46c, it decides how many game balls to pay out to the player and sends a payout control command PAY_CMD containing the decided information to the payout / launch control board 70, which then pays out the game balls to the player.
[0038] Furthermore, if the lottery results in a regular symbol being drawn, the regular electric mechanism solenoid 45b2 is driven and controlled to keep the opening / closing member (not shown) in the open state and the guide member (not shown) in the guide state for a predetermined time. If the lottery results in a special symbol being drawn, the special electric mechanism solenoid 46b is controlled to open the large prize opening (not shown).
[0039] In a mixed type 1 and 2 gaming machine, when a minor win is achieved, the opening and closing door 46a is controlled to repeatedly open and close the large prize opening (not shown), and when a game ball enters the large prize opening (not shown), the distribution device 47 is controlled so that the game ball is distributed to the V area 47a.
[0040] On the other hand, the main control board 60, i.e., the main control CPU 600a, measures the number of prize balls each time it receives a signal from the special symbol 1 start switch 44a, the special symbol 2 start switch 45a1, the upper right general prize switch 49a1, the upper left general prize switch 49b1, the left middle general prize switch 49c1, the lower left general prize switch 49d1, and the large prize switch 46c, and measures the total number of game balls dispensed each time it receives a signal from the out switch 50a. Then, based on the measured number of prize balls and the total number of game balls dispensed, the main control board 60, i.e., the main control CPU 600a, outputs information (performance display) regarding the ratio of how many prize balls were awarded during low probability periods to the measurement / setting display device 610. As a result, information (performance display) regarding the ratio of how many prize balls were awarded during low probability periods is displayed on the measurement / setting display device 610.
[0041] Furthermore, the measurement and setting display device 610 can display the probability settings for generating a game state favorable to the player in six stages, for example, from "1" to "6". Therefore, to change these settings, a dedicated key is inserted into the setting key switch 630, and when it is turned ON, the RAM clear switch 620 allows the probability settings for generating a game state favorable to the player to be changed in six stages, for example, from "1" to "6" (for example, setting "6" has the highest probability of generating a game state favorable to the player, and setting "1" has the lowest probability of generating a game state favorable to the player). The changed settings are then displayed on the measurement and setting display device 610, and once the setting change is confirmed, the dot on the lower right side of the 7-segment display lights up to indicate that the setting has been confirmed.
[0042] On the other hand, the RAM clear switch 620 is configured such that, when pressed, the entire memory area of ββthe main control RAM 600c is not cleared, but only a portion of the memory area is cleared. That is, as shown in Figure 4(a), the main control RAM 600c has memory space addresses 0000H to 0200H, with memory space addresses 0000H to 0100H being the RAM area 600ca used as a work area during game processing such as lottery processing, memory space addresses 0100H to 0110H being the unused area 600cb, memory space addresses 0110H to 0130H being the stack area 600cc used during game processing such as lottery processing, and memory space addresses 0130H to 0150H being... The unused area 600cd consists of an unused RAM area 600ce, where memory space addresses 0150H to 0190H store the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes measured by the main control board 60, i.e., the main control CPU 600a. The unused area 600cf consists of an unused stack area 600cg, where memory space addresses 0190H to 01E0H store the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, etc.
[0043] On the other hand, as shown in Figure 4(b), the main control ROM 600b has memory space addresses 8000H to A800H, with memory space addresses 8000H to 8B90H being the program area 600ba within the used area where programs used during game processing such as lottery processing are stored, memory space addresses 8B90H to 9000H being the unused area 600bb, memory space addresses 9000H to 9A00H being the data area 600bc within the used area where data used during game processing such as lottery processing is stored, memory space addresses 9A00H to 9C00H being the unused area 600bd, and memory space addresses 9C00H to A010H The memory is composed of the following areas: 600be, an unused program area where a program used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes; 600bf, an unused area, where data used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, is stored; 600bg, an unused data area, where data used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, is stored; 600bh, an unused area, where data used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, is stored; 600bi, a vector table area, where data used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, is stored; 600bf, an unused area, where data used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, is stored; 600bg, an unused area, where data used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, is stored; 600bi, a vector table area, where data used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, is stored; 600bf, an unused area, where data used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, is stored; 600bf, an unused data
[0044] On the other hand, when the main control board 60, i.e., the main control CPU 600a, receives a fraud detection signal from a magnetic sensor, radio wave sensor, or vibration sensor mounted on the fraud detection board 55 that detects fraudulent activity by a player, it generates a fraud error command (performance control command DI_CMD) and transmits it to the sub-control board 80.
[0045] <Explanation regarding the dispensing and firing control board> The payout / launch control board 70 receives the payout control command PAY_CMD from the main control board 60 (main control CPU 600a) and generates a payout motor signal based on the received payout control command PAY_CMD. Then, it controls the payout motor M with the generated payout motor signal and dispenses game balls to the player. Furthermore, the payout / launch control board 70 performs processing to start or stop the operation of launching game balls in response to the player's operation, based on the prize ball counting signal indicating the game ball dispensing operation and status signals related to abnormalities in the dispensing operation.
[0046] On the other hand, a touch sensor is provided on the periphery of the launch handle 16 shown in Figure 1. When a player's hand touches the touch sensor on the launch handle 16, the touch sensor outputs a detection signal to the payout / launch control board 70, as shown in Figure 3. In response, the payout / launch control board 70 transmits the detection signal to the main control board 60 (main control CPU 600a). The main control board 60 (main control CPU 600a) then transmits the detection signal to the sub-control board 80 as a performance control command DI_CMD. This makes it possible to transmit information to the sub-control board 80 as to whether or not the player touched the handle 16 to play the game.
[0047] Incidentally, the payout / launch control board 70 also handles the process of dispensing balls to the player. That is, when the ball dispensing button 11 shown in Figures 1 and 3 is pressed, a ball dispensing signal is transmitted to the CR unit (not shown), which is located adjacent to the pachinko game machine 1. In response, the CR unit transmits a ball dispensing request signal to the payout / launch control board 70. The payout / launch control board 70 then receives this signal, dispenses game balls to the player, and once the dispensing is complete, transmits a ball dispensing completion signal to the CR unit. Thus, the payout / launch control board 70 handles the process of dispensing balls to the player.
[0048] <Explanation regarding the sub-control board> The sub-control board 80 is equipped with a sub-one-chip microcontroller 800, which consists of a sub-control CPU 800a that receives the performance control command DI_CMD from the main control board 60 (main control CPU 600a) and executes and controls various performances, as well as controlling the display image shown on the liquid crystal display device 41; a sub-control ROM 800b that stores a control program describing the performance control procedure, etc.; and a sub-control RAM 800c that functions as a work area and buffer memory, etc.
[0049] Furthermore, the sub-control board 80 is equipped with a sound LSI 801 that generates desired background music and sound effects, a sound RAM 802 that functions as a work area and buffer memory, a VDP 803 that generates image data to be displayed on the liquid crystal display 41 based on instructions from the sub-one-chip microcontroller 800, a DDR2SDRAM 804 which consists of a work area for decompressing video compression data and a frame buffer area for temporarily storing image data displayed on the liquid crystal display 41, and a game ROM 805 which pre-stores CG data for still image compression data and video compression data, as well as sound data such as background music and sound effects. A still image is a so-called sprite image, which represents a single image such as text data such as characters, a background image, or a special symbol. A video, on the other hand, means a collection of multiple still images (multiple frames) that change continuously, and smooth operation is reproduced by drawing multiple still images in succession on the liquid crystal display 41.
[0050] The sub-control board 80 configured in this way is connected to a decorative lamp board 90 which is equipped with decorative lamps such as full-color LED lamps that produce lamp effects, and a push-button type effect button device 13 which can be pressed by the player when the built-in lamp (not shown) is lit to change the effect, and a speaker 17 which emits BGM and sound effects is connected. Furthermore, the sub-control board 80 is connected to a movable mechanism device 43 which performs predetermined effect actions as the game progresses, an identification lamp device 51A which informs the player of information such as when special symbols 1 and 2 are changing, or whether special symbols 1 and 2 are winning or losing, a setting button 15 which allows various settings to be made, and a liquid crystal display device 41.
[0051] Thus, the sub-control board 80 configured in this way receives a performance control command DI_CMD from the main control board 60 (main control CPU 600a) that contains basic information necessary for special symbol variation patterns based on the lottery results, the current game state, the number of balls held at the start, and decorative symbols to be stopped based on the lottery results, via the sub-control CPU 800a. The sub-control CPU 800a then randomly selects a performance pattern corresponding to the received performance control command DI_CMD from a large number of performance patterns pre-stored in the sub-control ROM 800b, and temporarily stores a control signal instructing the execution of the selected performance pattern in the sub-control RAM 800c.
[0052] The sub-control CPU 800a transmits the sound control signal, which is one of the control signals that instructs the execution of the performance pattern stored in the sub-control RAM 800c, to the sound LSI 801. In response, the sound LSI 801 reads the sound data corresponding to the control signal from the game ROM 805 or sound RAM 802 and outputs it to the speaker 17. As a result, the speaker 17 emits background music and sound effects corresponding to the determined performance pattern.
[0053] Furthermore, the sub-control CPU 800a transmits control signals related to light, among the control signals that instruct the execution of the performance patterns stored in the sub-control RAM 800c, to the decorative lamp board 90. As a result, the decorative lamp board 90 controls the decorative lamps, such as full-color LED lamps that produce the lamp performance effect, to turn them on or off, and the lamp performance corresponding to the determined performance pattern is executed.
[0054] The sub-control CPU 800a then sends a command list related to images, which is one of the control signals that instructs the execution of the performance pattern stored in the sub-control RAM 800c, to the VDP 803. As a result, the VDP 803 generates image data to display an image based on the command list and sends the generated image data to the liquid crystal display device 41, so that the image corresponding to the determined performance pattern is displayed on the liquid crystal display device 41. The image data displayed on the liquid crystal display device 41 is updated every frame, but in order for the sub-one-chip microcontroller 800 (sub-control CPU 800a) to know when the display operation of one frame is complete, the VDP 803 sends a VSYNC (vertical synchronization signal) as an interrupt signal to the sub-control CPU 800a as shown in Figure 3. This allows the sub-control CPU 800a to know that the image data for one frame has been displayed on the liquid crystal display device 41. This VSYNC interrupt signal is generated, for example, every 33ms.
[0055] Furthermore, the sub-control CPU 800a transmits the control signals related to the movable mechanism, which are among the control signals that instruct the execution of the performance patterns stored in the sub-control RAM 800c, to the movable mechanism device 43. As a result, the movable mechanism device 43 moves in accordance with the determined performance pattern.
[0056] <Explanation of the power supply board> Incidentally, the power supply to each of the boards described above is provided by the power supply board 130 shown in Figure 3. This power supply board 130 is composed of a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. The voltage generation unit 1300 receives an AC voltage of 24V, which is an external power supply supplied from a transformer (not shown) installed in the amusement parlor, and generates several types of DC voltages. These generated DC voltages are supplied to each board (not shown).
[0057] Furthermore, the voltage monitoring unit 1310 monitors the AC24V voltage, and if it detects a voltage anomaly due to a voltage interruption or power outage, it outputs a voltage anomaly signal ALARM to the main control board 60. The voltage anomaly signal ALARM outputs a "L" level signal when there is a voltage anomaly and a "H" level signal when the voltage is normal.
[0058] On the other hand, the system reset generation unit 1320 generates a system reset signal RST when the power is turned on, and this generated system reset signal RST is output to each board.
[0059] <Explanation of the suppression device (saving function)> By the way, the pachinko game machine 1 described above is equipped with a suppression device (saving function) that stops the game once the player has won a certain number of prize balls. The following will explain this suppression device (saving function).
[0060] <Overview of the suppression device (saving function)> The suppression device (saving function) stops the game when the difference in balls exceeds 95,000. The difference in balls is calculated as "the number of game balls dispensed to the player" - "the number of game balls launched by the player into the game area 40 using the launch handle 16" = "the number of prize balls actually won by the player". This difference in balls is counted by the main control CPU 600a using a difference in ball counter. This difference in ball counter is set (cleared) to 100,000 balls when the power is turned on, and is deducted by 1 (-1) each time the player launches a game ball into the game area 40 using the launch handle 16. The number of prize balls is added (+) each time a game ball enters the special symbol 1 start opening 44, special symbol 2 start opening 45a, upper right general prize opening 49a, upper left general prize opening 49b, left middle general prize opening 49c, lower left general prize opening 49d, or the large prize opening (not shown) as shown in Figure 2. Therefore, since the counter is reduced by 1 each time a game ball is launched, the game starts with a ball count of 100,000. If the saving function is not activated and the hall (amusement parlor) closes for the day, the ball count will be reset to 100,000 the following day when an employee of the hall (amusement parlor) turns the power of the pachinko game machine 1 ON / OFF.
[0061] Thus, if the difference in balls, as a result of counting using this ball difference counter, exceeds 95,000 balls (when the ball difference counter > 195,000), the game will be stopped. This game stop state can be released by pressing the RAM clear switch 620 (see Figure 3) and clearing the main control RAM 600c. If the pachinko game machine 1 is powered back on without pressing the RAM clear switch 620 and without clearing the main control RAM 600c, the game will remain stopped.
[0062] By the way, the process for stopping the game when the difference in balls exceeds 95,000 differs depending on whether it is during normal gameplay or during a jackpot game. Specifically, during normal gameplay (a state where symbol changes are possible but a jackpot has not been hit; this includes symbol changes during probability changes and time-saving modes), the game is stopped immediately when the difference in balls exceeds 95,000.
[0063] On the other hand, if a jackpot is in progress, the game will be stopped once that jackpot ends.
[0064] <Explanation of the control of the suppression device (saving function)> Next, we will explain the control of the suppression device (saving function).
[0065] The control of this suppression device (saving function) is performed in stages according to the state of the ball difference before the suppression device (saving function) is activated. When the state changes, the main control board 60 (main control CPU 600a) sends a performance control command DI_CMD to the sub-control board 80, notifying the sub-control board 80 of the state. Specifically, the following four basic states will be notified.
[0066] (1) When the suppression device (saving function) is not activated This state indicates that there is still time before the game is stopped, but the player has no way of knowing how much time is left before the game is stopped.
[0067] (2) When the suppression device (saving function) is in an alert state This state occurs when the difference in balls exceeds 90,000, and there are fewer than 5,000 balls remaining before the game stops. At this time, the main control board 60 (main control CPU 600a) sends a suppression device activation notification command (performance control command DI_CMD) to the sub-control board 80.
[0068] By the way, the above states (1) and (2) alternate. Therefore, each time the system transitions from state (1) to state (2), the main control board 60 (main control CPU 600a) sends a suppression device activation notification command (performance control command DI_CMD) to the sub-control board 80.
[0069] On the other hand, when the difference in balls decreases from state (2) above and the system transitions to state (1) above, the main control board 60 (main control CPU 600a) sends a suppression device inactive state command (performance control command DI_CMD) to the sub-control board 80.
[0070] By the way, even if the difference in balls changes by even one and the main control board 60 (main control CPU 600a) goes back and forth between states (1) and (2) above, it will send either a suppression device activation notification command (performance control command DI_CMD) or a suppression device non-operation state command (performance control command DI_CMD) to the sub-control board 80 according to the state. For this reason, even if the sub-control board 80 (sub-control CPU 800a) receives a suppression device non-operation state command (performance control command DI_CMD) or a suppression device activation notification command (performance control command DI_CMD) within a predetermined period after receiving a suppression device activation notification command (performance control command DI_CMD), it will not send a notification (or clear a notification) corresponding to the command.
[0071] (3) When the suppression device (saving function) is activated and a warning is issued. This state occurs when the difference in balls exceeds 95,000, just before the game stops. If the player is in a state where they can gain profit, such as during a jackpot, the game does not stop immediately. Instead, the game stops only after the state where the player can gain profit, such as during a jackpot, has ended. Therefore, when the game transitions to this state, the main control board 60 (main control CPU 600a) sends a suppression device activation warning command (performance control command DI_CMD) to the sub-control board 80.
[0072] Furthermore, the transition from (2) to (3) above is one-way, and it is not possible to transition from state (3) to state (2) or (1) above.
[0073] (4) When the suppression device (saving function) is activated This state indicates that the game has stopped because the difference in balls has exceeded 95,000. This state occurs when game balls launched during a spin or spin stop (other than a jackpot) enter the winning slots (special symbol 1 start slot 44, special symbol 2 start slot 45a, upper right general winning slot 49a, upper left general winning slot 49b, left middle general winning slot 49c, lower left general winning slot 49d, and the jackpot (not shown) shown in Figure 2) have resulted in the difference in balls exceeding 95,000, causing the game to stop. Alternatively, it indicates a state where the game has stopped after a state in which the player can gain profit, such as a jackpot, has ended, transitioning from state (3) above. Therefore, when this state is reached, the main control board 60 (main control CPU 600a) sends a game stop command (performance control command DI_CMD) to the sub-control board 80.
[0074] Furthermore, if the difference in balls exceeds 95,000 during the fluctuation, the system will transition from state (2) above to state (4) without passing through state (3) above.
[0075] <Explanation of the process leading up to the activation of the suppression device (saving function)> Next, we will explain the process leading up to the activation of the suppression device (saving function). Figure 5 shows the case where, during fluctuations, the difference in balls exceeds 90,000, and a suppression device activation notification command (performance control command DI_CMD) is sent to the sub-control board 80.
[0076] First, as shown in Figure 5(a), the liquid crystal display device 41 displays a stopped decorative pattern (see image P1, shown as "767"), and then a stopped resident pattern (see image P2, shown as "767").
[0077] Next, the liquid crystal display device 41 shown in Figure 5(b) displays a rapidly changing decorative pattern (see image P1), and further, a rapidly changing resident pattern (see image P2). At this time, if the player wins prize balls and the difference exceeds 90,000 balls, the main control board 60 (main control CPU 600a) sends a suppression device activation notification command (performance control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a sends a command list related to images (videos) that will display the suppression device activation notification on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays a message that there are approximately 5,000 balls remaining until the saving function is activated (see image P3), as shown in Figure 5(c).
[0078] Next, when the decorative symbols stop changing, and then the resident symbols stop changing, as shown in Figure 5(d), the liquid crystal display device 41 will display the stopped decorative symbols (see image P1, shown as "567") and the stopped resident symbols (see image P2, shown as "567"). At this time, even if the decorative symbols stop changing, and then the resident symbols stop changing, if the (2) suppression device (saving function) activation notification state is in effect, the display (see image P3) indicating that there are approximately 5000 balls remaining until the saving function is activated will continue to be displayed. At this time, the display (see image P3) indicating that there are approximately 5000 balls remaining until the saving function is activated will be displayed on the back side of the decorative symbols, or displayed so that the decorative symbols and the text in image P3 do not overlap. At this time, voice guidance may be provided in parallel, and the notification may be given simultaneously with the sound effects of the changing or notification effects.
[0079] Next, when the decorative symbols begin to change, and then when the resident symbols begin to change, as shown in Figure 5(e), the liquid crystal display device 41 displays the decorative symbols changing rapidly (see image P1), and then the resident symbols changing rapidly (see image P2). At this time, if the state is (2) above, the suppression device (saving function) is in the pre-activation state, the liquid crystal display device 41 will continue to display that there are approximately 5000 shots remaining until the saving function is activated (see image P3). As mentioned above, in order to respond to the transition between states (1) and (2) above, the sub-control board 80 (sub-control CPU 800a) will erase or stop displaying the message that there are approximately 5000 shots remaining until the saving function is activated (see image P3) even if it receives a suppression device non-activation state command (performance control command DI_CMD) or a suppression device activation pre-activation command (performance control command DI_CMD) within a predetermined period after receiving a suppression device activation pre-activation command (performance control command DI_CMD). Furthermore, instead of erasing or not displaying the message "Approximately 5,000 balls remaining until the saving function activates" (see image P3), the size of the message or its position may be changed. Specifically, since players will be sufficiently informed that the saving function may activate after a predetermined period of notification, the message may be made smaller after the predetermined period has elapsed so as not to interfere with gameplay, or its position may be moved to the corner of the LCD display 41. In addition, after making the message smaller or changing its position, if the player finishes playing and the machine enters a waiting state via a stop-variance state, the message "Approximately 5,000 balls remaining until the saving function activates" may be returned to its original size or changed to a display for the waiting demo. This is to prevent the next player from overlooking the fact that approximately 5,000 balls remain until the saving function activates.
[0080] Figure 6 shows the case where, during fluctuations, the difference in balls exceeds 95,000 and a game stop command (performance control command DI_CMD) is sent to the sub-control board 80. In Figure 6, it is assumed that the display content shown on the liquid crystal display device 41 changes as the difference in balls approaches 95,000. That is, as the difference in balls increases to 91,000, 92,000, 93,000, and 94,000, the main control board 60 (main control CPU 600a) is assumed to send the following commands to the sub-control board 80 accordingly: suppression device activation notification command 2 (performance control command DI_CMD), suppression device activation notification command 3 (performance control command DI_CMD), suppression device activation notification command 4 (performance control command DI_CMD), and suppression device activation notification command 5 (performance control command DI_CMD).
[0081] As shown in Figure 6(a), the liquid crystal display device 41 shows that the decorative pattern has stopped (see image P1, indicated as "567"), and that the resident pattern has also stopped (see image P2, indicated as "567"). At this point, the difference in balls exceeds 94,000, and the main control board 60 (main control CPU 600a) sends a suppression device activation warning command 5 (performance control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a sends a command list related to an image (video) that will display a suppression device activation warning on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays a message (see image P4) indicating that the saving function will soon be activated, as shown in Figure 6(a).
[0082] Next, the decorative symbols begin to change, and then, when the resident symbols begin to change, the liquid crystal display device 41 displays the decorative symbols changing rapidly (see image P1), and then the resident symbols changing rapidly (see image P2), as shown in Figure 6(b). Furthermore, a message indicating that the saving function will soon be activated (see image P4) is also continuously displayed. At this time, if the player wins prize balls and the difference exceeds 95,000 balls, the main control board 60 (main control CPU 600a) sends a game stop command (performance control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a sends a command list related to an image (video) that will display the game stop on the liquid crystal display device 41 to the VDP 803. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. This causes the liquid crystal display device 41 to display the message "[Game Stopped] Saving Achieved. Game Stopped" (see image P5), as shown in Figure 6(c).
[0083] Incidentally, if the game stops during this variation, the game will stop without informing the player of the lottery result. Furthermore, no symbol variation effects that would stop the variation of decorative symbols will be performed, and the output ports of the main control CPU 600a that output signals to the special symbol display device 51, the normal symbol display device 52, and the 7-segment display device 53a will be cleared. As a result, the special symbol display device 51, the normal symbol display device 52, and the 7-segment display device 53a will turn off, and consequently, the display of the number of balls held at the start will also be hidden. This is because if the symbol variation in progress is a jackpot, informing the player of this would cause them to feel disadvantaged, and could also lead to trouble with the hall (amusement facility).
[0084] Figure 7 shows the case where, during a jackpot, the difference in balls exceeds 95,000, and a suppression device activation warning command (performance control command DI_CMD) is sent to the sub-control board 80.
[0085] As shown in Figure 7(a), the words "Big Win!" (see image P6) are displayed in the center of the LCD display 41 screen, indicating that a big win has occurred. In the lower right corner of the screen, the words "Shoot to the right" (see image P7) are displayed in small letters, prompting the player to shoot to the right (the player uses the launch handle 16 to shoot the game ball to the right side of the game area 40 on the game board 4). At this time, a message (see image P8) is displayed at the top of the LCD display 41 screen indicating that the saving function will soon be activated.
[0086] Next, when a jackpot game begins, as shown in Figure 7(b), the LCD display 41 displays a character saying "You did it!" instead of the words "Jackpot!" (see image P6) (see image P9), and the upper left corner of the LCD display 41 screen displays "Round 1" (see image P10), indicating the round of the jackpot game. At this time, if the player wins prize balls and the difference exceeds 95,000 balls, the main control board 60 (main control CPU 600a) will send a suppression device activation warning command (performance control command DI_CMD) to the sub-control board 80 because the game state is in the middle of a jackpot game. In response, the sub-control CPU 800a sends a command list related to images (videos) that will display a warning of suppression device activation on the LCD display 41 to the VDP 803. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. This causes the liquid crystal display device 41 to display a message (see image P11) indicating that the saving function will be activated after the win ends, as shown in Figure 7(c). In order to make the player aware that the saving function will be activated, the message (see image P11) indicating that the saving function will be activated after the win ends is given higher display priority than the in-round performance displays.
[0087] Therefore, the jackpot game continues with the message (see image P11) indicating that the saving function will be activated after the jackpot ends displayed. Then, as shown in Figure 7(d), when the liquid crystal display 41 displays a character saying "RUSH activated!" indicating that the jackpot game has ended and the special game state after the jackpot has begun (see image P9), the main control board 60 (main control CPU 600a) sends a game stop command (performance control command DI_CMD) to the sub-control board 80 because the jackpot game has ended. In response, the sub-control CPU 800a sends a command list related to an image (video) that will be displayed on the liquid crystal display 41 indicating that the game has stopped. As a result, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display 41, so that the liquid crystal display 41 displays "[Game Stopped] Saving Achieved," as shown in Figure 7(e). The message "Game Stopped" (see image on page 12) will be displayed.
[0088] By the way, when activating the suppression device (saving function) described above, if the game is stopped even though the character saying the line "RUSH mode activated!" as shown in Figure 7(d) is displayed (see image P9), the player will not be able to obtain the profits they would have been able to get, which not only reduces the enjoyment of the game but also causes trouble. Therefore, in this embodiment, the following processing is performed.
[0089] <Explanation of how the game's presentation during a jackpot will be changed in conjunction with the activation of the suppression device (saving function) that stops the game.> First, let me explain the conventional approach.
[0090] The pre-read judgment of the main control board 60 (main control CPU 600a) is processed mechanically until just before the suppression device (saving function) is activated, and a pre-read command (performance control command DI_CMD) based on the pre-read judgment result is sent to the sub-control board 80. In response, the sub-control CPU 800a executes a pre-read performance during the variation or jackpot according to the pre-read command.
[0091] However, when actually performing a pre-announcement animation, it is necessary to consider the possibility that a suppression device (saving function) may activate and stop the game. If this is not considered, the game may be stopped before the player can see the result derived from the pre-announcement animation, even though the animation has raised their expectations. Similarly, if the sub-control CPU 800a performs an animation to upgrade to a special game state after a jackpot, such as a probability variation or RUSH state, during a jackpot, the game may be stopped after the jackpot. This point will be explained using a specific example.
[0092] As shown in Figure 8(a), the words "Big Win!" (see image P20) are displayed in the center of the LCD display 41 screen, indicating that a big win has occurred. In the lower right corner of the screen, the words "Shoot to the right" (see image P21) are displayed in small letters, prompting the player to shoot to the right (the player uses the launch handle 16 to shoot the game ball to the right side of the game area 40 on the game board 4). At this time, a message (see image P22) is displayed at the top of the LCD display 41 screen indicating that the saving function will soon be activated.
[0093] Next, when the promotion challenge sequence is performed during a round of gameplay, as shown in Figure 8(b), instead of the words "Big Win!" (see image P20), the LCD display 41 displays a character saying the line "RUSH Promotion Challenge" (see image P23), along with a square box image with "?" written on it (see image P24). The upper left corner of the LCD display 41 screen displays "Round 1" (see image P10), indicating the round of the big win game. Whether or not such an upgrade animation is performed during a jackpot round is determined by a lottery conducted by the sub-control CPU 800a when it receives the spin pattern command (animation control command DI_CMD) at the start of a spin that results in a jackpot, or when it receives the jackpot start fanfare command (animation control command DI_CMD) from the main control board 60 (main control CPU 600a), to determine whether or not such an upgrade animation is performed during a jackpot round.
[0094] Next, as shown in Figure 8(c), even if the player wins a RUSH upgrade and the liquid crystal display 41 displays "RUSH Get!" (see image P26), if the player wins prize balls and the difference exceeds 95,000 balls, the main control board 60 (main control CPU 600a) will send a suppression device activation warning command (performance control command DI_CMD) to the sub-control board 80 because the game state is in the middle of a jackpot game. In response, the sub-control CPU 800a sends a command list related to images (videos) that will display a warning of suppression device activation on the liquid crystal display 41 to the VDP 803. As a result, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display 41, so that the liquid crystal display 41 displays a message that the saving function will be activated after the jackpot ends (see image P27), as shown in Figure 8(c). Furthermore, in order to make players aware that the saving function is activating, a message stating that the saving function will activate after the win ends (see image P27) is displayed with higher priority than the in-round animations.
[0095] Therefore, the jackpot game continues with the message (see image P27) indicating that the saving function will be activated after the jackpot ends displayed. Then, as shown in Figure 8(d), even if the liquid crystal display device 41 displays a character saying "RUSH activated!" indicating that the jackpot game has ended and a RUSH upgrade has been won, and that the special game state after the jackpot game has been entered, the main control board 60 (main control CPU 600a) sends a game stop command (performance control command DI_CMD) to the sub-control board 80 because the jackpot game has ended. In response, the sub-control CPU 800a sends a command list related to an image (video) that will be displayed on the liquid crystal display device 41 indicating that the game has stopped to the VDP 803. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. This causes the liquid crystal display device 41 to display the message "[Game Stopped] Saving Achieved. Game Stopped" (see image P28), as shown in Figure 8(e).
[0096] However, this would not only diminish the enjoyment of the game for players, as they would not receive the profits they were entitled to, but it would also become a source of trouble. The same applies to the consecutive bonus round animation during a jackpot (an animation that notifies players that a jackpot is included in the currently active bonus round). Whether or not to perform this consecutive bonus round animation is determined by a lottery conducted by the sub-control CPU 800a when it receives the spin pattern command (animation control command DI_CMD) for the start of a spin that results in a jackpot, transmitted from the main control board 60 (main control CPU 600a), or when it receives the jackpot start fanfare command (animation control command DI_CMD) transmitted from the main control board 60 (main control CPU 600a), similar to the promotion animation.
[0097] Therefore, in this embodiment, when the sub-control CPU 800a receives a pre-read command (performance control command DI_CMD), it restricts or cancels the pre-read performance or upgrade performance depending on the state, such as when a game stop is approaching, such as when a suppression device activation command or suppression device activation warning command is received, or when a game stop command is received. This eliminates the decrease in the player's enjoyment of the game and the cause of trouble caused by players not receiving the expected benefits, as in the conventional system, and allows for appropriate processing of control up to and after forced termination without affecting control related to other games.
[0098] To explain this point using a specific example, when the sub-control CPU 800a receives the jackpot start fanfare command (performance control command DI_CMD) transmitted from the main control board 60 (main control CPU 600a), it checks the contents of the suppression device activation notification command that has already been received. In this embodiment, it is assumed that as the difference in balls increases to 91,000, 92,000, 93,000, and 94,000, the main control board 60 (main control CPU 600a) transmits suppression device activation notification command 2 (performance control command DI_CMD), suppression device activation notification command 3 (performance control command DI_CMD), suppression device activation notification command 4 (performance control command DI_CMD), and suppression device activation notification command 5 (performance control command DI_CMD) to the sub-control board 80 accordingly. Here, we will explain using the state in which suppression device activation notification command 5, indicating that 1,000 balls remain, has been received as an example.
[0099] The sub-control CPU 800a checks whether the received jackpot start fanfare command (performance control command DI_CMD) is a jackpot that awards 1000 or more balls. Here, we assume there are two types of jackpots: a 10R jackpot (a jackpot that may increase the difference in balls by 1300) or a 4R jackpot (a jackpot that may increase the difference in balls by 400). The sub-control CPU 800a then checks whether the received jackpot start fanfare command is a 10R jackpot or a 4R jackpot.
[0100] Incidentally, at this time, as shown in Figure 9(a), the liquid crystal display device 41 displays the words "Big Win!" (see image P30) in the center of the screen to indicate that the game is in a jackpot state, and in the lower right corner of the screen, it displays the words "Shoot to the right" (see image P31) instructing the player to shoot to the right (the player uses the launch handle 16 to shoot the game ball to the right side of the game area 40 on the game board 4), and at the top of the screen, it displays a message that the saving function will soon be activated (see image P32).
[0101] Next, when the sub-control CPU 800a confirms that it is a 10R jackpot, it determines that there is a risk of the suppression device (saving function) activating during the jackpot. Therefore, when it receives the variation pattern command at the start of the variation that resulted in a jackpot, transmitted from the main control board 60 (main control CPU 600a), or when it receives the jackpot start fanfare command and confirms that it is a 10R jackpot, it refrains from executing the jackpot upgrade animation or the reserve consecutive animation, or from conducting the lottery. As a result, the sub-control CPU 800a performs the normal animation during the jackpot rounds. Specifically, as shown in Figure 9(b), the LCD display 41 displays a character saying "You did it!" instead of the words "Jackpot!" (see image P30) (see image P33), and the upper left corner of the LCD display 41 screen displays "Round 1" (see image P34), indicating the round of the jackpot game. In other words, by executing the normal round sequence, the system is kept in a state where it can activate the suppression device (saving function) at any time.
[0102] Next, if the player wins prize balls and the difference exceeds 95,000 balls, the main control board 60 (main control CPU 600a) will send a suppression device activation warning command (performance control command DI_CMD) to the sub-control board 80, as the game state is in the middle of a jackpot game. In response, the sub-control CPU 800a sends a command list related to images (videos) that will be displayed on the liquid crystal display device 41 as a warning of suppression device activation to the VDP 803. As a result, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays a message (see image P35) indicating that the saving function will be activated after the jackpot ends, as shown in Figure 9(c). At this time, in order to make the player aware that the saving function will be activated, the message (see image P35) indicating that the saving function will be activated after the jackpot ends is displayed with higher display priority than the performance display during the round.
[0103] Incidentally, this round animation will be a round animation that corresponds to the activation of the suppression device (saving function). For example, as shown in Figure 9(c), a character saying the line "Excellent!" will be displayed on the liquid crystal display device 41 (see image P33).
[0104] Next, when the sub-control CPU 800a receives the jackpot ending command (performance control command DI_CMD) transmitted from the main control board 60 (main control CPU 600a), it performs a performance that coincides with the game stopping after a jackpot. For example, as shown in Figure 9(d), the word "Congratulation" is displayed on the liquid crystal display device 41 (see image P36). In this way, the player can gain a sense of satisfaction that they have received all the benefits, thereby enhancing the player's enjoyment of the game.
[0105] Next, since the jackpot game has ended, the main control board 60 (main control CPU 600a) sends a game stop command (performance control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a sends a command list related to an image (video) that will be displayed on the liquid crystal display device 41 to indicate that the game has stopped. As a result, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays "[Game Stopped] Saving Achieved. Game Stopped [Game Stopped]" (see image P37), as shown in Figure 9(e).
[0106] Therefore, by not executing the upgrade animation or the consecutive win animation during a jackpot, the player is not informed of the potential gains, thus eliminating the potential decrease in the player's enjoyment of the game and preventing problems caused by not receiving those gains. Consequently, appropriate processing can be carried out for both the forced termination and the forced termination without affecting the control of other gameplay.
[0107] On the other hand, when the sub-control CPU 800a confirms that it is a 4R jackpot, it will, as before, perform a lottery to determine whether or not to perform an upgrade animation or a consecutive bonus animation during the jackpot round when it receives the variation pattern command (performance control command DI_CMD) sent from the main control board 60 (main control CPU 600a) at the start of the variation that resulted in a jackpot, or when it receives the jackpot start fanfare command (performance control command DI_CMD) sent from the main control board 60 (main control CPU 600a). This is because even if the difference in balls increases by 400, the suppression device (saving function) will not yet activate, so there is no problem in performing the upgrade animation or consecutive bonus animation.
[0108] However, it is possible that the difference in balls may increase after the sub-control CPU 800a receives the suppression device activation notification command 5. Therefore, considering such cases, the main control board 60 (main control CPU 600a) may send a command (performance control command DI_CMD) indicating the number of balls out and the planned number of prize balls to the sub-control CPU 800a. In this way, the sub-control CPU 800a can manage the detailed difference in balls, and even in the case of a 4R jackpot, it will be possible to determine whether or not the suppression device (saving function) will activate. Therefore, it will be possible to execute appropriate performances.
[0109] <Explanation of the payout process for game balls when the suppression device (saving function) is activated and the game stops> By the way, the difference in balls described above is based on the number of prize balls counted by the main control CPU 600a when game balls enter the special symbol 1 starting port 44, special symbol 2 starting port 45a, upper right general prize port 49a, upper left general prize port 49b, left middle general prize port 49c, lower left general prize port 49d, and the large prize port (not shown) as shown in Figure 2. Therefore, it is not the number of game balls that were actually dispensed. As a result, when the suppression device (saving function) is activated and the game stops, there is a possibility that the actual game ball dispensing process has not kept up.
[0110] Therefore, in this embodiment, even when the game is stopped, communication of the payout control command PAY_CMD regarding the payout of game balls between the main control board 60 (main control CPU 600a) and the payout / launch control board 70 is maintained. In other words, only the main control board 60 (main control CPU 600a) stops the game, and the payout / launch control board 70 only operates in response to the payout control command PAY_CMD from the main control board 60 (main control CPU 600a), so there is no need to put the payout / launch control board 70 itself into a game stop state. For this reason, even when the game is stopped, communication of the payout control command PAY_CMD regarding the payout of game balls between the main control board 60 (main control CPU 600a) and the payout / launch control board 70 is maintained.
[0111] To explain this in more detail, when the game is stopped, the main control board 60 (main control CPU 600a) and the sub-control board 80 (sub-control CPU 800a) send a game stop command (performance control command DI_CMD) from the main control board 60 (main control CPU 600a) to the sub-control board 80 (sub-control CPU 800a). After that, the main control board 60 (main control CPU 600a) will not send the performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a). Furthermore, if the power to the pachinko machine 1 is cut off while the game is stopped, and the RAM clear switch 620 is not pressed, and the main control RAM 600c is not cleared, and the pachinko machine 1 is then powered back on, the game will remain stopped. Even in that case, the main control board 60 (main control CPU 600a) sends a payout control command PAY_CMD to the payout / launch control board 70 so that the payout process for prize balls that have not yet been dispensed is carried out. As a result, the payout / launch control board 70 will execute the payout of game balls for prize balls that have not yet been dispensed.
[0112] Therefore, by doing so, it is possible to eliminate the situation in which game balls that should have been dispensed are not dispensed due to the game being stopped, and thus appropriate processing can be carried out for control up to the forced termination and for control after the forced termination without affecting the control related to other games.
[0113] <Explanation of the stages established according to the ball difference before the suppression device (saving function) is activated> As explained above, the system has four stages depending on the state of the ball difference before the suppression device (saving function) is activated: (1) when the suppression device (saving function) is not activated, (2) when the suppression device (saving function) is in an activation notification state, (3) when the suppression device (saving function) is in an activation warning state, and (4) when the suppression device (saving function) is activated. This is because if the game is suddenly stopped in the middle of a jackpot game just because the ball difference exceeds 95,000, the player will feel that they have suffered a disadvantage, which may reduce the enjoyment of the game. Therefore, in this embodiment, the state leading to the game stopping is made different depending on whether the game state when the ball difference exceeds 95,000 is during a symbol change or during a jackpot. This reduces the risk of reducing the enjoyment of the game, and as a result, appropriate processing can be carried out for control until forced termination and control after forced termination without affecting the control of other games.
[0114] By the way, in this embodiment, even if the difference in balls exceeds 95,000 during a jackpot game, the game does not stop immediately. Therefore, if the power to the pachinko machine 1 is cut off for some reason before the game stops, and the pachinko machine 1 is restored to power, as explained above, the difference in balls counter will be reset (set to 100,000 balls), and the game will not stop even after the jackpot game has ended. In this embodiment, in order to avoid such a situation, if the power to the pachinko machine 1 is cut off for some reason before the game stops, and the pachinko machine 1 is restored to power, the difference in balls counter will not be reset. In this way, it is possible to prevent a situation where the game does not stop even though it should.
[0115] <Explanation regarding the relationship with the suppression device (saving function) in the event of an error> By the way, if the magnetic sensor, radio wave sensor, or vibration sensor mounted on the fraud detection board 55 detects fraudulent activity by a player, the game may either be stopped without issuing a high-priority error notification, or the game may be stopped.
[0116] First, we will explain the case in which, when a fraudulent act by a player is detected by a magnetic sensor, radio wave sensor, or vibration sensor mounted on the fraud detection board 55, a fraud error notification is issued without stopping the game.
[0117] When the fraud detection board 55 detects fraudulent activity by a player, the main control CPU 600a sends a fraud error command (performance control command DI_CMD) to the sub-control board 80 (sub-control CPU 800a). In response, the sub-control CPU 800a sends a command list related to images (videos) that will display the fraud error on the liquid crystal display device 41 to the VDP 803. The VDP 803 then generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the content of the fraud error is displayed on the liquid crystal display device 41. Furthermore, the sub-control CPU 800a sends a signal to the sound LSI 801 to announce the fraud error audibly. In response, the sound LSI 801 plays an audible message from the speaker 17 to indicate the fraud error.
[0118] On the other hand, if the difference in balls exceeds 95,000, the main control board 60 (main control CPU 600a) sends a game stop command (performance control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a sends a command list related to images (videos) that will display a game stop on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays as shown in Figures 6(c), 7(e), 8(e), and 9(e). Furthermore, in order to provide an audible game stop notification, the sub-control CPU 800a sends a signal to the sound LSI 801 that will provide an audible game stop notification. In response, the sound LSI 801 plays an audible game stop notification from the speaker 17.
[0119] By the way, if the fraud detection board 55 detects fraudulent activity by a player, and if the game is stopped due to exceeding 95,000 balls in difference, both are necessary pieces of information and therefore must be reported. However, one is an error report due to fraud, so the suppression device (saving function) activates and reports that the game has been stopped. At the same time, an error report due to fraud must also be issued so that the hall (amusement parlor) becomes aware that fraudulent activity was occurring by the player before the game is stopped.
[0120] Therefore, in this embodiment, even if the suppression device (saving function) is activated and the sub-control CPU 800a receives a game stop command (performance control command DI_CMD), the sub-control CPU 800a will display an error notification due to fraud on the liquid crystal display device 41 along with the display shown in Figures 6(c), 7(e), 8(e), and 9(e), and the sound emitted from the speaker 17 will prioritize the error notification due to fraud. In addition, errors that are less urgent than fraud errors, such as right-shooting warnings and left-shooting warnings, will be cleared when the game is stopped. To explain this in more detail, in the normal game state, the main control board 60 (main control CPU 600a) will send a performance control command DI_CMD corresponding to the occurrence / clearance of the error to the sub-control board 80 (sub-control CPU 800a) in the error management process of the timer interrupt processing described later. Furthermore, when the game is stopped, errors of low urgency will be cleared. In this embodiment, the sub-control board 80 (sub-control CPU 800a) clears errors of low urgency when it receives a game stop command, or when it receives an error clearing command that is sent together with the game stop command.
[0121] Incidentally, regarding errors such as ball jams related to prize balls or shortage errors due to insufficient supply of game balls in the pachinko game machine 1, as explained above, even if the game is stopped, the payout process for prize balls that have not yet been paid out may still be performed. Therefore, the sub-control CPU 800a prioritizes handling errors related to prize balls acquired by the player over game stop notifications. However, in this case, even if the game is stopped, the error management process of the timer interrupt process will be executed, and the performance control command DI_CMD corresponding to the occurrence of the error will be sent to the sub-control board 80 (sub-control CPU 800a). However, as explained above, errors of low urgency will be erased (no error notification will be given) by the sub-control board 80 (sub-control CPU 800a). Note that since the notification of an illegal error is handled by the sub-control CPU 800a, it will be erased when the pachinko game machine 1 is powered back on.
[0122] Therefore, by doing so, appropriate processing can be carried out for control leading up to and after the forced termination, without affecting the control related to other games.
[0123] Next, we will explain the case in which the game is stopped when the magnetic sensor, radio wave sensor, or vibration sensor mounted on the fraud detection board 55 detects fraudulent activity by a player.
[0124] If the game is stopped due to an unauthorized error, the game will be stopped based on an unauthorized game stop flag, which is different from the game stop flag indicating that the game has been stopped due to the activation of the suppression device (saving function). This unauthorized error is resolved when the power to the pachinko game machine 1 is restored, which clears the game stop state on the main control board 60 (main control CPU 600a). In this case, unlike when the power is restored due to the activation of the suppression device (saving function), the game stop state will be resolved even if the power to the pachinko game machine 1 is restored without pressing the RAM clear switch 620 and without clearing the main control RAM 600c.
[0125] By the way, when the Pachinko game machine 1 is powered off and then restored, as explained above, the ball difference counter will be reset (set to 100,000 balls). However, in this embodiment, if the Pachinko game machine 1 is powered off and then restored due to an illegal error, the ball difference counter will not be reset. This is because, although the ball difference counter should normally be reset at the end of each day's operation of the hall (amusement parlor), if it were reset during operation due to an illegal error, a malicious player could intentionally cause an illegal error using magnetism or vibration, causing the hall (amusement parlor) to power off and then restore the Pachinko game machine 1, thus resetting the ball difference counter. This would interfere with the operation of the suppression device (saving function). Therefore, in this embodiment, if the Pachinko game machine 1 is powered off and then restored due to an illegal error, the ball difference counter will not be reset. Furthermore, even if the magnetic sensor, radio wave sensor, or vibration sensor installed on the fraud detection board 55 detects fraudulent activity by a player after the game has been stopped, no additional prize balls or other benefits will be generated. Therefore, even if fraudulent activity occurs, the hall (amusement parlor) will not suffer any loss.
[0126] <Explanation regarding what happens when the game stops due to the activation of the suppression device (saving function) and then resets due to an illegal error.> After the game stops due to the activation of the suppression device (saving function), an illegal error may occur, generating an abnormal reset signal and resetting the main control CPU 600a. An illegal error occurs when an unexpected access occurs, such as when an address beyond the last address of the program area in the main control ROM 600b is specified and accessed. When such an illegal error occurs, an abnormal reset signal is generated, only the main control CPU 600a is reset, and control processing resumes from the starting address of the program stored in the main control ROM 600b. However, the main control RAM 600c is not cleared. Therefore, the values ββstored in the main control RAM 600c are maintained, and it is highly likely that the game stop flag, which indicates that the game has stopped due to the activation of the suppression device (saving function), will retain its value indicating that the game is stopped (for example, 5AH). However, in this case, the backup processing during power outage is not executed, so normal backup information such as the backup flag is not set in the main control RAM 600c. Therefore, even if the power to pachinko machine 1 is cut off and then restored, the backup will not be restored.
[0127] Therefore, in this embodiment, in situations where an illegal error occurs, even if the game was stopped before the reset due to the illegal error, the main control RAM 600c is cleared due to a backup abnormality, or, as an abnormality in the main control RAM 600c, the settings of the probability that will generate a game state favorable to the player are changed, thereby clearing the main control RAM 600c and starting the game program. This is because if the game is resumed while still in a stopped state, the values ββrelated to prize balls stored in the main control RAM 600c may be overwritten due to the effects of the illegal error. In this case, as explained above, the payout process for prize balls that have not yet been paid out is performed, so the overwritten values ββstored in the main control RAM 600c are treated as if they were awarded before the game stopped, and unexpected prize balls may be paid out to the player, which could result in a disadvantage for the hall (game parlor). Therefore, in this embodiment, the main control RAM 600c is cleared and the game program is started. This reduces the likelihood of the hall (amusement parlor) suffering losses, and allows for appropriate control of the game before and after forced termination without affecting the control of other games.
[0128] <Explanation regarding the ball dispensing button when the game stops due to the activation of the suppression device (saving function)> In this embodiment, to accommodate situations where a small amount of money remains on the loan card and the player wishes to settle the balance after converting all of it into game balls, the ball dispensing operation via the ball dispensing button 11 is enabled. That is, as shown in Figure 3, the ball dispensing button 11 transmits a ball dispensing signal to a CR unit (not shown) located adjacent to the pachinko game machine 1, without going through the payout / launch control board 70. The CR unit then receives this signal and transmits a ball dispensing request signal to the payout / launch control board 70. Upon receiving this signal, the payout / launch control board 70 dispenses game balls to the player, and once the dispensing is complete, transmits a ball dispensing completion signal to the CR unit. Therefore, even if the main control board 60 (main control CPU 600a) stops the game, the ball dispensing process will continue.
[0129] Therefore, by doing so, appropriate processing can be carried out for control leading up to and after the forced termination, without affecting the control related to other games.
[0130] By the way, when the game is stopped, the switch management process of the timer interrupt processing described later on the main control board 60 (main control CPU 600a) is not executed, so it is not possible to obtain information on whether the special symbol 1 start switch 44a, special symbol 2 start switch 45a1, upper right general prize slot switch 49a1, upper left general prize slot switch 49b1, left middle general prize slot switch 49c1, lower left general prize slot switch 49d1, and large prize slot switch 46c shown in Figure 3 are ON or OFF. Therefore, if the game is stopped, and a game ball that was launched into the game area 40 using the launch handle 16 before the game stopped is still present in the game area 40, even if that game ball enters the special symbol 1 start switch 44a, special symbol 2 start switch 45a1, upper right general prize entry switch 49a1, upper left general prize entry switch 49b1, left middle general prize entry switch 49c1, or lower left general prize entry switch 49d1 shown in Figure 3, the game ball cannot be detected, the entry will be invalid, and no prize balls will be awarded. This is because if the ON / OFF state of the switches is affected by fraudulent means such as radio wave cheating, and prize balls are awarded, then even after the game has stopped, if the switch management processing of the timer interrupt processing described later in the main control board 60 (main control CPU 600a) is executed, there is a possibility that prize balls could be fraudulently obtained while the game is stopped. This could cause damage to the hall (amusement parlor). Therefore, in this embodiment, when the game is stopped, even if game balls that are still present in the game area 40 enter the special symbol 1 start switch 44a, special symbol 2 start switch 45a1, upper right general prize entry switch 49a1, upper left general prize entry switch 49b1, left middle general prize entry switch 49c1, and lower left general prize entry switch 49d1 shown in Figure 3, the game balls are not detected.
[0131] <Explanation regarding decorative lights when the game stops due to the activation of the suppression device (saving function)> By the way, if the game stops, it is preferable to reduce the brightness of the decorative lights, turn off all the decorative lights, or turn on some of them while turning off the rest. This is because power consumption should be reduced when the game stops.
[0132] <Main Control: Program Description> Here, we will now explain in detail the processing methods for the various contents described above. First, we will explain in detail the overview of the program stored in the main control ROM 600b (see Figure 3) processed by the main control board 60, with reference to Figures 10 to 29.
[0133] First, when power is turned on to the pachinko game machine 1, a power-on signal is sent to each control board indicating that the DC voltage generated by the voltage generation unit 1300 of the power supply board 130 (see Figure 3) has been applied. Upon receiving this signal, the main control CPU 600a (see Figure 3) reads the program stored in the program area 600ba within the usage area of ββthe main control ROM 600b shown in Figure 4(b), and performs the main control processing shown in Figure 10. At this time, the main control CPU 600a first sets itself to an interrupt-disabled state (step S1).
[0134] Next, the main control CPU 600a performs a stack pointer setting process (step S2) in which it sets the value of the stack pointer inside the main control CPU 600a to correspond to the last address of the stack area 600cc within the used area of ββthe main control RAM 600c shown in Figure 4(a).
[0135] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) built into the main control CPU 600a (step S3), and clears the output port that outputs the firing control signal (step S4).
[0136] Next, the main control CPU 600a sets the startup waiting time for the sub-control board 80 (step S5), decrements the set waiting time (-1) (step S6), and clears the watchdog timer (WDT) (not shown) (step S7).
[0137] Next, the main control CPU 600a checks whether the set waiting time has become "0" (step S8). If it has not become "0" (step S8: β 0), it returns to the process in step S7. If it has become "0" (step S8: = 0), it proceeds to the process in step S9.
[0138] Next, the main control CPU 600a acquires the voltage abnormality signal ALARM (see Figure 3) output from the power supply board 130 (voltage monitoring unit 1310) (see Figure 3) twice, checks whether the levels of the two acquired voltage abnormality signals ALARM match, stores it in an internal register of the main control CPU 600a (not shown), and checks the level of the voltage abnormality signal ALARM (step S9). If the level of the voltage abnormality signal ALARM is "L" (step S10: YES), the process returns to step S9, and if the level of the voltage abnormality signal ALARM is "H" (step S10: NO), the process proceeds to step S11. In other words, the main control CPU 600a repeats the same process until the voltage abnormality signal ALARM changes to a normal level (i.e., "H" level) (steps S9-S10). In this way, by acquiring the voltage abnormality signal ALARM twice, an accurate signal can be read.
[0139] Next, the main control CPU 600a permits data writing to the main control RAM 600c (step S11) and initializes the working area of ββthe RAM area 600ca (see Figure 4(a)) within the used area of ββthe main control RAM 600c (step S12). Specifically, it sets the power abnormality check counter to 00H and the system operation status to 01H.
[0140] Next, the main control CPU 600a sends a processing command (performance control command DI_CMD) to the sub-control board 80 to display a standby screen on the liquid crystal display device 41 (step S13).
[0141] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) (step S14) and checks whether a power-on signal (power-on signal) has been received from the payout control board 70 (step S15). If no power-on signal has been received (step S15: OFF), the process returns to step S14; if a power-on signal has been received (step S15: ON), the process proceeds to step S16.
[0142] Next, the main control CPU 600a acquires the level data of the RAM clear switch 620 and the setting key switch 630, and saves it to the RAM area 600ca within the used area of ββthe main control RAM 600c (see Figure 4(a)) (step S16).
[0143] Next, the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in Figure 1 is open, a signal from the RAM clear switch 620 which has been saved to the RAM area 600ca within the used area of ββthe main control RAM 600c (see Figure 4(a)), and a signal from the setting key switch 630 (step S17), and checks whether all of them are ON (step S18). If all are ON (step S18: YES), the main control CPU 600a performs the setting switching process (step S19).
[0144] <Explanation regarding main control: main processing: setting switching processing> Here, we will explain this setting switching process in detail with reference to Figure 12.
[0145] First, the main control CPU 600a sends a setting change start command (performance control command DI_CMD) to the sub-control board 80 indicating that a setting change is in progress (step S50).
[0146] Next, the main control CPU 600a clears the backup flag (step S51). This backup flag is data indicating whether or not the backup process was executed when a voltage drop due to a power outage or the like was detected in the power supply abnormality check process shown in Figure 11. The reason for clearing this backup flag is to detect in step S21 shown in Figure 11, which will be described later, if the main control RAM 600c was not backed up properly due to a power outage for some reason during the setting switching process.
[0147] Next, the main control CPU 600a sets the system operation status to 02H (step S52), retrieves the setting value for the probability of generating a special game state advantageous to the player, which is stored in the RAM area 600ca (see Figure 4(a)) within the used area of ββthe main control RAM 600c, and sets it in the W register (step S53). Specifically, if the setting value is, for example, "1" to "6", the program will correspond the setting value "1" to "6" to the values ββ"00H" to "05H" and set it in the W register.
[0148] Next, the main control CPU 600a compares the value set in the W register with the maximum value of the setting for the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S54). If the value set in the W register is greater than the maximum value of the setting for the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: YES), the main control CPU 600a determines that it is an abnormal value and sets 00H in the W register (step S56).
[0149] On the other hand, if the value set in the W register is smaller than the maximum value of the setting for the probability of generating a special game state that is advantageous to the player (for example, "05H" corresponding to "6") (step S55: NO), it is determined to be a normal value and the process proceeds to step S57.
[0150] Next, the main control CPU 600a sets a security signal to ON, which is output to a hall computer (not shown) used for managing the game machines in the hall (game parlor), via an external terminal (not shown), and outputs that security signal to the hall computer (not shown) via an external terminal (not shown) (step S57).
[0151] Next, the main control CPU 600a sets the LED common port to 00H (step S58).
[0152] Next, the main control CPU 600a outputs the value set in the W register to the LED data port (step S59).
[0153] Next, the main control CPU 600a sets the LED common port that displays the set value to ON (step S60).
[0154] Next, the main control CPU 600a sets a predetermined value in a register within the main control CPU 600a and performs a countdown process so that a 4ms wait is applied (step S61). This process is performed to confirm that the change in level data of the RAM clear switch 620 (see Figure 3) and the setting key switch 630 (see Figure 3) is not due to noise or other irregularities, by waiting at least 4ms since the previous acquisition of the switch level. Furthermore, when checking the change in the voltage abnormality signal during the subsequent power supply abnormality check process and counting the power supply abnormality confirmation counter, a 4ms delay is also applied to confirm that the "L" level of the voltage abnormality signal is not due to noise or other irregularities.
[0155] Next, the main control CPU 600a performs a power supply abnormality check process (step S62). This power supply abnormality check process will be explained in detail with reference to Figure 13.
[0156] <Explanation regarding main control: main processing: power supply abnormality check processing> As shown in Figure 13, the main control CPU 600a acquires the voltage abnormality signal ALARM (see Figure 3) output from the power supply board 130 (voltage monitoring unit 1310) (see Figure 3) twice (step S80), and checks whether the levels of the two acquired voltage abnormality signals ALARM match (step S81). If they match (step S81: YES), the main control CPU 600a checks the level of the voltage abnormality signal ALARM (step S82), and if they do not match (step S81: NO), it returns to the process in step S80.
[0157] Next, if the voltage abnormality signal ALARM level is at the "H" level (step S82: OFF), the main control CPU 600a clears the power supply abnormality check counter (step S83) and finishes the power supply abnormality check process.
[0158] Meanwhile, if the voltage abnormality signal ALARM level of the main control CPU 600a is at the "L" level (step S82: ON), it increments the power abnormality check counter (+1) (step S84) and checks the value of the power abnormality check counter (step S85). If the value of the power abnormality check counter is not 2 or greater (step S85: NO), it terminates the power abnormality check process.
[0159] On the other hand, if the value of the power supply abnormality check counter is 2 or greater (step S85: YES), the main control CPU 600a sends a power cut command (performance control command DI_CMD) to the sub-control board 80 indicating that the power supply has been cut off (step S86).
[0160] Next, the main control CPU 600a checks the value of the system operation status (step S87). If the value of the system operation status is 02H, it is determined that the setting change process is in progress (step S87: YES), and the backup flag is not set to ON, and the process proceeds to step S89. In this way, if the power is interrupted for some reason during the setting switching process and the main control RAM 600c is not backed up properly, it can be detected in step S21 shown in Figure 11, which will be described later.
[0161] On the other hand, if the system operation status value is not 02H, it is determined that the setting change process is not in progress (step S87: NO), and the backup flag is set to ON (step S88).
[0162] Next, the main control CPU 600a sets the main control RAM 600c to a disabled state (step S89) and clears the output data of all output ports (step S90). Then, it disables timer interrupts (step S91) and performs an infinite loop process, waiting for the voltage to drop.
[0163] <Explanation regarding main control: main processing: setting switching processing> Thus, after completing the power supply abnormality check process (step S62) as described above, the main control CPU 600a creates switch edge data for the RAM clear switch 620 signal and switch edge data for the setting key switch 630 signal from the level data of the RAM clear switch 620 from the previous and current levels, and the level data of the setting key switch 630 (step S63). The main control CPU 600a then stores the created edge data in the main control RAM 600c.
[0164] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c. If the setting key switch 630 is ON (step S64: NO), the process proceeds to step S65. If the setting key switch 630 is OFF (step S64: YES), the process proceeds to step S67.
[0165] Next, if the RAM clear switch 620 is ON (step S65: NO), the main control CPU 600a increments the value of the W register (+1) (step S66) and returns to the process in step S54.
[0166] On the other hand, if the RAM clear switch 620 is OFF (step S65: NO), the process returns to step S57.
[0167] Thus, the above process is repeated until the setting key switch 630 is turned OFF. When the setting key switch 630 is turned OFF, the main control CPU 600a overwrites the value of the W register with the setting value of the probability of generating a special game state advantageous to the player (for example, the setting values ββof "00H" to "05H" corresponding to "1" to "6") stored in the RAM area 600ca (see Figure 4(a)) within the used area of ββthe main control RAM 600c (step S67).
[0168] Next, the main control CPU 600a outputs a setting confirmation indicator to the LED data port (step S68).
[0169] Next, the main control CPU 600a sends a setting change completion command (performance control command DI_CMD) that reflects the set value to the sub-control board 80 (step S69).
[0170] <Main Control: Explanation of Main Processing> Thus, after completing the settings switching process (step S19) shown in Figure 10, the main control CPU 600a proceeds to the process shown in step S26 in Figure 11.
[0171] On the other hand, the main control CPU 600a checks whether the signals from the RAM clear switch 620 and the setting key switch 630 are all ON (step S18). If they are not all ON (step S18: NO), the main control CPU 600a performs the process shown in step S20 in Figure 11.
[0172] In other words, the main control CPU 600a retrieves the setting value for the probability of generating a special game state advantageous to the player (for example, the setting values ββ"00H" to "05H" corresponding to "1" to "6") stored in the RAM area 600ca within the used area of ββthe main control RAM 600c (see Figure 4(a)), and checks whether it is less than or equal to the maximum setting value (for example, "05H" corresponding to "6") (step S20). If it is less than or equal to the maximum setting value (step S20: YES), it checks whether the backup flag is set to ON (step S21).
[0173] <Explanation regarding main control: main processing: RAM error handling> If the value is not below the set maximum value (step S20: NO), or if the backup flag is not set to ON (step S21: NO), the main control CPU 600a sends a RAM error command (performance control command DI_CMD) to the sub-control board 80 indicating a RAM error (step S22).
[0174] Next, the main control CPU 600a outputs an error message to the LED data port (step S23).
[0175] Next, the main control CPU 600a performs a power supply abnormality check (step S24), returns to the process in step S23, and repeats the process. This power supply abnormality check is the same process as the power supply abnormality check shown in Figure 13.
[0176] <Main Control: Explanation of Main Processing> On the other hand, if the backup flag is set to ON (step S21: YES), check the signal of the RAM clear switch 620 (step S25).
[0177] <Explanation regarding main control: main processing: RAM clearing process> If the signal of the RAM clear switch 620 is ON (step S25: YES), or if the setting switching process shown in Figure 10 (step S19) is performed, the main control CPU 600a does not clear the RAM area 600cf (see Figure 4(a)) outside the used area of ββthe main control RAM 600c, nor the stack area 600cg (see Figure 4(a)) outside the used area of ββthe main control RAM 600c, but clears the RAM area 600ca (see Figure 4(a)) and the stack area 600cc (see Figure 4(a)) within the used area of ββthe main control RAM 600c (step S26). Since the RAM area 600ca (see Figure 4(a)) and the stack area 600cc (see Figure 4(a)) within the used area of ββthe main control RAM 600c are cleared, the game state becomes the normal game state. Therefore, in this case, the game stop flag, which indicates that the game has stopped due to the activation of the suppression device (saving function), is cleared, and the game stop state is released. Also, if the game is stopped due to an illegal error, the illegal game stop flag is also cleared.
[0178] Next, the main control CPU 600a sets the RAM clear notification timer to 30 seconds (30s) (step S27), and sets a timer to output a security signal to a hall computer (not shown) used for managing the game machines in the hall (game parlor) via an external terminal (not shown) to 30 seconds (30s) (step S28).
[0179] Next, the main control CPU 600a sets initial values ββfor a portion of the main control RAM 600c (step S29), and then proceeds to the process in step S41.
[0180] <Main Control: Explanation of Main Processing> On the other hand, if the signal from the RAM clear switch 620 is OFF (step S25: NO), the main control CPU 600a acquires the door open signal, which indicates whether the glass door frame 5 shown in Figure 1 is open, and the signal from the setting key switch 630 (step S30), and checks whether all of them are ON (step S31). If none of them are ON (step S31: NO), the process proceeds to step S40.
[0181] <Explanation regarding main control: main processing: setting confirmation processing> On the other hand, if everything is turned ON (step S31: YES), the main control CPU 600a sends a setting value command (performance control command DI_CMD) that reflects the set value to the sub-control board 80 (step S32).
[0182] Next, the main control CPU 600a sets a timer to 30 seconds (30s) to output a security signal to a hall computer (not shown) used for managing the game machines in the hall (game parlor) via an external terminal (not shown) (step S33).
[0183] Next, the main control CPU 600a sets the security signal to ON via an external terminal (not shown) used for managing the game machines in the hall (game parlor), and outputs the security signal to the hall computer (not shown) via an external terminal (not shown) for 30 seconds (30s) set by the timer (step S34).
[0184] Next, the main control CPU 600a outputs the set value to the LED data port (step S35).
[0185] Next, the main control CPU 600a sets a predetermined value in a register within the main control CPU 600a and performs a countdown process so that a 4ms wait is applied (step S36).
[0186] Next, the main control CPU 600a performs a power supply abnormality check (step S37). This power supply abnormality check is the same process as the power supply abnormality check shown in Figure 13.
[0187] Next, the main control CPU 600a creates switch edge data for the setting key switch 630 signal from the level data of the setting key switch 630 from the previous and current settings (step S38). The main control CPU 600a then stores the created edge data in the main control RAM 600c (see Figure 4).
[0188] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c (see Figure 4) (step S39). If the setting key switch 630 is ON (step S39: NO), the process returns to step S34.
[0189] <Main Control: Explanation of Main Processing> On the other hand, if the setting key switch 630 is OFF (step S39: YES), initial values ββfor a backup flag, error detection timer, etc., are set in a part of the main control RAM 600c (step S40). In this case, if the game is stopped due to an illegal error, the illegal game stop flag is set to an initial value (cleared). Therefore, even if the pachinko machine 1 is powered back on without pressing the RAM clear switch 620 and without clearing the main control RAM 600c, the game stop state due to an illegal error will be resolved.
[0190] Thus, in this embodiment, the main control RAM 600c is cleared due to a backup error, or, in the event of an error in the main control RAM 600c, the settings of the probability that generates a game state favorable to the player are changed, thereby clearing the main control RAM 600c and starting the game program. As a result, even if the values ββrelated to prize balls stored in the main control RAM 600c are overwritten due to the occurrence of an illegal error, the situation in which the hall (game parlor) suffers a disadvantage can be reduced, and as a result, appropriate processing can be carried out for control up to forced termination and control after forced termination without affecting control related to other games.
[0191] Next, the main control CPU 600a sends a command (performance control command DI_CMD) to the sub-control board 80 indicating whether the power is restored by clearing the RAM or by using a backup (step S41).
[0192] Next, the main control CPU 600a performs a game state notification information update process to update the game state notification information (step S42).
[0193] Next, the main control CPU 600a reads the program stored in the program area 600be outside the usage area of ββthe main control ROM 600b shown in Figure 4(b), and sets the start of gameplay outside the usage area (step S43).
[0194] <Main Control: Explanation of Out-of-Bounds Game Start Settings> Here, we will explain in detail the setting for starting gameplay outside the usage area, referring to Figures 14 and 15.
[0195] As shown in Figure 14, the setting to start playing outside the usage area first involves saving the stack pointer within the usage area (during normal processing) to the stack area 600cg outside the usage area of ββthe main control RAM 600c (see Figure 4(a)) (step S100).
[0196] Next, the main control CPU 600a checks the game stop flag, which indicates that the game will be stopped due to the activation of the suppression device (saving function) (step S101). If 5AH is set in the game stop flag (step S101:=5AH), the main control CPU 600a determines that the game is stopped and proceeds to the game stop process (step S102).
[0197] <Main Control: Explanation of Game Stop Processing> To explain this game stop process in detail with reference to Figure 15, the main control CPU 600a first sets the game stop flag to 5AH (step S110).
[0198] Next, the main control CPU 600a sets a security signal to ON, which is output to a hall computer (not shown) used for managing the game machines in the hall (game parlor), via an external terminal (not shown), and outputs that security signal to the hall computer (not shown) via an external terminal (not shown) (step S111).
[0199] Next, the main control CPU 600a sends a game stop command (performance control command DI_CMD) to the sub-control board 80 (step S112). As a result, the sub-control CPU 800a sends a command list related to an image (video) that will display the game stop on the liquid crystal display device 41 to the VDP 803. In response, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays as shown in Figures 6(c), 7(e), 8(e), and 9(e).
[0200] Next, the main control CPU 600a sends an error clearing command (performance control command DI_CMD) to the sub-control board 80 (step S113). As a result, the sub-control CPU 800a stops notifying errors that are less urgent than illegal errors, such as right-shooting warnings, left-shooting warnings, and other launch position warnings. If the sub-control CPU 800a stops notifying less urgent errors upon receiving the above-mentioned game stop command (performance control command DI_CMD), then the processing in step S113 is unnecessary.
[0201] Next, the main control CPU 600a sends a command to the payout / launch control board 70 to stop the launch of game balls (step S114), and the game stop process is completed. When the payout / launch control board 70 receives this command, it will process any signals received from the launch handle 16 as invalid.
[0202] <Main Control: Explanation of setting for starting gameplay outside the usage area> Thus, after completing this game stopping process, as shown in Figure 14, the main control CPU 600a restores the stack pointer from within the used area (during normal processing) that had been saved to the non-used stack area 600cg (see Figure 4(a)) of the main control RAM 600c (step S108), and completes the process of setting the start of game in the non-used area.
[0203] On the other hand, if 5AH is not set in the game stop flag (step S101: β 5AH), the main control CPU 600a determines that the game is not in a stopped state and checks the operation status flag (step S103).
[0204] This operating status flag manages the state until the game stops using a value, and is managed as follows: (1) "0" when the suppression device (saving function) is not activated, (2) "1" when the suppression device (saving function) is in an activation warning state, (3) "2" when the suppression device (saving function) is in an activation warning state, and (4) "3" when the suppression device (saving function) is activated.
[0205] Thus, if the operating status flag is not set to "2" (step S103: β 2), the main control CPU 600a sets an initial value to the ball difference counter (sets (clears) 100,000 balls) (step S104). In other words, the ball difference counter is set to an initial value only when (1) the suppression device (saving function) is not operating, or (2) the suppression device (saving function) is in an operation warning state ((4) when the suppression device (saving function) is operating, the game stop flag is set to 5AH, so no initial value is set to the ball difference counter). In this way, even if the pachinko game machine 1 is powered back on in the (3) suppression device (saving function) operation warning state, an initial value is not set to the ball difference counter. Therefore, in this way, a situation where the game does not stop even though it should stop can be avoided.
[0206] Furthermore, if the game is stopped due to an unauthorized error, the ball counter of the pachinko machine 1 will not be reset to an initial value after the power is cut off and the machine is restored. This will prevent situations that interfere with the operation of the suppression device (saving function).
[0207] By the way, as explained above, when the power to the pachinko machine 1 is cut off and then restored, the fraudulent game stop flag is cleared. However, at that time, a value should be set to the flag that does not set an initial value for the ball difference counter, and when setting an initial value for the ball difference counter, this value should be checked to determine whether or not to set the initial value. After making that determination, the flag that does not set an initial value for the ball difference counter should be cleared.
[0208] Next, after completing the process in step S104, the main control CPU 600a sets the operating state flag to an initial value of "0", sets the operating state command flag to an initial value of "0" (step S106), performs the process in step S108, and completes the process of setting the start of gameplay outside the usage area.
[0209] This operating status command flag manages whether or not a command was sent to the sub-control board 80 (sub-control CPU 800a) when the operating status changed. Specifically, it is managed by setting "0" to indicate that no command has been sent, "1" to indicate that a suppression device operation notification command has been sent, and "2" to indicate that a suppression device operation warning command has been sent.
[0210] On the other hand, if the operating status flag is set to "2" (step S103:=2), the main control CPU 600a sends a suppression device operation warning command (performance control command DI_CMD) to the sub-control board 80 (step S105). As a result, the sub-control CPU 800a sends a command list related to images (videos) that will cause the suppression device operation warning to be displayed on the liquid crystal display device 41 to VDP 803. In response, VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays as shown in Figures 7(c), (d), 8(c), (d), and 9(c), (d).
[0211] Next, the main control CPU 600a sets the value set in the operation status command flag to the operation status command flag (step S107), performs the process in step S108, and finishes the process of setting the start of gameplay outside the usage area.
[0212] Incidentally, when the game stop flag is cleared during the process shown in step S26 of Figure 11, the operating status flag and the operating status command flag are also cleared.
[0213] <Main Control: Explanation of Main Processing> Thus, after completing the process of setting the start of gameplay outside the usage area (step S43) as shown in Figure 11, the main control CPU 600a sets the internal function registers (step S44). Specifically, it sets the launch control signal to ON and transmits it to the payout / launch control board 70. As a result, the payout / launch control board 70 controls itself to start the launching operation of the game balls. The main control CPU 600a also sets the CTC (Counter Timer Circuit) which has functions such as creating pulse outputs of a fixed period and measuring time. That is, the main control CPU 600a sets the time constant register of the CTC so that a timer interrupt occurs periodically every 4ms.
[0214] Next, the main control CPU 600a, with interrupts disabled (step S45), reads the program stored in the program area 600be outside the usage area of ββthe main control ROM 600b shown in Figure 4(b), and performs the prize ball winning count management process 1, which calculates performance such as the total number of game balls launched into the game area 40, including the number of prize balls and the number of non-prizes (step S46). Then, based on the program stored in the program area 600ba within the usage area of ββthe main control ROM 600b shown in Figure 4(b), the main control CPU 600a updates various random number counters (step S47), returns to the interrupt-enabled state (step S48), returns to step S45, and performs a loop process that repeatedly performs the processes from step S45 to step S48.
[0215] <Main Control: Explanation of Prize Ball Winning Count Management Process 1> Here, we will explain the above prize ball winning count management process 1 in detail with reference to Figures 16 to 20.
[0216] As shown in Figure 16, the prize ball winning count management process 1 first performs a backup process to save the contents of the register group in the main control CPU 600a to the stack area 600cg outside the usage area of ββthe main control RAM 600c (see Figure 4(a)) (step S120).
[0217] Next, the main control CPU 600a performs initial setup of the RAM area 600ce (see Figure 4(a)) outside the area used by the main control RAM 600c (step S121).
[0218] <Main Control: Explanation of initial settings for the RAM area outside the used area> To explain this in more detail with reference to Figure 17, as shown in Figure 17, the initial setup first involves the main control CPU 600a (see Figure 4) checking the RAM error flag (step S130). If the RAM error flag is set to ON, it is determined that it does not show any value from "1" to "6" (step S130: YES), and an abnormality has occurred in the main control RAM 600c (RAM error), so the processing in steps S131 and S132 is skipped, and the process proceeds to step S133.
[0219] On the other hand, if the RAM error flag is set to OFF, the main control CPU 600a determines that it is showing one of the values ββfrom "1" to "6" (step S130: NO) and obtains the value of the initialized flag (step S131). Next, the main control CPU 600a checks whether the obtained value of the initialized flag is 5AH or not (step S132). If it is not 5AH (step S132: NO), it sets the initialized flag to 5AH (step S133), initializes (clears) the unused RAM area 600ce (see Figure 4(a)) (step S134), and finishes the initial setup process for the unused RAM area. On the other hand, if it is 5AH (step S132: YES), it determines that the unused RAM area 600ce has already been initialized and finishes the initial setup process for the unused RAM area.
[0220] Therefore, if the acquired setting value does not show any value from "1" to "6", it is possible that the measurement corresponding to the current setting value (described later) is not being performed correctly. In this case, even if it has been initialized, you should clear the RAM area 600ce (see Figure 4(a)) outside the used area of ββthe main control RAM 600c.
[0221] <Main Control: Explanation of Prize Ball Winning Count Management Process 1> Thus, as shown in Figure 16, the main control CPU 600a performs initial setup of the RAM area 600ce outside the used area of ββthe main control RAM 600c (step S121), and then executes the counting process (step S122).
[0222] <Main Control: Explanation of Counting Process> To explain this in more detail with reference to Figure 18, as shown in Figure 18, the main control CPU 600a obtains the setting value for the probability of generating a special game state advantageous to the player (for example, a setting value from "1" to "6") stored in the RAM area 600ca (see Figure 4(a)) within the usable area of ββthe main control RAM 600c, and uses the current setting value as an offset to select a counting counter table corresponding to the setting value (step S140).
[0223] Incidentally, the content corresponding to setting values 1 to 6 is stored in this counting counter table.
[0224] That is, in the counting counter table for setting value 1, total prize ball counter 1 for setting value 1, total prize ball counter 2 for setting value 1, first accessory cumulative prize ball counter 1 for setting value 1, first accessory cumulative prize ball counter 2 for setting value 1, second accessory cumulative prize ball counter 1 for setting value 1, second accessory cumulative prize ball counter 2 for setting value 1, cumulative out counter 1 for setting value 1, cumulative out counter 2 for setting value 1, are stored.
[0225] In the counting counter table for setting value 2, total prize ball counter 1 for setting value 2, total prize ball counter 2 for setting value 2, first accessory cumulative prize ball counter 1 for setting value 2, first accessory cumulative prize ball counter 2 for setting value 2, second accessory cumulative prize ball counter 1 for setting value 2, second accessory cumulative prize ball counter 2 for setting value 2, cumulative out counter 1 for setting value 2, cumulative out counter 2 for setting value 2, are stored.
[0226] In the counting counter table for setting value 3, total prize ball counter 1 for setting value 3, total prize ball counter 2 for setting value 3, first accessory cumulative prize ball counter 1 for setting value 3, first accessory cumulative prize ball counter 2 for setting value 3, second accessory cumulative prize ball counter 1 for setting value 3, second accessory cumulative prize ball counter 2 for setting value 3, cumulative out counter 1 for setting value 3, cumulative out counter 2 for setting value 3, It is stored there.
[0227] The counting counter table for setting value 4 includes: Total prize ball counter 1 for setting value 4, Total prize ball counter 2 for setting value 4, First prize ball cumulative counter for setting value 4, First mechanism cumulative prize ball counter 2 for setting value 4, Second mechanism cumulative prize ball counter 1 for setting value 4, Second prize ball cumulative counter 2 for setting value 4, Cumulative output counter 1 for setting value 4, Cumulative output counter 2 for setting value 4, It is stored there.
[0228] The counting counter table for setting value 5 includes: Total prize ball counter 1 for setting value 5. Total prize ball counter 2 for setting value 5, First prize ball cumulative counter for setting value 5, First mechanism cumulative prize ball counter 2 for setting value 5, Second mechanism cumulative prize ball counter 1 for setting value 5, Second prize ball cumulative counter for setting value 5, Cumulative output counter 1 for setting value 5. Cumulative output counter 2 for setting value 5, It is stored there.
[0229] The counting counter table for setting value 6 includes: Total prize ball counter 1 for setting value 6. Total prize ball counter 2 for setting value 6, First mechanism cumulative prize ball counter 1 for setting value 6, First mechanism cumulative prize ball counter 2 for setting value 6, Second mechanism cumulative prize ball counter 1 for setting value 6, Second prize ball cumulative counter 2 for setting value 6, Cumulative output counter 1 for setting value 6, Cumulative output counter 2 for setting value 6, It is stored there.
[0230] Therefore, for example, if the current setting value is "2", the counting counter table for setting value 2 will be selected. The counting counter tables corresponding to the above setting values ββare stored in the RAM area 600ce outside the used area of ββthe main control RAM 600c.
[0231] Next, in step S507 shown in Figure 29 later, the main control CPU 600a retrieves the input flags for the upper right general prize slot switch 49a1, the upper left general prize slot switch 49b1, the left middle general prize slot switch 49c1, the lower left general prize slot switch 49d1, and the special symbol 1 start slot switch 44a, which were stored in the RAM area 600ce (see Figure 4(a)) outside the area used by the main control RAM 600c (step S141). Then, these input flags are checked (step S142). If all input flags are OFF (step S142: NO), the process proceeds to step S146. If any one of the input flags is ON (step S142: YES), the value is added to the total prize ball counter 1 for setting values ββ1 to 6 in the counting counter table for setting values ββ1 to 6 selected in step S140 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2) (step S143). Specifically, if the input flag for the upper right general prize slot switch 49a1 is ON, 5 prize balls are awarded, so +5 is added to the value of the total prize ball counter 1 for setting values ββ1 to 6 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2). Then, if the input flags for the upper left general prize slot switch 49b1, the left middle general prize slot switch 49c1, and the lower left general prize slot switch 49d1 are ON, 10 balls are awarded for each ON input flag, so +10 (Γ number of ON input flags) is added to the value of the total prize ball counter 1 for setting values ββ1 to 6 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2). Furthermore, if the input flag for the special symbol 1 start slot switch 44a is ON, 3 balls are awarded, so +3 (Γ number of ON input flags) is added to the value of the total prize ball counter 1 for setting values ββ1 to 6 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2).
[0232] Next, the main control CPU 600a checks whether the game state is in a low probability state (a normal low probability state where the probability of winning is low) (step S144). If the game state is not in a low probability state (step S144: NO), the process proceeds to step S146.
[0233] On the other hand, if the game state is in a low probability state (step S144: YES), the main control CPU 600a adds to the value of the cumulative prize ball counter (step S145). Specifically, if the input flag of the upper right general prize slot switch 49a1 is ON, 5 prize balls are awarded, so +5 is added to the value of the cumulative prize ball counter. Furthermore, if the input flags of the upper left general prize slot switch 49b1, the left middle general prize slot switch 49c1, and the lower left general prize slot switch 49d1 are ON, 10 prize balls are awarded for each ON input flag, so +10 (Γ number of ON input flags) is added to the value of the cumulative prize ball counter. In addition, if the input flag of the special symbol 1 start slot switch 44a is ON, 3 prize balls are awarded, so +3 (Γ number of ON input flags) is added to the value of the cumulative prize ball counter. This cumulative prize ball counter is stored in the RAM area 600ce outside the used area of ββthe main control RAM 600c.
[0234] Next, in step S507 shown in Figure 29 later, the main control CPU 600a retrieves the input flag for the special symbol 2 start switch 45a1 stored in the RAM area 600ce (see Figure 4(a)) outside the used area of ββthe main control RAM 600c (step S146). If this input flag is OFF (step S147: NO), the process proceeds to step S152. If this input flag is ON (step S147: YES), the value is added to the value of the first prize ball cumulative counter 1 for setting value 1 to 6 in the counting counter table for setting value 1 to 6 selected in step S140 (for example, if the current setting value is "2", the first prize ball cumulative counter 1 for setting value 2) (step S148), and the value is added to the value of the total prize ball counter 1 for setting value 1 to 6 in the counting counter table for setting value 1 to 6 selected in step S140 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2) (step S149). Specifically, if the input flag for the special symbol 2 start switch 45a1 is ON, 3 balls are awarded, so +3 is added to the value of the first gimmick cumulative ball counter 1 for setting values ββ1 to 6 (for example, if the current setting is "2", then the first gimmick cumulative ball counter 1 for setting value 2), and +3 is added to the value of the total ball counter 1 for setting values ββ1 to 6 in the counting counter table for setting values ββ1 to 6 (for example, if the current setting is "2", then the total ball counter 1 for setting value 2).
[0235] Next, the main control CPU 600a checks whether the game state is in a low probability state (a normal low probability state where the probability of winning is low) (step S150). If the game state is not in a low probability state (step S150: NO), the process proceeds to step S152.
[0236] On the other hand, if the game state is in a low probability state (step S150: YES), the main control CPU 600a adds to the value of the first prize ball cumulative counter (step S151). Specifically, if the input flag of the special symbol 2 start switch 45a1 is ON, 3 balls are awarded, so +3 is added to the value of the first prize ball cumulative counter. This first prize ball cumulative counter is stored in the RAM area 600ce outside the used area of ββthe main control RAM 600c.
[0237] Next, the main control CPU 600a acquires the input flag of the big winning opening switch 46c stored in the RAM area 600ce outside the usage area of the main control RAM 600c (see FIG. 4(a)) in step S507 shown in FIG. 29 to be described later (step S152). If this input flag is in the OFF state (step S153: NO), the process proceeds to the process of step S158. If this input flag is in the ON state (step S153: YES), it is added to the value of the second accessory cumulative prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 1 for setting value 2) (step S154), and is added to the value of the total prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2) (step S155). Specifically, if the input flag of the big winning opening switch 46c is in the ON state, 15 prize balls are awarded. Therefore, +15 is added to the value of the second accessory cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 1 for setting value 2), and +15 is added to the value of the total prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6.
[0238] Next, the main control CPU 600a checks whether the game state is a low-probability (the winning lottery probability is in the normal low-probability state) game state (step S156). If the game state is not in the low-probability state (step S156: NO), the process proceeds to the process of step S158.
[0239] On the other hand, if the game state is in the low-probability state (step S156: YES), the main control CPU 600a adds it to the value of the second accessory cumulative prize ball counter (step S157). Specifically, if the input flag of the big winning opening switch 46c is in the ON state, 15 prize balls are awarded. Therefore, +15 is added to the value of the second accessory cumulative prize ball counter. This second accessory cumulative prize ball counter will be stored in the RAM area 600ce outside the usage area of the main control RAM 600c.
[0240] Next, in step S507 shown in Figure 29 later, the main control CPU 600a retrieves the input flag of the output switch 50a stored in the RAM area 600ce (see Figure 4(a)) outside the used area of ββthe main control RAM 600c (step S158). If this input flag is OFF (step S159: NO), the process proceeds to step S162. If this input flag is ON (step S159: YES), the value of the cumulative output counter is incremented (+1) (step S160), and the value of cumulative output counter 1 for setting value 1 to 6 in the counting counter table for setting value 1 to 6 selected in step S140 (for example, if the current setting value is "2", cumulative output counter 1 for setting value 2) is incremented (+1) (step S141). The cumulative output counter is stored in the RAM area 600ce outside the used area of ββthe main control RAM 600c.
[0241] Next, the main control CPU 600a checks the value of the cumulative out counter (step S162). If the total cumulative out count has not reached a predetermined value (60,000 units) (step S162: NO), it proceeds to step S168. If the total cumulative out count has reached a predetermined value (60,000 units) (step S162: YES), it sets the value of the total prize ball counter 1 for setting value 1 to 6 in the counting counter table for setting value 1 to 6 selected in step S140 (for example, if the current setting value is "2", it sets the total prize ball counter 1 for setting value 2) to step S168. The value of the total prize ball counter 2 for setting value 1 to 6 in the counting counter table for setting value 1 to 6 selected in S140 (for example, if the current setting value is "2", then total prize ball counter 2 for setting value 2) is stored (step S163), and the value of the first prize ball cumulative counter 1 for setting value 1 to 6 in the counting counter table for setting value 1 to 6 selected in step S140 (for example, if the current setting value is "2", then first prize ball cumulative counter 1 for setting value 2) is stored in the counting counter table for setting value 1 to 6 selected in step S140 The value of the 1st prize ball cumulative counter 2 (for example, if the current setting is "2", then the 1st prize ball cumulative counter 2 for setting 2) is stored (step S164), and the value of the 2nd prize ball cumulative counter 1 for setting 1 to 6 (for example, if the current setting is "2", then the 2nd prize ball cumulative counter 1 for setting 2) in the counting counter table for setting 1 to 6 selected in step S140 is stored in the 2nd prize ball cumulative counter 2 for setting 1 to 6 (for example, if the current setting is "2") If so, the value is stored in the second prize ball cumulative counter 2 for setting value 2 (step S165), and the value of cumulative out counter 1 for setting value 1 to 6 (for example, if the current setting value is "2", then cumulative out counter 1 for setting value 2) in the counting counter table for setting value 1 to 6 selected in step S140 is stored in cumulative out counter 2 for setting value 1 to 6 (for example, if the current setting value is "2", then cumulative out counter 2 for setting value 2) in the counting counter table for setting value 1 to 6 selected in step S140 (step S166).
[0242] Next, the main control CPU 600a clears the values ββof the following in the counting counter table for setting values ββ1 to 6 selected in step S140: the total prize ball counter 1 for setting values ββ1 to 6 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2), the first prize cumulative prize ball counter 1 for setting values ββ1 to 6 selected in step S140 (for example, if the current setting value is "2", the first prize cumulative prize ball counter 1 for setting value 2), the second prize cumulative prize ball counter 1 for setting values ββ1 to 6 selected in step S140 (for example, if the current setting value is "2", the second prize cumulative prize ball counter 1 for setting value 2), and the cumulative out counter 1 for setting values ββ1 to 6 selected in step S140 (for example, if the current setting value is "2", the cumulative out counter 1 for setting value 2) (step S167).
[0243] Next, the main control CPU 600a checks whether the game state is in a low probability state (a normal low probability state where the probability of winning is low) (step S168). If the game state is not in a low probability state (step S168: NO), the counting process ends. If the game state is in a low probability state (step S168: YES), the low probability cumulative out counter is incremented (+1) (step S169), and the counting process ends. The low probability cumulative out counter is stored in the RAM area 600ce outside the used area of ββthe main control RAM 600c.
[0244] <Main Control: Explanation of Prize Ball Winning Count Management Process 1> Thus, as shown in Figure 16, the main control CPU 600a performs a counting process (step S122), and then performs a counting process (step S123).
[0245] <Main Control: Explanation of Counting Process> To explain this in more detail with reference to Figure 19, as shown in Figure 19, the main control CPU 600a checks the value of the low-probability cumulative out counter (step S170). If the value of the low-probability cumulative out counter is 0 (step S170: YES), the counting process is completed.
[0246] On the other hand, if the value of the low probability cumulative out counter is not 0 (step S170: NO), the main control CPU 600a adds the values ββof the cumulative prize ball counter, the first prize ball cumulative prize ball counter, and the second prize ball cumulative prize ball counter, and divides the added value by the value of the low probability cumulative out counter to calculate the base value of how many prize balls were awarded during the low probability period, and stores it in the bL base monitor work area of ββthe RAM area 600ce (see Figure 4(a)) outside the used area of ββthe main control RAM 600c (step S171).
[0247] Next, the main control CPU 600a checks the value of the cumulative output counter (step S172). If the value of the cumulative output counter is 0 (step S172: YES), the counting process is completed.
[0248] On the other hand, if the cumulative out counter is not 0 (step S172: NO), the main control CPU 600a adds the values ββof the cumulative prize ball counter, the first prize ball cumulative prize ball counter, and the second prize ball cumulative prize ball counter, and divides the added value by the value of the cumulative out counter to calculate the base value of how many prize balls were awarded, and stores it in the b6 base monitor work area of ββthe RAM area 600ce (see Figure 4(a)) outside the used area of ββthe main control RAM 600c (step S173).
[0249] Next, the main control CPU 600a checks the value of the cumulative output counter 2 for setting value 1 to 6 in the counting counter table for setting value 1 to 6 selected in step S140 shown in Figure 18 (for example, if the current setting value is "2", the cumulative output counter 2 for setting value 2) (step S174).
[0250] If the value of the cumulative out counter 2 for setting value 1 to 6 in the counting counter table for setting value 1 to 6 selected in step S140 shown in Figure 18 (for example, if the current setting value is "2", then the cumulative out counter 2 for setting value 2) reaches 60000 (step S174: YES), then the main control CPU 600a will use the cumulative prize ball counter 2 for the first prize item in the counting counter table for setting value 1 to 6 selected in step S140 shown in Figure 18 (for example, if the current setting value is "2", then the cumulative prize ball counter 2 for the first prize item in the first prize item in the counting counter table for setting value 1 to 6 selected in step S140 shown in Figure 18) and the value of the cumulative out counter 2 for setting value 2 selected in step S140 shown in Figure 18 The value of the second prize ball cumulative payout counter 2 for setting values ββ1 to 6 in the counting counter table for 6 (for example, if the current setting value is "2", then the second prize ball cumulative payout counter 2 for setting value 2) is added, and the added value is divided by the value of the total prize ball counter 2 for setting values ββ1 to 6 in the counting counter table for setting values ββ1 to 6 selected in step S140 shown in Figure 18 (for example, if the current setting value is "2", then the total prize ball counter 2 for setting value 2) to calculate the prize ratio, and this is stored in the y6 prize ratio work area of ββthe RAM area 600ce outside the usage area of ββthe main control RAM 600c (see Figure 4(a)) (step S175).
[0251] Next, the main control CPU 600a calculates the prize ratio for the big prize slot by dividing the value of the second prize ball cumulative counter 2 for setting value 1 to 6 in the counting counter table for setting value 1 to 6 selected in step S140 shown in Figure 18 (for example, if the current setting value is "2", the second prize ball cumulative counter 2 for setting value 2) by the value of the total prize ball counter 2 for setting value 1 to 6 in the counting counter table for setting value 1 to 6 selected in step S120 shown in Figure 18 (for example, if the current setting value is "2", the total prize ball counter 2 for setting value 2), and stores it in the yA prize ratio work area of ββthe RAM area 600ce (see Figure 4(a)) outside the used area of ββthe main control RAM 600c (step S176), and finishes the counting process.
[0252] On the other hand, if the value of the cumulative out counter 2 for setting value 1 to 6 in the counting counter table for setting value 1 to 6 selected in step S140 shown in Figure 18 (for example, if the current setting value is "2", the cumulative out counter 2 for setting value 2) has not reached 60000 (step S174: NO), the main control CPU 600a will use the first prize cumulative payout counter 1 for setting value 1 to 6 in the counting counter table for setting value 1 to 6 selected in step S140 shown in Figure 18 (for example, if the current setting value is "2", the first prize cumulative payout counter 1 for setting value 2) and the setting value selected in step S140 shown in Figure 18 The value of the second prize ball cumulative counter 1 for setting value 1 to 6 in the counting counter table for 1 to 6 (for example, if the current setting value is "2", the second prize ball cumulative counter 1 for setting value 2) is added, and the added value is divided by the value of the total prize ball counter 1 for setting value 1 to 6 in the counting counter table for setting value 1 to 6 selected in step S140 shown in Figure 18 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2) to calculate the prize ratio, and this is stored in the y6 prize ratio work area of ββthe RAM area 600ce outside the used area of ββthe main control RAM 600c (see Figure 4(a)) (step S177).
[0253] Next, the main control CPU 600a calculates the prize ratio for the big prize slot by dividing the value of the second prize ball cumulative counter 1 for setting value 1 to 6 in the counting counter table for setting value 1 to 6 selected in step S140 shown in Figure 18 (for example, if the current setting value is "2", the second prize ball cumulative counter 1 for setting value 2) by the value of the total prize ball counter 1 for setting value 1 to 6 in the counting counter table for setting value 1 to 6 selected in step S140 shown in Figure 18 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2). This calculation is then stored in the yA prize ratio work area of ββthe RAM area 600ce (see Figure 4(a)) outside the used area of ββthe main control RAM 600c (step S178), and the counting process is completed.
[0254] <Main Control: Explanation of Prize Ball Winning Count Management Process 1> Thus, after completing the above processing, the main control CPU 600a performs counting processing (step S123) as shown in Figure 16, and then performs suppression device counting processing (step S124).
[0255] <Main Control: Explanation of Suppression Device Counting Process> To explain this in more detail with reference to Figure 20, as shown in Figure 20, the main control CPU 600a checks the value of the game stop flag (step S180). If the game stop flag is set to 5AH (step S180:=5AH), the main control CPU 600a finishes the suppression device counting process.
[0256] On the other hand, if the game stop flag is not set to 5AH (step S180: β 5AH), the main control CPU 600a checks the value of the operation status flag (step S181). If the value of the operation status flag is 2 or greater (step S181: β§2), the main control CPU 600a checks whether or not a jackpot game is in progress (step S182). If a jackpot game is in progress (step S182: YES), the suppression device counting process is completed.
[0257] On the other hand, if the game is not in a jackpot state (Step S182: NO), the operating status flag is set to "3" (Step S183), and the suppression device counting process is completed.
[0258] On the other hand, if the value of the operating status flag is less than 2 (step S181: < 2), the main control CPU 600a subtracts the number of outs from the difference ball counter (step S184). Specifically, in the process of step S206 shown in Figure 21, the main control CPU 600a reads the ON signal of the out port switch 50a (see Figure 3) stored in the RAM area 600ca (see Figure 4(a)) within the used area of ββthe main control RAM 600c, and subtracts it from the difference ball counter. In addition to such a difference ball counter, a counter that reads the ON signal of the out port switch 50a (see Figure 3) and counts the number of outs may also be provided. In that case, since the count value will be larger than the cumulative out counter for measurement (e.g., 2 bytes) described above, it is better to increase the size of the main control RAM 600c (e.g., 3 bytes).
[0259] Next, the main control CPU 600a adds the number of prize balls to the difference ball counter (step S185). Specifically, in the process of step S206 shown in Figure 21, which will be described later, the main control CPU 600a reads the ON signals of the special symbol 1 start switch 44a (see Figure 3), special symbol 2 start switch 45a1 (see Figure 3), upper right general prize switch 49a1 (see Figure 3), upper left general prize switch 49b1 (see Figure 3), middle left general prize switch 49c1 (see Figure 3), lower left general prize switch 49d1 (see Figure 3), and large prize switch 46c (see Figure 3) stored in the RAM area 600ca (see Figure 4(a)) within the used area of ββthe main control RAM 600c, calculates the number of prize balls corresponding to these switches, and adds the number of prize balls to the difference ball counter. Furthermore, since the ball difference counter will have a larger count value than the prize ball counter used for measurement (e.g., 2 bytes) described above, it is better to increase the size of the main control RAM 600c (e.g., 3 bytes).
[0260] Next, the main control CPU 600a checks whether the ball difference counter is equal to or greater than the second reference value. That is, it checks whether the ball difference counter is greater than 95,000 balls (ball difference counter > 195,000) (step S186). If the ball difference counter is equal to or greater than the second reference value (step S186: YES), the main control CPU 600a checks whether a jackpot game is in progress (step S187). If a jackpot game is in progress (step S187: YES), it sets the operation status flag to "2" (step S188) and finishes the suppression device counting process.
[0261] On the other hand, if the game is not in a jackpot state (Step S187: NO), the operating status flag is set to "3" (Step S183), and the suppression device counting process is completed.
[0262] On the other hand, if the ball difference counter is not equal to or greater than the second reference value (step S186: NO), the main control CPU 600a checks whether the ball difference counter is equal to or greater than the first reference value. That is, it checks whether the ball difference counter is equal to or greater than 90,000 balls (step S189). If the ball difference counter is equal to or greater than the first reference value (step S189: YES), the main control CPU 600a sets the operation status flag to "1" (step S190) and finishes the suppression device counting process.
[0263] On the other hand, if the ball difference counter is not equal to or greater than the first reference value (step S189: NO), the main control CPU 600a sets the operating status flag to "0" (step S191) and finishes the suppression device counting process.
[0264] <Main Control: Explanation of Prize Ball Winning Count Management Process 1> Thus, after completing the above process, the main control CPU 600a restores the contents of the registers that were saved in the stack area 600cg (see Figure 4(a)) outside the usage area of ββthe main control RAM 600c (step S125), as shown in Figure 16, and completes the prize ball winning count management process 1.
[0265] <Main Control: Explanation of Timer Interrupt Processing> Next, referring to Figure 21, we will explain the timer interrupt program that interrupts the main process described above and starts every 4ms.
[0266] When this timer interrupt occurs, a backup process is executed to save the contents of the registers in the main control CPU 600a to the stack area 600cc within the usage area of ββthe main control RAM 600c (see Figure 4(a)) (step S200), and then a voltage abnormality check process is executed (step S201). This voltage abnormality check process is the same as the power supply abnormality check process shown in Figure 13.
[0267] Next, the main control CPU 600a checks the game stop flag, which indicates that the game will be stopped due to the activation of the suppression device (saving function) (step S202). If 5AH is set in the game stop flag (step S202:=5AH), the main control CPU 600a turns off the solenoid port (step S203), turns off the LED common port (step S204), and proceeds to the process in step S216. As a result, if the game is stopped during a variation, no symbol variation effects that would stop the variation of decorative symbols will be performed, and furthermore, the special symbol display device 51, the normal symbol display device 52, and the 7-segment display device 53a will turn off, and the display of the number of balls held at the start will also be hidden. In addition, even when stopping the game when fraudulent activity is detected, the main control CPU 600a should be instructed to check the fraudulent game stop flag to be used when fraudulent activity is detected, and if 5AH is set, the main control CPU 600a should perform the same process.
[0268] On the other hand, if the game stop flag is not set to 5AH (step S202: β 5AH), the main control CPU 600a performs suppression device operation management processing related to the operation of the suppression device (saving function) (step S205). Details of this process will be described later.
[0269] Next, the main control CPU 600a receives ON / OFF signals from various switches, including the special symbol 1 start switch 44a (see Figure 3), the special symbol 2 start switch 45a1 (see Figure 3), the normal symbol start switch 48a (see Figure 3), the upper right general prize slot switch 49a1 (see Figure 3), the upper left general prize slot switch 49b1 (see Figure 3), the left middle general prize slot switch 49c1 (see Figure 3), the lower left general prize slot switch 49d1 (see Figure 3), the out slot switch 50a (see Figure 3), and the large prize slot switch 46c (see Figure 3). The ON / OFF signal levels and their rising states are then stored in the RAM area 600ca (see Figure 4(a)) within the usable area of ββthe main control RAM 600c (step S206). Furthermore, as shown in Figure 21, this process is not performed if the game stop flag is set to 5AH (step S202:=5AH). Therefore, if a game ball launched into the game area 40 using the launch handle 16 before the game stops, and is still present in the game area 40 after the game stops, the game ball will not be detected even if it enters the special symbol 1 start switch 44a, special symbol 2 start switch 45a1, upper right general prize entry switch 49a1, upper left general prize entry switch 49b1, left middle general prize entry switch 49c1, or lower left general prize entry switch 49d1. This is because if the ON / OFF state of the switches is affected by fraudulent means such as radio wave cheating, and prize balls are generated, executing this switch management process after the game stops could allow for fraudulent acquisition of prize balls during the game stop. Therefore, this method reduces the risk of damage to the hall (amusement parlor).
[0270] Next, the main control CPU 600a performs timer subtraction processing for various timers (normal symbol variation timer, normal symbol mechanism timer, etc.) that manage the time for each game operation (step S207).
[0271] Next, the main control CPU 600a performs random number management processing (step S208). Specifically, it performs processing to update the random numbers for the regular symbols, special symbols, etc., used in the winning / losing lottery.
[0272] Next, the main control CPU 600a performs normal symbol processing (step S209). This normal symbol processing involves a lottery to determine whether the normal symbols will win or lose, and based on the lottery results, it determines the variation pattern of the normal symbols and the stopping display state of the normal symbols. Details of this process will be described later.
[0273] Next, the main control CPU 600a executes the normal electric mechanism management process (step S210). This normal electric mechanism management process generates signals related to the control of the normal electric mechanism solenoid 45b2 (see Figure 4), which is necessary for the normal electric mechanism opening game to occur, based on the lottery results of the normal symbol processing (step S209).
[0274] Next, the main control CPU 600a executes special symbol processing (step S211). In this special symbol processing, a lottery is held to determine whether the special symbols will be successful or not, and based on the results of the lottery, the variation pattern of the special symbols and the stopping display manner of the special symbols are determined. Details of this processing will be described later.
[0275] Next, the main control CPU 600a executes special electric mechanism management processing (step S212). This special electric mechanism management processing mainly involves setting up the necessary settings to execute and control the winning game corresponding to the jackpot result, if the jackpot lottery result is "jackpot" or "minor jackpot". At this time, signals related to the control of the special electric mechanism solenoid 46b (see Figure 3) are also generated. If the jackpot lottery result is "jackpot" or "minor jackpot", a command related to that (performance control command DI_CMD) is sent to the sub-control board 80. Specifically, a jackpot start fanfare command (performance control command DI_CMD) and a jackpot end ending command (performance control command DI_CMD) are sent to the sub-control board 80. As a result, the sub-control CPU 800a executes the processing described with reference to Figure 9.
[0276] Next, the main control CPU 600a performs right-hand shooting notification information management processing (step S213). This right-hand shooting notification information management processing performs processing to generate a "launch position guidance effect (right-hand shooting notification effect)" that provides a right-hand shooting instruction notification in situations where right-hand shooting is advantageous, such as when the time in which the opening / closing member (not shown) of the electric tuner (normal electric mechanism) is in the open state and the time in which the guide member (not shown) is in the guidance state is extended, or when the opening / closing door 46a is opened and the big prize opening (not shown) is opened. When the right-hand shooting notification effect is performed, a command (effect control command DI_CMD) related to that right-hand shooting notification effect is sent to the sub-control board 80 (sub-control CPU 800a) during this right-hand shooting notification information management processing. In response, the sub-control CPU 800a sends a command list related to images (videos) that will display the determined stop symbols (normal symbol stop symbols) on the liquid crystal display device 41 to the VDP 803. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays "Right-handed" as shown in Figures 7 to 9.
[0277] Next, the main control CPU 600a executes LED management processing (step S214).
[0278] Next, the main control CPU 600a performs solenoid management processing (step S215). At this time, the main control CPU 600a checks the signal related to the control of the ordinary electric mechanism solenoid 45b2 (see Figure 3) generated in the ordinary electric mechanism management processing (step S210), and also checks the signal related to the control of the special electric mechanism solenoid 46b (see Figure 4) generated in the special electric mechanism management processing (step S212). Based on these signals, the operation / stop of the ordinary electric mechanism solenoid 45b2 or the special electric mechanism solenoid 46b is controlled, and the opening / closing door 46a (see Figure 2) operates so that the time during which the opening / closing member (not shown) of the electric tuner (ordinary electric mechanism) is in the open state and the time during which the guide member (not shown) is in the guide state is extended / not extended, or the large prize opening (not shown) is opened or closed.
[0279] Next, the main control CPU 600a performs error management processing (step S216). Error management processing determines whether there are any abnormalities inside the machine, such as the replenishment of game balls stopping, game balls getting jammed, or a break in the special symbol 1 start switch 44a (see Figure 3), special symbol 2 start switch 45a1 (see Figure 3), normal symbol start switch 48a (see Figure 3), upper right general prize slot switch 49a1 (see Figure 3), upper left general prize slot switch 49b1 (see Figure 3), left middle general prize slot switch 49c1 (see Figure 3), lower left general prize slot switch 49d1 (see Figure 3), out slot switch 50a (see Figure 3), or large prize slot switch 46c (see Figure 3). Furthermore, if any error occurs (including when the fraud detection board 55 detects fraudulent activity by the player), a command corresponding to that error (performance control command DI_CMD) will be sent to the sub-control board 80. In addition, if any error other than the detection of fraudulent activity by the player by the fraud detection board 55 is resolved, the main control CPU 600a will send a command corresponding to the resolution of that error (performance control command DI_CMD) to the sub-control board 80.
[0280] Incidentally, when the fraud detection board 55 detects fraudulent activity by a player and chooses to issue a high-priority error notification without stopping the game, the sub-control CPU 800a, even if the suppression device (saving function) is activated and a game stop command (performance control command DI_CMD) is received, will ensure that the error notification due to fraud is displayed on the liquid crystal display device 41 along with the display shown in Figures 6(c), 7(e), 8(e), and 9(e), and the sound emitted from the speaker 17 will prioritize the error notification due to fraud.
[0281] Incidentally, as shown in Figure 21, this error management process will be carried out even if the game stop flag is set to 5AH (step S202:=5AH). Therefore, as explained above, even if the game is stopped, the performance control command DI_CMD corresponding to the error regarding the prize balls won by the player will also be sent to the sub-control board 80. For this reason, when the sub-control CPU 800a receives the performance control command DI_CMD corresponding to the error regarding the prize balls won by the player, it will prioritize this over the game stop notification.
[0282] Next, the main control CPU 600a executes the prize ball management process (step S217). This prize ball management process outputs a payout control command PAY_CMD to the payout control board 70 (see Figure 3) to perform a payout operation. In addition, during this prize ball management process, the main control CPU 600a sends a prize ball planned number command (performance control command DI_CMD) to the sub-control board 80.
[0283] Incidentally, this prize ball management process will be carried out even if the game stop flag is set to 5AH (step S202:=5AH), as shown in Figure 21. Therefore, as explained above, even if the game is stopped, the payout / launch control board 70 will perform the payout of game balls related to prize balls that have not yet been paid out. Thus, by doing so, it is possible to eliminate the situation in which game balls that should have been paid out are not paid out due to the game being stopped, and appropriate processing can be carried out for control up to forced termination and control after forced termination without affecting control related to other games.
[0284] Next, the main control CPU 600a executes external terminal management processing (step S218). In this external terminal management processing, predetermined game information such as the number of wins during a winning game, the number of times special symbols change, information on balls entering the winning slots, information on the time-saving game state, and security information are output from external terminals (not shown) to a hall computer (not shown) used for managing the game islands in the amusement arcade.
[0285] Next, the main control CPU 600a reads the program stored in the program area 600be outside the usage area of ββthe main control ROM 600b shown in Figure 4(b), and performs the out-of-use area processing (step S219). Details of this processing will be described later.
[0286] Next, the main control CPU 600a performs the out command transmission process (step S220). In this out command transmission process, the main control CPU 600a checks whether or not a game ball has entered the out port 50 (see Figure 2) at the out port switch 50a (see Figure 3), and each time it detects, it sends an out ball count command (performance control command DI_CMD) to the sub-control board 80.
[0287] Thus, the sub-control CPU 800a can manage the detailed difference in ball count by receiving the out-ball count command and the planned prize ball count command, making it possible to determine whether or not the suppression device (saving function) will be activated, and thereby enabling the execution of appropriate effects.
[0288] Next, the main control CPU 600a clears the watchdog timer (WDT) (step S221), returns to the interrupt-enabled state (step S222), restores the contents of the registers that were saved in the stack area 600cc within the used area of ββthe main control RAM 600c, and ends the timer interrupt (step S223). This returns the system from the interrupt processing routine to the main processing (see Figure 32).
[0289] <Main Control: Explanation of Suppression Device Operation Management Process> Next, with reference to Figure 22, the above suppression device operation management process will be explained in detail.
[0290] As shown in Figure 22, the main control CPU 600a first checks the game stop flag, which indicates that the game will be stopped due to the activation of the suppression device (saving function) (step S230). If 5AH is set in the game stop flag (step S230:=5AH), the suppression device operation management process is completed. In addition, even when the game is stopped when fraudulent activity is detected, the main control CPU 600a should check the fraudulent game stop flag used when fraudulent activity is detected, and if 5AH is set, the main control CPU 600a should complete the suppression device operation management process.
[0291] On the other hand, if the game stop flag is not set to 5AH (step S230: β 5AH), the main control CPU 600a checks the operation status flag (step S231). If the operation status flag is set to "3" (step S231: YES), the main control CPU 600a performs the game stop process (step S232) and finishes the suppression device operation management process. This game stop process is the same as the process shown in Figure 15.
[0292] On the other hand, if the operating status flag is not set to "3" (step S231: NO), the main control CPU 600a checks the operating status flag again (step S233). If the operating status flag is set to "2" (step S233: YES), the main control CPU 600a checks whether the value set in the operating status flag matches the value set in the operating status command flag (step S234). If they match (step S234: YES), the main control CPU 600a determines that it has sent a command (performance control command DI_CMD) corresponding to that operating status to the sub-control CPU 800a and finishes the suppression device operation management process.
[0293] On the other hand, if they do not match (step S234: NO), the main control CPU 600a sends a suppression device operation warning command (performance control command DI_CMD) to the sub-control board 80 (step S235).
[0294] Next, the main control CPU 600a sets the value of the operating status flag to the operating status command flag (step S236). In this case, the operating status command flag is set to "2".
[0295] After that, the main control CPU 600a completes the suppression device operation management process.
[0296] On the other hand, if the operating status flag is not set to "2" (step S233: NO), the main control CPU 600a checks the operating status flag again (step S237). If the operating status flag is set to "1" (step S237: YES), the main control CPU 600a checks whether the value set in the operating status flag matches the value set in the operating status command flag (step S238). If they match (step S238: YES), the main control CPU 600a determines that it has sent a command (performance control command DI_CMD) corresponding to that operating status to the sub-control CPU 800a and finishes the suppression device operation management process.
[0297] On the other hand, if they do not match (step S238: NO), the main control CPU 600a sends a suppression device activation notification command (performance control command DI_CMD) to the sub-control board 80 (step S239).
[0298] Next, the main control CPU 600a sets the value of the operating status flag to the operating status command flag (step S240). In this case, the operating status command flag is set to "1".
[0299] After that, the main control CPU 600a completes the suppression device operation management process.
[0300] On the other hand, if the operating status flag is not set to "1" (step S237: NO), the main control CPU 600a checks whether the value set in the operating status flag matches the value set in the operating status command flag (step S241). If they match (step S241: YES), the main control CPU 600a determines that it has sent a command (performance control command DI_CMD) corresponding to that operating status to the sub-control CPU 800a and finishes the suppression device operation management process.
[0301] On the other hand, if they do not match (step S241: NO), the main control CPU 600a sends a suppression device inoperable state command (performance control command DI_CMD) to the sub-control board 80 (step S242).
[0302] Next, the main control CPU 600a sets the value of the operating status flag to the operating status command flag (step S243). In this case, the operating status flag is not "1" to "3", which means it is "0", so "0" is set to the operating status command flag.
[0303] After that, the main control CPU 600a completes the suppression device operation management process.
[0304] By the way, in this embodiment, we have shown an example where the operating status flag is managed as follows: (1) "0" when the suppression device (saving function) is not operating, (2) "1" when the suppression device (saving function) is in an impending activation state, (3) "2" when the suppression device (saving function) is in an activation warning state, and (4) "3" when the suppression device (saving function) is operating. However, as explained above, as the difference in balls increases to 91,000, 92,000, 93,000, and 94,000 balls... In response to this, if the main control CPU 600a sends suppression device activation warning command 2 (performance control command DI_CMD), suppression device activation warning command 3 (performance control command DI_CMD), suppression device activation warning command 4 (performance control command DI_CMD), and suppression device activation warning command 5 (performance control command DI_CMD) to the sub-control board 80, then the state of "2", which is the suppression device (saving function) activation warning state, should be further subdivided. For example, in the case of "2", the suppression device activation warning command (performance control command DI_CMD) should be sent; in the case of "2A", the suppression device activation warning command 2 (performance control command DI_CMD) should be sent; in the case of "2B", the suppression device activation warning command 3 (performance control command DI_CMD) should be sent; in the case of "2C", the suppression device activation warning command 4 (performance control command DI_CMD) should be sent; and in the case of "2D", the suppression device activation warning command 5 (performance control command DI_CMD) should be sent, and so on, the values ββmanaged by the operation status flag should be increased. In this case, the number of states of the operational status command flag should also be increased accordingly. This will increase the number of branches in the flow shown in Figures 14, 20, and 22. In other words, processing for operational status flags "2A" to "2D" should be added to the section related to operational status flag "2". Therefore, by doing so, the sub-control CPU 800a will be able to execute the processing described with reference to Figures 6 and 9.
[0305] <Main Control: Explanation of Normal Symbol Processing> Next, the above-mentioned normal pattern processing will be explained in detail with reference to Figure 23.
[0306] As shown in Figure 23, the normal symbol processing first checks whether the passage of a game ball has been detected at the normal symbol start port 48 (see Figure 2), which consists of a gate, that is, it checks the signal level of the normal symbol start port switch 48a (see Figure 3) of the normal symbol start port 48 (step S250). If the passage of a game ball is detected (step S250: YES), the main control CPU 600a checks the RAM area 600ca (see Figure 4(a)) within the used area of ββthe main control RAM 600c where the number of normal symbol start reserve balls is stored, in order to determine whether the number of normal symbol start reserve balls is, for example, 4 or more (step S251). If the number of normal symbol start reserve balls is less than 4 (step S251: β MAX), it increments the number of normal symbol start reserve balls by 1 (step S252). Subsequently, the main control CPU 600a stores the random value used for determining whether a regular symbol wins or losses occurs in the RAM area 600ca (see Figure 4(a)) within the usable area of ββthe main control RAM 600c where the number of balls held to start the regular symbol is stored (step S253), and then proceeds to the process in step S254.
[0307] On the other hand, if no game ball is detected passing through in step S250 (step S250: NO), or if it is determined in step S251 that the number of reserved balls for starting a normal symbol is 4 or more (step S251: = MAX), then steps S252 to S253 are not performed, and the process proceeds to step S254.
[0308] When the main control CPU 600a proceeds to step S254, it checks whether the normal symbol win activation flag is set to ON, that is, whether 5AH is set to the normal symbol win activation flag (step S254). If 5AH is set to the normal symbol win activation flag (step S254: ON), it determines that the normal symbol is in the middle of a win, updates the display data for the normal symbol (step S263), and then finishes the normal symbol processing.
[0309] On the other hand, if the normal symbol hit activation flag is not set to 5AH (step S254: OFF), the processing state indicating the behavior of the normal symbols, i.e., the value of the normal symbol operation status flag is checked (step S255). If the normal symbol operation status flag is 00H, the main control CPU 600a determines that it is in the state before the normal symbols start to change, and proceeds to step S256 to check whether the number of balls held to start the normal symbols is 0 or not (step S256).
[0310] The main control CPU 600a checks the RAM area 600ca (see Figure 4(a)) within the used area of ββthe main control RAM 600c, where the number of balls held to start the normal symbols is stored. If it determines that the value is 0 (step S256:=0), it updates the display data for the normal symbols (step S263) and then finishes the normal symbol processing. On the other hand, if it determines that the value is not 0 (step S256:β 0), it subtracts 1 from the number of balls held to start the normal symbols (step S257).
[0311] Subsequently, the main control CPU 600a uses a regular symbol win determination table (not shown) to determine the random value corresponding to the number of balls held for the start of the regular symbols stored in the RAM area 600ca (see Figure 4(a)) within the area used by the main control RAM 600c. If a win is achieved, the regular symbol win determination flag is set to 5AH and turned ON. If a win is not achieved, the regular symbol win determination flag is turned OFF.
[0312] Next, the main control CPU 600a determines the stopping symbols (normal symbols) based on the lottery results determined in the random number drawing process described above (step S259). The main control CPU 600a then sends the determined stopping symbols (normal symbols) to the sub-control CPU 800a as the performance control command DI_CMD.
[0313] Next, the main control CPU 600a checks whether the normal symbol time reduction flag, which shortens the variation time of normal symbols, is set to ON. If it is set to ON, it sets the normal symbol variation timer to the appropriate variation time. If it is set to OFF, it sets the normal symbol variation timer to the normal variation time (step S260).
[0314] Next, the main control CPU 600a shifts the memory area of ββthe RAM area 600ca (see Figure 4(a)) within the used area of ββthe main control RAM 600c, which stores random values ββused for the lottery of whether a regular symbol wins or loses, corresponding to the number of balls held to start a regular symbol (step S261). In other words, assuming that a maximum of 4 balls can be held as starting reserves for normal symbols, the random values ββused for the win / loss lottery for normal symbols corresponding to 4 starting reserves are shifted to the RAM area 600ca within the main control RAM 600c (see Figure 4(a)) where the random values ββused for the win / loss lottery for normal symbols corresponding to 3 starting reserves were stored. The random values ββused for the win / loss lottery for normal symbols corresponding to 3 starting reserves are shifted to the RAM area 600ca within the main control RAM 600c (see Figure 4(a)) where the random values ββused for the win / loss lottery for normal symbols corresponding to 2 starting reserves were stored. The random values ββused for the win / loss lottery for normal symbols corresponding to 2 starting reserves are shifted to the RAM area 600ca within the main control RAM 600c (see Figure 4(a)) where the random values ββused for the win / loss lottery for normal symbols corresponding to 1 starting reserves were stored.
[0315] After this process, the main control CPU 600a sets the normal symbol operation status flag used in step S255 above to 01H, and sets the RAM area 600ca (see Figure 4(a)) within the used area of ββthe main control RAM 600c, where the random value used for the win / loss lottery for the normal symbol corresponding to the starting number of 4 balls for the normal symbol was stored, to 00H (step S262).
[0316] Then, after completing the process in step S262, the main control CPU 600a updates the display data for the regular symbols (step S263) and finishes the processing of the regular symbols.
[0317] On the other hand, in step S255, if the value of the normal symbol operation status flag, which indicates the behavior of the normal symbol, is 01H, the main control CPU 600a determines that the normal symbol is changing and proceeds to step S264 to check whether the normal symbol change timer is 0 or not (step S264). If the normal symbol change timer is not 0 (step S164: β 0), the display data of the normal symbol is updated (step S263), and the normal symbol processing is completed. If the normal symbol change timer is 0 (step S264: = 0), the main control CPU 600a sets the normal symbol operation status flag used in step S255 to 02H, and sets the normal symbol change timer to a time of approximately 600ms in order to maintain the win / loss lottery result of the normal symbol for a certain period of time (step S265).
[0318] After completing the process in step S265, the main control CPU 600a updates the display data for the regular symbols (step S263) and then finishes the processing of the regular symbols.
[0319] On the other hand, in step S255, if the value of the normal symbol operation status flag, which indicates the behavior of the normal symbol, is 02H, the main control CPU 600a determines that the normal symbol is in the confirmation time (the normal symbol's variation has finished and it is stopped), and proceeds to step S266 to check whether the normal symbol variation timer is 0 or not (step S266). If the normal symbol variation timer is not 0 (step S266:β 0), the display data of the normal symbol is updated (step S263), and the normal symbol processing is completed. If the normal symbol variation timer is 0 (step S266:=0), the main control CPU 600a sets the normal symbol operation status flag used in step S255 to 00H (step S267), and checks whether the normal symbol hit judgment flag is set to ON (5AH is set) (step S268).
[0320] As a result, if the normal symbol hit detection flag is set to OFF (5AH is not set) (step S268: OFF), the main control CPU 600a updates the normal symbol display data (step S263) and finishes the normal symbol processing. Then, if the normal symbol hit detection flag is set to ON (5AH is set) (step S268: ON), the main control CPU 600a sets the normal symbol hit activation flag used in step S254 to ON (5AH is set) (step S269) and then finishes the normal symbol processing.
[0321] <Main Control: Explanation of Special Symbol Processing> Next, the special pattern processing described above will be explained in detail with reference to Figures 24 to 28.
[0322] As shown in Figure 24, the special symbol processing first checks whether the entry of a game ball (winning ball) has been detected at the special symbol 1 start port switch 44a (see Figure 3) of the special symbol 1 start port 44 (see Figure 2) (step S300), and then checks whether the entry of a game ball (winning ball) has been detected at the special symbol 2 start port switch 45a1 (see Figure 3) of the special symbol 2 start port 45a (see Figure 2) (step S301).
[0323] <Explanation of Main Control: Special Pattern Processing: Start Port Check Processing> To explain this process in detail using Figure 25, the main control CPU 600a checks whether a game ball has entered (won) the special symbol 1 start port 44 or the special symbol 2 start port 45a, that is, it checks the level of the special symbol 1 start port switch 44a of the special symbol 1 start port 44 or the special symbol 2 start port switch 45a1 of the special symbol 2 start port 45a (step S350). If it does not detect that a game ball has entered (won) the special symbol, the special symbol processing is completed.
[0324] On the other hand, if the entry of a game ball (winning) is detected (Step S350: YES), the main control CPU 600a checks whether a predetermined number of starting reserve balls, which trigger the variation of special symbols, are stored in the RAM area 600ca within the usage area of ββthe main control RAM 600c (see Figure 4(a)) (Step S351). If the number of starting reserve balls is less than 4 (Step S351: β MAX), the number of starting reserve balls is incremented by 1 (+1) (Step S352).
[0325] Next, the main control CPU 600a stores the random values ββused when the special symbols stop, the random values ββfor the variation pattern, and the random values ββfor determining a jackpot in the RAM area 600ca (see Figure 4(a)) within the usable area of ββthe main control RAM 600c, which stores the number of balls that serve as the trigger for the variation of the special symbols (step 353).
[0326] Next, the main control CPU 600a checks the current game state (such as whether the special symbol jackpot judgment flag is set to ON) and determines whether or not the pre-reading is prohibited (step S354). If the pre-reading is not prohibited (step S354: NO), the main control CPU 600a obtains a random value for jackpot judgment used in the lottery for the special symbol win or loss, which is stored in the RAM area 600ca within the area used by the main control RAM 600c (see Figure 4(a)) in step S353 (step S355), and further obtains a random number judgment table for when a prize enters the starting slot (not shown) (step S356).
[0327] Next, the main control CPU 600a performs a jackpot lottery using the random number value for jackpot determination obtained in step S355 and the random number determination table (not shown) for entry into the starting slot obtained in step S356. Furthermore, in step S353, it uses the random number value for special symbols stored in the RAM area 600ca (see Figure 4(a)) within the usable area of ββthe main control RAM 600c to determine the type of jackpot (rank-up bonus jackpot, normal jackpot, etc.), uses the random number value for the variation pattern to determine the variation pattern, and generates a special symbol entry command corresponding to that (step S357). At this time, not only a jackpot lottery but also a lottery for minor wins and special time-saving symbols may be performed, and the type of minor win and special time-saving symbol may be determined using the random number value for special symbols described above, or using a random number value different from the random number value for special symbols, the variation pattern may be determined using the random number value for the variation pattern, and a special symbol entry command corresponding to that may be generated.
[0328] Next, the main control CPU 600a generates a start-hold addition command for the lower byte corresponding to the special symbol start-up entry command that was generated above (step S358).
[0329] On the other hand, the main control CPU 600a, upon completion of the process in step S358, or if the number of starting reserve balls for special symbol 1 or 2 is 4 or more in step S351 (step S351:=MAX), or if the pre-reading is disabled (step S354:YES), generates a starting reserve addition command in the upper byte corresponding to the increased number of starting reserve balls (step S359).
[0330] Next, the main control CPU 600a combines the lower byte start-hold add command generated in step S358 with the upper byte start-hold add command generated in step S359, and then performs a process to send it to the sub-control board 80 as a start-hold add command (performance control command DI_CMD) (step S360).
[0331] <Main Control: Explanation of Special Symbol Processing> Thus, after completing steps S300 and S301 shown in Figure 24, the main control CPU 600a checks whether the special symbol small win activation flag is set to ON, that is, whether 5AH is set to the special symbol small win activation flag (step S302). If 5AH is set to the special symbol small win activation flag (step S302: ON), it determines that the special symbol is in the middle of a small win, updates the display data for the special symbol (step S308), and then finishes processing the special symbol.
[0332] On the other hand, if 5AH is not set in the special symbol small win activation flag (step S302: OFF), it is checked whether the special symbol big win activation flag is set to ON, that is, whether 5AH is set in the special symbol big win activation flag (step S303). If 5AH is set in the special symbol big win activation flag (step S303: ON), it is determined that the special symbol is in the middle of a big win, and after updating the display data of the special symbol (step S308), the special symbol processing is completed.
[0333] On the other hand, if the special symbol jackpot activation flag is not set to 5AH (step S303: OFF), the processing state indicating the behavior of the special symbol, i.e., the value of the special symbol operation status flag, is checked (step S304). More specifically, if the value of the special symbol operation status flag is 00H or 01H, the main control CPU 600a determines that the special symbol is in a waiting state for variation (indicating that the special symbol has not yet varied and is in a waiting state for the next variation), and performs the special symbol variation start process (step S305).
[0334] <Explanation of Main Control: Special Symbol Processing: Special Symbol Variation Start Processing> To explain this process in detail using Figure 26, the main control CPU 600a checks whether the number of balls held to start, which triggers the variation of the special symbol, is 0 or not (step S400). That is, the main control CPU 600a checks whether the balls are stored in the RAM area 600ca within the used area of ββthe main control RAM 600c (see Figure 4(a)), and if it is determined that the number of balls held to start is 0 (step S400:=0), it checks whether the value of the special symbol operation status flag is 00H or not (step S401). If the value of the special symbol operation status flag is 00H (step S401:YES), the special symbol variation start process is terminated.
[0335] On the other hand, if the value of the special symbol operation status flag is not 00H (step S401: NO), the main control CPU 600a sends the customer waiting demo command as the performance control command DI_CMD to the sub-control board 80 (see Figure 3) (step S402).
[0336] Next, the main control CPU 600a sets the special symbol operation status flag to 00H (step S403) and terminates the special symbol variation start process.
[0337] On the other hand, if the main control CPU 600a determines that the number of balls held for starting is not 0 (step S400: β 0), it subtracts 1 from the number of balls held for starting (-1) (step S404), and sends the starting ball hold subtraction command as the performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S305).
[0338] Next, the main control CPU 600a shifts the memory area within the RAM area 600ca (see Figure 4(a)) of the main control RAM 600c, which stores the random values ββused when special symbols stop, the random values ββfor the variation pattern, and the random values ββfor determining a jackpot (see step S353 in Figure 25) (step S406), and sets 0 to the area within the RAM area 600ca (see Figure 4(a)) of the main control RAM 600c, which previously stored the random values ββused for determining whether the special symbols corresponding to the start hold 4 are hit or miss (step S407).
[0339] Next, the main control CPU 600a performs a hit determination process (step S408). Specifically, the main control CPU 600a performs a lottery to determine whether special symbol 1 or special symbol 2 will hit. If a big win is achieved, the special symbol big win determination flag is set to 5AH and turned ON. If a small win is achieved, the special symbol small win determination flag is set to 5AH and turned ON.
[0340] Next, after completing the hit detection process described above (step S408), the main control CPU 600a performs a special time-saving symbol hit detection process (step S409). Specifically, the main control CPU 600a performs a lottery to determine whether the special time-saving symbol is a hit or miss. If it is a hit, it sets the special time-saving hit detection flag to 5AH and turns it ON.
[0341] Next, after completing the special time-saving symbol hit detection process as described above (step S409), the main control CPU 600a generates the special symbol stop symbol using the random value used when the special symbol stops, which is stored in the RAM area 600ca (see Figure 4(a)) within the usable area of ββthe main control RAM 600c (step S410) in step S353 of Figure 25.
[0342] Next, the main control CPU 600a prepares to transition to a game state such as normal state, time-saving state, latent probability change state, probability change state, or advantageous game (step S411).
[0343] Next, in step S353 of Figure 23, the main control CPU 600a generates a variation pattern for the special symbol using random values ββfor variation patterns stored in the RAM area 600ca (see Figure 4(a)) within the usable area of ββthe main control RAM 600c, and transmits the variation pattern command of the generated special symbol variation pattern as the performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S412).
[0344] Next, the main control CPU 600a sets the special symbol variation flag to 5AH and turns it ON (step S413).
[0345] Next, the main control CPU 600a generates a pattern specification command to specify the special pattern to be displayed on the liquid crystal display device 41 (step 414), and then transmits the generated pattern specification command as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S415).
[0346] Next, the main control CPU 600a sets the special symbol operation status flag to 02H (step S416) and terminates the special symbol variation start process.
[0347] <Main Control: Explanation of Special Symbol Processing> On the other hand, as shown in Figure 24, if the value of the special symbol operation status flag is 02H, the main control CPU 600a determines that the special symbol is changing (indicating that the special symbol is currently changing) and performs the special symbol changing process (step S306).
[0348] <Explanation of Main Control: Special Symbol Processing: Processing during Special Symbol Variation> To explain this process in detail using Figure 27, the main control CPU 600a first checks whether the variation time set in the special symbol variation timer in step S412 of Figure 26 has elapsed, that is, whether it has become 0 (step S420). If the special symbol variation timer is not 0 (step S420: NO), the main control CPU 600a terminates the special symbol variation process.
[0349] On the other hand, if the special symbol variation timer is 0 (step S420: YES), the main control CPU 600a sends a symbol confirmation command as the performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S421). In response, the sub-control CPU 800a sends a command list to confirm the symbols to the VDP 803. In response, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41. As a result, the liquid crystal display device 41 displays as shown in Figures 5(a), (d), and 6(a).
[0350] Next, the main control CPU 600a sets the special symbol operation status flag to 03H and the special symbol variation flag to 00H. Furthermore, the main control CPU 600a sets the special symbol variation timer to a time of approximately 500ms in order to maintain the winning / losing result of the special symbol for a certain period of time (step S422). After that, the main control CPU 600a terminates the special symbol variation process.
[0351] <Main Control: Explanation of Special Symbol Processing> On the other hand, as shown in Figure 24, if the value of the special symbol operation status flag is 03H, the main control CPU 600a determines that the special symbol is being checked (indicating that the variation of the special symbol has finished and stopped), and performs processing during the special symbol check time (step S307).
[0352] <Explanation of Main Control: Special Symbol Processing: Special Symbol Confirmation Processing> To explain this process in detail using Figure 28, the main control CPU 600a first checks whether the variation time set for the special symbol variation timer in step S412 of Figure 26 has elapsed, that is, whether it has become 0 (step S450). If the special symbol variation timer is not 0 (step S450: β 0), the main control CPU 600a terminates processing during the special symbol confirmation time.
[0353] On the other hand, if the special symbol variation timer is 0 (step S450:=0), the main control CPU 600a sets the special symbol operation status flag to 01H (step S451) and checks whether the special symbol jackpot judgment flag is set to ON (whether 5AH is set) (step S452). If the special symbol jackpot judgment flag is set to ON (if 5AH is set) (step S452:YES), the main control CPU 600a sets the special symbol jackpot judgment flag to 00H, sets the special symbol jackpot operation flag to 5AH, sets the special symbol time reduction flag to 00H, sets the special symbol probability variation flag to 00H, and performs the process of setting the special symbol time reduction count counter and special symbol probability variation count counter, which will be described later, to 00H (step S453). After that, the main control CPU 600a terminates processing during the special symbol confirmation time.
[0354] On the other hand, if the special symbol jackpot judgment flag is not set to ON (if 5AH is not set) (step S452: NO), the main control CPU 600a checks whether the special symbol minor win judgment flag is set to ON (if 5AH is set) (step S454). If the special symbol minor win judgment flag is set to ON (if 5AH is set) (step S454: YES), the special symbol minor win judgment flag is set to 00H, and the special symbol minor win activation flag is set to 5AH (step S455).
[0355] After completing the process in step S455, or if the special symbol small win judgment flag is not set to ON (if 5AH is not set) (step S454: NO), the main control CPU 600a checks whether the value of the special symbol time reduction count counter is 0 or not (step S456).
[0356] If the value of the special symbol time-saving counter is not 0 (step S456: NO), the value of the special symbol time-saving counter is deducted by 1 (-1) (step S457), and the main control CPU 600a checks again whether the value of the special symbol time-saving counter is 0 or not (step S458). If the value of the special symbol time-saving counter is 0 (step S458: YES), various settings for when the special symbol time-saving is finished are performed (step S459).
[0357] After completing the process in step S459 above, or if the value of the special symbol time reduction count counter is 0 (step S456: YES), or if the value of the special symbol time reduction count counter is not 0 (step S458: NO), the main control CPU 600a checks whether the value of the special symbol probability variation count counter is 0 or not (step S460). If the value of the special symbol probability variation count counter is 0 (step S460: YES), the main control CPU 600a terminates processing during the special symbol confirmation time.
[0358] On the other hand, if the value of the special symbol probability variation counter is not 0 (step S460: NO), the main control CPU 600a subtracts 1 from the value of the special symbol probability variation counter (-1) (step S461), and then checks again whether the value of the special symbol probability variation counter is 0 or not (step S462). If the value of the special symbol probability variation counter is not 0 (step S462: NO), the main control CPU 600a terminates processing during the special symbol confirmation time.
[0359] On the other hand, if the value of the special symbol probability variation counter is 0 (step S462: YES), the main control CPU 600a sets the special symbol time reduction flag to 00H and the special symbol probability variation flag to 00H (step S463), and terminates the special symbol confirmation time processing.
[0360] <Main Control: Explanation of Special Symbol Processing> Thus, after completing any of the steps S305, S306, or S307 shown in Figure 24, the main control CPU 600a updates the display data for the special symbols (step S308) and then finishes the special symbol processing.
[0361] <Main Control: Explanation of Out-of-Use Area Processing> Next, with reference to Figure 29, the above-mentioned processing outside the usage area will be explained in detail.
[0362] The main control CPU 600a saves all registers to the stack area 600cg outside the usage area of ββthe main control RAM 600c (see Figure 4(a)) (step S500), and saves the stack pointer used during normal processing to the RAM area 600ca within the usage area of ββthe main control RAM 600c (see Figure 4(a)) (step S501).
[0363] Next, the main control CPU 600a sets the stack pointer address for the area outside the usage area in the stack pointer inside the main control CPU 600a (step S502).
[0364] Next, the main control CPU 600a checks the game stop flag, which indicates that the game will stop due to operation (step S503). If the game stop flag is set to 5AH (step S503:=5AH), the main control CPU 600a performs a process to display "E" on the measurement / setting display device 610 (see Figure 3) to indicate an error state (step S504), and then proceeds to the process in step S508.
[0365] On the other hand, if 5AH is not set in the game stop flag (step S503: β 5AH), the main control CPU 600a performs the prize ball winning count management process 2 (step S505). In this prize ball winning count management process 2, the performance display value calculated in the prize ball winning count management process 1 in step S46 shown in Figure 11 is displayed on the measurement / setting display device 610 (see Figure 3).
[0366] Next, the main control CPU 600a performs an LED update process for areas outside the usage area (step S506).
[0367] Next, the main control CPU 600a stores input flags, which are detection information for switches outside the usage area, such as the special symbol 1 start switch 44a (see Figure 3), the special symbol 2 start switch 45a1 (see Figure 3), the normal symbol start switch 48a (see Figure 3), the upper right general prize slot switch 49a1 (see Figure 3), the upper left general prize slot switch 49b1 (see Figure 3), the left middle general prize slot switch 49c1 (see Figure 3), the lower left general prize slot switch 49d1 (see Figure 3), the out slot switch 50a (see Figure 3), and the large prize slot switch 46c (see Figure 3), in the out-of-usage RAM area 600ce of the main control RAM 600c (see Figure 4(a)) (step S507). Note that each of the switches described above is the same switch detected in the switch input management process (S206) of the timer interrupt processing shown in Figure 21. However, in this process, the data is stored in a RAM area 600ce (see Figure 4(a)) outside the usage area of ββthe main control RAM 600c, which is different from the main control RAM 600c used in the usage area for ball counting, etc. This is because data used in processing outside the usage area must use a main control RAM 600c outside the usage area that is prepared separately from the main control RAM 600c within the usage area.
[0368] Next, after processing in step S507 or after processing in step S50, the main control CPU 600a updates the test firing signal used when outputting various game-related signals to the test machine during the certification test (test firing test) of the gaming machine (step S508), restores the stack pointer from normal processing that was saved in the non-used stack area 600cg (see Figure 4(a)) of the main control RAM 600c (step S509), and restores all registers (step S510). Then, the main control CPU 600a finishes processing in the non-used area.
[0369] <Processing details of the sub-control board> Next, we will explain in detail the processing content (program overview) of the sub-control board 80 shown in Figures 30 to 34.
[0370] First, when power is turned on to the pachinko game machine 1, a power-on signal is sent from the power supply board 130 (see Figure 3) to each control board indicating that power has been turned on. Upon receiving this signal, the sub-control CPU 800a performs the main processing shown in Figure 30.
[0371] <Sub-control: Main processing> As shown in Figure 30, first, the sub-control CPU 800a initializes the internal registers and sets the input / output direction of the input / output ports. Then, it sets the data transmitted from the output port set to the output direction to be transmitted via serial transfer (step S1000).
[0372] Next, the sub-control CPU 800a initializes the memory area in the sub-control RAM 800c that stores the performance control command DI_CMD received from the main control board 60 (see Figure 3) (step S1001). Then, the sub-control CPU 800a performs interrupt enable setting processing for the input port that receives the interrupt signal from the main control board 60 (step S1002).
[0373] Next, the sub-control CPU 800a initializes the memory area within the sub-control RAM 800c, which will be used as the work area and stack area (step S1003), and issues an initialization command to the sound LSI 801 (see Figure 3). As a result, the sound LSI 801 initializes the registers located inside it (step S1004).
[0374] Next, the sub-control CPU 800a checks the memory area in the sub-control RAM 800c where motor data for operating the motor (not shown) that operates the upper, left, right, and upper left movable parts 43a to 43d (see Figure 2) is stored, to determine whether or not an abnormality has occurred in the motor (not shown). If abnormality data is stored, the sub-control CPU 800a issues a command to return the motor to its home position. As a result, the upper, left, right, and upper left movable parts 43a to 43d return to their initial positions (step S1005).
[0375] Next, the sub-control CPU 800a configures the CTC (Counter Timer Circuit) which has functions such as generating pulse outputs of a fixed period and measuring time. Specifically, the sub-control CPU 800a sets the time constant register of the CTC so that a timer interrupt occurs periodically every 1ms (step S1006).
[0376] Next, the sub-control CPU 800a performs a checksum operation, which is an 8-bit addition operation, on the working area of ββthe sub-control RAM 800c (step S1007). It then compares the calculated checksum value with the checksum value calculated in the memory backup (see step S1015) described later and stored in the sub-control RAM 800c to check whether they match (step S1008). If they do not match (step S1008: NO), it performs a process to clear the entire area of ββthe sub-control RAM 800c (step S1009).
[0377] On the other hand, if a match is found (step S1008: YES), or after completing the process in step S1009, the sub-control CPU 800a cancels the watchdog timer function (not shown) (step S1010) and performs a refresh of the hardware such as the sub-control CPU 800a and VDP 803 (step S1011).
[0378] Next, the sub-control CPU 800a reads the performance control command DI_CMD received from the main control board 60 (see Figure 3) stored in the memory area of ββthe sub-control RAM 800c, and determines a performance pattern corresponding to its content by lottery from a large number of performance patterns pre-stored in the sub-control ROM 800b (step S1012). In this case, if there is no customer waiting demo command and the game state transitions to the customer waiting demo state triggered by the symbol confirmation command, when the symbol confirmation command is received, the timer starts and counts for a predetermined time.
[0379] Next, the sub-control CPU 800a performs a process to analyze the input content of the setting button 15 or the performance button device 13, which was acquired in the timer interrupt processing described later (step S1013). Specifically, it analyzes whether the setting button 15 or the performance button device 13 was pressed by the player at the moment of pressing, released at the moment of pressing, or remained pressed.
[0380] Next, the sub-control CPU 800a controls the operation of the upper, left, right, and upper left movable parts 43a to 43d (see Figure 2), controls the lighting or extinguishing of decorative lamps such as LED lamps mounted on the decorative lamp board 90 (see Figure 3), controls the speaker 17, and controls the image displayed on the liquid crystal display device 41, based on the performance pattern determined by lottery in step S1012 (step S1014).
[0381] Next, the sub-control CPU 800a performs a checksum operation, which is an 8-bit addition operation, on the working area of ββthe sub-control RAM 800c, and performs a memory backup operation to store the checksum value in the sub-control RAM 800c (step S1015).
[0382] Next, the sub-control CPU 800a checks whether or not a VSYNC interrupt signal has been sent from the VDP 803 to the sub-control CPU 800a (step S1016). If no VSYNC interrupt signal is sent (step S1016: NO), the sub-control CPU 800a repeatedly executes the process in step S1016 until a VSYNC interrupt signal is sent. If a VSYNC interrupt signal is sent (step S1016: YES), it returns to the process in step S1007 and repeats the processes in steps S1007 to S1016.
[0383] <Sub-control: Data analysis processing> Next, with reference to Figure 31, the data analysis process in step S1014 of the main process will be described in detail. First, the sub-control CPU 800a generates a command list for the VDP 803 to generate image data to be displayed on the liquid crystal display device 41 based on the performance pattern determined by lottery in step S1012 (step S1050). At this time, if the sub-control CPU 800a receives a suppression device activation notification command, it generates a command list to generate image data to display a suppression device activation notification on the liquid crystal display device 41. Furthermore, if the sub-control CPU 800a receives a suppression device activation warning command, it generates a command list to generate image data to display a suppression device activation warning on the liquid crystal display device 41. In addition, if the sub-control CPU 800a receives a game stop command, it generates a command list to generate image data to display a game stop on the liquid crystal display device 41. Furthermore, even if a command indicating that the suppression device is not activated, or another command indicating that the suppression device is not activated, is received within a predetermined period after receiving a command indicating that the suppression device is not activated, the command list corresponding to the command will not be generated.
[0384] On the other hand, if the suppression device activation warning command 2, suppression device activation warning command 3, suppression device activation warning command 4, or suppression device activation warning command 5 is received, a command list corresponding to each command will be generated.
[0385] On the other hand, when the sub-control CPU 800a receives a pre-read command, it generates a command list that restricts pre-read and upgrade effects depending on the state, such as when a game stop is approaching, or when a game stop command has been received, such as a suppression device activation command or suppression device activation warning command. To explain with a specific example, when the sub-control CPU 800a receives a jackpot start fanfare command, it checks the contents of any suppression device activation warning commands that have already been received.
[0386] The sub-control CPU 800a checks whether the received jackpot start fanfare command is for a jackpot that awards 1000 or more balls. Here, we assume there are two types of jackpots: a 10R jackpot (a jackpot that may increase the difference in balls by 1300) or a 4R jackpot (a jackpot that may increase the difference in balls by 400). The sub-control CPU 800a then checks whether the received jackpot start fanfare command is for a 10R jackpot or a 4R jackpot.
[0387] Next, when the sub-control CPU 800a confirms that it is a 10R jackpot, it determines that there is a risk of the suppression device (saving function) activating during the jackpot. Therefore, when it receives the variation pattern command at the start of the variation that resulted in a jackpot, or when it receives the jackpot start fanfare command and confirms that it is a 10R jackpot, it refrains from executing the jackpot upgrade animation or the reserve consecutive animation, or from conducting the lottery. As a result, the sub-control CPU 800a performs the normal animations during the jackpot rounds. Specifically, as shown in Figure 9(b), the LCD display 41 displays a character saying "You did it!" instead of the words "Jackpot!" (see image P30) (see image P33), and the upper left corner of the LCD display 41 screen displays "Round 1" (see image P34), indicating the round of the jackpot game. In other words, by performing the normal round animations, the system is prepared for the suppression device (saving function) to activate at any time.
[0388] Next, when the sub-control CPU 800a receives the jackpot ending command, it will perform an animation that coincides with the game stopping after a jackpot. For example, as shown in Figure 9(d), the word "Congratulation" will be displayed on the liquid crystal display device 41 (see image P36). In this way, the player will feel satisfied that they have received all the benefits, and the enjoyment of the game can be enhanced.
[0389] Thus, by not executing the upgrade animation or the consecutive win animation during a jackpot, the player is not informed of the potential gains, thus eliminating the potential decrease in the player's enjoyment of the game and preventing potential problems. Therefore, appropriate processing can be carried out for both the forced termination and the forced termination without affecting the control of other gameplay.
[0390] Meanwhile, the sub-control CPU 800a generates a command list to produce image data that displays both an error due to fraud and a game stoppage on the liquid crystal display device 41 when the fraud detection board 55 detects fraudulent activity by a player and the suppression device (saving function) stops the game.
[0391] Next, the sub-control CPU 800a generates control signals related to light based on the determined performance pattern and stores them in the sub-control RAM 800c. In this case, if the game stops, the brightness of the decorative lamps can be reduced, all decorative lamps can be turned off, or some lamps can be lit while the rest are turned off. This reduces power consumption.
[0392] Furthermore, the sub-control CPU 800a determines the operation content of the upper, left, right, and upper left movable parts 43a to 43d based on the determined performance pattern, and generates motor data for the motor (not shown) of the movable part device 43 according to the determined operation content.
[0393] Furthermore, the sub-control CPU 800a generates a control signal related to sound based on the performance pattern determined above (step S1051). At this time, if the fraud detection board 55 detects fraudulent activity by the player and the game is stopped by the suppression device (saving function), the sub-control CPU 800a generates a control signal that prioritizes the notification of the error due to fraud. The generated control signal related to sound is then transmitted from the sub-control CPU 800a to the sound LSI 801. In response, the sound LSI 801 reads the sound data corresponding to the transmitted control signal from the game ROM 805 or sound RAM 802 and outputs it to the speaker 17. As a result, the sound emitted from the speaker 17 prioritizes the notification of the error due to fraud.
[0394] Thus, the sub-control CPU 800a repeatedly performs the processes of steps S1050 and S1051 until it has finished generating all the data based on the performance pattern determined by lottery in step S1012 shown in Figure 30 (step S1052: NO). Once it has finished generating all the data (step S1052: YES), it proceeds to the process of step S1053.
[0395] Next, the sub-control CPU 800a performs button activation processing (step S1053) based on the contents stored in the sub-control RAM 800c in step S1051 and the input contents of the setting button 15 or the performance button device 13 processed in step S1013 shown in Figure 30.
[0396] <Sub-control: Command reception interrupt processing> Next, referring to Figure 32, we will explain the processing that occurs when the main control board 60 transmits the performance control command DI_CMD and an interrupt signal while the main processing is being executed.
[0397] As shown in Figure 32, when the sub-control CPU 800a receives the interrupt signal, it performs a save operation to save the contents of each register to the stack area in the sub-control RAM 800c (step S1100). After that, the sub-control CPU 800a reads the register of the input port that received the performance control command DI_CMD (step S1101) and calculates a pointer indicating the address of the command transmission and reception memory area in the sub-control RAM 800c (step S1102).
[0398] Then, the sub-control CPU 800a reads the register of the input port that received the performance control command DI_CMD again (step S1103), and checks whether the value read in step S1101 matches the value read in step S1103. If they do not match (step S1104: NO), the process proceeds to step S1107. If they match (step S1104: YES), the performance control command DI_CMD received from the main control board 60 is stored at the address corresponding to the pointer calculated above (step S1105). This stored performance control command DI_CMD will be read by the sub-control CPU 800a during the processing of step S1012 shown in Figure 30.
[0399] Next, the sub-control CPU 800a updates the pointer indicating the address of the command transmission / reception memory area in the sub-control RAM 800c (step S1106), and restores the registers that were saved in step S1100 (step S1107). This returns to the main processing shown in Figure 30.
[0400] <Sub-control: Timer interrupt processing> Next, referring to Figure 33, we will explain the process that occurs when a timer interrupt occurs every 1ms, as set in step S1006 of the main process (see Figure 30).
[0401] As shown in Figure 33, when a timer interrupt occurs every 1ms, the sub-control CPU 800a performs a save operation to save the contents of each register to the stack area in the sub-control RAM 800c (step S1150).
[0402] Next, the sub-control CPU 800a acquires data from the setting button 15, the performance button device 13, the motor data from the movable mechanism device 43, etc., twice (step S1151), and checks whether the acquired data matches (step S1152). If the data does not match (step S1152: NO), the sub-control CPU 800a repeats the process in step S1151 until the data matches, and if they match (step S1152: YES), it stores the matched data in the sub-control RAM 800c (step S1153).
[0403] Next, the sub-control CPU 800a receives a signal from the setting button 15 or the performance button device 13 (step S1154). This received signal is then analyzed in the button analysis process shown in step S1013 in Figure 30.
[0404] Next, in step S1051 shown in Figure 31, the sub-control CPU 800a transmits the light-related control signals stored in the sub-control RAM 800c to the decorative lamp board 90 (see Figure 3), and also transmits the control signals necessary to turn the identification lamp device 51A (see Figure 2) on or off (step S1155). As a result, the decorative lamps turn on or off and the lamp effect is executed.
[0405] Next, the sub-control CPU 800a restores the registers that were saved in step S1150 (step S1156). This returns the system to the main processing shown in Figure 30.
[0406] <Sub-control: Command List> Here, the command list generated in step S1050 shown in Figure 31 will be explained in detail with reference to Figure 34.
[0407] This command list is a sequence of commands that can be used with the VDP803, but the content and order of the commands differ slightly depending on whether you are instructing the VDP803 to draw video or still images.
[0408] When instructing the VDP803 to render video, the initial command list is shown in Figure 34(a) and the regular command list is shown in Figure 34(b).
[0409] As shown in Figure 34(a), the sub-control CPU 800a first generates a command to set the memory area of ββthe DDR2SDRAM 804 in which the frame buffer area is set, and the memory area in which the video data of the DDR2SDRAM 804 is stored (step S1200).
[0410] Next, a command is generated to instruct the decoding of the video (step S1201). Specifically, this command specifies which video compression data to decode, and is provided along with the address of the CG data storage area of ββthe game ROM 805 shown in Figure 3 where the video is stored, as well as the number of frames in that video.
[0411] Next, the command for termination processing is entered to complete the generation of the initial command list (step S1202).
[0412] Next, the sub-control CPU 800a generates the steady command list shown in Figure 34(b).
[0413] As shown in Figure 34(b), this constant command list consists of instructions for drawing the video. In the initial command list, commands are generated to specify which frame numbers of the decoded video data should be drawn at which coordinate position on the liquid crystal display device 41 (step S1203). Next, a termination command is entered to complete the generation of the constant command list (step S1204).
[0414] On the other hand, when instructing the VDP803 to draw a still image, as shown in Figure 34(c), the sub-control CPU 800a first generates a command to set the memory area of ββthe DDR2SDRAM 804 where the frame buffer area is set, and the memory area of ββthe built-in VRAM (not shown) that stores the still image data (step S1210).
[0415] Next, a command is generated to instruct the decoding of the still image (step S1211). Specifically, this command specifies which compressed still image data to decode, along with the address and data size of the CG data storage area of ββthe game ROM 805 shown in Figure 3, where the relevant still image is stored.
[0416] Next, commands are generated to specify at what coordinate position on the liquid crystal display device 41 and in what manner (rotation angle, scaling, etc.) the decoded still image data should be drawn (step S1212). Then, a termination command is entered to complete the generation of the command list related to still images (step S1213).
[0417] Thus, the command lists for video and still images are sent to the VDP803 (see Figure 4), processed as appropriate, and then sent to the liquid crystal display device 41. As a result, the desired image is displayed on the liquid crystal display device 41. Specifically, the display will be as shown in Figures 5 to 9.
[0418] Therefore, according to the embodiment described above, even if the number of game values ββacquired by the player exceeds a certain level and the game is forcibly terminated, appropriate processing can be performed for the control leading up to the forced termination and for the control after the forced termination without affecting the control related to other games.
[0419] <Description of the second embodiment> It should be noted that the embodiment of the gaming machine described in this embodiment is merely an example, and various modifications and changes are possible. For example, it can also be made as shown in the second embodiment below. In the following, we will describe the second embodiment, which is an embodiment of the gaming machine according to the present invention. In the description of the second embodiment, only the differences from the first embodiment will be explained in detail, and the same components and processes will be denoted by the same reference numerals and their descriptions will be omitted.
[0420] <Explanation of the judgment process against the judgment value (threshold) of the suppression device (saving function)> In the first embodiment, an example was shown in which the ball difference counter was initially set to 100,000 balls, but it is also possible to set the ball difference counter to 0 as an initial value. In this case, if there are game balls launched into the game area 40 when the ball difference counter is 0, it will remain at 0 instead of becoming negative. Therefore, unlike the ball difference described above, this ball difference will be "number of game balls dispensed to the player" - "number of game balls dispensed to the player that the player launched into the game area 40 using the launch handle 16" = "number of prize balls actually won by the player (number of prize balls actually in the player's possession)", which represents the maximum number of balls actually won by the player. Even if the game remains in a negative state, it is possible to stop the game if the number of prize balls won by the player increases drastically.
[0421] By the way, if you want to set the ball difference counter to an initial value of 0, you can do so as follows. That is, since the ball difference counter needs to count up to 95000, and 95000 is represented as 017318H in hexadecimal, the size of the ball difference counter will need to be 3 bytes.
[0422] Incidentally, as explained in the first embodiment above, as the difference in balls increases to 91,000, 92,000, 93,000, and 94,000, the main control board 60 (main control CPU 600a) sends the performance control command DI_CMD to the sub-control board 80 accordingly. In this case, the judgment value (threshold) for sending the performance control command DI_CMD is set for every 1,000 balls increase from 90,000. Note that 90,000 is represented in hexadecimal as 015F90H, 91,000 as 016378H, 92,000 as 016760H, 93,000 as 016B48H, and 94,000 as 016F30H.
[0423] Here, comparing the ball difference counter with the judgment value (threshold) results in comparing two 3-byte values. However, since the main control CPU 600a only has instructions for comparing 1-byte or 2-byte values, the process of comparing two 3-byte values ββbecomes complicated.
[0424] Therefore, in this embodiment, instead of comparing the three-byte values, the third byte of the ball difference counter is determined to be either 00H or 01H. That is, if the third byte of the ball difference counter is 00H, the maximum ball difference counter value is 65535 (00FFFFH), which is far from 90,000 balls. Therefore, no preparation is needed before the suppression device (saving function) is activated. On the other hand, if the third byte is 01H, and the value is 65536 (010000H) or higher, it can be determined whether the number of balls is 90,000 or higher by the lower two bytes, so only the lower two bytes need to be compared.
[0425] To explain this point using a specific example, when the ball difference counter exceeds 90,000, a suppression device activation notification command (performance control command DI_CMD) is sent to the sub-control board 80. At this time, the above-mentioned judgment value (threshold) of 90,000 is compared with the ball difference counter.
[0426] By the way, if this ball difference counter has a value exceeding 90000 (015F90H), the third byte is already 01H. In other words, if the third byte is not 01H, it is 65535 (00FFFFH) or less, so without even comparing it to the judgment value (threshold) of 90000, if the third byte of the ball difference counter is 00H, it can be determined that the ball difference does not exceed 90000.
[0427] By the way, when performing such a comparison process in a program, it will be necessary to determine whether the "difference ball counter - judgment value (threshold)" exceeds 0. In the example above, since the third byte of both the difference ball counter and the judgment value (threshold) is 01H, subtracting them will result in 00H, which will not affect the judgment. Therefore, it is sufficient to subtract the lower two bytes and determine whether the result exceeds 0. To explain this point using an example, if the difference ball counter is 65535 (00FFFFH), a simple comparison would be the calculation 65535 (00FFFFH) - 90000 (015F90H). However, since the third byte of the judgment value (threshold) is 01H, if the third byte of the difference ball counter is not 01H, the "difference ball counter - judgment value (threshold)" will not exceed 0. Therefore, if the third byte of the difference ball counter is not 01H, there is no need to perform the comparison process in the first place. Furthermore, if the ball difference counter is 70000 (011170H), a simple comparison would involve calculating 70000 (011170H) - 90000 (015F90H). However, since the third byte of both the ball difference counter and the judgment value (threshold) is 01H, only the lower two bytes need to be subtracted. In addition, to determine whether 1170H - 5F90H is greater than 0, the comparison can be performed using the 2-byte registers (BC register, DE register, HL register) within the main control CPU 600a.
[0428] Therefore, the control load can be reduced by using the above-described process. Furthermore, even with the above-described process, if the number of game values ββacquired by the player exceeds a certain level and the game is forcibly terminated, appropriate control can be performed both before and after the forced termination without affecting the control of other games. The details of the suppression device (saving function) using this process will be described later.
[0429] <Explanation of the main control RAM> In the first embodiment described above, an example was shown in which processing related to the operation of the suppression device (saving function) was performed in the suppression device operation management process shown in step S205 in Figure 21. However, in this embodiment, as will be described later, this is performed in processing outside the usage area. Therefore, the processing of the main control RAM 600c is as follows.
[0430] <Explanation regarding clearing the main control RAM> When the RAM clear switch 620 is pressed, the RAM area 600ca within the used area of ββthe main control RAM 600c is cleared, and the contents related to the suppression device (saving function) in the RAM area 600ce outside the used area are cleared. Then, when the backup is restored, a portion of the contents related to the suppression device (saving function) in the RAM area 600ce outside the used area of ββthe main control RAM 600c is cleared. Note that the performance display data such as the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes measured by the main control CPU 600a in the RAM area 600ce outside the used area, is cleared only if the clearing conditions are met in the process of step S121 shown in Figure 16, regardless of whether the RAM clear switch 620 was pressed or when the backup was restored.
[0431] <Explanation regarding the reference of the main control RAM> In this embodiment, a suppression device activation flag is provided to indicate whether the suppression device (saving function) has been activated. This suppression device activation flag is stored in the RAM area 600ce outside the usage area of ββthe main control RAM 600c. This suppression device activation flag is referenced by the program stored in the program area 600ba (see Figure 4(b)) within the usage area, during power-on processing, timer interrupt processing, etc. In other words, the data stored in the RAM area 600ce outside the usage area can only be updated by the program stored in the program area 600be (see Figure 4(b)) outside the usage area. However, if the value is only referenced without being updated, it can be referenced by the program stored in the program area 600ba (see Figure 4(b)) within the usage area. Therefore, the suppression device activation flag stored in the RAM area 600ce outside the usage area of ββthe main control RAM 600c can be referenced by the program stored in the program area 600ba (see Figure 4(b)) within the usage area.
[0432] Furthermore, when the suppression device (saving function) is activated, the special symbol jackpot activation flag, which determines whether or not a jackpot is in progress, is stored in the RAM area 600ca within the usage area of ββthe main control RAM 600c (see Figure 4(a)). This special symbol jackpot activation flag is also referenced by programs stored in the program area 600be outside the usage area (see Figure 4(b)). In other words, data stored in the RAM area 600ca within the usage area can only be updated by programs stored in the program area 600ba within the usage area (see Figure 4(b)). However, if the value is only referenced without being updated, it can be referenced by programs stored in the program area 600be outside the usage area (see Figure 4(b)). Therefore, the special symbol jackpot activation flag stored in the RAM area 600ca within the usage area of ββthe main control RAM 600c can be referenced by programs stored in the program area 600be outside the usage area (see Figure 4(b)).
[0433] On the other hand, when sending the performance control command DI_CMD to the sub-control board 80, the program stored in the program area 600ba (see Figure 4(b)) within the usage area and the program stored in the program area 600be (see Figure 4(b)) outside the usage area will perform separate processing. In other words, even if there is common processing between the program stored in the program area 600ba (see Figure 4(b)) within the usage area and the program stored in the program area 600be (see Figure 4(b)) outside the usage area, it is not possible to prepare a single subroutine to share it. However, this inability to share is not a problem. That is, although the program area 600ba (see Figure 4(b)) within the usage area has an upper limit on the size (number of bytes) of the area according to the game rules, the program area 600be (see Figure 4(b)) outside the usage area does not have to be included in this upper limit, so even if there is common processing, it is not a problem to not share it and to provide a separate subroutine in the program area 600be (see Figure 4(b)). Therefore, it's not a problem if they can't be shared.
[0434] Here, the determination process for the judgment value (threshold) of the suppression device (saving function) described above, as well as the main control RAM 600c, will be explained in more detail using an overview of the program stored in the main control ROM 600b (see Figure 3) which is processed by the main control board 60.
[0435] <Main Control: Explanation of Main Processing> As shown in Figure 35, if the signal of the RAM clear switch 620 is ON (step S25: YES), the main control CPU 600a does not clear the RAM area 600cf (see Figure 4(a)) outside the used area of ββthe main control RAM 600c, nor the stack area 600cg (see Figure 4(a)) outside the used area of ββthe main control RAM 600c, but clears the RAM area 600ca (see Figure 4(a)) within the used area of ββthe main control RAM 600c, nor the stack area 600cc (see Figure 4(a)) (step S26).
[0436] Next, the main control CPU 600a performs a backup process to save the contents of the registers within the main control CPU 600a to the stack area 600cc within the usage area of ββthe main control RAM 600c (see Figure 4(a)) (step S26a).
[0437] Next, the main control CPU 600a reads the program stored in the program area 600be outside the used area of ββthe main control ROM 600b shown in Figure 4(b), and executes the RAM clearing out-of-used-area processing (step S26b).
[0438] <Main Control: Explanation of processing outside the used area when RAM is cleared> To explain the processing of the area outside the used region when RAM is cleared in detail using Figure 36, as shown in Figure 36, the main control CPU 600a saves the stack pointer in the used region (during normal processing) to the RAM area 600ca within the used region of the main control RAM 600c (see Figure 4(a)), and sets the stack pointer address for the area outside the used region in the stack pointer inside the main control CPU 600a (step S260b).
[0439] Next, the main control CPU 600a sets (clears) the suppression device activation flag stored in the RAM area 600ce outside the used area of ββthe main control RAM 600c to 0 (step S261b), and restores the stack pointer from normal processing that was saved to the stack area 600cg outside the used area of ββthe main control RAM 600c (see Figure 4(a)) (step S262b). Then, the main control CPU 600a finishes the processing outside the used area when RAM is cleared. The suppression device activation flag, as explained above, is a flag that indicates whether the suppression device (saving function) has been activated.
[0440] <Main Control: Explanation of Main Processing> Thus, after completing the RAM clearing process for areas outside the usage area, the main control CPU 600a reads the program stored in the program area 600ba within the usage area of ββthe main control ROM 600b shown in Figure 4(b), and in step S26a shown in Figure 35, restores the contents of the registers in the main control CPU 600a that were saved in the stack area 600cc within the usage area of ββthe main control RAM 600c (see Figure 4(a)) (step S26c). Then, the main control CPU 600a performs the processes of steps S27 to S42 described in the first embodiment, and the main control CPU 600a performs a save process to save the contents of the registers in the main control CPU 600a to the stack area 600cc within the usage area of ββthe main control RAM 600c (see Figure 4(a)) (step S42a).
[0441] Next, the main control CPU 600a reads the program stored in the program area 600be outside the usage area of ββthe main control ROM 600b shown in Figure 4(b), and executes the setting to start gameplay outside the usage area (step S43a).
[0442] <Main Control: Explanation of setting for starting gameplay outside the usage area> To explain the setting for starting gameplay outside the usage area in detail using Figure 37, as shown in Figure 37, the main control CPU 600a saves the stack pointer within the usage area (during normal processing) to the RAM area 600ca within the usage area of ββthe main control RAM 600c (see Figure 4(a)), and sets the stack pointer address for outside the usage area in the stack pointer inside the main control CPU 600a (step S430a).
[0443] Next, the main control CPU 600a sets (clears) the difference ball counter stored in the RAM area 600ce outside the main control RAM 600c to 0 (step S431a), and sets (clears) the operating status stored in the RAM area 600ce outside the main control RAM 600c to 0 (step S432a).
[0444] Next, the main control CPU 600a restores the stack pointer from normal processing, which was saved to the non-used stack area 600cg (see Figure 4(a)) of the main control RAM 600c (step S433a). Then, the main control CPU 600a finishes setting the non-used game start.
[0445] By the way, in this embodiment, instead of the operation status flag described in the first embodiment above, an operation status indicator is provided. And, since the operation status flag has been eliminated, the operation status command flag is also unnecessary.
[0446] This operating status is used to manage the state up to 95000, when the suppression device (saving function) is activated. Specifically, if the ball difference counter value is between 0 and 89999, the operating status is "0"; if the ball difference counter value is between 90000 and 90999, the operating status is "1"; if the ball difference counter value is between 91000 and 91999, the operating status is "2"; if the ball difference counter value is between 92000 and 92999, the operating status is "3"; if the ball difference counter value is between 93000 and 93999, the operating status is "4"; and if the ball difference counter value is between 94000 and 94999, the operating status is "5".
[0447] <Main Control: Explanation of Main Processing> Thus, after completing the settings for starting a game outside the usage area, the main control CPU 600a reads the program stored in the program area 600ba within the usage area of ββthe main control ROM 600b shown in Figure 4(b), and in step S42a shown in Figure 35, restores the contents of the registers in the main control CPU 600a that were saved in the stack area 600cc within the usage area of ββthe main control RAM 600c (see Figure 4(a)) (step S43b).
[0448] Therefore, with this processing, if the RAM clear switch 620 is pressed, the suppression device operation flag will be cleared in step S26b, and the difference ball counter and operation status will be cleared in step S43a. As a result, as explained above, when the RAM clear switch 620 is pressed, the contents related to the suppression device (saving function) will be cleared from the unused RAM area 600ce.
[0449] On the other hand, if the RAM clear switch 620 is not pressed and the backup restore process is executed, step S26b is not executed, and only step S43a is executed. Therefore, during the backup restore process, the difference ball counter and the operating status are cleared. As explained above, during the backup restore, a portion of the unused RAM area 600ce related to the suppression device (saving function) is cleared.
[0450] Thus, as shown in Figure 35, after executing the process in step S43b, the main control CPU 600a retrieves the game stop flag stored in the RAM area 600ca within the used area and checks its value (step S43c). If 5AH is not set for the game stop flag (step S43c: β 5AH), the main control CPU 600a determines that the game was not stopped before the power was cut off and proceeds to the process in step S43e.
[0451] On the other hand, if the game stop flag is set to 5AH (step S43c:=5AH), the main control CPU 600a determines that the game had already stopped before the power was cut off, and sends a game stop command (performance control command DI_CMD) to the sub-control board 80 (step S43d).
[0452] Next, the main control CPU 600a retrieves the suppression device activation flag stored in the unused RAM area 600ce and checks its value (step S43e). If the suppression device activation flag is not set to 5AH (step S43e: β 5AH), the main control CPU 600a determines that the suppression device (saving function) is not activated and proceeds to step S44.
[0453] On the other hand, if the suppression device activation flag is set to 5AH (step S43e:=5AH), the main control CPU 600a determines that the suppression device (saving function) is activated, retrieves the special symbol jackpot activation flag and the special symbol minor jackpot activation flag stored in the RAM area 600ca within the used area, and checks their values ββ(step S43f). If neither the special symbol jackpot activation flag nor the special symbol minor jackpot activation flag is set to 5AH (step S43f:NO), the main control CPU 600a determines that it is neither in a jackpot game nor a minor jackpot game, and even if the suppression device activation flag is set to 5AH, it does not perform the process in step S43g described later, and proceeds to the process in step S44.
[0454] On the other hand, if 5AH is set in either the special symbol jackpot activation flag or the special symbol minor jackpot activation flag (step S43f: YES), the main control CPU 600a will determine that a jackpot game or a minor jackpot game is in progress and will send a suppression device activation warning command (performance control command DI_CMD) to the sub-control board 80 (step S43g). In other words, if 5AH is set in the suppression device activation flag AND a jackpot game or a minor jackpot game is in progress, the main control CPU 600a will send a suppression device activation warning command (performance control command DI_CMD) to the sub-control board 80.
[0455] Thus, after completing these processes, the main control CPU 600a performs the processes described in steps S44 to S48 in the first embodiment. In this embodiment, step S46 is not performed as shown in Figure 38, as shown in the first embodiment (step S124 shown in Figure 16). This suppression device counting process is performed in the out-of-use area processing within the timer interrupt processing, which will be described later.
[0456] <Main Control: Explanation of Timer Interrupt Processing> Next, referring to Figure 39, we will explain the timer interrupt program that interrupts the main process described above and starts every 4ms.
[0457] As shown in Figure 39, after completing the process of step S201 described in the first embodiment, the main control CPU 600a retrieves the game stop flag stored in the RAM area 600ca within the used area and checks its value (step S202). If the game stop flag is set to 5AH (step S202:=5AH), the main control CPU 600a determines that the game has been stopped and proceeds to the process of step S203.
[0458] On the other hand, if the game stop flag is not set to 5AH (step S202: β 5AH), the main control CPU 600a retrieves the suppression device activation flag stored in the unused RAM area 600ce and checks its value (step S202a). If the suppression device activation flag is not set to 5AH (step S202a: β 5AH), the main control CPU 600a determines that the suppression device (saving function) is not activated and proceeds to step S206.
[0459] On the other hand, if the suppression device activation flag is set to 5AH (step S202a:=5AH), the main control CPU 600a determines that the suppression device (saving function) is activated, retrieves the special symbol jackpot activation flag and the special symbol minor jackpot activation flag stored in the RAM area 600ca within the used area, and checks their values ββ(step S202b). If neither the special symbol jackpot activation flag nor the special symbol minor jackpot activation flag is set to 5AH (step S202b:NO), the main control CPU 600a determines that the game is neither in a jackpot nor a minor jackpot state, and sets the game stop flag stored in the RAM area 600ca within the used area to 5AH (step S202c).
[0460] On the other hand, if 5AH is not set in either the special symbol jackpot activation flag or the special symbol minor win activation flag (step S202b: YES), the main control CPU 600a determines that a jackpot game or a minor win game is in progress and proceeds to step S206.
[0461] Thus, after executing the process in step S202c, the main control CPU 600a sets the external output information (security information) (step S202d) and sends a game stop command (performance control command DI_CMD) to the sub-control board 80 (step S202e). Then, the main control CPU 600a performs the processes in steps S203 to S204 described in the first embodiment above, sends a command to the payout / launch control board 70 to stop launching the game balls (step S204a), and proceeds to the process in step S216.
[0462] Thus, the main control CPU 600a completes the process described above, performs steps S206 to S218 as described in the first embodiment, and then reads the program stored in the program area 600be outside the usage area of ββthe main control ROM 600b shown in Figure 4(b), and performs the out-of-use area processing (step S219a).
[0463] <Main Control: Explanation of Out-of-Use Area Processing> To explain the processing outside the usage area in detail using Figure 40, as shown in Figure 40, the main control CPU 600a executes the processing steps S500 to S507 described in the first embodiment above, and then executes the suppression device counting processing (step S507a).
[0464] <Main Control: Explanation of Suppression Device Counting Process> To explain the suppression device counting process in detail using Figure 41, as shown in Figure 41, the main control CPU 600a retrieves the suppression device operation flag stored in the RAM area 600ce outside the used area and checks its value (step S180a). If the suppression device operation flag is set to 5AH (step S180a:=5AH), the main control CPU 600a determines that the suppression device (saving function) is operating and finishes the suppression device counting process.
[0465] On the other hand, if the suppression device activation flag is not set to 5AH (step S180a: β 5AH), the main control CPU 600a sets the lower two bytes of the 3-byte difference ball counter stored in the unused RAM area 600ce into the 2-byte BC register (step S180b).
[0466] Next, the main control CPU 600a sets the third byte of the 3-byte difference ball counter stored in the unused RAM area 600ce into the 1-byte A register (step S180c).
[0467] Next, the main control CPU 600a checks the values ββof the set BC register and A register (step S180d). If neither is 0 (step S180d: NO), it subtracts the number of outs from the ball difference counter (step S184). Specifically, in step S507 shown in Figure 40, the main control CPU 600a reads the ON signal of the out port switch 50a (see Figure 3) stored in the RAM area 600ce (see Figure 4(a)) outside the used area of ββthe main control RAM 600c, and subtracts it from the ball difference counter.
[0468] On the other hand, if both are 0 (step S180d: YES), the main control CPU 600a determines that the value of the ball difference counter is 0, and proceeds to step S185 without performing the processing in step S184 (without subtracting the value of the ball difference counter).
[0469] Next, the main control CPU 600a adds the number of prize balls to the difference ball counter (step S185). Specifically, in step S507 shown in Figure 40, the main control CPU 600a reads the ON signals of the special symbol 1 start switch 44a (see Figure 3), special symbol 2 start switch 45a1 (see Figure 3), upper right general prize switch 49a1 (see Figure 3), upper left general prize switch 49b1 (see Figure 3), middle left general prize switch 49c1 (see Figure 3), lower left general prize switch 49d1 (see Figure 3), and large prize switch 46c (see Figure 3), which are stored in the RAM area 600ce (see Figure 4(a)) outside the used area of ββthe main control RAM 600c, calculates the number of prize balls corresponding to these switches, and adds the number of prize balls to the difference ball counter.
[0470] Next, the main control CPU 600a checks whether the third byte of the ball difference counter is 00H (step S185a). If the third byte of the ball difference counter is 00H (step S185a: YES), the ball difference counter has clearly not reached 90000 (015F90H), so there is no need to perform a comparison, and the main control CPU 600a finishes the suppression device counting process.
[0471] On the other hand, if the third byte of the ball difference counter is not 00H (step S185a: NO), the main control CPU 600a performs a subtraction operation by comparing the lower two bytes of the ball difference counter with the lower two bytes of the second reference value (95000 (017318H)) (step S186). In this case, if "lower two bytes of the ball difference counter - lower two bytes of the second reference value (95000 (017318H))" does not exceed 0, the main control CPU 600a determines that the ball difference counter is not equal to or greater than the second reference value (step S186: NO), and ends the suppression device counting process.
[0472] On the other hand, if the "lower two bytes of the difference ball counter - lower two bytes of the second reference value (95000 (017318H))" is greater than 0, the main control CPU 600a determines that the difference ball counter is greater than or equal to the second reference value (step S186: YES), and sets the suppression device operation flag stored in the unused RAM area 600ce to 5AH (step S186a).
[0473] Next, the main control CPU 600a retrieves the special symbol jackpot activation flag and the special symbol minor win activation flag stored in the RAM area 600ca within the usage area and checks their values ββ(step S186b). If neither the special symbol jackpot activation flag nor the special symbol minor win activation flag is set to 5AH (step S186b: NO), the main control CPU 600a determines that a jackpot game is in progress or a minor win game is not in progress, and terminates the suppression device counting process.
[0474] On the other hand, if 5AH is set in either the special symbol jackpot activation flag or the special symbol minor jackpot activation flag (step S186b: YES), a suppression device activation warning command (performance control command DI_CMD) is sent to the sub-control board 80 (step S186c). After completing this process, the main control CPU 600a finishes the suppression device counting process.
[0475] <Main Control: Explanation of Out-of-Use Area Processing> Thus, after performing this suppression device counting process (step S507a), the main control CPU 600a will perform the suppression device operation management process (step S507b), as shown in Figure 40.
[0476] <Main Control: Explanation of Suppression Device Operation Management Process> To explain the suppression device operation management process in detail using Figure 42, as shown in Figure 42, the main control CPU 600a retrieves the suppression device operation flag stored in the RAM area 600ce outside the used area and checks its value (step S230a). If the suppression device operation flag is set to 5AH (step S230a:=5AH), the main control CPU 600a determines that the suppression device (saving function) is operating and terminates the suppression device operation management process.
[0477] On the other hand, if the suppression device activation flag is not set to 5AH (step S230a: β 5AH), the main control CPU 600a sets the third byte of the 3-byte difference ball counter stored in the unused RAM area 600ce into the 1-byte A register (step S230b) and checks the value (step S230c). If the value of the A register is 0 (step S230c: YES), it sets the activation status stored in the unused RAM area 600ce to 0 (step S230d) and ends the suppression device activation management process.
[0478] On the other hand, if the value of the A register is not 0 (step S230c: NO), the main control CPU 600a sets the lower two bytes of the 3-byte difference ball counter stored in the unused RAM area 600ce into the 2-byte BC register (step S230e).
[0479] Next, the main control CPU 600a sets the suppression device operation determination table address stored in the unused data area 600bg into the HL register (step S230f).
[0480] By the way, the suppression device operation determination table is structured as shown in Figure 44(a). Specifically, the values ββ"0, 89000 MOD 65536, 91000 MOD 65536, 92000 MOD 65536, 93000 MOD 65536, 94000 MOD 65536" located on the left side of the diagram indicate the lower limit of the determination. If the ball difference counter falls below this lower limit, the operation status is lowered by one level (-1). Therefore, the topmost part of the diagram shown in Figure 44(a) indicates an operation status of 0. However, since there is no further state to lower the status, a dummy value of "0" is provided so that no comparison is made.
[0481] Furthermore, the values ββ"90000 MOD 65536, 91000 MOD 65536, 92000 MOD 65536, 93000 MOD 65536, 94000 MOD 65536, 0" located on the right side of the diagram indicate the upper limit of the judgment. When the ball difference counter exceeds this upper limit, the operating status is increased by one level (+1). Therefore, the lowest part of the diagram shown in Figure 44(a) indicates an operating status of 5, but since there is no further increase possible, a dummy value of "0" is provided to avoid comparison.
[0482] By the way, "XXXXX MOD 65536" shown in Figure 44(a) means the remainder when "XXXXX" is divided by 65536. Specifically, in the case of "90000 MOD 65536", it becomes 90000 (015F90H) - 65536 (010000H) = 5F90H. Therefore, the judgment value is stored in the suppression device operation judgment table using only the lower two bytes.
[0483] If we were to try to set 3 bytes of data, the main control CPU 600a does not have a pseudo-instruction for setting 3 bytes of data. Therefore, we would have to use "DW" to set 2 bytes of data and "DB" to set 1 byte of data to set the 3 bytes of data. In other words, we would have to set the judgment value by splitting it into the lower 2 bytes and the 1 byte of the 3rd byte, which not only increases the data capacity but also increases the processing load. Specifically, we would need to prepare a table like the one below. T_CMPTBL: DW 0000H DB 00H DW 5F90H; the lower two bytes of 90000 (015F90H) DB 01H ; 3rd byte of 90000 (015F90H) ...
[0484] Therefore, by using this embodiment, only the lower two bytes of the value need to be stored in the suppression device operation determination table, which not only reduces the data capacity but also reduces the processing load.
[0485] On the other hand, in this embodiment, as shown in Figure 44(a), when the operating status transitions from "1" to "0" (non-operating state), the lower limit of the judgment is set to 89000 instead of 90000. This is because if the lower limit of the judgment is set to 90000, even if the difference in balls falls below 90000, if the game state becomes a jackpot and the difference in balls immediately exceeds 90000, the display and hiding of the warning message of the suppression device (saving function) shown on the liquid crystal display device 41 will switch in a short time. Therefore, by setting the lower limit of the judgment to 89000 instead of 90000, it becomes possible to erase the display of the warning message of the suppression device (saving function) shown on the liquid crystal display device 41 after a short time when the difference in balls falls below 90000 with a simple process. This reduces the situation in which the display and hiding of the warning message of the suppression device (saving function) switches in a short time.
[0486] Thus, after setting the address of the suppression device operation determination table in the HL register, the main control CPU 600a sets the value of the operation status stored in the unused RAM area 600ce (see Figure 4(a)) in the A register (step S230g).
[0487] Next, the main control CPU 600a uses the value set in the A register as an offset to obtain a lower limit value corresponding to the operating status from the suppression device operation determination table shown in Figure 44(a) (step S230h).
[0488] Next, the main control CPU 600a checks whether the acquired value is "0" or not (step S230i). If it is "0" (step S230i: YES), the main control CPU 600a determines that it has acquired the value shown in the upper left part of Figure 44(a), and therefore does not need to perform a comparison, and proceeds to step S230m.
[0489] On the other hand, if it is not "0" (step S230i: NO), the main control CPU 600a compares the lower two bytes of the 3-byte difference ball counter set in the BC register with the lower limit value obtained from the suppression device operation determination table shown in Figure 44(a) (step S230j). If the value of the lower two bytes of the 3-byte difference ball counter set in the BC register is greater than the lower limit value obtained from the suppression device operation determination table (step S230j: NO), the process proceeds to step S230m.
[0490] On the other hand, if the lower two bytes of the 3-byte difference ball counter set in the BC register are smaller than the lower limit of the judgment obtained from the suppression device operation judgment table (step S230j: YES), the main control CPU 600a subtracts 1 from the value of the operation status (-1) (step S230k).
[0491] Next, the main control CPU 600a sends a suppression device operation notification command (performance control command DI_CMD) corresponding to the updated operating status to the sub-control board 80 (step S230l), and finishes the suppression device operation management process.
[0492] By the way, when sending a suppression device operation notification command (performance control command DI_CMD) corresponding to the updated operating status to the sub-control board 80, the suppression device operation notification command table shown in Figure 44(b) is used.
[0493] This suppression device activation warning command table shows that the commands "0000H, 0E350H, 0E351H, 0E353H, 0E355H, 0E357H" located on the left side of Figure 44(b) are commands sent when transitioning to the next lower activation status. The commands "0E351H, 0E353H, 0E355H, 0E357H, 0E359H, 0000H" located on the right side of Figure 44(b) are commands sent when transitioning to the next higher activation status. In this command, "0E350H" indicates a state where the suppression device is not activated, "0E351H" indicates a command to display 5000 rounds remaining before the suppression device is activated, "0E353H" indicates a command to display 4000 rounds remaining before the suppression device is activated, "0E355H" indicates a command to display 3000 rounds remaining before the suppression device is activated, "0E357H" indicates a command to display 2000 rounds remaining before the suppression device is activated, and "0E359H" indicates a command to display 1000 rounds remaining before the suppression device is activated. Note that "0000H" located at the top left of the diagram and "0000H" located at the bottom right of the diagram are dummy data.
[0494] Thus, in step S230l, the system transitions to the next lower operating status, and one of the following values ββlocated on the left side of Figure 44(b) is sent to the sub-control board 80 as a suppression device operation notification command (performance control command DI_CMD): "0E350H" (when the operating status is updated to 0), "0E351H" (when the operating status is updated to 1), "0E353H" (when the operating status is updated to 2), "0E355H" (when the operating status is updated to 3), or "0E357H" (when the operating status is updated to 4).
[0495] On the other hand, when the process moves to step S230m, the main control CPU 600a uses the value set in the A register as an offset to obtain an upper limit judgment value corresponding to the operating status from the suppression device operation determination table shown in Figure 44(a) (step S230m).
[0496] Next, the main control CPU 600a checks whether the acquired value is "0" or not (step S230n). If it is "0" (step S230n: YES), the main control CPU 600a determines that it has acquired the value shown in the lower right part of Figure 44(a), and therefore does not need to perform a comparison process, and ends the suppression device operation management process.
[0497] On the other hand, if it is not "0" (step S230n: NO), the main control CPU 600a compares the lower two bytes of the 3-byte difference ball counter set in the BC register with the upper limit of the judgment obtained from the suppression device operation judgment table shown in Figure 44(a) (step S230o). If the value of the lower two bytes of the 3-byte difference ball counter set in the BC register is less than the upper limit of the judgment obtained from the suppression device operation judgment table (step S230o: NO), the suppression device operation management process is terminated.
[0498] On the other hand, if the value of the lower two bytes of the 3-byte difference ball counter set in the BC register is greater than or equal to the upper limit of the judgment obtained from the suppression device operation judgment table (step S230o: YES), the main control CPU 600a increments the value of the operation status by 1 (+1) (step S230p).
[0499] Next, the main control CPU 600a sends a suppression device operation notification command (performance control command DI_CMD) corresponding to the updated operating status to the sub-control board 80 (step S230q), and finishes the suppression device operation management process.
[0500] In other words, in step S230q, the system transitions to the next higher operating status, so one of the following values ββlocated on the right side of Figure 44(b) will be sent to the sub-control board 80 as a suppression device operation notification command (performance control command DI_CMD): "0E351H" (when the operating status is updated to 1), "0E353H" (when the operating status is updated to 2), "0E355H" (when the operating status is updated to 3), "0E357H" (when the operating status is updated to 4), or "0E359H" (when the operating status is updated to 5).
[0501] Therefore, by preparing the suppression device operation notification command table shown in Figure 44(b) corresponding to the suppression device operation determination table shown in Figure 44(a), it is possible to easily set the commands to be sent when the operation status changes.
[0502] <Main Control: Explanation of Out-of-Use Area Processing> Thus, after executing this suppression device operation management process (step S507b), the main control CPU 600a will execute suppression device operation management process 2 (step S507c), as shown in Figure 40.
[0503] <Main Control: Explanation of Suppression Device Operation Management Process 2> To explain the suppression device operation management process 2 in detail using Figure 43, as shown in Figure 43, the main control CPU 600a retrieves the suppression device operation flag stored in the RAM area 600ce outside the used area and checks its value (step S507ca). If the suppression device operation flag is set to 5AH (step S507ca:=5AH), the main control CPU 600a determines that the suppression device (saving function) is operating and terminates the suppression device operation management process 2.
[0504] On the other hand, if the suppression device activation flag is not set to 5AH (step S507ca: β 5AH), the main control CPU 600a acquires the value of the game state status stored in the RAM area 600ca within the used area into the A register (step S507cb). The game state status refers to game states such as normal state, time-saving state, latent probability change state, probability change state, and advantageous game.
[0505] Next, the main control CPU 600a checks if the value of the A register is "0" (step S507cc). If it is not "0" (step S507cc: NO), it determines that the game state is not in a customer waiting state and terminates the suppression device operation management process 2.
[0506] On the other hand, if the value is "0" (step S507cc: YES), the main control CPU 600a determines that the game state is in a waiting state and retrieves the value of the out-of-use game state status stored in the out-of-use RAM area 600ce into the W register (step S507cd).
[0507] Next, the main control CPU 600a sets the value of the A register to the out-of-use area game state status (step S507ce) and compares the values ββof the A register and the W register (step S507cf). If the values ββof the A register and the W register are the same (step S507cf: YES), the main control CPU 600a determines that the game state has not changed from the customer waiting state, since the game state status is 0 both last time and this time, and finishes the suppression device operation management process 2.
[0508] On the other hand, if the values ββof the A register and the W register are different (step S507cf: NO), the main control CPU 600a determines that the game state has changed to a customer waiting state, and sets the third byte of the 3-byte ball difference counter stored in the unused RAM area 600ce to the 1-byte A register (step S507cg) and checks the value (step S507ch). If the value of the A register is 0 (step S507ch: YES), the ball difference counter has clearly not reached 90000 (015F90H), so the main control CPU 600a sends a suppression device inactive state command (performance control command DI_CMD) to the sub-control board 80 (step S507ci) and finishes suppression device operation management process 2.
[0509] On the other hand, if the value of the A register is not 0 (step S507ch: NO), the main control CPU 600a sets the lower two bytes of the 3-byte difference ball counter stored in the unused RAM area 600ce into the 2-byte BC register (step S507cj).
[0510] Next, the main control CPU 600a compares the lower two bytes of the 3-byte difference ball counter set in the BC register with the judgment value (the remainder when 90000 is divided by 65536 (90000 MOD 65536 = 5F90H)) (step S507ck). If the value of the lower two bytes of the 3-byte difference ball counter set in the BC register exceeds the judgment value (step S507ck: NO), the ball counter is 90000 or greater, and the suppression device operation management process 2 is terminated.
[0511] On the other hand, if the lower two bytes of the 3-byte difference ball counter set in the BC register are smaller than the judgment value (step S507ck: YES), the main control CPU 600a sends a suppression device inactive status command (performance control command DI_CMD) to the sub-control board 80 (step S507ci), indicating that the difference ball counter is less than 90000, and thus ends the suppression device operation management process 2.
[0512] Therefore, this reduces the risk of the hall (amusement parlor) suffering a disadvantage. In other words, if the sub-control board 80 fails to receive the suppression device inactive status command (performance control command DI_CMD) that the main control CPU 600a has sent to the sub-control board 80, the LCD display 41 will continue to display a warning message about the suppression device (saving function) even though there is still plenty of time before the difference in balls falls below 90,000 and the suppression device (saving function) activates. In such a case, there is a risk that the player will avoid the game machine 1, which could result in the hall (amusement parlor) suffering a disadvantage.
[0513] Therefore, in this embodiment, when the game state is in a waiting state for customers, if the difference ball counter is less than 90,000, as a fail-safe, a suppression device inactive state command (performance control command DI_CMD) is sent to the sub-control board 80, regardless of whether or not a warning message for the suppression device (saving function) is displayed on the liquid crystal display device 41. This reduces the risk of the hall (game parlor) suffering a disadvantage.
[0514] <Main Control: Explanation of Out-of-Use Area Processing> Thus, after executing the suppression device operation management process 2 (step S507c), the main control CPU 600a performs the processes of steps S508 to S510 described in the first embodiment above, as shown in Figure 40, and completes the processing outside the usage area.
[0515] Therefore, as explained using the outline of the program stored in the main control ROM 600b (see Figure 3) processed by the main control board 60, whether the determination process is performed with respect to the determination value (threshold) of the suppression device (saving function), or whether the processing is performed with the contents of the main control RAM 600c, in either case, similar to the first embodiment described above, even if the number of game values ββacquired by the player exceeds a certain level and the game is forcibly terminated, appropriate processing can be performed for the control up to the forced termination and for the control after the forced termination without affecting the control related to other games.
[0516] <Explanation of a modified example of the screen showing the activation of the suppression device (saving function)> In the first embodiment described above, the screen examples shown in Figures 5 to 9 were used to illustrate the process leading up to the activation of the suppression device (saving function). However, the system is not limited to these examples, and screen examples such as the one shown in Figure 45 can also be used.
[0517] In other words, the example screen shown in Figure 45 shows an example screen when the suppression device (saving function) is activated during a jackpot game. Specifically, as shown in Figure 45(a-1), the liquid crystal display device 41 displays "Round 2" (see image P50) in the upper left corner of the screen, indicating the round of the jackpot game, and a character saying "You did it!" is displayed in the lower left corner of the screen (see image P51). Furthermore, the number of balls won by the player, "Total 21255", is displayed in the center of the screen (see image P52). Finally, the words "Shoot to the right β" (see image P53) are displayed in small letters in the lower right corner of the screen, prompting the player to shoot to the right (the player uses the launch handle 16 to shoot the game ball to the right side of the game area 40 on the game board 4). In this case, if the sub-control board 80 (sub-control CPU 800a) receives "0E359H" as a suppression device activation warning command (performance control command DI_CMD), it sends a command list related to an image (video) that will display the suppression device activation warning on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41. As shown in Figure 45(a-1), the liquid crystal display device 41 will display a warning message for the suppression device (saving function) indicating that there are 1000 to 1 shot remaining until the saving function is activated (see image P54) in a semi-transparent state.Furthermore, when the suppression device activation warning command (performance control command DI_CMD) "0E351H" is received, the liquid crystal display 41 will semi-transparently display a warning message for the suppression device (saving function) indicating that 5000 to 4001 shots remain until the saving function is activated. When "0E353H" is received, the liquid crystal display 41 will semi-transparently display a warning message for the suppression device (saving function) indicating that 4000 to 3001 shots remain until the saving function is activated. When "0E355H" is received, the liquid crystal display 41 will semi-transparently display a warning message for the suppression device (saving function) indicating that 3000 to 2001 shots remain until the saving function is activated. When "0E357H" is received, the liquid crystal display 41 will semi-transparently display a warning message for the suppression device (saving function) indicating that 2000 to 1001 shots remain until the saving function is activated. Furthermore, if "0E350H" is received as a suppression device activation warning command (performance control command DI_CMD), the liquid crystal display device 41 will not display a warning message for the suppression device (saving function).
[0518] By the way, a difference of over 95,000 balls, which triggers the suppression device (saving function), is most likely to occur during a jackpot or minor win game. Therefore, if the difference in balls reaches over 95,000 during a jackpot game, the game will not be stopped immediately, but will only be stopped after the jackpot game has ende...
Claims
[Claim 1] A program area in which a predetermined program is stored, RAM that stores predetermined information, A RAM clearing means capable of performing a RAM clearing process to clear the RAM based on a predetermined operation, A recovery processing means that, triggered by power-on, restores the game operation to the state before the voltage abnormality signal was detected, based on backup data stored in the RAM. Out count detection means for detecting game balls that are launched into the game area or ejected from the game area to outside the game area, A means for detecting the number of winning balls that have passed through the winning slot, A counting counter that counts according to the number of outs based on the detection result of the out count detection means and the number of game value based on the detection result of the prize count detection means, A command transmission means that transmits a specific command when the aforementioned counter exceeds a predetermined value, A sub-control means that receives the specific command transmitted by the command transmission means, The system includes a game stop means that, when the counting counter exceeds a predetermined value, causes a predetermined game operation to be stopped. The system is configured to transition to multiple game management states depending on the value of the aforementioned counting counter. In the aforementioned game management states, when the counting counter is below a predetermined value and the game is not stopped, the power is cut off based on the detection of the voltage abnormality signal, and the game operation returns to the state before the voltage abnormality signal was detected by the recovery processing means, the game returns to the first game management state in which the counting counter is initialized, while If the counting counter exceeds the predetermined value, and the game state is a game management state in a special game state, and the power is cut off based on the detection of the voltage abnormality signal, and the system returns to the game operation before the detection of the voltage abnormality signal by the recovery processing means, the system returns to a second game management state that transitions to a game stop state after the end of the special game state by checking the operation flag that manages the game management state or by not initializing the counting counter. The RAM is divided into at least a first RAM region and a second RAM region. The program area is divided into at least a first program area and a second program area. The RAM clearing means clears part or all of the RAM in the first RAM area in the program in the first program area, and clears part of the RAM in the second RAM area in the program in the second program area. In both cases, when the RAM clearing process is performed by the RAM clearing means and when the game operation is returned to the state before the detection of the voltage abnormality signal by the recovery processing means, the program in the second program area clears a predetermined RAM that is different from the RAM in the second RAM area. Based on the receipt of the specific command, the sub-control means displays a game stop state indicator on the display means that displays information related to the game operation, indicating that the game is in a stopped state. The sub-control means includes an error notification means for providing error notification, If the error notification means issues an error notification in response to an error occurring before the specific command is received, If, among the aforementioned errors, the first error occurs and a first error notification is issued before the specific command is received, the game will transition to the game stop state, thereby canceling the first error notification. If, among the aforementioned errors, a second error occurs and a second error notification is issued before the specific command is received, the second error notification will continue even if the game transitions to the game stop state. A gaming machine that also provides notification of the second error if the second error does not occur before the game stop state, but a new second error occurs after the game stop state.