Game machine
The gaming machine uses layered light-emitting effects controlled by a sub-control system to enhance lamp effects and maintain game interest, addressing the challenge of increasing sound and lamp effects without overburdening the control system.
Patent Information
- Application Number
- JP2025170070
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-10-08
- Publication Date
- 2025-12-11
AI Technical Summary
Gaming machines face challenges in providing vivid lamp effects and maintaining game interest without overburdening the control system due to increasing numbers of sound and lamp effects.
A gaming machine with a game board, launching mechanism, and display means featuring multiple layers of light-emitting effects controlled by a sub-control system, including LEDs with varying brightness and cycles, and a frame effect light-emitting means to create dynamic lighting patterns.
Enhances lamp effects to create a sense of dynamism and increases game interest without overloading the control system.
Smart Images

Figure 2025182121000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko machines, arrange ball machines, mahjong ball gaming machines, slot machines, and enclosed pachinko machines (controlled gaming machines) that circulate enclosed game balls inside, and more specifically to a gaming machine that can provide a vivid lamp effect and create a sense of dynamism in the lamp effect.Furthermore, it relates to a gaming machine that can effectively increase the interest of the game without imposing a burden on the control aspect. [Background technology]
[0002] As a conventional gaming machine such as a pachinko machine, for example, a gaming machine as described in Patent Document 1 is known. In this gaming machine, when an effect button is pressed, a channel to which sound data has been assigned becomes an empty channel. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 61397395 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the number of effects installed in gaming machines is steadily increasing, and along with this, the number of sound and lamp effects is also steadily increasing. Therefore, there is a problem that further ingenuity is required in terms of control in the gaming machines described above.
[0005] In view of the above problems, the present invention aims to provide a gaming machine that can provide a vivid lamp effect and create a sense of dynamism in the lamp effect, and can effectively increase the interest of the game without imposing a burden on the control aspect. [Means for solving the problem]
[0006] The above object of the present invention can be achieved by the following means: Note that the parentheses indicate reference symbols of embodiments to be described later, but the present invention is not limited to these.
[0007] According to the gaming machine of the invention of claim 1, A game board (e.g., game board 4 shown in FIG. 2) having a game area (e.g., game area 40 shown in FIG. 2); A launching means (for example, a launching handle 16 shown in FIG. 1) capable of launching a game ball (for example, a game ball YK shown in FIG. 3) into the game area (for example, a game area 40 shown in FIG. 2); A front frame (for example, a front frame 3 shown in FIG. 1) disposed in front of an outer frame (for example, an outer frame 2 shown in FIG. 1) of a gaming machine (for example, a pachinko gaming machine 1 shown in FIG. 1); A display means (for example, a liquid crystal display device 41 shown in FIG. 2) is arranged around the display means, and a performance light emitting means (for example, see FIG. 17) is arranged in multiple layers from the front side to the rear side of the game board. and a frame effect light emitting means disposed on a front frame (for example, the front frame 3 shown in FIG. 1) disposed on the front of the outer frame of the gaming machine, a sub-control means (for example, a sub-control CPU 800a shown in FIG. 4) that controls predetermined effects that occur in relation to the game and controls images to be displayed on the display means (for example, the liquid crystal display device 41 shown in FIG. 2); The predetermined effect includes a light-emitting guidance effect that uses the effect light-emitting means to guide the player to a launch position when encouraging the player to launch a game ball using the launching means, The light-emitting guide effect is a first light-emitting mode in which the light-emitting means appears to be flowing from the left side to the right side toward the predetermined winning means, while the light-emitting guide effect is performed (see paragraph
[0133] of the specification), After a predetermined period of time has elapsed since the start of the execution of the light-emitting guidance effect, a specific effect is executed in which the effect light-emitting means is made to emit light in a second light-emitting mode different from the first light-emitting mode (see paragraph
[0134] of the specification), Furthermore, the predetermined effect is A specific light emitting effect is included in which the effect light emitting means is made to emit light in a manner that flows from the side that the player sees to the back side of the gaming machine, or from the back side of the gaming machine to the side that the player sees, The specific light-emitting effect can be realized by using the frame effect light-emitting means and the effect light-emitting means arranged around the display means to produce a light-emitting effect that creates a three-dimensional effect (see paragraph
[0123] of the specification), The sub-control means The full-color LEDs constituting the light-emitting means including the frame effect light-emitting means and the effect light-emitting means are controlled to emit light based on light-emitting control data including brightness data for setting brightness (see paragraph
[0109] of the specification); When a light-emitting effect is produced by combining a first light-emitting pattern that executes a light-emitting effect in which the brightness of the full-color LED of the light-emitting means is switched in a first cycle, and a second light-emitting pattern that executes a light-emitting effect in which the brightness of the full-color LED of the light-emitting means is switched in a second cycle that is shorter than the first cycle, the light-emitting means is turned off when switching between the first light-emitting pattern and the second light-emitting pattern, or for a certain period during the first light-emitting pattern, as a trigger point for switching the effect (see paragraphs
[0120] to
[0121] of the specification and Figure 16). [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a vivid lamp effect and to create a sense of dynamism in the lamp effect.Furthermore, it is possible to effectively increase the interest in the game without imposing a burden on the control aspect. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a perspective view showing the appearance of a gaming machine according to one embodiment of the present invention; [Figure 2] FIG. 2 is a front view of the game board according to the embodiment. [Figure 3] 1A and 1B are cross-sectional side views of the special symbol 2 starting device according to the embodiment, in which (a) shows the open state and (b) shows the closed state. [Figure 4]2 is a block diagram showing a control device of the gaming machine according to the embodiment. FIG. [Figure 5] (a) to (c) are example screens showing the flow of the information preview performance, and (d) to (f) are example screens showing the flow of the chime sound preview performance. [Figure 6] (a) to (c) are example screens showing the flow of preview performances. [Figure 7] FIG. 8 is a timing chart showing background music, sound effects, and dialogue sounds that are produced in response to the preview performance shown in FIG. [Figure 8] (a) to (e) are example screens showing the flow of advance notice effects that have a high degree of reliability in predicting a jackpot gaming state. [Figure 9] FIG. 9 is a timing chart showing BGM1, BGM2, sound effects, and dialogue sounds that are generated in response to the preview performance shown in FIG. [Figure 10] (a) to (e) are example screens showing the flow of effects that develop from normal reach effects to SP reach effects. [Figure 11] 11 is a timing chart showing BGM2, BGM3, sound effects, and dialogue sounds that are generated in accordance with the effects shown in FIG. 10. FIG. [Figure 12] 12(a-1) shows a schematic diagram of the gaming machine according to the embodiment, and is an explanatory diagram explaining a method of flashing the decorative lamp according to the embodiment, where FIG. 12(a-1) shows a state in which the decorative lamp is lit, FIG. 12(b-1) shows a state in which the decorative lamp is off, FIG. 12(a-2) shows a state in which the decorative lamp is lit, FIG. 12(b-2) shows a state in which the decorative lamp is off, FIG. 12(c-2) shows a state in which the decorative lamp is lit in a color different from that in FIG. 12(a-2), and FIG. 12(d-2) shows a state in which the decorative lamp is off. [Figure 13] (a-1) to (f-1) are explanatory diagrams showing an example of adjusting the brightness of a decorative lamp according to the same embodiment, and (a-2) is an explanatory diagram showing an example of adjusting the color of a decorative lamp according to the same embodiment. [Figure 14]10(a) to 10(e) are explanatory diagrams showing an example of gradational flashing (strobe flashing) by adjusting the brightness of the decorative lamp according to the embodiment. [Figure 15] (a) shows a "static" lamp pattern and is an explanatory diagram explaining the number of frames for turning on and off the decorative lamp; (b) shows a "static" lamp pattern and is an explanatory diagram explaining an example of slow gradation of the decorative lamp; (c) shows a "dynamic" lamp pattern and is an explanatory diagram explaining an example of fast flashing of the decorative lamp; (d) shows a "dynamic" lamp pattern and is an explanatory diagram explaining an example of flashing in gradation (strobe flash) of the decorative lamp. [Figure 16] FIG. 10 is an explanatory diagram illustrating an example in which a "static" ramp pattern and a "dynamic" ramp pattern are combined. [Figure 17] 1A is a front view showing a schematic diagram of the gaming machine according to the embodiment, and FIG. 1B is a vertical cross-sectional view of the right side. [Figure 18] 10 is a perspective view showing a state in which an illumination panel is about to be placed on the front of the liquid crystal display device according to the embodiment. FIG. [Figure 19] A front view of the game board according to the embodiment is shown, where (a) shows the state before the jackpot game state is started, in which the lamp presentation pattern in the guide presentation is being executed, and (b) shows the state after the jackpot game state is started, in which the lamp presentation pattern in the round presentation is being executed. [Figure 20] FIG. 10 is a diagram showing sound channels preset for each application. [Figure 21] This is an explanatory diagram that explains that when multiple production scenarios occur at the same time, the upper limit of sounds that can be played simultaneously may be exceeded. [Figure 22] FIG. 2 is a diagram showing a sound table according to the embodiment; [Figure 23] This is an explanatory diagram that explains that when multiple performance scenarios are executed from the same frame (same timing), there is a possibility that the upper limit of the number of sound channels that can start playing from the same frame (same timing) may be exceeded. [Figure 24]10A and 10B show examples of setting the sound to be played to an available channel, where (a) shows a state where sound channels "11" and "12" are available, (b) shows a state where sound channel "12" is available, and (c) shows a state where a new sound is not set to a sound channel and is discarded. [Figure 25] 10(a) to 10(b) are explanatory diagrams illustrating the timing at which a stop sound effect starts to sound when the left decorative pattern decelerates and stops. [Figure 26] (a) is an example screen showing the state in which the left decorative pattern is decelerating and fluctuating, (b) is an explanatory diagram explaining the state when the left decorative pattern is bouncing, and (c) is an example screen showing the state in which the left decorative pattern is stopped. [Figure 27] FIG. 10 is an explanatory diagram illustrating the timing at which a stop sound effect starts to sound when all decorative patterns decelerate and stop. [Figure 28] 10A is an example of a screen showing a state in which all decorative symbols are decelerating and fluctuating, and FIG. 10B is an explanatory diagram illustrating a state in which the decorative symbols are stopped. [Figure 29] This is an example of sound data in which a certain silent section is provided from the beginning. [Figure 30] (a) is an explanatory diagram explaining that sound data with a silent interval of 1.5 frames (1.5F) from the beginning starts to be played from 1.5 frames (1.5F), and (b) is an explanatory diagram explaining that sound data with a silent interval of 0.5 frames (0.5F) from the beginning starts to be played from 1.5 frames (1.5F). [Figure 31] FIG. 4 is a flowchart illustrating a main process of a main control according to the embodiment. [Figure 32] FIG. 32 is a flowchart illustrating the continuation of the main processing of the main control shown in FIG. 31. [Figure 33] FIG. 32 is a flowchart illustrating the setting switching process shown in FIG. 31. [Figure 34] FIG. 10 is a flowchart illustrating a power supply abnormality check process. [Figure 35] 33 is a flowchart illustrating the prize ball winning number management process 1 shown in FIG. 32. [Figure 36] FIG. 36 is a flowchart illustrating the initial setting of the measurement RAM area shown in FIG. 35. [Figure 37] FIG. 36 is a flowchart illustrating the counting process shown in FIG. 35. [Figure 38] FIG. 36 is a flowchart illustrating the counting process shown in FIG. 35. [Figure 39] FIG. 10 is a flowchart illustrating a timer interrupt process of main control according to the embodiment. [Figure 40] FIG. 39 is a flowchart illustrating the normal symbol processing shown in FIG. [Figure 41] FIG. 40 is a flowchart illustrating the special symbol processing shown in FIG. 39. [Figure 42] FIG. 42 is a flowchart illustrating the start port check process 1(2) shown in FIG. 41. [Figure 43] 42 is a flowchart illustrating the special symbol variation start processing shown in FIG. 41. [Figure 44] A flowchart illustrating the processing during the special pattern change shown in Figure 41. [Figure 45] FIG. 42 is a flowchart illustrating the processing during the special symbol confirmation time shown in FIG. 41. [Figure 46] FIG. 40 is a flowchart illustrating the out-of-use area process shown in FIG. 39. [Figure 47] FIG. 10 is a flowchart showing main processing of sub-control according to the embodiment. [Figure 48] FIG. 48 is a flowchart showing the data analysis process shown in FIG. 47. [Figure 49] FIG. 10 is a flowchart showing a command reception process of sub-control according to the embodiment. [Figure 50] FIG. 10 is a flowchart showing a timer interrupt process of the sub-control according to the embodiment. [Figure 51]10A shows a flowchart illustrating an initial command list for moving images, FIG. 10B shows a flowchart illustrating a regular command list for moving images, and FIG. 10C shows a flowchart illustrating a command list for still images. DETAILED DESCRIPTION OF THE INVENTION
[0010] An embodiment of a gaming machine according to the present invention will be specifically described below with reference to the drawings, taking a pachinko gaming machine as an example. In the following description, when directions such as up, down, left, and right are indicated, they refer to up, down, left, and right as viewed from the front of the illustration.
[0011] <Explanation of the external structure of the pachinko machine> First, the external configuration of the pachinko gaming machine according to this embodiment will be described with reference to FIGS.
[0012] <Explanation of the external appearance of the front of the pachinko machine>
[0013] As shown in Figure 1, a pachinko gaming machine 1 has a rectangular front frame 3 attached to the front of a wooden outer frame 2 so that it can be opened and closed, and a gaming board 4 mounted in a gaming board storage frame (not shown) attached to the back of the front frame 3. The gaming board 4 is mounted with a gaming area 40 shown in Figure 2 facing the front, and a glass door frame 5 supporting transparent glass is provided in front of this gaming area 40 as shown in Figure 1. The gaming area 40 is an area surrounded by a ball guide rail 6 (see Figure 2) arranged on the surface of the gaming board 4.
[0014] On the other hand, as shown in FIG. 1, the pachinko gaming machine 1 has a front operation panel 7 disposed below the glass door frame 5, an upper tray unit 8 provided on the front operation panel 7, and an upper tray 9 for storing dispensed game balls integrally formed on the upper tray unit 8. The front operation panel 7 also has a ball lending button 11 and a prepaid card ejection button 12 (card return button 12). The upper tray surface of the upper tray 9 is provided with a push-button effect button device 13 that the player can press to change the effect when a built-in lamp (not shown) is lit. The upper tray 9 also has a ball ejection button 14 for ejecting game balls stored in the upper tray 9 downward, and a setting button 15 consisting of a roughly cross key. This setting button 15 can be operated by the player and consists of a circular decision key 15a located in the center, a triangular up key 15b located above the decision key 15a in the illustration, a triangular left key 15c located to the left of the decision key 15a in the illustration, a triangular right key 15d located to the right of the decision key 15a in the illustration, and a triangular down key 15e located below the decision key 15a in the illustration.
[0015] 1, a launch handle 16 for operating the launch unit is provided on the right end side of the front operation panel 7, and speakers 17 for emitting background music, sound effects, dialogue sounds, etc. are provided on both upper side surfaces of the front frame 3 and near the launch handle 16. In addition, decorative lamps such as full-color LED lamps that create dramatic effects with light decoration are arranged around the periphery of the front frame 3.
[0016] <Explanation of the appearance of the game board> On the other hand, as shown in FIG. 2, a liquid crystal display device 41 such as an LCD (Liquid Crystal Display) is located 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 can independently display numbers, characters, letters (such as character conversations and lyrics captions), or patterns (special and normal patterns). Decorative top ornaments 42a, left ornaments 42b, and right ornaments 42c are provided around the liquid crystal display device 41, and movable gadget devices 43 are located on the backsides of the top ornaments 42a, left ornaments 42b, and right ornaments 42c. Decorative lamps such as full-color LED lamps that create dramatic effects through lighting are located in the top ornaments 42a, left ornaments 42b, and right ornaments 42c.
[0017] As shown in Fig. 2, this movable accessory device 43 is composed of an upper movable accessory 43a, a left movable accessory 43b, a right movable accessory 43c, and an upper-left movable accessory 43d, which perform predetermined performance operations as the game progresses, and a motor (not shown) such as a two-phase stepping motor that drives each of the upper, left, right, and upper-left movable accessories 43a to 43d. In addition, decorative lamps such as full-color LED lamps that create performance effects with light decoration are arranged on these upper, left, right, and upper-left movable accessories 43a to 43d.
[0018] Meanwhile, a special symbol 1 start hole 44 is located directly below the LCD display 41, and a special symbol 1 start hole switch 44a (see FIG. 4) is provided inside the special symbol 1 start hole switch 44a to detect winning balls. The number of valid winning balls detected by the special symbol 1 start hole switch 44a (see FIG. 4), i.e., the first start reserved ball count, is displayed on the LCD display 41 as a predetermined number (e.g., four). The first reserved ball count is incremented (+1) when a game ball enters the special symbol 1 start hole 44 and is detected by the special symbol 1 start hole switch 44a (see FIG. 4). The first reserved ball count is decremented (-1) when the display of a special symbol, such as a number, character, or symbol (decorative symbol), begins. Decorative lamps, such as full-color LED lamps, are located around the special symbol 1 start hole 44 to create decorative lighting effects.
[0019] On the other hand, as shown in Fig. 2, a special symbol 2 start device 45 is disposed on the lower right side of the liquid crystal display device 41. As shown in Fig. 3, this special symbol 2 start device 45 is composed of a special symbol 2 start port 45a, an opening / closing section 45b that can change between an "open state" in which the special symbol 2 start port 45a is in an open state where the game ball YK can enter, and a "closed state" in which the game ball YK cannot enter, a ball entry guide section 45c that can change between a "guiding state" in which the game ball YK is guided toward the special symbol 2 start port 45a and a "non-guiding state" in which the game ball YK is not guided, and a special symbol 2 start port switch 45a1 (see Fig. 4) that detects the game ball YK that has entered the special symbol 2 start port 45a.
[0020] The special symbol 2 start hole 45a opens substantially horizontally toward the right side of the front in the left-right direction in FIG. 2, and a special symbol 2 start hole switch 45a1 (see FIG. 4) that detects winning balls is provided inside the special symbol 2 start hole 45a. The number of valid winning balls detected by the special symbol 2 start hole switch 45a1 (see FIG. 4), i.e., the number of second start reserved balls, is displayed as a predetermined number (e.g., four) on the liquid crystal display device 41. Note that when a game ball enters the special symbol 2 start hole 45a and is detected by the special symbol 2 start hole switch 45a1 (see FIG. 4), the number of second start reserved balls is incremented by one (+1), and when the variable display of special symbols such as numbers, characters, or symbols (decorative symbols) begins, the number is decremented by one (-1).
[0021] The opening / closing unit 45b includes an opening / closing member 45b1 that can move left and right relative to the special symbol 2 starting opening 45a, and a normal electric role solenoid 45b2 (see FIG. 4) that drives and controls the opening / closing member 45b1. When the opening / closing unit 45b is in a closed state, as shown in FIG. 3(b), the opening / closing member 45b1 protrudes into the special symbol 2 starting opening 45a (moves to the left in the figure) to prevent the game ball YK from entering the special symbol 2 starting opening 45a, and when in an open state, as shown in FIG. 3(a), the opening / closing member 45b1 retracts to the right in the figure to allow the game ball YK to enter the special symbol 2 starting opening 45a.
[0022] The ball entry guide section 45c includes a guide member 45c1 that slopes downward from the right side to the left side as shown in Fig. 2 (sloping downward toward the special symbol 2 starting hole 45a). The guide member 45c1 is driven and controlled by a normal electric accessory solenoid 45b2 (see Fig. 4).
[0023] As shown in FIG. 3(a), when the ball entry guide portion 45c is in the guide state, the guide member 45c1 slides and protrudes toward the front of the play area 40 (toward the glass door frame 5 shown in FIG. 1) and guides the game ball YK placed on top of it to the special symbol 2 start opening 45a. When the ball entry guide portion 45c is in the non-guide state, the guide member 45c1 slides backward (toward the rear of the play area 40) and retracts, as shown in FIG. 3(b). As a result, even if a game ball YK lands on the guide member 45c1 while it is in the guide state, if the guide member 45c1 changes to the non-guide state and the guide member 45c1 slides backward before the game ball YK enters the special symbol 2 start opening 45a, the game ball YK will flow downstream without entering the special symbol 2 start opening 45a. The guide member 45c1 and the opening / closing member 45b1 operate in conjunction with each other. That is, when the guide member 45c1 is in the guiding state, the opening / closing member 45b1 retracts to the right side as shown in Figure 3(a) to allow the game ball YK to enter the special pattern 2 starting hole 45a, and when the guide member 45c1 is in the non-guiding state, the opening / closing member 45b1 protrudes to the left side as shown in Figure 3(b) to prevent the game ball YK from entering the special pattern 2 starting hole 45a.
[0024] In the following, the special symbol 2 starting device 45 as described above may be referred to as a normal electric device. In addition, the special symbol 2 starting device 45 is equipped with a decorative lamp such as a full-color LED lamp that produces a dramatic effect by means of light decoration.
[0025] On the other hand, as shown in Fig. 2, a prize winning device 46 is disposed to the right of the special symbol 1 starting hole 44. When a special symbol lottery described below is won, that is, during a winning game state, this prize winning device 46 is controlled by a special electric accessory solenoid 46b (see Fig. 4) so that a large prize opening (not shown) that is closed by an opening / closing door 46a is opened, allowing a gaming ball to enter the large prize opening (not shown). Note that a gaming ball that enters the large prize opening (not shown) is detected as a winning ball by a large prize opening switch 46c (see Fig. 4) provided inside the large prize opening (not shown).
[0026] On the other hand, when the special symbol is not selected, i.e., when the game is not in a winning state, the special electric accessory solenoid 46b (see FIG. 4) drives and controls the opening / closing door 46a, closing the large prize opening (not shown). This prevents the game ball from entering the large prize opening (not shown). Note that, hereinafter, the device combining the opening / closing door 46a and the special electric accessory solenoid 46b may be referred to as the "special electric accessory." The winning device 46 is also equipped with decorative lamps, such as full-color LED lamps, that create decorative lighting effects.
[0027] Incidentally, a sorting device 47, which has a conventionally well-known structure, is provided within the winning device 46. As shown in Fig. 2, this sorting device 47 has a V region 47a and an outlet 47b, and when a gaming ball enters a large winning opening (not shown), the gaming ball is sorted into either the V region 47a or the outlet 47b. Note that the sorting device 47 does not sort gaming balls that enter the large winning opening (not shown) into the V region 47a, but sorts them into the outlet 47b, unless a predetermined gaming state is reached.
[0028] Incidentally, a type 1 / type 2 mixed gaming machine refers to a machine that combines a type 1 model in which a special pattern is drawn and a jackpot game state is reached, and a type 2 model in which a large prize opening (not shown) opens in a small prize game state, and when a game ball that enters the large prize opening (not shown) passes through the V area 47a, a jackpot game state is reached.
[0029] On the other hand, as shown in Fig. 2, a normal symbol start opening 48 consisting of a gate is disposed in the upper right portion of the liquid crystal display device 41, and a normal symbol start opening switch 48a (see Fig. 4) that detects the passage of a gaming ball is provided inside the normal symbol start opening. In addition, normal prize openings 49 are disposed on the right side of the winning device 46 and on the left side of the special symbol 1 start opening 44, respectively. The general prize openings 49 are composed of an upper right general prize opening 49a disposed on the right side of the winning device 46, an upper left general prize opening 49b disposed on the left side of the special symbol 1 start opening 44, a middle left general prize opening 49c, and a lower left general prize opening 49d. An upper right general winning opening switch 49a1 (see FIG. 4) that detects the passage of game balls is provided inside the upper right general winning opening 49a, an upper left general winning opening switch 49b1 (see FIG. 4) that detects the passage of game balls is provided inside the upper left general winning opening 49b, a middle left general winning opening switch 49c1 (see FIG. 4) that detects the passage of game balls is provided inside the middle left general winning opening 49c, and a lower left general winning opening switch 49d1 (see FIG. 4) that detects the passage of game balls is provided inside the lower left general winning opening 49d. Decorative lamps such as full-color LED lamps that create a dramatic effect with decorative light are provided in the general winning openings 49.
[0030] Meanwhile, directly below the special symbol 1 starting hole 44 is an outlet 50 into which game balls (out balls) that have flowed down to the lowest part of the game area 40 without winning are admitted. Game balls that enter this outlet 50 are detected as non-winning balls by an outlet switch 50a (see FIG. 4) provided inside, and the winning balls described above also flow down to the lowest part of the game area 40 through the back side of the game board 4, and are therefore detected by the outlet switch 50a (see FIG. 4). Therefore, the outlet switch 50a (see FIG. 4) detects the total number of outs dispensed, i.e., the same number of game balls as the game balls launched into the game area 40 by the launch handle 16.
[0031] On the other hand, three 7-segment displays are arranged in the lower right periphery of the game area 40 of the game board 4, two of which are special symbol display devices 51, and the remaining 7-segment display device 53a displays special symbol 1, special symbol 2, the number of balls reserved for the start of normal symbols, and the game status (for example, advantageous game status, etc.). 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, and to the left of the special symbol 1 display device 51a is provided a normal symbol display device 52 consisting of one LED, and further provided are a round lamp 53b that indicates the number of rounds of the jackpot game and a right hit notification lamp 53c that notifies right hits.
[0032] In addition, an identification lamp device 51A that displays identification information corresponding to special pattern 1 and special pattern 2 is provided on the upper end side of the left ornament 43b.
[0033] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab for informing the player when special symbol 1 or special symbol 2 is changing, or when special symbol 1 or special symbol 2 has won or lost. 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 win, the first identification lamp 51Aa is lit; when special symbol 1 is a loss, the first identification lamp 51Aa is extinguished. Furthermore, when special symbol 2 is changing, the second identification lamp 51Ab flashes; when special symbol 2 is a win, the second identification lamp 51Ab is lit; and when special symbol 2 is a loss, the second identification lamp 51Ab is extinguished.
[0034] Although not shown, a plurality of game pegs are arranged in the game area 40 of the game board 4, and a windmill 54 is also arranged as a member for changing the falling direction of game balls.
[0035] <Control device description> Next, the control device that is provided in the pachinko gaming machine 1 having the above-described external configuration and performs electronic control according to the progress of the game will be explained using Fig. 4. As shown in Fig. 4, this control device is mainly composed of a main control board 60 that controls the overall game operation, a payout / launch control board 70 that pays out game balls based on control commands from the main control board 60, and a sub-control board 80 that controls images, lights, and sounds.
[0036] <Explanation about the main control board> The main control board 60 is mainly equipped with a one-chip microcomputer 600 consisting of a main control CPU 600a, a main control ROM 600b that stores a game program that describes a series of game control procedures, and a main control RAM 600c that functions as a working area, buffer memory, etc., a measurement / setting display device 610 consisting of 7 segments that displays (performance display) information such as the ratio of the number of winning balls when the probability of winning is low (when the probability of winning is in a normal low probability state), and also displays the setting contents of the probability that will create a game state that is advantageous to the player, a RAM clear switch 620, and a setting key switch 630.
[0037] The main control board 60 configured in this manner is connected to a payout / launch control board 70 that controls the payout motor M to pay out game balls. Furthermore, there are connected a special pattern 1 start port switch 44a which detects winnings in the special pattern 1 start port 44, a special pattern 2 start port switch 45a1 which detects winnings in the special pattern 2 start port 45a, a normal pattern start port switch 48a which detects passage through the normal pattern start port 48, an upper right general prize port switch 49a1, an upper left general prize port switch 49b1, a middle left general prize port switch 49c1, and a lower left general prize port switch 49d1 which detect winnings in the general prize ports 49 (upper right general prize port 49a, upper left general prize port 49b, middle left general prize port 49c, and lower left general prize port 49d), a large prize port switch 46c which detects winnings in a large prize port (not shown) which is opened or closed by the opening / closing door 46a, and an outlet switch 50a which can detect the same number of game balls as those launched into the game area 40 by the launch handle 16. Furthermore, a normal electric role solenoid 45b2 that drives and controls the opening and closing member 45b1 and the guide member 45c1, a special electric role solenoid 46b that controls the operation of the opening and closing door 46a, a distribution device 47, a special pattern 1 display device 51a, a special pattern 2 display device 51b, a normal pattern display device 52, a 7-segment display device 53a, a round lamp 53b, and a right-hit notification lamp 53c are connected.
[0038] When the main control board 60 configured in this manner receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, or the normal symbol start port switch 47a at the main control CPU 600a, it conducts a lottery and determines the special symbol variation pattern and the display content of the stop symbol or normal symbol based on the winning / losing information that is the lottery result, and sends the determined information 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. Then, the main control board 60, i.e., the main control CPU 600a, generates a performance control command DI_CMD including the determined information and sends 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 pattern 1 start port switch 44a, the special pattern 2 start port switch 45a, the upper right general prize port switch 49a1, the upper left general prize port switch 49b1, the middle left general prize port switch 49c1, the lower left general prize port switch 49d1, and the large prize port switch 46c, it determines how many game balls to pay out to the player and sends a payout control command PAY_CMD containing that determined information to the payout / launch control board 70, which then pays out the game balls to the player.
[0039] Furthermore, if the result of the lottery is that the normal pattern is won, the normal electric role solenoid 45b2 is controlled to keep the opening / closing member 45b1 in the open state and the guide member 45c1 in the guiding state for a predetermined time, and if the lottery is won for the special pattern, the special electric role solenoid 46b is controlled to open the big prize opening (not shown).
[0040] In a type 1 / type 2 mixed gaming machine, when a small win game state is reached, 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.
[0041] On the other hand, the main control board 60, i.e., the main control CPU 600a, counts the number of prize balls each time it receives a signal from the special symbol 1 start gate switch 44a, the special symbol 2 start gate switch 45a, the upper right general prize gate switch 49a1, the upper left general prize gate switch 49b1, the middle left general prize gate switch 49c1, the lower left general prize gate switch 49d1, and the large prize gate switch 46c, and counts the total number of dispensed game balls each time it receives a signal from the outlet switch 50a. Based on the counted number of prize balls and the total number of dispensed game balls, the main control board 60, i.e., the main control CPU 600a, outputs information (performance display) regarding the ratio of prize balls dispensed during low probability to the measurement / setting display device 610. This results in the measurement / setting display device 610 displaying information (performance display) regarding the ratio of prize balls dispensed during low probability.
[0042] Furthermore, the measurement / setting display device 610 can display the setting of the probability of generating a game state advantageous to the player in six levels, for example, from "1" to "6." Therefore, when changing such a setting, a dedicated key is inserted into the setting key switch 630 and turned ON, and the RAM clear switch 620 can be used to change the setting of the probability of generating a game state advantageous to the player in six levels, for example, from "1" to "6" (for example, a setting of "6" has the highest probability of generating a game state advantageous to the player, and a setting of "1" has the lowest probability of generating a game state advantageous to the player). The setting change is then displayed on the measurement / setting display device 610, and when the setting change is confirmed, a dot on the lower right side of the 7-segment display lights up, indicating that the setting has been confirmed.
[0043] On the other hand, when the RAM clear switch 620 is pressed, except when a dedicated key is inserted into the setting key switch 630 and turned ON, not all of the memory area of the main control RAM 600c is cleared, but only a portion of the memory area is cleared.
[0044] <Explanation about the Dispense and Firing Control Board> The payout / launch control board 70 receives a 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. The generated payout motor signal controls the payout motor M to pay out game balls to the player. Furthermore, the payout / launch control board 70 performs processing to start or stop the operation of firing game balls in response to a player's operation, based on a prize ball count signal indicating the payout operation of game balls and a status signal related to an abnormality in the payout operation.
[0045] Meanwhile, a touch sensor is provided on the periphery of the launch handle 16 shown in FIG. 1, and when a player's hand touches the touch sensor of the launch handle 16, the touch sensor outputs a detection signal to the payout / launch control board 70, as shown in FIG. 4. In response to this, 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 presentation control command DI_CMD. This makes it possible to transmit information as to whether or not the player has touched the handle 16 to play to the sub-control board 80.
[0046] <Explanation about the sub-control board> The sub-control board 80 receives performance control commands DI_CMD from the main control board 60 (main control CPU 600a) and controls the execution of various performances, and is equipped with a sub-one-chip microcomputer 800 consisting of a sub-control CPU 800a that controls the display images displayed on the liquid crystal display device 41, a sub-control ROM 800b that stores control programs that describe performance control procedures, and a sub-control RAM 800c that functions as a working area, buffer memory, etc.
[0047] 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 LCD display device 41 based on instructions from the sub-single-chip microcomputer 800, a DDR2 SDRAM 804 that includes a work area for decompressing compressed video data and a frame buffer area for temporarily storing image data to be displayed on the LCD display device 41, and a game ROM 805 that pre-stores CG data for compressed still images and compressed video data, as well as sound data such as background music, sound effects, and dialogue. Note that "still images" refer to so-called sprite images, which represent single images such as text data, background images, or special designs. Note that "moving images" refer to a collection of multiple (multiple frames) continuously changing still images, and smooth movement is reproduced by continuously displaying multiple still images on the LCD display device 41.
[0048] The sub-control board 80 thus configured is connected to a decorative lamp board 90 equipped with decorative lamps such as full-color LED lamps that produce lamp effects, and further connected to a push-button effect button device 13 that the player can press to change the effect when the built-in lamp (not shown) is lit, and a speaker 17 that emits background music, sound effects, etc. Furthermore, the sub-control board 80 is connected to a movable accessory device 43 that performs predetermined effect operations as the game progresses, an identification lamp device 51A that notifies the player when special symbol 1 or special symbol 2 is changing, or when special symbol 1 or special symbol 2 has won or lost, a setting button 15 that allows various settings, and a liquid crystal display device 41.
[0049] Thus, the sub-control board 80 configured in this manner receives, at the sub-control CPU 800a, an effect control command DI_CMD transmitted from the main control board 60 (main control CPU 600a) and including basic information required for the special symbol variation pattern based on the lottery result, the current game status, the number of balls on hold for starting, the decorative symbols to be stopped based on the lottery result, etc. Then, the sub-control CPU 800a determines, by lottery, an effect pattern corresponding to the received effect control command DI_CMD from among a large number of effect patterns stored in advance in the sub-control ROM 800b, and temporarily stores, in the sub-control RAM 800c, a control signal that instructs the execution of the determined effect pattern.
[0050] The sub-control CPU 800a transmits a sound-related control signal, among the control signals that instruct the execution of the effect patterns stored in the sub-control RAM 800c, to the sound LSI 801. In response to this, the sound LSI 801 reads out sound data corresponding to the control signal from the game ROM 805 or the sound RAM 802, and outputs it to the speaker 17. As a result, the speaker 17 produces background music, sound effects, dialogue sounds, etc., corresponding to the effect pattern determined above.
[0051] The sub-control CPU 800a also transmits light-related control signals, among the control signals that instruct the execution of the effect patterns stored in the sub-control RAM 800c, to the decorative lamp board 90. As a result, the decorative lamp board 90 controls the turning on and off of decorative lamps, such as full-color LED lamps, that produce lamp effect effects, and thus a lamp effect corresponding to the determined effect pattern is executed.
[0052] The sub-control CPU 800a then transmits to the VDP 803 a command list relating to images, among the control signals that instruct the execution of the effect pattern stored in the sub-control RAM 800c. The VDP 803 then generates image data to display an image based on the command list, and transmits the generated image data to the liquid crystal display device 41, thereby displaying an image corresponding to the determined effect pattern on the liquid crystal display device 41. The image data displayed on the liquid crystal display device 41 is updated every frame, and the VDP 803 transmits a VSYNC (vertical synchronization signal) shown in FIG. 4 as an interrupt signal to the sub-control CPU 800a so that the sub one-chip microcomputer 800 (sub-control CPU 800a) can know that the display operation for one frame has ended. This allows the sub-control CPU 800a to know that one frame's worth of image data has been displayed on the liquid crystal display device 41. This VSYNC interrupt signal is generated, for example, every 33 ms.
[0053] Furthermore, the sub-control CPU 800a transmits, among the control signals that instruct the execution of the performance pattern stored in the sub-control RAM 800c, a control signal related to the movable role object to the movable role object device 43. As a result, the movable role object device 43 moves in accordance with the determined performance pattern.
[0054] <Power supply board explanation> Incidentally, power is supplied to each of the boards described above from a power supply board 130 shown in Fig. 4. This power supply board 130 is configured to include a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. This voltage generation unit 1300 receives an AC voltage of 24V, which is an external power source supplied from a voltage transformer (not shown) installed in the gaming establishment, and generates multiple types of DC voltages, and the generated DC voltages are supplied to each board (not shown).
[0055] The voltage monitoring unit 1310 monitors the AC 24V voltage, and when it detects a voltage abnormality due to a cutoff of this voltage or the occurrence of a power outage, it outputs a voltage abnormality signal ALARM to the main control board 60. The voltage abnormality signal ALARM outputs an "L" level signal when a voltage abnormality occurs, and outputs an "H" level signal when the voltage is normal.
[0056] On the other hand, the system reset generation unit 1320 generates a system reset signal RST when power is turned on, and the generated system reset signal RST is output to each board.
[0057] <Explanation of sound and lamp effects> Next, the sound and lamp effects will be specifically described with reference to FIGS.
[0058] <Explanation of the sounds used in the preview> First, with reference to Fig. 5, the sound in the preview effect will be explained. The preview effect shown in Fig. 5(a) to (c) is an example of an information preview effect. Specifically, as shown in Fig. 5(a), a rapidly changing decorative pattern (see image P1) and a rapidly changing permanent pattern (see image P2) are displayed on the liquid crystal display device 41, and at this time, the word "Ganbatte" (try your best) is displayed in a balloon in the lower left corner of the screen (see image P3). If the word "Ganbatte" is in black letters, for example, indicating a low expectation of a jackpot game state, a sound effect SE1 of "pon" will be emitted from the speaker 17 shown in Fig. 1.
[0059] Next, as shown in Figure 5(b), the words "Feels good!" are displayed in a speech bubble in the lower left corner of the screen of the liquid crystal display device 41 (see image P4), and if the words "Feels good!" are in red, for example, which increases the expectation of a jackpot game state, a "ping-pong" sound effect SE2 will be emitted from the speaker 17 shown in Figure 1.
[0060] Next, as shown in Figure 5(c), when the LCD display device 41 displays in a speech bubble in the lower left corner of the screen the words "Super Hot!" sandwiched between the word "DANGER," indicating a high expectation of a jackpot game state (see image P5), the sound effect SE3 "Beep! Beep! Beep! Beep!" is emitted from the speaker 17 shown in Figure 1.
[0061] On the other hand, the preview effects shown in Figures 5(d) to (f) are examples of chime sound preview effects. Specifically, as shown in Figure 5(d), a rapidly changing decorative pattern (see image P1) and a rapidly changing permanent pattern (see image P2) are displayed on the liquid crystal display device 41, and at this time, the word "ping pong" is displayed slightly above the center of the screen (see image P10). If the word "ping pong" is, for example, a white character indicating a low expectation of a jackpot game state, the sound effect SE4 of "ping pong" is emitted from the speaker 17 shown in Figure 1.
[0062] Next, as shown in Figure 5(e), the words "Ping Pong! Ping Pong!" are displayed on the liquid crystal display device 41 slightly above the center of the screen (see image P11), and if the words "Ping Pong! Ping Pong!" are, for example, in red, which increases the expectation of a jackpot game state, the sound effect SE5 "Ping Pong! Ping Pong!" will be emitted from the speaker 17 shown in Figure 1.
[0063] Next, as shown in Fig. 5(f), when the liquid crystal display device 41 displays the so-called danger pattern words "DANGER DANGER DANGER" (see image P12) slightly above the center of the screen, indicating a high expectation of a jackpot game state, the speaker 17 shown in Fig. 1 emits a sound effect SE6 of "Beep! Beep! Beep! Beep!" In other words, the same sound effect as the information preview performance is emitted from the speaker 17 shown in Fig. 1.
[0064] Thus, even with such different preview effects, in the case of so-called danger patterns where the expectation of a big win game state is high, the player can recognize that the expectation of a big win game state is high in any preview effect by emitting a common sound effect from the speaker 17. Therefore, in this way, in a situation where multiple types of previews and effects such as reach are executed in parallel, it is possible to effectively increase the interest in the game without placing a burden on the control side.
[0065] In addition, the sound effects in the information preview effect shown in Figures 5(a)-(b) are different from the sound effects in the chime preview effect shown in Figures 5(d)-(e). Therefore, the information preview effect shown in Figures 5(a)-(b) may be executed during the chime preview effect shown in Figures 5(d)-(e). That is, the execution timing of the chime preview effect shown in Figures 5(d)-(e) may overlap part or all of the execution timing of the information preview effect shown in Figures 5(a)-(b). However, the execution timing of the information preview effect shown in Figure 5(c) and the execution timing of the chime preview effect shown in Figure 5(f) should not overlap. If they overlap, the same sound effects will be emitted from the speaker 17 in duplicate, which may cause the player to feel uncomfortable and reduce their interest in the game.
[0066] In this embodiment, in the so-called danger pattern where there is a high expectation of a jackpot game state, the sound effect "Beep! Beep! Beep! Beep!" is emitted from the speaker 17, but the time for which this sound effect is played may be different between the information preview effect and the chime preview effect. In other words, the common sound effect does not have to be the same, as long as it is of the same type.
[0067] Furthermore, in this embodiment, when the characters "Feels good!" in the information preview performance are, for example, in red characters indicating a high expectation of a jackpot game state, the speaker 17 shown in Fig. 1 emits a "ping" sound effect SE2. However, even if different characters (for example, "It's hot!") are displayed in red characters indicating a high expectation of a jackpot, the speaker 17 shown in Fig. 1 may emit the same "ping" sound effect SE2. In this way, even if the characters are different, if they are the same color, the same "ping" sound effect SE2 will be emitted, so the player can recognize that the same color (for example, red characters) indicates a high expectation of a jackpot.
[0068] Furthermore, the preview performance in this embodiment is merely an example and can be applied to any preview performance.
[0069] <Explanation of sound classification in production> Next, the classification of sounds in effects will be explained with reference to Figures 6 to 9. BGM, sound effects, and dialogue sounds are known as classifications of sounds in effects. These may be played simultaneously in a series of effects, but if they are all played at the same volume, the player may not be able to recognize each of the BGM, sound effects, and dialogue sounds, which may reduce the player's interest in the game.
[0070] Therefore, in this embodiment, in the case of an effect in which BGM, sound effects, and dialogue are simultaneously generated, the volume settings for these sound data are set so that the relationship of dialogue > sound effects > BGM is established so that the maximum volumes of the BGM, sound effects, and dialogue do not overlap. Note that the volume setting for the sound data here does not refer to the volume that can be set by the player using the setting button 15 or the volume that can be set by the gaming parlor (hall) using a setting means (not shown) such as a dial on the back side of the pachinko gaming machine 1, but rather to the volume that is set by the sound LSI 801 during playback. This point will be specifically explained with reference to FIGS. 6 and 7.
[0071] FIG. 6 shows a preview effect. First, as shown in FIG. 6(a), the liquid crystal display device 41 displays a stopped decorative symbol (see image P20, "767" in the figure), and then a stopped resident symbol (see image P21, "767" in the figure). At this time, the sound LSI 801 plays the background music shown in FIG. 7 at a volume one level lower than the maximum volume (see timing T1). As a result, the background music is emitted from the speaker 17 shown in FIG. 1 at a volume one level lower than the maximum volume. Note that the maximum volume shown here is the volume set by the sound LSI 801 or the sound function in the VDP 803 when the volume that can be set by the player using the setting button 15 or by the gaming parlor (hall) using a setting means (not shown) such as a dial on the back side of the pachinko gaming machine 1 is the maximum volume.
[0072] Next, the liquid crystal display device 41 shown in Fig. 6(b) displays a decorative pattern that changes at high speed (see image P20), and further displays a resident pattern that changes at high speed (see image P21). At this time, the sound LSI 801 plays the background music shown in Fig. 7 at a constant volume.
[0073] Next, when a preview effect that increases the expectation of a jackpot game state is executed, the sub-control CPU 800a transmits a control signal to the sound LSI 801 to lower the volume of the background music if a sound effect is generated. In response to this, the sound LSI 801 plays the background music at the minimum volume at timing T2, as shown in FIG. 7. This causes the background music to be emitted from the speaker 17 shown in FIG. 1 at the minimum volume. This minimum volume is a volume that the player can still perceive, even if the player further lowers it using the setting button 15 to the lowest volume value. The volume that the player can lower using the setting button 15 is not limited to the background music, but can also be lowered for sound effects and dialogue. While the volume is instantaneously switched to the minimum in the illustrated example, it is of course possible to gradually lower the volume to the minimum.
[0074] Next, a preview effect is executed to increase the expectation of a jackpot game state. That is, as shown in FIG. 6(c), the screen of the liquid crystal display device 41 goes dark, and the word "CHANCE" (see image P22) is displayed in the center of the screen. When the word "CHANCE" (see image P22) is displayed, the sound LSI 801 reproduces the sound effect shown in FIG. 7 at a volume one level lower than the maximum volume (see timing T3). As a result, the speaker 17 shown in FIG. 1 emits the "bang" sound effect SE10 shown in FIG. 6(c) at a volume one level lower than the maximum volume. At this time, although the speaker 17 is emitting background music at the lowest volume, the volume of the sound effect SE10 is louder than the volume of the background music, so the player can easily hear the sound effect SE10. The volume of the sound effect SE10 gradually decreases, as shown in FIG. 7.
[0075] Next, as shown in FIG. 6(d), the screen of the liquid crystal display device 41 goes dark, and the word "CHANCE" (see image P22) continues to be displayed in the center of the screen. At timing T4 shown in FIG. 7, when the playback of the sound effect SE10 is almost finished, the sound LSI 801 plays the dialogue sound shown in FIG. 7 at maximum volume, and the dialogue sound VC1 of "CHANCE" shown in FIG. 6(d) is emitted from the speaker 17 shown in FIG. 1 at maximum volume. At this time, the speaker 17 emits the background music and sound effect SE10 at the lowest volume, but the volume of the dialogue sound VC1 is louder than the volume of the background music and sound effect SE10, so the player can easily hear the dialogue sound VC1. Note that the volume of this dialogue sound VC1 gradually decreases as shown in FIG. 7.
[0076] Thus, after the word "CHANCE" (see image P22) is displayed on the liquid crystal display device 41, a dialogue sound VC1 indicating the content of the word is emitted from the speaker 17, and by adding a time delay, it is possible to make it easier for the player to recognize the content of the presentation.
[0077] Next, when the reproduction of the dialogue sound VC1 ends and a screen similar to that shown in Fig. 6(b) is displayed on the liquid crystal display device 41 as shown in Fig. 6(e), that is, when the advance notice effect that increases the expectation of a big win gaming state ends, the sub-control CPU 800a transmits a control signal to the sound LSI 801 to restore the volume of the background music to its original volume. In response to this, the sound LSI 801 will reproduce the background music at the original volume at timing T5 shown in Fig. 7.
[0078] Therefore, in this way, in a preview performance in which sound effects and dialogue sounds are generated, by controlling the volume of the background music to be lowered, the sound effects and dialogue sounds can be made easier to hear. However, in this case, the sound LSI 801 prevents the start of playback of the sound effects and the dialogue sounds from occurring simultaneously. This is because if they were played simultaneously, the sound effects and the dialogue sounds would mix, which could reduce the effect of the performance for the player. Therefore, in this embodiment, the start timing of playback of the sound effects and the dialogue sounds is shifted to make each sound easier to hear.
[0079] Therefore, in this way, in a situation where multiple types of previews, reaches, and other effects are executed in parallel, it is possible to effectively increase the enjoyment of the game without placing a burden on the control side.
[0080] This BGM is played in a loop. The BGM volume is set to be louder during jackpot play and electric support play (probability variable play state / time-saving play state) than during normal play state (no low probability electric support). In other words, the relationship of BGM (during jackpot play and electric support play) > BGM (normal play state (no low probability electric support)) is established.
[0081] On the other hand, in this embodiment, the maximum initial volume of the sound effect SE10 and the maximum initial volume of the dialogue sound VC1 are set so as not to overlap, and the dialogue sound VC1 is played just before the playback of the sound effect SE10 ends, but this is not limiting, and the dialogue sound VC1 may be played after the playback of the sound effect SE10 ends. In other words, they may not overlap at all.
[0082] In addition, in this embodiment, when the effect of increasing the expectation of the big win game state shown in Figures 6(c) to (d) is executed, the volume of the background music is set to the lowest volume, but it is not limited to this, and the volume of the background music may be muted (i.e., "0" or approximately "0"), or the sound LSI 801 may stop the playback of the background music. This point will be specifically explained with reference to Figures 8 and 9.
[0083] 8 shows a preview effect that has a high reliability of the jackpot game state. First, as shown in FIG. 8(a), the liquid crystal display device 41 displays a stopped decorative symbol (see image P30, "767" in the figure), and then a stopped resident symbol (see image P31, "767" in the figure). At this time, the sound LSI 801 plays BGM1 shown in FIG. 9 at a volume one level lower than the maximum volume (see timing T10), and thus BGM1 is emitted from the speaker 17 shown in FIG. 1 at a volume one level lower than the maximum volume. Note that this BGM1 is played in a loop.
[0084] Next, the liquid crystal display device 41 shown in FIG. 8(b) displays decorative symbols fluctuating at high speed (see image P30), and further displays resident symbols fluctuating at high speed (see image P31). Furthermore, a character CH1 holding a sword is displayed on the left side of the screen of the liquid crystal display device 41. At this time, the sound LSI 801 reproduces the dialogue sound shown in FIG. 9 at maximum volume (see timing T11), and thus the dialogue sound VC10, "Yay!", shown in FIG. 8(b), is emitted at maximum volume from the speaker 17 shown in FIG. 1. At this time, because the dialogue sound VC10 is short, the volume of the BGM1 shown in FIG. 9 is not lowered. Therefore, although the BGM1 is emitted from the speaker 17 at a volume one level lower than the maximum volume, the dialogue sound VC10 is louder than the volume of the BGM1, so the player can easily hear the dialogue sound VC10. The volume of the dialogue sound VC10 gradually decreases as shown in FIG.
[0085] Next, an effect that increases the expectation of a jackpot game state is executed. That is, as shown in FIG. 8(c), the screen of the liquid crystal display device 41 goes dark, the decorative symbols disappear or become difficult to see, and the words "DANGER DANGER DANGER" are displayed in the center of the screen, along with an explosion effect (see image P32). At this time, the sound effect shown in FIG. 9 is reproduced by the sound LSI 801 at a volume one level lower than the maximum volume (see timing T12). As a result, a "Beep! Beep! Beep! Beep!" sound effect (not shown) is emitted from the speaker 17 shown in FIG. 1 at a volume one level lower than the maximum volume. At this time, in order to emphasize the so-called danger-pattern sound effect, which indicates a high expectation of a jackpot game state, the sub-control CPU 800a mutes the BGM1 (i.e., "0" or approximately "0") or transmits a control signal to the sound LSI 801 to stop the reproduction of BGM1. In response to this, the sound LSI 801 mutes the volume of BGM1 (i.e., "0" or approximately "0") or stops the playback of BGM1. Note that the volume of this sound effect gradually decreases as shown in FIG.
[0086] Next, at timing T13 shown in FIG. 9, when the playback of the sound effect is almost finished, the screen shown on the liquid crystal display device 41 changes from dark to bright, and the character CH2 is displayed on the left side of the screen, as shown in FIG. 8(d). At this time, the sound LSI 801 plays the dialogue sound shown in FIG. 9 at maximum volume (see timing T13), and the dialogue sound VC11, "It's super hot!", shown in FIG. 8(d), is emitted at maximum volume from the speaker 17 shown in FIG. 1. At this time, the speaker 17 emits the sound effect at gradually decreasing volumes, but because the volume of the dialogue sound VC11 is louder than the volume of the sound effect, the player can easily hear the dialogue sound VC11. The volume of this dialogue sound VC11 gradually decreases as shown in FIG. 9.
[0087] Next, at timing T14 shown in Fig. 9, the reproduction of the dialogue sound VC11 ends, and as shown in Fig. 8(e), the liquid crystal display device 41 displays a decorative symbol for the reach state (see image P30), and the word "REACH" (see image P33) is displayed so as to overlap the decorative symbol for the reach state. At this time, the sub-control CPU 800a transmits a control signal to the sound LSI 801 to reproduce BGM2, which is different from BGM1. In response to this, the sound LSI 801 reproduces BGM2, which is different from BGM1, at a volume one level lower than the maximum volume (see timing T14). As a result, BGM2 is emitted from the speaker 17 shown in Fig. 1 at a volume one level lower than the maximum volume. If the sound LSI 801 continues to play BGM1 at muted volume (i.e., "0" or approximately "0"), at timing T14 shown in FIG. 9, the sub-control CPU 800a sends a control signal to the sound LSI 801 to stop the playback of BGM1. In response to this, the sound LSI 801 stops the playback of BGM1. Note that this BGM2 is not loop-played.
[0088] Therefore, in this way, in a preview performance in which sound effects and dialogue sounds are generated, by controlling the volume of BGM1 to be muted or stopped, the sound effects and dialogue sounds can be made easier to hear. However, in this case, the sound LSI 801 prevents the start of playback of the sound effects and the dialogue sounds from occurring simultaneously. This is because if they were played simultaneously, the sound effects and the dialogue sounds would mix, which could reduce the effect of the performance for the player. Therefore, in this embodiment, the start timing of playback of the sound effects and the dialogue sounds is shifted to make each sound easier to hear.
[0089] Therefore, even in this way, in a situation where multiple types of previews, reaches, and other effects are executed in parallel, the interest in the game can be effectively increased without placing a burden on the control side.
[0090] In this embodiment, the maximum initial volume of the sound effect and the maximum initial volume of the dialogue sound VC11 are set so as not to overlap, and the dialogue sound VC11 is played just before the playback of the sound effect ends, but this is not limiting, and the dialogue sound VC11 may be played after the playback of the sound effect ends. In other words, they may not overlap at all.
[0091] Furthermore, in this embodiment, when the performance in which the dialogue sound VC10 "Yaa!" shown in Figure 8(b) is uttered is executed, the volume of BGM1 is not lowered, but it may be lowered as shown in Figures 6 and 7.
[0092] Furthermore, in this embodiment, the volume of BGM1 is muted or stopped, but as shown in FIG. 7, the volume of BGM1 may be set to the minimum volume.
[0093] <An example of simply playing sound in a production> In the above example, when the volume of the background music is lowered due to the occurrence of a preview effect, the volume is lowered by controlling the volume in response to the occurrence of the preview effect. This is because, if the occurrence of a preview effect is determined by lottery, the volume of the background music is lowered, but if the lottery is not won and the preview effect does not occur, the volume of the background music continues to be played at the same volume without being lowered. For this reason, the volume is lowered by controlling the occurrence of the preview effect.
[0094] However, for example, in a reach effect, it is determined that a preview effect in which sound effects or dialogue indicating that it is an SP reach will always occur. Therefore, rather than lowering the volume by control until such a preview effect occurs, it is also possible to have the sound LSI 801 play BGM data whose volume has been set to a lowered state in advance in accordance with the timing when such a preview effect occurs, in order to avoid placing a burden on the control. This point will be specifically described with reference to Figures 10 and 11.
[0095] FIG. 10 shows the progression from a normal reach effect to an SP reach effect. First, as shown in FIG. 10(a), the liquid crystal display device 41 displays the reach state decorative symbol (see image P40), the word "REACH" (see image P41) is displayed so as to overlap the reach state decorative symbol, and the rapidly changing resident symbol is displayed (see image P42). At this time, the sub-control CPU 800a transmits a control signal to the sound LSI 801 to play BGM2. In response to this, the sound LSI 801 plays BGM2 at a volume one level lower than the maximum volume, as shown in FIG. 11 (see timing T20). As a result, BGM2 is emitted from the speaker 17 shown in FIG. 1 at a volume one level lower than the maximum volume.
[0096] Next, the left decorative symbol moves to the upper left corner of the screen, the right decorative symbol moves to the upper right corner of the screen, and the center decorative symbol is rapidly changing (see image P40), and further, the resident symbol is rapidly changing (see image P42) is displayed on the liquid crystal display device 41 shown in Fig. 10(b). At this time, the sound LSI 801 plays BGM2 shown in Fig. 11 at a constant volume.
[0097] Next, when the playback of BGM2 ends, the liquid crystal display device 41 shown in FIG. 10(c) displays the words "SP Reach" (see image P43) in the center of the screen instead of the rapidly changing central decorative symbols, thus executing a preview effect. At this time, the sub-control CPU 800a transmits a control signal to the sound LSI 801 to play BGM3 and dialogue sounds. In response to this, the sound LSI 801 plays BGM3 and dialogue sounds at timing T21 shown in FIG. 11. At this time, the volume of the beginning of BGM3 is muted in advance (i.e., "0" or approximately "0"), so although BGM3 is being played, it is not emitted from the speaker 17 shown in FIG. 1. Note that this BGM3 is not played in a loop.
[0098] Meanwhile, the sound LSI801 reproduces the dialogue sound shown in Fig. 11 at maximum volume (see timing T21), and as a result, the dialogue sound VC20 "SP Reach!" shown in Fig. 10(c) is emitted at maximum volume from the speaker 17 shown in Fig. 1. At this time, since only the dialogue sound VC20 is emitted from the speaker 17, the player can easily hear the dialogue sound VC10. Note that the volume of this dialogue sound VC20 gradually decreases as shown in Fig. 11.
[0099] Next, the color of the text changes according to the reliability of the jackpot gaming state, and a sound effect according to the reliability of the jackpot gaming state is reproduced. That is, on the liquid crystal display device 41 shown in FIG. 10(d), the color of the "SP Reach" text displayed in the center of the screen changes to, for example, red (see image P43). At this time, the sub-control CPU 800a transmits a control signal to the sound LSI 801 to reproduce the sound effect. In response to this, the sound LSI 801 reproduces the sound effect at timing T22 shown in FIG. 11. As a result, the sound is reproduced at a volume one level lower than the maximum volume (see timing T22), and thus the sound effect SE20 of "Da-da-da-n!" shown in FIG. 10(d) is emitted from the speaker 17 shown in FIG. 1 at a volume one level lower than the maximum volume. In this case, if BGM3, which is set in advance to go from mute (i.e., "0" or approximately "0") to the lowest volume, is being played by the sound LSI 801, the volume automatically switches from mute (i.e., "0" or approximately "0") to the lowest volume at timing T22 shown in FIG. 11. In other words, the sound LSI 801 only plays BGM3, but does not control the volume. Therefore, the speaker 17 emits sound effect SE20 at a volume one level lower than the maximum volume, and BGM3 is emitted at the lowest volume. However, since the volume of sound effect SE20 is louder than the volume of BGM3, the player can easily hear sound effect SE20. Note that the volume of this sound effect SE20 gradually decreases as shown in FIG. 11.
[0100] Incidentally, if the color of the "SP Reach" text displayed in the center of the screen is black, a sound effect of "Dang!" is played, and if it is a danger pattern, a sound effect of "Beep! Beep! Beep! Beep!" is played. Therefore, the preview effect based on the title text color as shown in FIG. 10(d) is not determined whether it will be performed or not, but rather which color it will be performed in. Therefore, no matter which color is selected, the sound effect will always be played.
[0101] Next, at timing T23 shown in FIG. 11, the volume of BGM3 switches from the minimum volume to one level lower than the maximum volume after a predetermined period of time, starting the SP reach effect. That is, on the liquid crystal display device 41 shown in FIG. 10(e), instead of the words "SP reach" (see image P43), a character CH10 holding a sword is displayed in the center of the screen. At this time, the sub-control CPU 800a transmits a control signal to the sound LSI 801 to play a dialogue sound. In response to this, the sound LSI 801 plays the dialogue sound shown in FIG. 11 at the maximum volume (see timing T24). As a result, the dialogue sound VC21 "Let's go!" shown in FIG. 10(e) is emitted at the maximum volume from the speaker 17 shown in FIG. 1. At this time, the speaker 17 emits BGM3 at a volume one level lower than the maximum volume, but the volume of the dialogue sound VC21 is louder than the volume of BGM3, so the player can easily hear the dialogue sound VC21. Note that the volume of this dialogue sound VC21 gradually decreases as shown in FIG.
[0102] Therefore, if background music with a reduced volume is prepared in advance, it is possible to effectively increase the enjoyment of the game without imposing a burden on the control side.
[0103] In this embodiment, an example has been shown in which BGM3 is set to go from muted to the lowest volume from time T21 to time T23 shown in FIG. 23, but this is not limiting, and the volume may remain muted from time T21 to time T23, or may remain at the lowest volume from time T21 to time T23.
[0104] Furthermore, in this embodiment, an example has been shown in which, in "SP Reach", after the dialogue sound VC20 is played, the sound effect SE20 is played, but this is not limiting, and the dialogue sound VC20 may be played after the sound effect SE20 is played.
[0105] <Explanation of the lamp effects> Next, the lamp effect will be described.
[0106] <Explanation of lamp pattern types> First, we will explain the case of flashing lamp patterns. The decorative lamps, such as full-color LED lamps, mounted on the decorative lamp board 90 described above can flash in a lamp pattern to create a lamp effect. Specifically, the flashing can be achieved using the methods shown in FIGS. 12(a-1) and 12(b-1). That is, as shown in FIG. 12(a-1), the decorative lamps LA, such as full-color LED lamps mounted on the decorative lamp board 90, are turned on (e.g., white), and then, after a predetermined period, are turned off (as shown in FIG. 12(b-1). Then, after a predetermined period, the decorative lamps LA shown in FIG. 12(a-1) are turned on (e.g., white), and this cycle is repeated alternately to flash the lamps. The periods during which the decorative lamps LA are turned on and off do not have to be the same; different periods may be set and repeated periodically. Furthermore, the period is set to be no shorter than one frame (=33 ms), which is the drawing update period for drawing one screenful of image on the liquid crystal display device 41, so that the player can recognize the flashing. This allows the decorative lamp LA and the liquid crystal display to produce effects without giving the player a sense of incongruity by synchronizing the cycle for drawing an image for one screen with the update cycle of the decorative lamp LA, or by synchronizing the blinking cycle with an integral multiple of the cycle for drawing an image for one screen.
[0107] Alternatively, the methods shown in FIGS. 12(a-2) to 12(d-2) can be used. That is, as shown in FIG. 12(a-2), the decorative lamp LA, such as a full-color LED lamp mounted on the decorative lamp board 90, is turned on (e.g., white), and then, after a predetermined period, is turned off, as shown in FIG. 12(b-2). Next, as shown in FIG. 12(c-2), the decorative lamp LA is turned on in a color (e.g., yellow) different from the color shown in FIG. 12(a-2), and, after a predetermined period, is turned off, as shown in FIG. 12(d-2). Next, after a predetermined period, the decorative lamp LA shown in FIG. 12(a-2) is turned on (e.g., white), and this cycle is repeated, causing the lamp to flash. Therefore, when an effect is performed in which the decorative lamp LA is alternately turned on in white and yellow as an effect for the player, the lamp is flashed via the off state, as described above. This is because when the lamp changes from white to yellow, the white decorative lamp LA is turned off so that the player does not have an afterimage of the white decorative lamp LA, and the lamp effect when switching between different colors appears natural. Note that the cycle is set to be no shorter than one frame (=33 ms) so that the player can recognize that the lamp is flashing.
[0108] Incidentally, as shown in Figures 12(a-2) to 12(d-2), when flashing the decorative lamp LA using different colors, it is preferable not to use blue and red, as this may cause an accident in which the player suffers from photosensitive seizures or the like.
[0109] Next, we will explain lamp patterns that gradually change the brightness and color of decorative lamps. Decorative lamps, such as full-color LED lamps mounted on the decorative lamp substrate 90 described above, can gradually change their brightness and color as lamp patterns that create lamp effects. Specifically, the decorative lamps can be controlled based on brightness data for setting the brightness and RGB data for setting the color. Therefore, the methods shown in FIGS. 13(a-1) to 13(f-1) can be used to adjust the brightness. That is, as shown in FIG. 13(a-1), the decorative lamp LA lights up at 100% brightness, for example, in white. Then, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to 75% brightness after a predetermined period, changing from white to light gray, as shown in FIG. 13(b-1). Next, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to a brightness of 50% after a predetermined period of time, as shown in FIG. 13(c-1), and lights up, changing from light gray to dark gray. Next, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to a brightness of 25% after a predetermined period of time, as shown in FIG. 13(d-1), and lights up, changing from dark gray to darker gray. Next, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to a brightness of 50% after a predetermined period of time, as shown in FIG. 13(e-1), and lights up, changing from darker gray to dark gray. Next, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to a brightness of 75% after a predetermined period of time, as shown in FIG. 13(f-1), and lights up, changing from dark gray to light gray. Next, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to 100% brightness after a predetermined period of time, and lights up in white, as shown in FIG. 13(a-1).
[0110] Thus, the decorative lamp LA remains lit without being turned off, and the brightness adjustment cycle shown in Figures 13(a-1) to 13(f-1) is repeated to gradually change the brightness of the decorative lamp. The reason for not turning it off is to prevent the player from losing interest in the game. That is, when brightness gradation is used to gradually change the brightness, turning it off gives the player the feeling that the brightness change has ended, which can cause the player to feel uncomfortable and decrease the player's interest in the game. The cycle is set to be no shorter than one frame (= 33 ms) so that the player can recognize that the brightness of the decorative lamp is changing.
[0111] On the other hand, the color adjustment can be performed using the method shown in Fig. 13(a-2). That is, based on the RGB data for setting the color transmitted from the sub-control CPU 800a, the decorative lamps LA, such as full-color LED lamps mounted on the decorative lamp board 90, are changed in color from yellow to green to blue to red (so-called rainbow colors) from the bottom to the top of the pachinko gaming machine 1, as shown in Fig. 13(a-2). Note that even when performing such color gradation, turning off the lamp may give the player the feeling that the color change has ended, which may cause the player to feel uncomfortable and reduce the player's interest in the game. To prevent this, the lamp is not turned off, but the color is changed in stages while remaining lit.
[0112] Next, a lamp pattern for flashing the decorative lamp in gradations (strobe flashing) will be described. The decorative lamps, such as full-color LED lamps mounted on the decorative lamp board 90 described above, can be flashed in gradations (strobe flashing) as a lamp pattern that produces a lamp effect. Specifically, as shown in FIG. 14(a), the decorative lamp LA lights up at 100% brightness, for example, in white. Then, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to 75% brightness after a predetermined period, as shown in FIG. 14(b), and changes from white to light gray. Then, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to 50% brightness after a predetermined period, as shown in FIG. 14(c), and changes from light gray to dark gray. Next, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to 25% brightness after a predetermined period of time, as shown in FIG. 14(d), and changes from dark gray to an even darker gray. Next, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to 0% brightness after a predetermined period of time, as shown in FIG. 14(e), and turns off. Next, based on the brightness data transmitted from the sub-control CPU 800a, the decorative lamp LA is adjusted to 100% brightness after a predetermined period of time, as shown in FIG. 14(a), and turns on in white. Therefore, by turning off the lamp in this manner, a lamp pattern that flashes in gradations (strobe flashes) can be executed when it is desired to intentionally give the player a sense of discomfort due to the above-described light-off, thereby making a stronger impression than other effects. Therefore, the frequency of occurrence of this lamp pattern is set lower than that of brightness gradations and color gradations.
[0113] In this way, by gradually changing the brightness of the decorative lamp LA to 0% and then suddenly changing it to 100%, a strobe-like lamp pattern can be realized. Note that the cycles shown in Figures 14(a) to 14(e) are set to be no shorter than one frame (=33 ms) so that the player can recognize that the brightness of the decorative lamp is changing.
[0114] Therefore, since various types of lamp patterns can be realized simply by turning the decorative lamp LA on and off and adjusting the brightness and color, the enjoyment of the game can be effectively increased without placing a burden on the control side in situations where multiple types of previews, reaches, and other effects are executed in parallel.
[0115] <Explanation of "static" and "dynamic" ramp patterns> By the way, by using the lamp patterns explained above, it is possible to create a "static" lamp pattern and a "dynamic" lamp pattern. That is, a "static" lamp pattern is used when performing a lamp effect with no movement (small movement), and for example, as shown in Fig. 15(a), by using the lighting and extinguishing of a decorative lamp, the decorative lamp is lit from 0 frame (0f) to 150 frames (150f) and extinguished from 150 frames (150f) to 300 frames (300f).
[0116] 15(b), slow gradation can be achieved by adjusting the brightness of the decorative lamp. Specifically, the decorative lamp is illuminated, for example, in white at 100% brightness from frame 0 (0f) to frame 15 (15f), and then illuminated from white to light gray at 75% brightness from frame 15 (15f) to frame 30 (30f). Next, the decorative lamp is illuminated from light gray to slightly dark gray at 65% brightness from frame 30 (30f) to frame 45 (45f). Next, the decorative lamp is illuminated from slightly dark gray to dark gray at 50% brightness from frame 45 (45f) to frame 60 (60f). Next, the decorative lamp is illuminated from dark gray to darker gray at 25% brightness from frame 60 (60f) to frame 75 (75f). Next, the decorative lamp is illuminated from darker gray to dark gray at 50% brightness from 75 frames (75f) to 90 frames (90f). Next, the decorative lamp is illuminated from dark gray to medium-dark gray at 65% brightness from 90 frames (90f) to 105 frames (105f). Next, the decorative lamp is illuminated from medium-dark gray to light gray at 75% brightness from 105 frames (105f) to 120 frames (120f). Next, the decorative lamp is illuminated from light gray to white at 100% brightness from 120 frames (120f) to 135 frames (135f). This process is repeated up to 300 frames (300f).
[0117] Thus, by doing so, slow gradation can be achieved using the brightness adjustment of the decorative lamp.
[0118] On the other hand, the "dynamic" lamp pattern is used to create dynamic (intense) lamp effects, and for example, as shown in Fig. 15(c), the decorative lamps can be turned on and off at high speed to blink. That is, as shown in Fig. 15(c), the decorative lamps are turned on from 0 frames (0f) to 1 frame (1f) and turned off from 1 frame (1f) to 2 frames (2f), and this is repeated alternately.
[0119] As shown in FIG. 15(d), the decorative lamp can be luminance-adjusted to achieve gradational flashing (strobe flashing). Specifically, the decorative lamp is illuminated, for example, in white at 100% brightness from frame 0 (0f) to frame 1 (1f), and then illuminated from white to light gray at 75% brightness from frame 1 (1f) to frame 2 (2f). Next, the decorative lamp is illuminated from light gray to dark gray at 50% brightness from frame 2 (2f) to frame 3 (3f). Next, the decorative lamp is illuminated from dark gray to darker gray at 25% brightness from frame 3 (3f) to frame 4 (4f). Next, the decorative lamp is turned off from dark gray to black at 0% brightness from frame 4 (4f) to frame 5 (5f). The decorative lamp is then returned to 100% brightness and illuminated in white, providing a gradational flash (strobe flash), and this process is repeated.
[0120] Therefore, by combining such "static" lamp patterns with "dynamic" lamp patterns, a sharp lamp effect can be achieved. For example, as shown in Fig. 16, the decorative lamps are turned on at a slow gradation speed (see Fig. 15(b)) from 0 frame (0f) to 60 frame (60f) (e.g., while the decorative symbols are fluctuating). Next, the decorative lamps are turned on at a high speed (see Fig. 15(c)) from 60 frame (60f) to 90 frame (90f) (e.g., when the "Tenpai Aori" process begins). Next, the decorative lamps are turned off from 90 frame (90f) to 120 frame (120f). Next, the decorative lamp is turned on at a slow gradation rate (see FIG. 15(b)) from 120 frames (120f) to 150 frames (150f) (e.g., during the tenpai-aori flash), and then turned on at a high speed (see FIG. 15(c)) from 150 frames (150f) to 210 frames (210f) (e.g., during the tenpai-aori flash). Next, the decorative lamp is turned off at a high speed (see FIG. 15(c)) from 210 frames (210f) to 270 frames (270f) (e.g., during the tenpai-aori flash). Next, the decorative lamp is turned off at a high speed (see FIG. 15(c)) from 270 frames (270f) to 300 frames (300f) (e.g., during the tenpai-aori flash). Next, the decorative lamp is turned off at a high speed (see FIG. 15(c)) from 300 frames (300f) to 330 frames (330f). Next, the decorative lamp is turned on at a slow gradation (see FIG. 15(b)) over the 330th frame (330f) to 390th frame (390f) (for example, while the decorative pattern is on standby).
[0121] Thus, when combining a "still" lamp pattern with a "moving" lamp pattern, a well-balanced lamp effect can be produced by inserting a "lights-out" pattern at the point where the effect changes.
[0122] <Decorative lamp placement instructions> The decorative lamps described above can be arranged as shown in FIG. 17. FIG. 17 is a schematic diagram illustrating a pachinko gaming machine 1. As shown in the schematic front view of the pachinko gaming machine 1 in FIG. 17(a), a first decorative lamp LA1 consisting of multiple decorative lamps is arranged at an angle at the upper right of the peripheral frame of the front frame 3, a second decorative lamp LA2 consisting of multiple decorative lamps is arranged at an angle at the lower right, a third decorative lamp LA3 consisting of multiple decorative lamps is arranged at an angle at the upper left, and a fourth decorative lamp LA4 consisting of multiple decorative lamps is arranged at an angle at the lower left. Also, as shown in FIG. 17(a), a fifth decorative lamp LA5 consisting of multiple decorative lamps is arranged in a straight line above the liquid crystal display device 41 of the gaming board 4, a sixth decorative lamp LA6 consisting of multiple decorative lamps is arranged in a straight line to the right of the liquid crystal display device 41 of the gaming board 4, and a seventh decorative lamp LA7 consisting of multiple decorative lamps is arranged in a straight line to the left of the liquid crystal display device 41 of the gaming board 4.
[0123] Thus, of the decorative lamps arranged in this manner, as shown in the schematic right-side vertical cross-sectional view of Figure 17(b), the first decorative lamp LA1 and the third decorative lamp LA3 are arranged at a downward incline from the front side (the side visible to the player) of the front frame 3 to the rear side (the back side of the pachinko gaming machine 1), and the second decorative lamp LA2 and the fourth decorative lamp LA4 are arranged at an upward incline from the front side (the side visible to the player) of the front frame 3 to the rear side (the back side of the pachinko gaming machine 1). Therefore, when lighting the first decorative lamp LA1 to the fourth decorative lamp LA4, if they are lit from the front side of the front frame 3 (the side visible to the player) to the rear side (the back side of the pachinko gaming machine 1), or from the rear side of the front frame 3 (the back side of the pachinko gaming machine 1) to the front side (the side visible to the player), a three-dimensional effect can be created, and a flowing lighting pattern can be produced, thereby giving the lamp performance a sense of dynamism.
[0124] 17(b), the sixth decorative lamp LA6 is composed of a front sixth decorative lamp LA6a and a rear sixth decorative lamp LA6b. The front sixth decorative lamp LA6a is arranged on the front side of the gaming board 4 (the side visible to the player) as shown in FIG. 17(b), and the rear sixth decorative lamp LA6b is arranged on the rear side of the gaming board 4 (the rear side of the pachinko gaming machine 1) offset from the front sixth decorative lamp LA6a so as to be located behind the front sixth decorative lamp LA6a. This results in the sixth decorative lamps LA6 being arranged in multiple layers, creating a three-dimensional effect and a sense of dynamism in the lamp effects.
[0125] <Explanation about the illumination panel> Next, the illumination panel will be described. As shown in FIG. 18, the illumination panel IP is disposed on the front side (the side viewed by the player) of the liquid crystal display device 41. It is composed of a transparent light guide plate IPa and an illumination section IPb, in which multiple full-color LEDs are arranged along the edge side (the upper end side in the figure) of the light guide plate IPa. Numerous minute recesses (not shown) that reflect light irradiated by the illumination section IPb forward are formed on the surface of the light guide plate IPa. Therefore, the high-density collection of these minute recesses allows a predetermined display mode to be displayed on the light guide plate IPa. For example, in FIG. 18, a display mode that resembles a movable gambling device 43 is displayed. When the movable gambling device 43 moves to the front of the liquid crystal display device 41, the illumination panel IP is illuminated with light, thereby improving the visual effect of the movable gambling device 43. The color of the multiple full-color LEDs is set based on RGB data, and their brightness can be set based on brightness data.
[0126] To effectively create such an illuminated panel, the full-color LEDs arranged in the illumination unit IPb are illuminated at a brightness of less than 100% based on the brightness data transmitted from the sub-control CPU 800a when the LEDs are illuminated in white based on the RGB data transmitted from the sub-control CPU 800a. If the LEDs were illuminated at 100% brightness, the display pattern displayed on the light guide plate IPa would be too bright, potentially causing discomfort to the player. As will be described later, to effectively create an illuminated panel, it is necessary to arrange many full-color LEDs within a given area. Therefore, when illuminating the full-color LEDs in white, illuminating all three RGB LEDs in the full-color LED array results in even higher brightness. Therefore, when illuminating the full-color LEDs in the illumination unit IPb in white, it is preferable to illuminate them at a brightness of less than 100%. However, unlike the multiple full-color LEDs arranged in the illumination section IPb, the decorative lamp described above does not display anything, so even when emitting white light, it may be emitted at 100% brightness, or of course, at a brightness below 100%.
[0127] Therefore, even if decorative lamps with different uses and multiple full-color LEDs arranged in the illumination section IPb are made to emit the same white color, the optimal expression can be achieved simply by changing the brightness, and therefore, in a situation where multiple types of previews, reaches, etc. are executed in parallel, the enjoyment of the game can be effectively improved without placing a burden on the control side.
[0128] The brightness of both the decorative lamp and the multiple full-color LEDs arranged in the illumination unit IPb can be adjusted by the player using the setting button 15. However, even if the brightness adjustment value adjusted by the player using the setting button 15 is at the maximum value, the brightness of the multiple full-color LEDs arranged in the illumination unit IPb is configured to be less than 100% even if the multiple full-color LEDs are made to emit the same white light.
[0129] On the other hand, when the power is turned on to the pachinko game machine 1, there is no player present, so if the RGB data of the multiple full-color LEDs arranged in the lighting section IPb is set to white and they are lit in white to check their operation, the brightness of the full-color LEDs can be set to 100% to emit light.
[0130] On the other hand, to effectively express the illumination panel, it is preferable to set the spacing between the multiple full-color LEDs arranged in the illumination unit IPb to, for example, 10 mm or less, which is smaller than the spacing between decorative lamps. It is also preferable to increase the current value of the full-color LEDs to the allowable limit. Furthermore, it is preferable to arrange the multiple full-color LEDs arranged in the illumination unit IPb at a right angle (90 degrees) to the light guide plate IPa.
[0131] Furthermore, the brightness of the LCD screen of the LCD display device 41 is preferably reduced to 50% to 100% in order to effectively display the illuminated panel. However, even without reducing the brightness of the LCD screen, a black semi-transparent image may be displayed in front of the LCD screen to darken it. Also, the background image may be a black image, and only necessary patterns, such as permanent patterns, may be displayed.
[0132] <Explanation of specific lamp effects> Next, a specific lamp effect will be described. For example, when a jackpot game is won and before the jackpot game state begins, as shown in FIG. 19(a), when a guidance effect is executed to guide the player to use the launch handle 16 to hit the game ball to the right side of the game area 40 of the game board 4, for example, a display of "Hit right ⇒" is displayed on the liquid crystal display device 41. At this time, the opening and closing door 46a of the prize winning device 46 is opened, and the game ball can enter the big prize opening (not shown), but some players may not know where on the right side of the game board 4 they should aim to hit the game ball so that it will flow down.
[0133] Therefore, in this embodiment, a lamp effect pattern is implemented to clarify the target. That is, as shown in FIG. 19(a), the multiple decorative lamps LA arranged on the winning device 46 are rapidly flashed (see FIG. 15(c)), and the multiple decorative lamps LA arranged on the top decoration 42a, right decoration 42c, etc. are sequentially lit from left to right in the direction of arrow Y1, creating the appearance of light flowing toward the winning device 46. At this time, some of the other decorative lamps arranged on the gaming board 4 are turned off. FIG. 19(a) illustrates a state in which the multiple decorative lamps LA arranged on the left decoration 42b side, the special symbol 1 starting hole 44 side, or the general winning hole 49 side are turned off. Therefore, by implementing such a lamp effect pattern, the player can recognize where to aim the gaming ball. This type of lamp effect pattern is the "dynamic" lamp pattern explained above, and is executed when a guide effect occurs so that the player is not disadvantaged by a moving lamp pattern, and is not executed in other effects. This is because, in order to emphasize the change in playing method from left-handed to right-handed, if it were executed in other effects, the degree of emphasis would be diminished.
[0134] On the other hand, when a predetermined period of time has elapsed from the state shown in FIG. 19(a) and the jackpot gaming state is initiated, a round effect is executed. At this time, as shown in FIG. 19(b), the LCD display 41 displays "ROUND 1" in addition to the display "Right Hit ⇒." At this time, a lamp effect pattern is executed. Unlike FIG. 19(a), as shown in FIG. 19(b), multiple decorative lamps LA arranged on the winning device 46 are slowly flashed (the flashing cycle is lengthened and they flash slowly). Alternatively, they are illuminated in rainbow colors. As shown in FIG. 19(b), multiple decorative lamps LA arranged on the top ornament 42a side, the left ornament 42b side, the right ornament 42c side, the special symbol 1 starting hole 44 side, or the general winning hole 49 side are illuminated in rainbow colors. Therefore, by executing such a lamp effect pattern, the player can recognize that the jackpot gaming state has begun. This lamp effect pattern is the "still" lamp pattern explained above, and is used to inform the player, who has already grasped that he will aim for the big prize slot by hitting to the right, that the big win game will be executed without changing from the right hitting state. Furthermore, this lamp effect pattern can be executed not only in the round effect but also in other effects such as big win fluctuations.
[0135] Therefore, simply by changing the lighting mode of the multiple decorative lamps LA arranged in the winning device 46 according to the difference in the presentation, the player can be made aware of the difference in the presentation, and thus, in a situation where multiple types of presentations such as previews and reaches are executed in parallel, the interest in the game can be effectively increased without placing a burden on the control side.
[0136] In this embodiment, an example of the lighting mode of the multiple decorative lamps LA arranged on the winning device 46 is shown, but it is not limited thereto. After a jackpot game, when a player aims at the electric chute (normal electric device), i.e., the special symbol 2 starting device 45, and hits the game ball using the launch handle 16, the multiple decorative lamps arranged on the special symbol 2 starting device 45 may be made to flash at high speed (see FIG. 15(c)) as in FIG. 19(a) , and the multiple decorative lamps LA arranged on the top decoration 42a, right decoration 42c, etc. may be made to light up sequentially from left to right in the direction of arrow Y1, so that it appears as if light is flowing to the special symbol 2 starting device 45. However, as long as the manner of guiding to the winning device 46 or the special symbol 2 starting device 45 is clear, the decorative lamps other than those on the winning device 46 or the special symbol 2 starting device 45 may be turned off.
[0137] Furthermore, the high-speed flashing lamp lighting pattern of the multiple decorative lamps LA arranged in the prize-winning device 46 shown in this embodiment is preferably not used when flashing decorative lamps other than those of the prize-winning device 46 except when the door 46a of the prize-winning device 46 is opened. That is, if such a high-speed flashing lamp lighting pattern is executed when the door 46a of the prize-winning device 46 is not opened, a player who sees it may mistakenly believe that the door 46a of the prize-winning device 46 is about to open, which could result in trouble with the gaming facility (hall). Therefore, when flashing decorative lamps other than the multiple decorative lamps LA arranged in the prize-winning device 46, it is preferable to make the cycle of switching on and off longer than the cycle of the high-speed flashing lamp lighting pattern.
[0138] <Explanation of sound playback limit> Next, the above-described restriction on the number of sounds to be reproduced will be described.
[0139] As explained above, sound is reproduced by the sound LSI 801, but the number of sounds that can be reproduced simultaneously is limited to, for example, 32 channels. That is, as shown in Fig. 20, the sound LSI 801 is assigned, for example, 32 channels as sound channels for reproduction, and these 32 channels are set in advance for each application. Specifically, as shown in Fig. 20, sound channels "00" to "01" are set to BGM that is played during effects such as preview effects. As shown in Fig. 20, sound channels "02" to "13" are set to sounds (including sound effects and dialogue) belonging to the first performance category such as step-up announcements and conversation announcements, sound channels "14" to "21" are set to sounds (including sound effects and dialogue) belonging to the second performance category, which has a higher priority than the first performance category such as step-up final full screen and role announcements, and sound channels "22" to "23" are set to sounds (including sound effects and dialogue) belonging to the third performance category, which has a higher priority than the first and second performance categories such as sudden full screen cut-ins and jackpot gimmick activation performances. Furthermore, as shown in Fig. 20, sound channels "24" to "26" are set to sounds for sequencers such as parallel speaker output and virtual surround sound output. Furthermore, as shown in Figure 20, sound channel "27" is set to sounds belonging to the first external input, such as the sound of a special button appearing or a suggestion sound, and sound channel "28" is set to sounds belonging to the second external input, such as the sound of a pending win. Furthermore, as shown in Figure 20, sound channel "29" is set to sounds that are generated when an error occurs, sound channel "30" is set to sounds for manufacturing inspection, and sound channel "31" is set to be prohibited for emergency use. The playback method for these sound channels can be either mono or stereo.
[0140] Incidentally, the sound effects and dialogue sounds in the first, second, and third performance categories described above are set to different channels. For example, the sound effects in the first performance category are set to sound channel "4," the dialogue sounds in the first performance category are set to sound channel "6," the sound effects in the second performance category are set to sound channel "16," the dialogue sounds in the second performance category are set to sound channel "18," the sound effects in the third performance category are set to sound channel "22," and the dialogue sounds in the third performance category are set to sound channel "23." However, if multiple designations are required at the same time, the sound effects and dialogue sounds may be set to the same sound channel.
[0141] As described above, the sound LSI 801 is allocated, for example, 32 sound channels to be played back, as shown in Fig. 20. These 32 channels are set in advance for each application. The sound LSI 801 has a set upper limit of, for example, 32 channels for the number of sounds that can be played back simultaneously.
[0142] Therefore, as shown in Figure 21, when multiple rendering scenarios occur at the same time, there is a possibility that the upper limit of sounds that can be played simultaneously will be exceeded. To explain this point more specifically, as shown in Figure 21, when the sub-control CPU 800a executes an A preview scenario rendering from frame 1 (1F), the sound LSI 801 uses 10 channels of sounds related to the A preview scenario rendering to play them in accordance with the A preview scenario rendering. Then, as shown in Figure 21, when the sub-control CPU 800a executes a B preview scenario rendering from frame 10 (10F), the sound LSI 801 uses 10 channels of sounds related to the B preview scenario rendering to play them in accordance with the B preview scenario rendering. And further, as shown in Figure 21, when the sub-control CPU 800a executes a C preview scenario rendering from frame 20 (20F), the sound LSI 801 uses 15 channels of sounds related to the C preview scenario rendering to play them in accordance with the C preview scenario rendering.
[0143] In this case, if the sub-control CPU 800a executes the C preview scenario presentation from frame 20 (20F), the number of sounds that the sound LSI 801 will play simultaneously at the time the C preview scenario presentation is executed will be 35 channels, exceeding the upper limit.
[0144] Therefore, if things continue as they are, there is a possibility that some kind of malfunction will occur in the sound LSI 801, and the sound that the player pays attention to or is desired to pay attention to will not be played, which could reduce the player's interest, so in this embodiment, sounds with low priority are erased. In other words, in this embodiment, the priority of sounds is set in advance.
[0145] To explain this point in more detail, the sub-control ROM 800b stores a sound table OTO_TBL in which priorities are set, as shown in Fig. 22. In this sound table OTO_BTL, as shown in Fig. 22, priorities are set as 1, 2, 3, 4, etc., and when the gaming state is low probability (the probability of winning is a normal low probability state), the background music and the sound during the normal reach effect, or the sound during the revival effect are set to priority 1. And, as shown in Fig. 22, when the gaming state is high probability (the probability of winning is high probability state), the background music and the sound during the sudden win notice effect are set to priority 1. Furthermore, as shown in Fig. 22, when the gaming state is a jackpot, the sound during the ED (ending) effect is set to priority 1.
[0146] On the other hand, as shown in Fig. 22, when the gaming state is low probability (the winning lottery probability is in a normal low probability state), the sound in the reach button notice effect or the sound in the information notice effect is set to priority 2. And as shown in Fig. 22, when the gaming state is high probability (the winning lottery probability is in a high probability state), the sound in the result effect is set to priority 2. Furthermore, as shown in Fig. 22, when the gaming state is a jackpot, the sound in the opening effect is set to priority 2.
[0147] On the other hand, as shown in Fig. 22, when the gaming state is low probability (the winning lottery probability is a normal low probability state), the sound on the demo screen is set to priority 3. And as shown in Fig. 22, when the gaming state is high probability (the winning lottery probability is a high probability state), the sound on the demo screen is set to priority 3. Furthermore, as shown in Fig. 22, when the gaming state is a jackpot, the sound on the demo screen is set to priority 3.
[0148] On the other hand, as shown in FIG. 22, when the gaming state is low probability (the winning lottery probability is in a normal low probability state), the priority of the sound in the pseudo consecutive advance notice performance is set to 4.
[0149] In this embodiment, the higher the priority value, the higher the priority is set.
[0150] Thus, as shown in the sound table OTO_TBL in FIG. 22, sound priorities are set for each sound. Thus, when the sub-control CPU 800a executes the A preview scenario presentation, B preview scenario presentation, and C preview scenario presentation shown in FIG. 21, it reads the priorities of the sounds generated in these preview scenario presentations from the sound table OTO_TBL in FIG. 22 and transmits them as control signals to the sound LSI 801. In response to this, the sound LSI 801 considers the priorities of the transmitted sounds and deletes sounds with lower priorities if the number of sounds being played simultaneously exceeds the upper limit, or if the number has already been exceeded. This allows the sound LSI 801 to play multiple sounds without exceeding the upper limit, thereby reducing the possibility of a malfunction that causes a sound that the player is paying attention to or wants the player to pay attention to not be played (no sound is emitted from the speaker 17 shown in FIG. 1), thereby reducing the player's disinterest.
[0151] Therefore, according to this embodiment, since only low priority sounds are erased, it is possible to effectively increase the enjoyment of the game without imposing a burden on the control aspect.
[0152] In this embodiment, for ease of understanding, the priority of the sound is set to a priority for each effect, but of course, a priority may be set for each of the background music, sound effects, and dialogue sounds that occur during an effect, including a preview effect. In this way, the sound LSI 801 does not erase all of the sounds related to a certain effect (some sounds are not erased), which reduces the possibility of the player losing interest.
[0153] Needless to say, if the number of sounds being played simultaneously exceeds the upper limit and a new preview scenario is executed to play new sounds, the sound LSI 801 will, as described above, take into account the priority of the transmitted sounds and erase the sounds with the lowest priority.
[0154] As explained above, the sound LSI 801 erases sounds with lower priority when the number of sounds being played simultaneously exceeds the upper limit, or when the number has already been exceeded. However, the A preview scenario presentation, B preview scenario presentation, and C preview scenario presentation shown in FIG. 21 that are currently being executed continue to be executed as is. This is because the scenario presentation, including the preview scenario presentation, involves processes such as the operation of lamps and presentation button device 13 in addition to sounds, and these processes must be executed even if no sounds are generated (even if no sounds are emitted from speaker 17 shown in FIG. 1). Therefore, the scenario presentation itself continues to be executed as is. Therefore, when the number of sounds being played simultaneously exceeds the upper limit, or when the number has already been exceeded, only no sounds are generated (no sounds are emitted from speaker 17 shown in FIG. 1), and therefore no error message is displayed on the LCD display device 41, since this does not impede the progress of the game.
[0155] As explained above, the sound LSI 801 has a set upper limit of, for example, 32 channels for the number of sounds that can be played simultaneously. In addition, the number of sound channels that can start playing from the same frame (same timing) is set to, for example, 15 channels. Therefore, as shown in Figure 23, when the sub-control CPU 800a executes the D notice scenario presentation, the E notice scenario presentation, and the F notice scenario presentation from frame 1 (1F) when the special symbol variation starts, there is a possibility that the upper limit (for example, 15 channels) for the number of sound channels that can start playing from the same frame (same timing) will be exceeded. If this limit is exceeded, some kind of malfunction may occur in the sound LSI 801, and the sound that the player is paying attention to or wants to draw attention to may not be played, which may reduce the player's interest.
[0156] Therefore, in this embodiment, when the sub-control CPU 800a executes the D preview scenario presentation, the E preview scenario presentation, and the F preview scenario presentation from the same frame as shown in FIG. 23, the preview scenario presentation itself is executed from frame 1 (1F) when the special symbol variation starts, but the sound LSI 801 plays the normal variation BGM from frame 1 (1F), plays sound effects from frame 2 (2F), and plays dialogue from frame 3 (3F). That is, the sound reproduction start frame is shifted so as not to exceed the number of sound channels that can start reproduction from the same frame (same timing). This makes it possible to prevent the number of sound channels that can start reproduction from the same frame (same timing) from exceeding the upper limit (e.g., 15 channels). This reduces the possibility of a malfunction in the sound LSI 801 causing a sound that the player is paying attention to or wants to draw attention to not be played (no sound is emitted from the speaker 17 shown in FIG. 1), thereby reducing the player's disinterest.
[0157] Therefore, according to this embodiment, the sound reproduction start frame is simply shifted, so that the interest in the game can be effectively increased without imposing a burden on the control aspect.
[0158] On the other hand, in the above explanation, only the frame in which sound reproduction starts is shifted has been explained, but the sound LSI 801 can also, for example, mask sounds other than those with high priority in accordance with the priority of the sounds transmitted from the sub-control CPU 800a explained above, so that the sounds are not emitted (so that the sounds are not emitted from the speaker 17 shown in FIG. 1). However, because the sounds are only masked, they are not excluded from the upper limit (for example, 15 channels) of the number of sound channels that can start reproduction from the same frame (same timing), but are included in it. In the above explanation, an example was given in which the sound LSI 801 masks all sounds other than those with a high priority so that no sound is produced (so that no sound is produced from the speaker 17 shown in FIG. 1) according to the priority of the sounds transmitted from the sub-control CPU 800a explained above. However, if there is a sound that has already been masked, that sound is not subject to the priority control because it is already masked, and the sound LSI 801 will mask all sounds other than those with a high priority so that no sound is produced (so that no sound is produced from the speaker 17 shown in FIG. 1) according to the priority of the sounds other than the sound being masked.
[0159] Therefore, by doing this, unnecessary sounds are masked, which can increase the interest of the player. Therefore, according to this embodiment, only sounds other than those with high priority are masked, so the interest of the player can be effectively increased without imposing a burden on the control. Note that, as long as the number of sounds that can be reproduced simultaneously has not reached the upper limit (for example, 32 channels), the sound LSI 801 continues to reproduce the masked sounds as they are, so if the mask is removed midway, the sounds can be reproduced without any delay.
[0160] In addition to masking, other ways to prevent sound from being emitted (to prevent sound from being emitted from speaker 17 shown in Figure 1) include turning off or muting the sound so that it does not interfere with other sounds, including the reverberation.
[0161] In the above explanation, an example was shown in which the sound LSI 801 erases low-priority sounds when the number of sounds being played simultaneously exceeds the upper limit, or when the number has already been exceeded. However, this is not limiting and sounds can be put into a waiting state. Specifically, as shown in FIG. 23, the sub-control CPU 800a executes the D preview scenario presentation, the E preview scenario presentation, and the F preview scenario presentation from the same frame. The D preview scenario presentation should end at 60 frames (60F) so that the number of sounds being played simultaneously does not exceed the upper limit. However, if the D preview scenario presentation does not end due to some malfunction, and a new G preview scenario presentation is executed from 60 frames (60F), the number of sounds being played simultaneously will exceed the upper limit. In this case, the sound LSI 801 puts multiple sounds (sound effects and dialogue) related to the G preview scenario presentation on hold until the D preview scenario presentation ends. 23, when the D preview scenario presentation ends at frame 70 (70F), the sound LSI 801 plays multiple sounds (sound effects and dialogue) related to the G preview scenario presentation from frame 70 (70F). However, in this case, the multiple sounds (sound effects and dialogue) are not played from the middle, but from the beginning.
[0162] As shown in Figure 20, sound channel "29" is set to a sound that is generated when an error occurs. Below, we will explain the sound that is generated when this error occurs.
[0163] These errors are errors related to gameplay, such as a door open error, a ball jam error, a supply shortage error, a right-hand hit error, etc. When such an error occurs, the sound LSI 801 masks all sounds from sound channels other than sound channel "29," so that only the error sound is emitted from the speaker 17 shown in Figure 1. Then, when the error is resolved, the sound LSI 801 cancels the masking, and the masked sound is again emitted from the speaker 17 shown in Figure 1.
[0164] On the other hand, as shown in FIG. 20, instead of setting the 32 channels for each purpose in advance, it is also possible to set the sound to be played to an available channel. In this case, if an error occurs, the sound LSI 801 releases another channel for error use. The sound LSI 801 then uses the released channel to play an error sound, and this error sound is emitted from the speaker 17 shown in FIG. 1. In this case, unlike the method described above, sounds other than the error sound are not masked, so that sounds other than the error sound are also emitted from the speaker 17 shown in FIG. 1 along with the error sound. Note that the sound that was set to the released channel will either remain muted or be set again and played from the beginning.
[0165] Thus, when an error occurs in a game, there are two methods for emitting an error sound from speaker 17 shown in Figure 1, as described above, and which of these two methods to use can be determined depending on the type of error.
[0166] Here, an example in which sound to be played is set to an available channel without being preset for each purpose will be specifically described with reference to FIG. 24. As shown in FIG. 24(a), if the sound LSI 801 has sound channels "2" to "12" and sound channels "11" and "12" are available, when a new sound (shown as "mono" in the figure) is requested, the sound LSI 801 sets the new sound (shown as "mono" in the figure) to the available sound channel "11" as shown in FIG. 24(b). Furthermore, when a new sound (shown as "stereo" in the figure) is requested, this sound is a stereo sound and requires two sound channels, so there are no available channels for two channels. Therefore, the sound LSI 801 discards this new sound (shown as "stereo" in the figure) and issues a debug command.
[0167] In this way, it is possible to set the sound to be played to an available channel without setting it in advance for each use. Note that even when setting the sound to be played to an available channel without setting it in advance for each use, the above-described case where the number of sounds that the sound LSI 801 can play simultaneously is limited to an upper limit of, for example, 32 channels, and the number of sound channels that can start playing from the same frame (the same timing) is limited to 15 channels, can be applied.
[0168] Furthermore, in this embodiment, the upper limit is set by the sound LSI 801, but the present invention is not limited to this and can also be applied to a case where a limit is set in a program.
[0169] Furthermore, in this embodiment, the preview scenario presentation has been described as an example, but the present invention is not limited to this and can be applied to any scenario presentation.
[0170] <Explanation of how to play sound between frames> Next, a method for generating sound between frames will be described.
[0171] As shown in Figure 25, if the timing when the left decorative pattern of the decorative pattern that is changing at high speed starts to decelerate is the first frame (1F), then as shown in Figure 26(a), the liquid crystal display device 41 displays the state in which the left decorative pattern P50a, of the decorative patterns that are changing at high speed (see image P50), is decelerating.
[0172] Next, as shown in FIG. 25, from the seventh frame (7F), the left decorative pattern P50a (see FIG. 26(a)) performs a bounding motion before stopping. Specifically, as shown in FIG. 26(b), the left decorative pattern P50a bounds up and down from the stop position O shown by the solid line to bound positions O1 and O2 shown by the broken lines, and finally stops at the stop position O. Note that, for ease of understanding, FIG. 26(b) shows the left decorative pattern P50a bouncing left and right in the drawing, but it actually bounds up and down.
[0173] Next, as shown in Figure 25, in the 11th frame (11F), the left decorative pattern P50a (see Figure 26(a)) stops, and as shown in Figure 26(c), the liquid crystal display device 41 displays the state in which the left decorative pattern P50a is stopped among the decorative patterns (see image P50) that are changing at high speed.
[0174] When the decorative symbols are stopped in this manner, the sound LSI 801 plays a stop sound effect. Conventionally, as shown in FIG. 25, the stop sound effect is played simultaneously with the stopping of the left decorative symbol P50a (see FIG. 26(c)) in the 11th frame (11F). However, since the player recognizes that the left decorative symbol P50a (see FIG. 26(c)) has stopped later than the 11th frame (11F), the player feels that the stop sound effect is being played a little early. Therefore, there is a problem in that the player feels that the stop sound effect does not match the image displayed on the liquid crystal display device 41 (in this embodiment, the image of the stopped left decorative symbol P50a (see FIG. 26(c))), which may reduce the player's interest.
[0175] Therefore, in this embodiment, as shown in FIG. 25(a), the sound effect for stopping the game starts to be reproduced by the sound LSI 801 from the 10th frame (10F), which is before the 11th frame (11F). However, the sound effect for stopping the game starts to be reproduced from the speaker 17 shown in FIG. 1 between the 11th frame (11F) and the 12th frame (12F), for example, from the 11.5th frame (11.5F). In this way, the player feels that the image and the sound effect for stopping the game match, and further, the same sound feels heavy and profound, which enhances the player's interest. On the other hand, as shown in FIG. 25(b), the sound effect for stopping the game can also be reproduced from the 9th frame (9F), which is before the 11th frame (11F). In this case, the stop sound effect starts to be emitted from the speaker 17 shown in Fig. 1 between 10 frames (10F) and 11 frames (11F), for example, from 10.5 frames (10.5F), as shown in Fig. 25(b). Even in this way, the player feels that the image and the stop sound effect are in sync, and moreover, the same sound feels heavy and profound, which increases the player's interest.
[0176] On the other hand, when sounding a stop sound effect before the decorative symbols stop, it is also possible to make it as shown in Fig. 27. That is, as shown in Fig. 27, if the timing when the decorative symbols that are changing at high speed simultaneously start to change at a slower rate is set to the first frame (1F), then, as shown in Fig. 28(a), the liquid crystal display device 41 displays a state in which all the decorative symbols that are changing at high speed (see image P60), that is, the left decorative symbol P60a, the center decorative symbol P60b, and the right decorative symbol P60c, are changing at a slower rate.
[0177] Next, as shown in Fig. 27, in the fifth frame (5F), the left decorative pattern P60a, the center decorative pattern P60b, and the right decorative pattern P60c stop moving simultaneously or almost simultaneously at the stop position O shown in Fig. 28(b). Note that Fig. 28(b) illustrates the left decorative pattern P60a as an example, and for ease of understanding, the left decorative pattern P60a is illustrated as moving to the right and stopping, but it actually moves from top to bottom and stops.
[0178] As shown in FIG. 27, the sound LSI 801 starts reproducing the stop sound effect from the third frame (3F), which is before the fifth frame (5F). The speaker 17 shown in FIG. 1 starts reproducing the stop sound effect between the fourth frame (4F) and the fifth frame (5F), for example, from the fourth and fifth frames (4.5F). This allows the player to feel the fluctuations and speed of the decorative symbols, making the image and the stop sound effect seem to match, thereby enhancing the player's interest. When all decorative symbols are stopped in this way, the stop sound for the center decorative symbol P60b is reproduced, but the stop sounds for the left decorative symbol P60a and the right decorative symbol P60c are not reproduced. This prevents the overall sound from becoming too loud.
[0179] In order to start sounding the above-described sound at the timing of one frame between the previous frame and the next frame, the present embodiment is configured as follows.
[0180] That is, in this embodiment, sound data as shown in FIG. 29 is created in advance. FIG. 29 illustrates an example of certain sound data, and as shown in FIG. 29, this sound data has a silent section MK of 1.5 frames (1.5F) from the beginning. Therefore, as shown in FIG. 25(a), even if the sound LSI 801 plays the stop sound effect from the 10th frame (10F), the stop sound effect does not start to be played from the speaker 17 shown in FIG. 1 because there is no sound for 1.5 frames (1.5F). Then, when the playback of the silent section MK of 1.5 frames (1.5F) ends, the stop sound effect starts to be played from the 11.5th frame (11.5F). Furthermore, as shown in FIG. 25(b), even if the sound LSI 801 plays the stop sound effect from the 9th frame (9F), the stop sound effect does not start to be played from the speaker 17 shown in FIG. 1 because there is no sound for 1.5 frames (1.5F). Then, when the playback of the silent section MK of 1.5 frames (1.5F) is completed, the stop sound effect starts to be played from 10.5 frames (10.5F).
[0181] Furthermore, as shown in Fig. 27, even if the sound LSI 801 plays the stop sound effect from the third frame (3F), there is silence for 1.5 frames (1.5F), so the stop sound effect does not start to be played from the speaker 17 shown in Fig. 1. Then, when the playback of the silent section MK for 1.5 frames (1.5F) ends, the stop sound effect starts to be played from the 4.5th frame (4.5F).
[0182] In this way, by setting a certain silent interval MK (in this embodiment, 1.5 frames (1.5F) is used as an example) from the beginning, it is possible to start playing sound one frame between the previous frame and the next frame.
[0183] Therefore, according to this embodiment, since a fixed silent interval MK (1.5 frames (1.5F) is exemplified in this embodiment) is simply provided from the beginning, the enjoyment of the game can be effectively increased without imposing a burden on the control side.
[0184] Incidentally, there is also the idea that it would be better to have the sound LSI 801 play back sound so that it can start playing from one frame between the previous and next frames, rather than leaving a fixed silent interval MK (in this embodiment, 1.5 frames (1.5F) is exemplified) from the beginning. However, because sound playback by the sound LSI 801 is processed in synchronization with the update of image data displayed on the liquid crystal display device 41 for each frame, it is not possible to start playing sound from one frame between the previous and next frames by playing back sound by the sound LSI 801.
[0185] Therefore, in this embodiment, a certain silent section MK (1.5 frames (1.5F) is exemplified in this embodiment) is provided from the beginning of the sound data, so that sound can be started one frame between the previous frame and the next frame simply by adjusting the sound data.
[0186] Furthermore, in this embodiment, a certain silent section MK from the beginning is intentionally shifted by 1.5 frames (1.5F) instead of 0.5 frames (0.5F) to match the video playback timing (see 11 frames (11F) shown in Figure 25 and 5 frames (5F) shown in Figure 27).
[0187] On the other hand, when adjusting the video playback timing in this way, if a fixed silent section MK of 0.5 frames (0.5F) is created from the beginning, and sound is played by the sound LSI 801 from the 11th frame (11F) shown in Fig. 25(a) or the 10th frame (10F) shown in Fig. 25(b), the stop sound effect will similarly start from the 11.5th frame (11.5F) or the 10.5th frame (10.5F). Also, if a fixed silent section MK of 0.5 frames (0.5F) is created from the beginning, and sound is played by the sound LSI 801 from the 4th frame (4F) shown in Fig. 27, the stop sound effect will similarly start from the 4.5th frame (4.5F).
[0188] To explain this point in more detail using Figure 30, as shown in Figure 30(a), a silent section MK of 1.5 frames (1.5F) is set up in the sound data, and as the performance scenario is executed and the sound data is played back by the sound LSI 801, the stop sound effect will begin to play from the 1.5th frame (1.5F).
[0189] On the other hand, as shown in Figure 30(b), if a silent section MK of 0.5 frames (0.5F) is provided in the sound data, and the sound is played by the sound LSI 801 in the first frame (1F) after the performance scenario is executed, the stop sound effect will start to sound from the 1.5th frame (1.5F). In other words, even in this way, the start of the stop sound effect can be made the same.
[0190] Thus, in this way, it is possible not only to adjust the sound data but also to shift the sound data adjustment within the scenario.
[0191] When the width of the silent section MK is changed as described above, it is necessary to create sound data with each silent section MK even for the same sound.
[0192] Furthermore, since the sound data described in this embodiment is still played even during silent sections, it is added to the number of sound channels that can start playing from the same frame (same timing) as described above.
[0193] <Main control: Program description> Here, the processing method of the various contents explained above will be explained in detail below. First, the program stored in the main control ROM 600b (see FIG. 4) processed by the main control board 60 will be outlined with reference to FIGS. 31 to 46.
[0194] First, when the power is turned on to the pachinko gaming machine 1, a power-on signal is sent to indicate that the DC voltage generated by the voltage generating unit 1300 of the power supply board 130 (see Fig. 4) has been applied to each control board, and upon receiving this signal, the main control CPU 600a (see Fig. 4) reads out a program stored in the main control ROM 600b and performs the main control processing shown in Fig. 31. At this time, the main control CPU 600a first sets itself to an interrupt-prohibited state (step S1).
[0195] Next, the main control CPU 600a performs a stack pointer setting process to set the value of the stack pointer inside the main control CPU 600a to correspond to the final address of the normal stack area (step S2).
[0196] 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 launch control signal (step S4).
[0197] Next, the main control CPU 600a sets the startup waiting time of the sub-control board 80 (step S5), decrements (-1) the set waiting time (step S6), and clears a watchdog timer (WDT) not shown (step S7).
[0198] Next, the main control CPU 600a checks whether the set waiting time has become "0" (step S8), and if it has not become "0" (step S8: ≠ 0), it returns to processing of step S7, and if it has become "0" (step S8: = 0), it proceeds to processing of step S9.
[0199] Next, the main control CPU 600a acquires the voltage abnormality signal ALARM (see FIG. 4) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 4) twice, checks whether the levels of the voltage abnormality signal ALARM acquired twice match, stores the signal in an internal register (not shown) of the main control CPU 600a, and checks the level of the voltage abnormality signal ALARM (step S9). If the level of the voltage abnormality signal ALARM is "L" level (step S10: YES), the process returns to step S9. If the level of the voltage abnormality signal ALARM is "H" level (step S10: NO), the process proceeds to step S11. That is, the main control CPU 600a repeats the same process (steps S9 to S10) until the voltage abnormality signal ALARM changes to a normal level (i.e., "H" level). In this way, by acquiring the voltage abnormality signal ALARM twice, an accurate signal can be read.
[0200] Next, the main control CPU 600a permits data writing to the main control RAM 600c (step S11) and initializes the work area of the main control RAM 600c (step S12). Specifically, the power supply abnormality confirmation counter is set to 00H and the system operation status is set to 01H.
[0201] Next, the main control CPU 600a transmits a processing command (performance control command DI_CMD) to the sub-control board 80 to cause the liquid crystal display device 41 to display a standby screen (step S13).
[0202] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) (step S14), and checks whether a signal indicating that power has been turned on (power-on signal) has been received from the dispensing control board 70 (step S15). If the power-on signal has not been received (step S15: OFF), the process returns to step S14, and if the power-on signal has been received (step S15: ON), the process proceeds to step S16.
[0203] Next, the main control CPU 600a acquires the level data of the RAM clear switch 620 and the setting key switch 630, and saves them in the work area of the main control RAM 600c (step S16).
[0204] Next, the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in Fig. 1 is open, the signal of the RAM clear switch 620 saved in the work area of the main control RAM 600c, and the signal of 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 setting switching processing (step S19).
[0205] <Main control: Main processing: Explanation of setting switching processing> Here, this setting switching process will be specifically described with reference to FIG.
[0206] First, the main control CPU 600a transmits a setting change start command (performance control command DI_CMD) indicating that a setting change is being performed to the sub-control board 80 (step S50).
[0207] Next, the main control CPU 600a clears the backup flag (step S51). This backup flag is data indicating whether backup processing has been executed when a voltage drop due to a power outage or the like is detected in the power supply abnormality check processing shown in Fig. 32. The backup flag is cleared in order to detect in step S21 shown in Fig. 32, which will be described later, a case in which power is interrupted for some reason during the setting switching processing and the main control RAM 600c has not been backed up properly.
[0208] Next, the main control CPU 600a sets 02H to the system operation status (step S52), acquires the set value of the probability of generating a special game state advantageous to the player stored in the main control RAM 600c (see FIG. 4), and sets it in the W register (step S53). Specifically, if the set value is, for example, "1" to "6," the set values "1" to "6" are set in the W register in correspondence with values "00H" to "05H" in the program.
[0209] Next, the main control CPU 600a compares the value set in the W register with the maximum set value of 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 set value of 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 the value is an abnormal value and sets 00H to the W register (step S56).
[0210] On the other hand, if the value set in the W register is smaller than the maximum set probability of generating a special game state 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.
[0211] Next, the main control CPU 600a sets a security signal to ON via an external terminal (not shown) that is output to a hall computer (not shown) used to manage the amusement center's game island, and outputs the security signal to the hall computer (not shown) via an external terminal (not shown) (step S57).
[0212] Next, the main control CPU 600a sets 00H to the LED common port (step S58).
[0213] Next, the main control CPU 600a outputs the value set in the W register to the LED data port (step S59).
[0214] Next, the main control CPU 600a sets the LED common port that displays the set value to ON (step S60).
[0215] Next, the main control CPU 600a sets a predetermined value in a register within the main control CPU 600a so that a 4 ms wait is applied, and then performs a countdown process (step S61). Note that this process is a process in which, when checking for changes in the level data of the RAM clear switch 620 (see FIG. 4) and the setting key switch 630 (see FIG. 4), a time interval of at least 4 ms is allowed from the previous acquisition of the switch level to ensure that the change in the level data is not due to an irregularity such as noise. Furthermore, when checking for changes in the voltage abnormality signal in the subsequent power abnormality check process and counting the power abnormality confirmation counter, a time interval of 4 ms is allowed to ensure that the "L" level of the voltage abnormality signal is not due to an irregularity such as noise.
[0216] Next, the main control CPU 600a performs a power supply abnormality check process (step S62). This power supply abnormality check process will be specifically described with reference to FIG.
[0217] <Main control: Main processing: Explanation of power supply abnormality check processing> 34, the main control CPU 600a acquires twice the voltage abnormality signal ALARM (see FIG. 4) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 4) (step S80), and checks whether the levels of the voltage abnormality signal ALARM acquired twice 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), the process returns to step S80.
[0218] Next, if the level of the voltage abnormality signal ALARM is "H" level (step S82: OFF), the main control CPU 600a clears the power abnormality confirmation counter (step S83) and ends the power abnormality check process.
[0219] On the other hand, if the level of the voltage abnormality signal ALARM is "L" (step S82: ON), the main control CPU 600a increments (+1) the power supply abnormality confirmation counter (step S84) and checks the value of the power supply abnormality confirmation counter (step S85). If the value of the power supply abnormality confirmation counter is not 2 or more (step S85: NO), the power supply abnormality check process ends.
[0220] On the other hand, if the value of the power supply abnormality confirmation counter is 2 or greater (step S85: YES), the main control CPU 600a sends a power cut-off command (performance control command DI_CMD) to the sub-control board 80 indicating that the power supply has been cut off (step S86).
[0221] 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 determines that the setting change process is in progress (step S87: YES), does not set the backup flag to ON, and proceeds to the processing of step S89. In this way, a case where power is interrupted for some reason during the setting change process and the main control RAM 600c is not backed up properly can be detected in step S21 shown in Figure 32, which will be described later.
[0222] On the other hand, if the value of the system operation status 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).
[0223] Next, the main control CPU 600a disables writing data to the main control RAM 600c (step S89), clears the output data of all output ports (step S90), and disables timer interrupts (step S91), repeating an infinite loop process to wait for the voltage to drop.
[0224] <Main control: Main processing: Explanation of setting switching processing> Thus, after completing the power supply abnormality check process (step S62) through the above-described processes, 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 previous and current level data of the RAM clear switch 620 and the level data of the setting key switch 630 (step S63).The main control CPU 600a stores the created edge data in the main control RAM 600c.
[0225] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c, and if the setting key switch 630 is ON (step S64: NO), proceeds to processing of step S65, and if the setting key switch 630 is OFF (step S64: YES), proceeds to processing of step S67.
[0226] Next, if the RAM clear switch 620 is ON (step S65: NO), the main control CPU 600a increments (+1) the value of the W register (step S66) and returns to the processing of step S54.
[0227] On the other hand, if the RAM clear switch 620 is OFF (step S65: NO), the process returns to step S57.
[0228] Thus, the above process is repeated until the setting key switch 630 is turned OFF, and 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 value "00H" to "05H" corresponding to "1" to "6") stored in the main control RAM 600c (see Figure 4) and stores it (step S67).
[0229] Next, the main control CPU 600a outputs a setting confirmation display to the LED data port (step S68).
[0230] Next, the main control CPU 600a transmits a setting switching end command (performance control command DI_CMD) that reflects the setting value to the sub-control board 80 (step S69).
[0231] <Main control: Explanation of main processing> Thus, after the above-described processing and the setting switching processing (step S19) shown in FIG. 31 is completed, the main control CPU 600a proceeds to the processing of step S26 shown in FIG.
[0232] On the other hand, the main control CPU 600a checks whether the signal of the RAM clear switch 620 and the signal of the setting key switch 630 are all ON (step S18), and if they are not all ON (step S18: NO), the main control CPU 600a performs the processing of step S20 shown in Figure 32.
[0233] That is, the main control CPU 600a acquires the set value of the probability of generating a special game state advantageous to the player (for example, a set value of "00H" to "05H" corresponding to "1" to "6") stored in the main control RAM 600c (see FIG. 4), and checks whether it is equal to or less than the set maximum value (for example, "05H" corresponding to "6") (step S20). If it is equal to or less than the set maximum value (step S20: YES), it checks whether the backup flag is set to ON (step S21).
[0234] <Main control: Main processing: Explanation of RAM error processing> If the value is not below the set maximum value (step S20: NO) or 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).
[0235] Next, the main control CPU 600a outputs an error display to the LED data port (step S23).
[0236] Next, the main control CPU 600a performs a power supply abnormality check process (step S24), returns to the process of step S23, and repeats the process. Note that this power supply abnormality check process is the same process as the power supply abnormality check process shown in FIG.
[0237] <Main control: Explanation of main processing> On the other hand, if the backup flag is set to ON (step S21: YES), the signal of the RAM clear switch 620 is checked (step S25).
[0238] <Main control: Main processing: Explanation of RAM clear processing> When the signal of the RAM clear switch 620 is ON (step S25: YES), or when the setting switching process (step S19) shown in Fig. 31 is performed, the main control CPU 600a does not clear the measurement RAM area and measurement stack area of the main control RAM 600c, but clears the normal RAM area and normal stack area of the main control RAM 600c (step S26). Note that since the normal RAM area and normal stack area of the main control RAM 600c are cleared, the game state becomes the normal game state.
[0239] Next, the main control CPU 600a sets the RAM clear notification timer to 30 seconds (30s) (step S27), and sets the timer that outputs a security signal to a hall computer (not shown) used to manage the amusement center's game island via an external terminal (not shown) to 30 seconds (30s) (step S28).
[0240] Next, the main control CPU 600a sets initial values in part of the main control RAM 600c (step S29), and proceeds to the processing of step S41.
[0241] <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 a door open signal indicating whether the glass door frame 5 shown in Fig. 1 is open or not, and a signal from the setting key switch 630 (step S30), and checks whether all are ON or not (step S31). If all are not ON (step S31: NO), the process proceeds to step S40.
[0242] <Main control: Main processing: Explanation of setting confirmation processing> On the other hand, if all are ON (step S31: YES), the main control CPU 600a sends a setting value command (performance control command DI_CMD) that reflects the setting value to the sub-control board 80 (step S32).
[0243] 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 to manage the amusement center's game island via an external terminal (not shown) (step S33).
[0244] Next, the main control CPU 600a sets the security signal to ON via an external terminal (not shown) that is output to a hall computer (not shown) used to manage the amusement center's game island, and outputs the security signal to the hall computer (not shown) via an external terminal (not shown) for the 30 seconds (30s) set by the timer (step S34).
[0245] Next, the main control CPU 600a outputs the set value to the LED data port (step S35).
[0246] Next, the main control CPU 600a sets a predetermined value in a register within the main control CPU 600a so that a wait of 4 ms is applied, and performs a countdown process (step S36).
[0247] Next, the main control CPU 600a performs a power supply abnormality check process (step S37). Note that this power supply abnormality check process is the same process as the power supply abnormality check process shown in FIG.
[0248] Next, the main control CPU 600a creates switch edge data for the setting key switch 630 signal from the previous and current level data of the setting key switch 630 (step S38). The main control CPU 600a stores the created edge data in the main control RAM 600c (see FIG. 4).
[0249] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c (see FIG. 4) (step S39), and if the setting key switch 630 is ON (step S39: NO), returns to the processing of step S34.
[0250] <Main control: Explanation of main processing> On the other hand, if the setting key switch 630 is OFF (step S39: YES), initial values for the backup flag, error detection timer, etc. are set in part of the main control RAM 600c (step S40).
[0251] Next, the main control CPU 600a transmits to the sub-control board 80 a command (performance control command DI_CMD) indicating whether power is to be restored by clearing RAM or by a backup (step S41).
[0252] Next, the main control CPU 600a performs a game status notification information update process to update the game status notification information (step S42).
[0253] Next, the main control CPU 600a sets the internal function register (step S43). Specifically, it sets the launch control signal to ON and sends it to the dispensing control board 70. This causes the dispensing control board 70 to control the launch control board 71 to start operating. The main control CPU 600a also sets the CTC (Counter Timer Circuit), which is provided inside the main control CPU 600a and has functions such as generating pulse output at a fixed period and measuring time. In other words, the main control CPU 600a sets the time constant register of the CTC so that a timer interrupt is periodically generated every 4 ms.
[0254] Next, the main control CPU 600a performs a prize ball winning number management process 1 (step S45) that calculates performance such as the total number of game balls shot into the game area 40, including the number of winning balls and the number of non-winning balls, with interrupts to itself set to a prohibited state (step S44).The main control CPU 600a then performs an update process for various random number counters (step S46), and then returns to an interrupt permitted state (step S47), returns to step S44, and performs a loop process that repeatedly performs the processes of steps S44 to S47.
[0255] <Main Control: Explanation of Prize Ball Winning Number Management Process 1> Here, the winning ball number management process 1 will be described in detail with reference to FIGS.
[0256] As shown in FIG. 35, the winning ball number management process 1 first executes a save process for saving the contents of the register group in the main control CPU 600a to a measurement stack area in the main control RAM 600c (step S100).
[0257] Next, the main control CPU 600a performs initial setting of the measurement RAM area of the main control RAM 600c (step S101).
[0258] <Main control: Explanation of initial settings for measurement RAM area> This will be explained in more detail with reference to Fig. 36. In this initial setting, as shown in Fig. 36, first, the main control CPU 600a (see Fig. 4) checks the RAM error flag (step S110). If the RAM error flag is set to ON, it is determined that the flag does not indicate any of the values "1" to "6" (step S110: YES), and an abnormality has occurred in the main control RAM 600c (RAM error). The processes of steps S111 and S112 are not performed, and the process proceeds to step S113.
[0259] On the other hand, if the RAM error flag is set to OFF, the main control CPU 600a determines that the value indicates any one of "1" to "6" (step S110: NO), and acquires the value of the initialized flag (step S111). Next, the main control CPU 600a checks whether the acquired value of the initialized flag is 5AH (step S112). If it is not 5AH (step S112: NO), the main control CPU 600a sets the initialized flag to 5AH (step S113), initializes (clears) the measurement RAM area (step S114), and ends the initial setting process for the measurement RAM area. On the other hand, if it is 5AH (step S112: YES), it determines that the measurement RAM area has already been initialized, and ends the initial setting process for the measurement RAM area.
[0260] Therefore, if the acquired setting value does not indicate one of the values "1" to "6", it is possible that measurements (described later) according to the current setting value are not being performed correctly, so even if initialization has been completed, the measurement RAM area of the main control RAM 600c should be cleared.
[0261] <Main Control: Explanation of Prize Ball Winning Number Management Process 1> Thus, as shown in FIG. 35, the main control CPU 600a initializes the measurement RAM area of the main control RAM 600c (step S101), and then executes counting processing (step S102).
[0262] <Main control: Explanation of counting process> To explain this point in more detail with reference to Figure 37, as shown in Figure 37, the main control CPU 600a obtains a setting value (for example, a setting value of "1" to "6") of the probability of generating a special game state advantageous to the player, which is stored in the main control RAM 600c (see Figure 4), and selects a counting counter table corresponding to the setting value using the current setting value as an offset (step S120).
[0263] Incidentally, the counting counter table stores contents corresponding to the set values 1 to 6.
[0264] That is, the counting counter table for setting value 1 contains the following: Total prize ball counter for setting value 1: 1 Total prize ball counter 2 for setting value 1, Setting value 1 for the first role cumulative prize ball counter 1, Setting value 1 for the first role cumulative prize ball counter 2, Setting value 1 for the second role cumulative prize ball counter 1, Setting value 1 for the second role cumulative prize ball counter 2, Accumulation out counter 1 for set value 1, Accumulation out counter 2 for set value 1, is stored.
[0265] The counter table for setting value 2 includes Total prize ball counter 1 for setting value 2, Total prize ball counter 2 for setting value 2, Setting value 2 for the first role cumulative prize ball counter 1, Setting value 2 for the first role cumulative prize ball counter 2, Setting value 2 for the second role cumulative prize ball counter 1, Setting value 2 for the second role cumulative prize ball counter 2, Accumulation out counter 1 for setting value 2, Accumulation out counter 2 for setting value 2, is stored.
[0266] The counter table for setting value 3 includes Total prize ball counter for setting value 3 1, Total prize ball counter 2 for setting value 3, Setting value 3 for the first role cumulative prize ball counter 1, Setting value 3 for the first role cumulative prize ball counter 2, Setting value 3 for the second role cumulative prize ball counter 1, Setting value 3 for the second role cumulative prize ball counter 2, Accumulation out counter 1 for setting value 3, Accumulation out counter 2 for setting value 3, is stored.
[0267] The counting counter table for setting value 4 includes Total prize ball counter for setting value 4 1, Total prize ball counter 2 for setting value 4, Setting value 4 for the first role cumulative prize ball counter 1, Setting value 4 for the first role cumulative prize ball counter 2, Setting value 4 for the second role cumulative prize ball counter 1, Setting value 4 for the second role cumulative prize ball counter 2, Accumulation out counter 1 for setting value 4, Accumulation out counter 2 for set value 4, is stored.
[0268] The counter table for setting value 5 includes Total prize ball counter for setting value 5 1, Total prize ball counter 2 for setting value 5, Setting value 5 for the first role cumulative prize ball counter 1, Setting value 5 for the first role cumulative prize ball counter 2, Setting value 5 for the second role cumulative prize ball counter 1, Setting value 5 for the second role cumulative prize ball counter 2, Accumulation out counter 1 for set value 5, Accumulation out counter 2 for set value 5, is stored.
[0269] The counter table for setting value 6 includes Total prize ball counter for setting value 6 1, Total prize ball counter 2 for setting value 6, Setting value 6 for the first role cumulative prize ball counter 1, Setting value 6 for the first role cumulative prize ball counter 2, Setting value 6 for the second role cumulative prize ball counter 1, Set value 6 for the second role cumulative prize ball counter 2, Accumulation out counter 1 for set value 6, Accumulation out counter 2 for set value 6, is stored.
[0270] Therefore, for example, if the current setting value is "2", the count counter table for setting value 2 will be selected. The count counter table corresponding to the setting value described above is stored in the measurement RAM area of the main control RAM 600c.
[0271] Next, in step S505 shown in FIG. 46, which will be described later, the main control CPU 600a acquires the input flag of the upper right general prize opening switch 49a1, the input flag of the upper left general prize opening switch 49b1, the input flag of the middle left general prize opening switch 49c1, the input flag of the lower left general prize opening switch 49d1, and the input flag of the special symbol 1 start opening switch 44a, which are stored in the main control RAM 600c (step S121). Then, these input flags are checked (step S122). If all the input flags are OFF (step S122: NO), the process proceeds to step S126. If any one of the input flags is ON (step S122: YES), the value 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 S120 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2) (step S123). Specifically, if the input flag of the upper right general prize entrance switch 49a1 is ON, five prize balls are awarded, so +5 is added to the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting is "2," then +5 is added to the value of the total prize ball counter 1 for setting values 1 to 6). If the input flags of the upper left general prize entrance switch 49b1, the center left general prize entrance switch 49c1, and the lower left general prize entrance switch 49d1 are ON, ten prize balls are awarded for each ON input flag, so +10 (× the number of ON input flags) is added to the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting is "2," then +3 is added to the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting is "2," then +3 is added).
[0272] Next, the main control CPU 600a checks whether the gaming state is low probability (a state in which the winning lottery probability is a normal low probability state) (step S124). If the gaming state is not low probability state (step S124: NO), the process proceeds to step S126.
[0273] On the other hand, if the game state is in a low-probability state (step S124: YES), the main control CPU 600a adds to the value of the cumulative prize ball counter (step S125). Specifically, if the input flag of the upper right general prize slot switch 49a1 is ON, five prize balls are awarded, and +5 is added to the value of the cumulative prize ball counter. If the input flags of the upper left general prize slot switch 49b1, the middle left general prize slot switch 49c1, and the lower left general prize slot switch 49d1 are ON, ten prize balls are awarded for each ON input flag, and +10 (× the number of ON input flags) is added to the value of the cumulative prize ball counter. Furthermore, if the input flag of the special symbol 1 start slot switch 44a is ON, three prize balls are awarded, and +3 (× the 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 measurement RAM area of the main control RAM 600c.
[0274] Next, the main control CPU 600a acquires the input flag of the special symbol 2 start port switch 45a1 stored in the main control RAM 600c in step S505 shown in Fig. 46 described later (step S126). If this input flag is OFF (step S127: NO), the process proceeds to step S132. If this input flag is ON (step S127: YES), the value is added to the value of the first role 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 S120 (for example, if the current setting value is "2", the value is added to the value of the first role cumulative prize ball counter 1 for setting value 2) (step S128), 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 S120 (for example, if the current setting value is "2", the value is added to the value of the total prize ball counter 1 for setting value 2) (step S129). Specifically, if the input flag of the special pattern 2 start port switch 45a1 is in the ON state, three prize balls will be awarded, so +3 is added to the value of the first role cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", then the first role cumulative prize ball counter 1 for setting value 2), and +3 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 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2).
[0275] Next, the main control CPU 600a checks whether the gaming state is low probability (a state in which the winning lottery probability is a normal low probability state) (step S130). If the gaming state is not low probability state (step S130: NO), the process proceeds to step S132.
[0276] On the other hand, if the game state is a low probability state (step S130: YES), the main control CPU 600a adds to the value of the first role cumulative prize ball counter (step S131). Specifically, if the input flag of the special pattern 2 start port switch 45a1 is in the ON state, three prize balls are awarded, so +3 is added to the value of the first role cumulative prize ball counter. This first role cumulative prize ball counter is stored in the measurement RAM area of the main control RAM 600c.
[0277] Next, the main control CPU 600a acquires the input flag of the large prize entrance switch 46c stored in the main control RAM 600c in step S505 shown in Fig. 46 described later (step S132). If this input flag is OFF (step S133: NO), the process proceeds to step S138. If this input flag is ON (step S133: YES), the value 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 S120 (for example, if the current setting value is "2", the value is added to the value of the second accessory cumulative prize ball counter 1 for setting value 2) (step S134), 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 S120 (for example, if the current setting value is "2", the value is added to the value of the total prize ball counter 1 for setting value 2) (step S135). Specifically, if the input flag of the large prize slot switch 46c is in the ON state, 15 prize balls will be awarded, so +15 is added to the value of the second device cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", then the second device 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 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2).
[0278] Next, the main control CPU 600a checks whether the gaming state is low probability (the winning lottery probability is a normal low probability state) (step S136). If the gaming state is not low probability state (step S136: NO), the process proceeds to step S138.
[0279] On the other hand, if the game state is a low probability state (step S136: YES), the main control CPU 600a adds to the value of the second device cumulative prize ball counter (step S137). Specifically, if the input flag of the big prize opening switch 46c is in the ON state, 15 prize balls are awarded, so +15 is added to the value of the second device cumulative prize ball counter. This second device cumulative prize ball counter is stored in the measurement RAM area of the main control RAM 600c.
[0280] Next, in step S505 shown in Fig. 46 (to be described later), the main control CPU 600a acquires the input flag of the outlet switch 50a stored in the main control RAM 600c (step S138). If this input flag is OFF (step S139: NO), the process proceeds to step S142. If this input flag is ON (step S139: YES), the value of the cumulative out counter is incremented (+1) (step S140), and the value of cumulative out counter 1 for set values 1 to 6 in the counter table for set values 1 to 6 selected in step S120 (for example, if the current set value is "2", the cumulative out counter 1 for set value 2) is incremented (+1) (step S141). The cumulative out counter is stored in the measurement RAM area of the main control RAM 600c.
[0281] Next, the main control CPU 600a checks the value of the cumulative out counter (step S142), and if the cumulative total number of outs has not reached the predetermined value (60,000) (step S142: NO), proceeds to the processing of step S148. If the cumulative total number of outs has reached the predetermined value (60,000) (step S142: YES), the main control CPU 600a sets 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 S120 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2) to "0" in step S148. The value of the first role cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", then the first role cumulative prize ball counter 1 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 is stored (step S143), and the value of the first role cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", then the first role cumulative prize ball counter 1 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 is stored (step S144). The value of the first role cumulative prize ball counter 2 (for example, if the current setting value is "2", the first role cumulative prize ball counter 2 for setting value 2) is stored (step S144), and the value of the second role cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the second role cumulative prize ball counter 1 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 is stored in the second role cumulative prize ball counter 2 for setting values 1 to 6 (for example, if the current setting value is "2") in the counting counter table for setting values 1 to 6 selected in step S120. If so, the value is stored in the second device cumulative prize ball counter 2 for setting value 2 (step S145), and the value of cumulative out counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", then cumulative out counter 1 for setting value 2) is stored in cumulative out counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", then cumulative out counter 2 for setting value 2) (step S146).
[0282] Next, the main control CPU 600a clears the values 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 S120 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2), the first role 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 S120 (for example, if the current setting value is "2", then the first role cumulative prize ball counter 1 for setting value 2), the second role 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 S120 (for example, if the current setting value is "2", then the second role cumulative prize ball counter 1 for setting value 2), and the cumulative out counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", then the cumulative out counter 1 for setting value 2) (step S147).
[0283] Next, the main control CPU 600a checks whether the game state is low probability (the winning lottery probability is a normal low probability state) (step S148). If the game state is not low probability state (step S148: NO), the counting process is terminated, and if the game state is low probability state (step S148: YES), the low probability cumulative out counter is incremented (+1) (step S149) and the counting process is terminated. The low probability cumulative out counter is stored in the measurement RAM area of the main control RAM 600c.
[0284] <Main Control: Explanation of Prize Ball Winning Number Management Process 1> Thus, as shown in FIG. 35, the main control CPU 600a executes counting processing (step S102) and then executes counting processing (step S103).
[0285] <Main control: Explanation of counting process> This will be explained in more detail with reference to Figure 38. As shown in Figure 38, the main control CPU 600a checks the value of the low-probability cumulative out counter (step S160). If the value of the low-probability cumulative out counter is 0 (step S160: YES), the counting process ends.
[0286] On the other hand, if the value of the low probability cumulative out counter is not 0 (step S160: NO), the main control CPU 600a adds the values of the cumulative prize ball counter, the first role cumulative prize ball counter, and the second role cumulative prize ball counter, and divides the added value by the value of the low probability cumulative out counter to calculate a base value of how many prize balls were won during low probability, and stores this value in the bL base monitor work area of the measurement RAM area of the main control RAM 600c (step S161).
[0287] Next, the main control CPU 600a checks the value of the cumulative out counter (step S162). If the value of the cumulative out counter is 0 (step S162: YES), the counting process ends.
[0288] On the other hand, if the cumulative out counter is not 0 (step S162: NO), the main control CPU 600a adds the values of the cumulative prize ball counter, the first role cumulative prize ball counter, and the second role cumulative prize ball counter, and divides the added value by the value of the cumulative out counter to calculate a base value of how many prize balls have been won, and stores this in the b6 base monitor work area of the measurement RAM area of the main control RAM 600c (step S163).
[0289] Next, the main control CPU 600a checks the value of the cumulative out counter 2 for setting values 1 to 6 (for example, if the current setting value is "2", the cumulative out counter 2 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 shown in Figure 37 (step S164).
[0290] If the value of the cumulative out counter 2 for the setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. 37 (for example, if the current setting value is "2", the cumulative out counter 2 for the setting value 2) reaches 60000 (step S164: YES), the main control CPU 600a selects the first role cumulative prize ball counter 2 for the setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. 37 (for example, if the current setting value is "2", the first role cumulative prize ball counter 2 for the setting value 2) and the first role cumulative prize ball counter 2 for the setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. The value of the second role cumulative prize ball counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in Figure 37 is added to the value of the second role cumulative prize ball counter 2 for setting value 1 to 6 (for example, if the current setting value is "2", then the second role cumulative prize ball counter 2 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 shown in Figure 37, to calculate the role ratio, and the ratio is stored in the y6 role ratio work area in the measurement RAM area of the main control RAM 600c (step S165).
[0291] Next, the main control CPU 600a calculates the role ratio for the large prize slot by dividing the value of the second role cumulative prize ball counter 2 for setting values 1 to 6 (for example, if the current setting value is "2", then the second role cumulative prize ball counter 2 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 shown in Figure 37 by the value of the total prize ball counter 2 for setting values 1 to 6 (for example, if the current setting value is "2", then the total prize ball counter 2 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 shown in Figure 37, and stores the ratio in the yA role ratio work area in the measurement RAM area of the main control RAM 600c (step S166), completing the counting process.
[0292] On the other hand, if the value of the cumulative out counter 2 for the setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. 37 (for example, if the current setting value is "2", then the cumulative out counter 2 for the setting value 2) has not reached 60,000 (step S164: NO), the main control CPU 600a selects the first role cumulative prize ball counter 1 for the setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. 37 (for example, if the current setting value is "2", then the first role cumulative prize ball counter 1 for the setting value 2) and the first role cumulative prize ball counter 1 for the setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. The value of the second role cumulative prize ball counter 1 for setting values 1 to 6 in the selected counting counter table for setting values 1 to 6 (for example, if the current setting value is "2", then the second role cumulative prize ball 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 values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in Figure 37 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2), to calculate the role ratio and store it in the y6 role ratio work area in the measurement RAM area of the main control RAM 600c (step S167).
[0293] Next, the main control CPU 600a calculates the role ratio for the large prize slot by dividing the value of the second role cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", then the second role cumulative prize ball counter 1 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 shown in Figure 37 by the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S120 shown in Figure 37, and stores this in the yA role ratio work area in the measurement RAM area of the main control RAM 600c (step S168), completing the counting process.
[0294] <Main Control: Explanation of Prize Ball Winning Number Management Process 1> Thus, after completing the above processing, the main control CPU 600a executes counting processing as shown in Figure 35 (step S103), restores the contents of the register that were saved in the measurement stack area of the main control RAM 600c (step S104), and ends the prize ball winning number management processing 1.
[0295] <Main control: Explanation of timer interrupt processing> Next, with reference to FIG. 39, a timer interrupt program that interrupts the above-described main processing and is started every 4 ms will be described.
[0296] When this timer interrupt occurs, a save process is executed to save the contents of the registers in the main control CPU 600a to the normal stack area of the main control RAM 600c (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 34.
[0297] Next, the main control CPU 600a inputs ON / OFF signals of various switches including the special pattern 1 start port switch 44a (see Figure 4), the special pattern 2 start port switch 45a1 (see Figure 4), the normal pattern start port switch 48a (see Figure 4), the upper right general prize port switch 49a1 (see Figure 4), the upper left general prize port switch 49b1 (see Figure 4), the middle left general prize port switch 49c1 (see Figure 4), the lower left general prize port switch 49d1 (see Figure 4), the outlet switch 50a (see Figure 4), and the large prize port switch 46c (see Figure 4), and the ON / OFF signal levels and their start-up states are stored in the working area of the main control RAM 600c (step S202).
[0298] Next, the main control CPU 600a performs timer subtraction processing of various timers (normal symbol fluctuation timer, normal symbol accessory timer, etc.) that manage the time of each game operation (step S203).
[0299] Next, the main control CPU 600a performs random number management processing (step S204). Specifically, the main control CPU 600a performs processing to update random numbers for normal symbols, special symbols, etc., used in the winning / losing lottery.
[0300] Next, the main control CPU 600a performs error management processing (step S205). The error management processing determines whether any abnormalities have occurred inside the device, such as a stoppage of game ball supply, a jam of game balls, or a disconnection of the special symbol 1 start port switch 44a (see FIG. 4), the special symbol 2 start port switch 45a1 (see FIG. 4), the normal symbol start port switch 48a (see FIG. 4), the upper right general prize port switch 49a1 (see FIG. 4), the upper left general prize port switch 49b1 (see FIG. 4), the center left general prize port switch 49c1 (see FIG. 4), the lower left general prize port switch 49d1 (see FIG. 4), the outlet switch 50a (see FIG. 4), or the large prize port switch 46c (see FIG. 4). When an error occurs, a command (performance control command DI_CMD) corresponding to the error is sent to the sub-control board 80.
[0301] Next, the main control CPU 600a executes a prize ball management process (step S206). This prize ball management process outputs a payout control command PAY_CMD to the payout control board 70 (see FIG. 4) to perform a payout operation.
[0302] Next, the main control CPU 600a executes normal symbol processing (step S207). This normal symbol processing executes a lottery to determine whether the normal symbol will be selected, and determines the normal symbol variation pattern and the normal symbol stop display state based on the lottery result. Details of this processing will be described later.
[0303] Next, the main control CPU 600a executes a normal electric accessory management process (step S208). This normal electric accessory management process generates a signal related to the control of the normal electric accessory solenoid 45b2 (see FIG. 4) required for the normal electric accessory release game to occur based on the lottery result of the normal symbol process (step S207).
[0304] Next, the main control CPU 600a executes the special symbol processing (step S209). In this special symbol processing, a lottery is executed to determine whether the special symbol will be selected or not, and the variation pattern of the special symbol and the stop display mode of the special symbol are determined based on the result of the lottery. The details of this processing will be described later.
[0305] Next, the main control CPU 600a executes a special electric accessory management process (step S210). In this special electric accessory management process, when the jackpot lottery result is a "big win" or a "small win", a setting process necessary for executing and controlling a winning game corresponding to the win is performed. At this time, a signal related to the control of the special electric accessory solenoid 46b (see FIG. 4) is also generated. If the jackpot lottery result is a "big win" or a "small win", a command related thereto (performance control command DI_CMD) is sent to the sub-control board 80.
[0306] Next, the main control CPU 600a performs right-hit notification information management processing (step S211). This right-hit notification information management processing performs processing to display a "launch position guidance effect (right-hit notification effect)" that provides a right-hit instruction notification in situations where right-hit is advantageous, such as when the opening / closing member 45b1 of the electric chute (normal electric device) is in the open state and the time during which the guide member 45c1 is in the guiding state is extended, or when the opening / closing door 46a is opened and the large prize opening (not shown) is opened. When a right-hit notification effect is performed, a command (effect control command DI_CMD) related to the right-hit notification effect is transmitted to the sub-control board 80 (sub-control CPU 800a) in this right-hit notification information management processing. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that causes the determined stop symbol (normal symbol stop symbol) to be displayed on the liquid crystal display device 41. As a result, the VDP 803 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, causing the liquid crystal display device 41 to display "Hit right." When encouraging the player to hit left, a command related to hitting left (presentation control command DI_CMD) is transmitted to the sub-control board 80. As a result, the liquid crystal display device 41 displays "Hit left."
[0307] Next, the main control CPU 600a executes an LED management process (step S212). In this LED management process, an easy-to-win game state LED signal is output. That is, if the easy-to-win flag is turned ON in the above-mentioned special symbol process within the same timer interrupt, an easy-to-win game state LED signal is output from the output port of the main control CPU 600a to the 7-segment display device 53a shown in FIG. 2. As a result, the LED of the 7-segment display device 53a shown in FIG. 2 is turned on. On the other hand, if the easy-to-win flag is turned OFF, an easy-to-win game state LED signal is output from the output port of the main control CPU 600a. As a result, the LED of the 7-segment display device 53a shown in FIG. 2 is turned off.
[0308] Next, the main control CPU 600a executes an external terminal management process (step S213). In this external terminal management process, predetermined game information such as the number of wins during a winning game, the number of times a special symbol changes, information on the detection of a winning ball entering a winning slot, information on the time-saving game state, and security information is output from an external terminal (not shown) to a hall computer (not shown) used for managing the game island in the game parlor.
[0309] Next, the main control CPU 600a performs solenoid management processing (step S214). At this time, the main control CPU 600a checks the signal related to the control of the normal electric role solenoid 45b2 (see FIG. 4) generated in the normal electric role management processing (step S208), and also checks the signal related to the control of the special electric role solenoid 46b (see FIG. 4) generated in the special electric role management processing (step S210). Then, based on this signal, the operation / stop of the normal electric role solenoid 45b2 or the special electric role solenoid 46b is controlled, and the opening / closing member 45b1 of the electric chute (normal electric role) is opened, and the time during which the guide member 45c1 is in the guiding state is extended / non-extended, or the opening / closing door 46a (see FIG. 2) is operated so that the special winning opening (not shown) is opened or closed.
[0310] Next, the main control CPU 600a performs out-of-use area processing (step S215). Details of this processing will be described later.
[0311] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) (step S216), returns to an interrupt enabled state (step S217), restores the contents of the registers saved in the normal stack area of the main control RAM 600c, and ends the timer interrupt (step S218). This causes the process to return from the interrupt processing routine to the main processing (see Figures 31 and 32).
[0312] <Main control: Explanation of normal pattern processing> Next, the normal symbol processing will be described in detail with reference to FIG.
[0313] As shown in Figure 40, the normal symbol processing first checks whether a game ball has passed through the normal symbol start port 48 (see Figure 2), which is a gate. That is, it checks the signal level of the normal symbol start port switch 48a (see Figure 4) of the normal symbol start port 48 (step S250). If the game ball has passed through (step S250: YES), the main control CPU 600a checks the main control RAM 600c (see Figure 4) in which the number of start-reserved balls for the normal symbol is stored to determine whether the number of start-reserved balls for the normal symbol is, for example, four or more (step S251). At that time, if the number of start-reserved balls for the normal symbol is less than four (step S251: ≠ MAX), the number of start-reserved balls for the normal symbol is incremented by one (step S252). Thereafter, the main control CPU 600a stores the random number value for determining whether the normal pattern is a winning symbol, which is used in the lottery to determine whether the normal pattern is a winning symbol, in the main control RAM 600c (see Figure 4) in which the number of balls reserved for starting the normal pattern is stored (step S253), and then proceeds to processing in step S254.
[0314] On the other hand, if the passing of a game ball is not detected in step S250 (step S250: NO), or if it is determined in step S251 that the number of initial reserved balls for normal patterns is 4 or more (step S251: = MAX), the processing of steps S252 to S253 is not performed, and the processing proceeds to step S254.
[0315] When the main control CPU 600a proceeds to the processing of step S254, it checks whether the normal symbol win activation flag is set to ON, that is, whether the normal symbol win activation flag is set to 5AH (step S254). If the normal symbol win activation flag is set to 5AH (step S254: ON), it determines that the normal symbol is winning, updates the display data of the normal symbol (step S263), and then ends the normal symbol processing.
[0316] On the other hand, if the normal symbol winning operation flag is not set to 5AH (step S254: OFF), the processing state indicating the behavior of the normal symbol, that is, the value of the normal symbol operation status flag is confirmed (step S255). Then, if the normal symbol operation status flag is 00H, the main control CPU 600a determines that it is in the state before the normal symbol fluctuation starts, and proceeds to step S256, where it is confirmed whether the number of start-up reserved balls of the normal symbol is 0 (step S256).
[0317] The main control CPU 600a checks the main control RAM 600c (see FIG. 4) in which the number of reserved balls for starting normal symbols is stored, and if it determines that the number is 0 (step S256:=0), it updates the display data for the normal symbols (step S263) and then ends the normal symbol processing. On the other hand, if it determines that the number is not 0 (step S256:≠0), it subtracts 1 from the number of reserved balls for starting normal symbols (step S257).
[0318] Then, the main control CPU 600a uses a normal symbol winning determination table (not shown) to determine whether the random number corresponding to the number of balls reserved for starting the normal symbol stored in the main control RAM 600c is a winning number. If a winning number is found, the normal symbol winning determination flag is set to 5AH and turned ON. If a winning number is not found, the normal symbol winning determination flag is turned OFF (step S258).
[0319] Next, the main control CPU 600a determines the symbols to be stopped (normal symbols to be stopped) based on the lottery result determined in the random number lottery process (step S259).
[0320] Next, the main control CPU 600a checks whether the normal pattern time reduction flag, which shortens the normal pattern fluctuation time, is set to ON, and if it is set to ON, it sets the normal pattern fluctuation timer to the corresponding fluctuation time, and if it is set to OFF, it performs a process of setting the normal pattern fluctuation timer to the normal fluctuation time (step S260).
[0321] Next, the main control CPU 600a shifts the memory area of the main control RAM 600c (see Figure 4) in which the random number value used to draw the winning or losing lottery for the normal pattern corresponding to the number of balls reserved for the starting normal pattern is stored (step S261). In other words, assuming that a maximum of four normal pattern start-up reserved balls can be reserved, the random number value used in the lottery to determine whether the normal pattern corresponding to four normal pattern start-up reserved balls is shifted to the main control RAM 600c (see Figure 4) in which the random number value used in the lottery to determine whether the normal pattern corresponding to three normal pattern start-up reserved balls is stored, the random number value used in the lottery to determine whether the normal pattern corresponding to three normal pattern start-up reserved balls is shifted to the main control RAM 600c (see Figure 4) in which the random number value used in the lottery to determine whether the normal pattern corresponding to two normal pattern start-up reserved balls is stored, and the random number value used in the lottery to determine whether the normal pattern corresponding to two normal pattern start-up reserved balls is shifted to the main control RAM 600c (see Figure 4) in which the random number value used in the lottery to determine whether the normal pattern corresponding to one normal pattern start-up reserved ball is stored.
[0322] After this processing, the main control CPU 600a sets the normal pattern operation status flag used in step S255 above to 01H, and performs processing to set 00H to the main control RAM 600c (see Figure 4) in which the random number value used to draw the winning or losing lottery for the normal pattern corresponding to the initial reserved ball count of 4 for the normal pattern was stored (step S262).
[0323] Then, after completing the process of step S262, the main control CPU 600a updates the display data of the normal symbols (step S263), and ends the normal symbol process.
[0324] On the other hand, in step S255, if the processing status indicating the behavior of the normal symbol, i.e., the value of the normal symbol operation status flag, is 01H, the main control CPU 600a determines that the normal symbol is changing, proceeds to step S264, and checks whether the normal symbol change timer is 0 (step S264). If the normal symbol change timer is not 0 (step S164: ≠ 0), the normal symbol display data is updated (step S263), and the normal symbol processing is terminated. Then, 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, for example, about 600 ms in order to maintain the result of the normal symbol lottery for a certain period of time (step S265).
[0325] After completing the process of step S265, the main control CPU 600a updates the display data of the normal symbols (step S263) and ends the normal symbol process.
[0326] On the other hand, in step S255, if the processing status indicating the behavior of the normal symbol, i.e., the value of the normal symbol operation status flag, is 02H, the main control CPU 600a determines that the normal symbol is in the confirmation time (the normal symbol fluctuation has ended and is stopped), proceeds to step S266, and checks whether the normal symbol fluctuation timer is 0 (step S266). If the normal symbol fluctuation timer is not 0 (step S266: ≠ 0), the display data of the normal symbol is updated (step S263), and the normal symbol processing is terminated. Then, if the normal symbol fluctuation 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 winning determination flag is set to ON (5AH is set) (step S268).
[0327] As a result, if the normal symbol winning determination 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 ends the normal symbol processing. Then, if the normal symbol winning determination flag is set to ON (5AH is set) (step S268: ON), the main control CPU 600a sets the normal symbol winning activation flag used in step S254 to ON (5AH is set) (step S269), and then ends the normal symbol processing.
[0328] <Main control: Explanation of special pattern processing> Next, the special symbol process will be described in detail with reference to FIGS.
[0329] As shown in Figure 41, the special pattern processing first checks whether a game ball (winning ball) has been detected at the special pattern 1 start port switch 44a (see Figure 4) of the special pattern 1 start port 44 (see Figure 2) (step S300), and then checks whether a game ball (winning ball) has been detected at the special pattern 2 start port switch 45a1 (see Figure 4) of the special pattern 2 start port 45a (see Figure 2) (step S301).
[0330] <Main control: Special pattern processing: Explanation of starting port check processing> This process will be explained in detail with reference to Figure 42. The main control CPU 600a checks whether a gaming ball has entered (won) the special symbol 1 start hole 44 or the special symbol 2 start hole 45a, that is, checks the level of the special symbol 1 start hole switch 44a of the special symbol 1 start hole 44 or the special symbol 2 start hole switch 45a1 of the special symbol 2 start hole 45a (step S350). If no gaming ball has entered (won) (step S350: NO), the special symbol process ends.
[0331] On the other hand, if a game ball is detected to have entered the game (winning) (step S350: YES), the main control CPU 600a checks whether the number of start-up reserved balls that triggers the change of the special symbol is a predetermined number and is stored in the main control RAM 600c (see FIG. 4) (step S351). If the number of start-up reserved balls is less than 4 (step S351: ≠ MAX), the number of start-up reserved balls is incremented by 1 (+1) (step S352).
[0332] Next, the main control CPU 600a stores the random number value used when the special pattern stops, the random number value for the variation pattern, and the random number value for determining a jackpot in the main control RAM 600c (see Figure 4), which stores the number of start-up pending balls that trigger the variation of the special pattern (step 353).
[0333] Next, the main control CPU 600a checks the current game state (such as whether the special symbol jackpot determination 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 acquires the random number value for jackpot determination used in the lottery to determine whether or not the special symbol has been won, which was stored in the main control RAM 600c (see FIG. 4) in step S353 (step S355), and further acquires a random number determination table for when the special symbol has been entered into the starting slot (not shown) (step S356).
[0334] Next, the main control CPU 600a performs a jackpot lottery using the random number value for jackpot determination acquired in step S355 and the start gate entry random number determination table (not shown) acquired in step S356, and further determines the type of jackpot (rank-up bonus win, normal jackpot, etc.) using the special symbol random number value stored in the main control RAM 600c (see FIG. 4) in step S353, determines the variation pattern using the variation pattern random number value, and generates a corresponding special symbol start gate entry command (step S357). Note that at this time, in addition to the jackpot lottery, a small jackpot lottery and a special time-saving symbol lottery may also be performed, and the type of small jackpot or the type of special time-saving symbol may be determined using the special symbol random number value described above, or a random number value different from the special symbol random number value, and the variation pattern may be used to determine the variation pattern, and a corresponding special symbol start gate entry command may be generated.
[0335] Next, the main control CPU 600a generates a start pending addition command of the lower byte according to the special symbol start hole winning command generated above (step S358).
[0336] On the other hand, the main control CPU 600a completes the processing of step S358, or if the number of start-up reserved balls for special pattern 1 or 2 is 4 or more in step S351 (step S351:=MAX), or if pre-reading is prohibited (step S354:YES), it generates a start-up reserved addition command of the upper byte according to the increased number of start-up reserved balls (step S359).
[0337] Next, the main control CPU 600a combines the lower byte start pending addition command generated in step S358 above with the upper byte start pending addition command generated in step S359 above, and performs processing to send the combined command as a start pending addition command (performance control command DI_CMD) to the sub-control board 80 (step S360).
[0338] <Main control: Explanation of special pattern processing> 41, 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 a small win, updates the display data of the special symbol (step S308), and then ends the special symbol processing.
[0339] On the other hand, if the special symbol small win activation flag is not set to 5AH (step S302: OFF), it is confirmed whether the special symbol big win activation flag is set to ON, that is, whether the special symbol big win activation flag is set to 5AH (step S303). If the special symbol big win activation flag is set to 5AH (step S303: ON), it is determined that the special symbol is in a big win, and after updating the display data of the special symbol (step S308), the special symbol processing is terminated.
[0340] 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, that is, the value of the special symbol operation status flag is confirmed (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 waiting for a change (indicating that the special symbol has not changed and is waiting for the next change), and performs special symbol change start processing (step S305).
[0341] <Main control: Special symbol processing: Explanation of special symbol variation start processing> This process will be explained in detail with reference to Figure 43. The main control CPU 600a checks whether the start reserved ball count, which is the trigger for the special symbol to change, is 0 or not (step S400). That is, the main control CPU 600a checks whether it is stored in the main control RAM 600c (see Figure 4), and if it determines that the start reserved ball count 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 change start process is terminated.
[0342] 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 transmits a customer waiting demo command as a performance control command DI_CMD to the sub-control board 80 (see FIG. 4) (step S402).
[0343] Next, the main control CPU 600a sets the special symbol operation status flag to 00H (step S403), and ends the special symbol variation start process.
[0344] On the other hand, if the main control CPU 600a determines that the number of start-up pending balls is not 0 (step S400: ≠ 0), it subtracts 1 (-1) from the start-up pending ball number (step S404) and sends the start-up pending subtraction command as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S305).
[0345] Next, the main control CPU 600a shifts the memory area in the main control RAM 600c (see Figure 4) in which the random number values used when the special pattern stops, the random number values for the variable pattern, and the random number values for determining whether or not a jackpot has been won (see step S353 in Figure 42) are stored (step S406), and sets 0 to the area in the main control RAM 600c (see Figure 4) in which the random number values used to determine whether or not a special pattern corresponding to start hold 4 has been won (step S407).
[0346] Next, the main control CPU 600a performs a win determination process (step S408). Specifically, the main control CPU 600a executes a lottery for determining whether or not the special symbol 1 has been won, and a lottery for determining whether or not the special symbol 2 has been won. If a big win is won, the special symbol big win determination flag is set to 5AH and turned ON, and if a small win is won, the special symbol small win determination flag is set to 5AH and turned ON.
[0347] Next, after completing the above-described winning determination process (step S408), the main control CPU 600a performs a special time-saving symbol winning determination process (step S409).
[0348] Next, after completing the special time-saving pattern hit determination process (step S409) as described above, the main control CPU 600a generates a stopping pattern for the special pattern using the random number value used when the special pattern stops, which was stored in the main control RAM 600c (see Figure 4) in step S353 of Figure 42 (step S410).
[0349] Next, the main control CPU 600a prepares to transition to a game state such as a normal state, a time-shortening state, a latent probability variable state, a probability variable state, or an advantageous game (step S411).
[0350] Next, the main control CPU 600a generates a special symbol variation pattern using the variation pattern random number value stored in the main control RAM 600c (see FIG. 4) in step S353 of FIG. 42, and transmits the variation pattern command of the generated special symbol variation pattern as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S412). In response to this, the sub-control CPU 800a will execute the performance shown in FIG. 5, FIG. 6, FIG. 8, FIG. 10, FIG. 19, FIG. 21, FIG. 23, FIG. 25 to FIG. 28, and FIG. 30. In addition, in this step S412, the main control CPU 600a will set the variation time in the special symbol variation timer, set the time reduction number in the special symbol time reduction number counter, and set the probability variation number in the special symbol probability variation number counter.
[0351] Next, the main control CPU 600a sets the special symbol varying flag to 5AH, and turns it ON (step S413).
[0352] Next, the main control CPU 600a generates a pattern designation command that designates a special pattern to be displayed on the liquid crystal display device 41 (step 414), and performs processing to transmit the generated pattern designation command to the sub-control board 80 (sub-control CPU 800a) as a performance control command DI_CMD (step S415).
[0353] Next, the main control CPU 600a sets the special symbol operation status flag to 02H (step S416), and ends the special symbol variation start process.
[0354] <Main control: Explanation of special pattern processing> On the other hand, as shown in Figure 41, if the value of the special pattern operation status flag is 02H, the main control CPU 600a determines that the special pattern is changing (indicating that the special pattern is currently changing) and performs special pattern changing processing (step S306).
[0355] <Main control: Special symbol processing: Explanation of processing during special symbol fluctuation> This process will be explained in detail with reference to Fig. 44. First, the main control CPU 600a checks whether the change time set in the special symbol change timer in step S412 of Fig. 43 has elapsed, that is, whether it has reached 0 (step S420). If the special symbol change timer is not 0 (step S420: NO), the main control CPU 600a ends the special symbol change process.
[0356] On the other hand, if the special symbol variation timer is 0 (step S420: YES), the main control CPU 600a sends a symbol determination command as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S421). In response to this, the sub-control CPU 800a sends a command list for determining the symbol to the VDP 803. In response to this, 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 images such as those shown in Figures 6(a) and 8(a).
[0357] Next, the main control CPU 600a sets the special symbol operation status flag to 03H and the special symbol changing flag to 00H. Furthermore, the main control CPU 600a sets the special symbol changing timer to, for example, about 500 ms in order to maintain the result of the special symbol winning / losing lottery for a certain period of time (step S422). Thereafter, the main control CPU 600a ends the special symbol changing process.
[0358] <Main control: Explanation of special pattern processing> On the other hand, as shown in Figure 41, if the value of the special pattern operation status flag is 03H, the main control CPU 600a determines that the special pattern is being confirmed (indicating that the special pattern fluctuation has ended and is stopped), and performs processing during the special pattern confirmation time (step S307).
[0359] <Main control: Special pattern processing: Explanation of processing during special pattern confirmation> This process will be explained in detail with reference to Fig. 45. First, the main control CPU 600a checks whether the change time set in the special symbol change timer in step S412 of Fig. 43 has elapsed, that is, whether it has reached 0 (step S450). If the special symbol change timer is not 0 (step S450: ≠ 0), the main control CPU 600a ends the special symbol confirmation time process.
[0360] On the other hand, if the special symbol fluctuation 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 determination flag is set to ON (whether 5AH is set) (step S452). If the special symbol jackpot determination flag is set to ON (if 5AH is set) (step S452: YES), the special symbol jackpot determination flag is set to 00H, the special symbol jackpot activation flag is set to 5AH, the special symbol time-saving flag is set to 00H, the special symbol probability variable flag is set to 00H, and the special symbol time-saving counter and the special symbol probability variable counter, which will be described later, are set to 00H (step S453). Thereafter, the main control CPU 600a terminates the special symbol confirmation time processing.
[0361] On the other hand, if the special symbol jackpot determination flag is not set to ON (if 5AH is not set) (step S452: NO), the main control CPU 600a checks whether the special time-saving hit determination flag is set to ON (if 5AH is set) (step S454). If the special time-saving hit determination flag is set to ON (if 5AH is set) (step S454: YES), the special time-saving hit determination flag is set to 00H, and a process is performed to set values to the normal symbol probability variable flag, normal symbol time-saving flag, and extension state flag according to the selected special time-saving symbol (step S455). Thereafter, the main control CPU 600a ends the special symbol confirmation time processing.
[0362] On the other hand, if the special time-saving winning judgment flag is not set to ON (if 5AH is not set) (step S454: NO), the main control CPU 600a checks whether the special symbol small winning judgment flag is set to ON (if 5AH is set) (step S456). If the special symbol small winning judgment flag is set to ON (if 5AH is set) (step S456: YES), the special symbol small winning judgment flag is set to 00H, and the special symbol small winning activation flag is set to 5AH (step S457).
[0363] After completing the processing of step S457, or if the special pattern small win determination flag is not set to ON (if 5AH is not set) (step S456: NO), the main control CPU 600a checks whether the value of the special pattern time-saving count counter is 0 (step S458).
[0364] If the value of the special symbol time-shortening counter is not 0 (step S458: NO), the value of the special symbol time-shortening counter is decremented by 1 (-1) (step S459), and the main control CPU 600a again checks whether the value of the special symbol time-shortening counter is 0 (step S460). If the value of the special symbol time-shortening counter is 0 (step S460: YES), various settings are made for when the special symbol time-shortening ends (step S461).
[0365] After completing the processing of step S461, or if the value of the special symbol time-saving count counter is 0 (step S458: YES), or if the value of the special symbol time-saving count counter is not 0 (step S460: NO), the main control CPU 600a checks whether the value of the special symbol probability change count counter is 0 (step S462). If the value of the special symbol probability change count counter is 0 (step S462: YES), the main control CPU 600a ends the processing during the special symbol confirmation time.
[0366] On the other hand, if the value of the special symbol probability change counter is not 0 (step S462: NO), the main control CPU 600a subtracts 1 (-1) from the value of the special symbol probability change counter (step S463) and checks again whether the value of the special symbol probability change counter is 0 (step S464). If the value of the special symbol probability change counter is not 0 (step S464: NO), the main control CPU 600a ends the special symbol confirmation time processing.
[0367] On the other hand, if the value of the special pattern probability change count counter is 0 (step S464: YES), the main control CPU 600a sets the special pattern time-shortening flag to 00H, performs processing to set the special pattern probability change flag to 00H (step S465), and terminates processing during the special pattern confirmation time.
[0368] <Main control: Explanation of special pattern processing> Thus, when the processing of any one of steps S305, S306, and S307 shown in FIG. 41 is completed, the main control CPU 600a updates the display data of the special symbol (step S308), and then ends the special symbol processing.
[0369] <Main control: Explanation of processing outside the area of use> Next, the out-of-use area processing will be described in detail with reference to FIG.
[0370] The main control CPU 600a saves all registers to a measurement stack area in the main control RAM 600c (step S500), and saves the stack pointer during normal processing to a measurement stack area in the main control RAM 600c (step S501).
[0371] Next, the main control CPU 600a sets a stack pointer address for use outside the used area in the stack pointer inside the main control CPU 600a (step S502).
[0372] Next, the main control CPU 600a performs a prize ball winning number management process 2 (step S503). In this prize ball winning number management process 2, a process is performed to display the performance display value calculated in the prize ball winning number management process 1 in step S45 shown in Fig. 32 on the measurement / setting display device 610 (see Fig. 4).
[0373] Next, the main control CPU 600a performs an out-of-use area LED update process (step S504).
[0374] Next, the main control CPU 600a stores input flags, which are detection information for switches outside the usage area, such as the special pattern 1 start port switch 44a (see Figure 4), the special pattern 2 start port switch 45a1 (see Figure 4), the normal pattern start port switch 48a (see Figure 4), the upper right general prize port switch 49a1 (see Figure 4), the upper left general prize port switch 49b1 (see Figure 4), the middle left general prize port switch 49c1 (see Figure 4), the lower left general prize port switch 49d1 (see Figure 4), the outlet switch 50a (see Figure 4), and the large prize port switch 46c (see Figure 4), in the measurement RAM area of the main control RAM 600c (step S505).
[0375] Next, the main control CPU 600a performs a process to update the test firing signal used when outputting various signals related to the game to the test machine during the certification test (test firing test) of the gaming machine (step S506), restores the stack pointer used during normal processing that was saved to the measurement stack area of the main control RAM 600c (step S507), and restores all registers (step S508).
[0376] <Processing contents of the sub-control board> Next, the processing contents (program outline) of the sub-control board 80 will be specifically described with reference to FIGS.
[0377] First, when the power is turned on to the pachinko gaming machine 1, a power-on signal indicating that power has been turned on is sent from the power supply board 130 (see FIG. 4) to each control board. Then, upon receiving this signal, the sub-control CPU 800a performs the main processing shown in FIG.
[0378] <Sub-control: Main processing> 47, first, the sub-control CPU 800a initializes the internal registers and sets the input / output direction of the input / output port, and then sets the data to be transmitted from the output port set in the output direction so that the data is transmitted serially (step S1000).
[0379] 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 FIG. 4) (step S1001). Then, the sub-control CPU 800a performs interrupt permission setting processing for the input port that receives the interrupt signal from the main control board 60 (step S1002).
[0380] Next, the sub-control CPU 800a initializes the memory areas in the sub-control RAM 800c used as a work area and stack area (step S1003), and issues an initialization command to the sound LSI 801 (see FIG. 4). As a result, the sound LSI 801 initializes the registers provided therein (step S1004).
[0381] Next, the sub-control CPU 800a checks the memory area in the sub-control RAM 800c where motor data for operating the motors (not shown) that operate the up, left, right, and upper-left movable props 43a to 43d (see FIG. 2) is stored to determine whether an abnormality has occurred in the motors. If abnormal data is stored, the sub-control CPU 800a issues a command to return the motors to their origin positions. This causes the up, left, right, and upper-left movable props 43a to 43d to return to their initial positions (step S1005).
[0382] Next, the sub-control CPU 800a sets a CTC (Counter Timer Circuit) provided therein, which has functions such as generating pulse output at a constant period and measuring time. That is, the sub-control CPU 800a sets the time constant register of the CTC so that a timer interrupt occurs periodically every 1 ms (step S1006).
[0383] Next, the sub-control CPU 800a performs a checksum calculation, which is an 8-bit addition calculation, on the working area of the sub-control RAM 800c (step S1007), and compares the checksum calculation value with the checksum calculation value calculated in the memory backup (see step S1015) described below and stored in the sub-control RAM 800c to confirm whether they match (step S1008). If they do not match (step S1008: NO), the sub-control CPU 800a performs a process to clear all areas in the sub-control RAM 800c (step S1009).
[0384] On the other hand, if there is a match (step S1008: YES), or after completing the processing of step S1009, the sub-control CPU 800a disables the watchdog timer function (not shown) (step S1010) and performs a hardware refresh of the sub-control CPU 800a, VDP 803, etc. (step S1011).
[0385] Next, the sub-control CPU 800a reads the effect control command DI_CMD received from the main control board 60 (see FIG. 4) stored in the memory area of the sub-control RAM 800c, and determines by lottery an effect pattern corresponding to the content of the command from among a large number of effect patterns pre-stored in the sub-control ROM 800b (step S1012). At this time, if a customer waiting demo command is not provided and the gaming state transitions to the customer waiting demo state in response to a symbol determination command, when the symbol determination command is received, a timer is started and counts for a predetermined time.
[0386] Next, the sub-control CPU 800a performs a process of analyzing the input contents of the setting button 15 or the effect button device 13 acquired in the timer interrupt process described later (step S1013). Specifically, the sub-control CPU 800a analyzes whether the setting button 15 or the effect button device 13 was pressed by the player at the moment, the moment it was released, or whether it was still pressed.
[0387] Next, the sub-control CPU 800a controls the operation of the top, left, right, and top-left movable accessories 43a to 43d (see FIG. 2), controls the lighting or extinguishing of the decorative lamps such as LED lamps mounted on the decorative lamp board 90 (see FIG. 4), 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). The specific processing method will be described later.
[0388] Next, the sub-control CPU 800a performs a checksum calculation, which is an 8-bit addition calculation, on the working area of the sub-control RAM 800c, and performs memory backup processing to store the checksum calculation value in the sub-control RAM 800c (step S1015).
[0389] Next, the sub-control CPU 800a checks whether or not a VSYNC interrupt signal has been transmitted to the sub-control CPU 800a from the VDP 803 (step S1016). If a VSYNC interrupt signal has not been transmitted (step S1016: NO), the sub-control CPU 800a repeatedly executes the processing of step S1016 until a VSYNC interrupt signal is transmitted, and when a VSYNC interrupt signal is transmitted (step S1016: YES), the process returns to the processing of step S1007 again, and the processing of steps S1007 to S1016 is repeated.
[0390] <Sub-control: Data analysis processing> Next, the data analysis process of step S1014 of the main process will be described in detail with reference to Figure 48. First, the sub-control CPU 800a generates a command list for generating image data to be displayed on the liquid crystal display device 41 by the VDP 803 based on the effect pattern determined by lottery in step S1012 (step S1050).
[0391] Next, the sub-control CPU 800a generates light-related control signals based on the determined effect pattern and stores them in the sub-control RAM 800c. At this time, light-related control signals for turning on / off the decorative lamps described with reference to Figures 12 to 19 and the multiple full-color LEDs arranged in the illumination unit IPb are generated.
[0392] In addition, 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 performance pattern determined above, 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 sound-related control signals based on the determined effect pattern (step S1051). At this time, control signals related to the sound of the sound effects SE1 to SE6 described with reference to FIG. 5, the BGM, sound effect SE10, and dialogue sound VC1 described with reference to FIGS. 6 and 7, the BGM1, BGM2, sound effects, and dialogue sound VC10 to VC11 described with reference to FIGS. 8 and 9, and the BGM2, BGM3, sound effect SE20, and dialogue sound VC20 to VC21 described with reference to FIGS. 10 and 11 are generated. The generated sound-related control signals are then transmitted by the sub-control CPU 800a to the sound LSI 801. In response to the generated sound signals, the sound LSI 801 reads sound data corresponding to the transmitted control signals from the game ROM 805 or the sound RAM 802 and outputs the data to the speaker 17. As a result, the speaker 17 emits the sound effects SE1 to SE6 described with reference to Figure 5, the BGM, sound effect SE10, and dialogue sound VC1 described with reference to Figures 6 and 7, the BGM1, BGM2, sound effects, and dialogue sound VC10 to VC11 described with reference to Figures 8 and 9, and the BGM2, BGM3, sound effect SE20, and dialogue sound VC20 to VC21 described with reference to Figures 10 and 11.
[0394] Furthermore, as explained above, when the sub-control CPU 800a executes the A preview scenario performance, the B preview scenario performance, and the C preview scenario performance shown in Fig. 21 based on the performance pattern determined above, it reads the priorities of the sounds generated in these preview scenario performances from the sound table OTO_TBL shown in Fig. 22 and transmits them as control signals to the sound LSI 801. In response to this, if the number of sounds to be played simultaneously exceeds the upper limit, or if the number has already been exceeded, the sound LSI 801 takes into account the priorities of the transmitted sounds and erases sounds with lower priorities.
[0395] On the other hand, when the sub-control CPU 800a executes the D preview scenario presentation, E preview scenario presentation, and F preview scenario presentation shown in Fig. 23 from the same frame based on the presentation pattern determined above, it sends a control signal to the sound LSI 801 to play normal fluctuation background music from the first frame (1F), sound effects from the second frame (2F), and dialogue sounds from the third frame (3F). In response to this, the sound LSI 801 shifts the frame at which sound playback starts and plays the sound. This prevents the number of sound channels that can start playback from the same frame (same timing) from exceeding the number.
[0396] 25 and 27, a control signal related to the stop sound effect is also generated. The generated control signal related to the stop sound effect is then transmitted by the sub-control CPU 800a to the sound LSI 801. In response to this, the sound LSI 801 reads sound data corresponding to the transmitted control signal from the game ROM 805 or the sound RAM 802, and outputs the sound data to the speaker 17. As a result, the stop sound effect begins to be emitted from the speaker 17 between 11 frames (11F) and 12 frames (12F), for example, at 11.5 frames (11.5F), as shown in FIG. 25(a); between 10 frames (10F) and 11 frames (11F), for example, at 10.5 frames (10.5F), as shown in FIG. 25(b); and between 4 frames (4F) and 5 frames (5F), for example, at 4.5 frames (4.5F), as shown in FIG. 27.
[0397] Thus, the sub-control CPU 800a repeats the processing of steps S1050 and S1051 until it has generated all the data based on the presentation pattern determined by lottery in step S1012 shown in Figure 47 (step S1052: NO), and when it has generated all the data (step S1052: YES), it proceeds to processing of step S1053.
[0398] Next, the sub-control CPU 800a performs processing when the button is enabled based on the contents stored in the sub-control RAM 800c in step S1051 above and the input contents of the setting button 15 or the performance button device 13 processed in step S1013 shown in Figure 47 (step S1053).
[0399] <Sub-control: Command reception interrupt processing> Next, referring to FIG. 49, the processing when a performance control command DI_CMD and an interrupt signal are sent from the main control board 60 while such main processing is being executed will be described.
[0400] 49, when the sub-control CPU 800a receives the interrupt signal, it executes a save process to save the contents of each register to a 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 / reception memory area in the sub-control RAM 800c (step S1102).
[0401] Then, the sub-control CPU 800a again reads the register of the input port that received the performance control command DI_CMD (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 calculated pointer (step S1105). Note that this stored performance control command DI_CMD is read out by the sub-control CPU 800a when processing step S1012 shown in FIG. 47.
[0402] Next, the sub-control CPU 800a updates a pointer indicating the address of the command transmission / reception memory area in the sub-control RAM 800c (step S1106), and restores the registers saved in the processing of step S1100 (step S1107). This causes the process to return to the main processing shown in FIG.
[0403] <Sub-control: Timer interrupt processing> Next, with reference to FIG. 50, a process when a timer interrupt occurs every 1 ms, which is set in the process of step S1006 (see FIG. 47) of the main process, will be described.
[0404] As shown in FIG. 50, when a timer interrupt occurs every 1 ms, the sub-control CPU 800a executes a save process to save the contents of each register in a stack area in the sub-control RAM 800c (step S1150).
[0405] Next, the sub-control CPU 800a twice acquires the data of the setting button 15, the data of the effect button device 13, the motor data of the movable role device 43, etc. (step S1151), and checks whether the data acquired twice matches (step S1152). If the data do not match (step S1152: NO), the sub-control CPU 800a repeats the processing of step S1151 until the data match, and if they match (step S1152: YES), it stores the matching data in the sub-control RAM 800c (step S1153).
[0406] Next, the sub-control CPU 800a receives a signal from the setting button 15 or the effect button device 13 (step S1154). This received signal is analyzed in the button analysis process of step S1013 shown in FIG.
[0407] Next, the sub-control CPU 800a transmits the light-related control signal stored in the sub-control RAM 800c in step S1051 shown in Fig. 48 to the decorative lamp board 90 (see Fig. 4), and also transmits it to the multiple full-color LEDs arranged in the illumination unit IPb shown in Fig. 18, and further transmits a control signal required to turn on or off the identification lamp device 51A (see Fig. 2) (step S1155). As a result, the decorative lamp and the multiple full-color LEDs arranged in the illumination unit IPb are turned on or off, thereby executing the lamp patterns and lamp effects described with reference to Figs. 12 to 19.
[0408] Next, the sub-control CPU 800a restores the registers saved in the process of step S1150 (step S1156), thereby returning to the main process shown in FIG.
[0409] <Sub-control: Command list> Here, the command list generated in step S1050 shown in FIG. 48 will be described in detail with reference to FIG.
[0410] This command list is a sequence of commands that are issued to the VDP 803, but the content and order of the commands differ slightly depending on whether the command is to draw a moving image or a still image.
[0411] When instructing the VDP 803 to draw a moving image, the initial command list shown in FIG. 51(a) and the regular command list shown in FIG. 51(b) are used.
[0412] As shown in Figure 51 (a), the sub-control CPU 800a first generates a command to set the memory area of the DDR2 SDRAM 804 in which the frame buffer area is set, and the memory area of the DDR2 SDRAM 804 in which video data is stored (step S1200).
[0413] Next, a command to decode the moving image is generated (step S1201). Specifically, it is an instruction to specify which compressed moving image data to decode, along with the address of the CG data storage area in the game ROM 805 shown in Figure 4 where the relevant moving image is stored, the number of frames of the moving image, etc.
[0414] Next, a command for finalization processing is entered to complete the generation of the initial command list (step S1202).
[0415] Next, the sub-control CPU 800a generates the steady command list shown in FIG. 51(b).
[0416] 51(b), this steady command list is made up of instructions to draw moving images, and in the initial command list, a command is generated to indicate which frame number of decoded data is to be drawn at which coordinate position on the liquid crystal display device 41, for the decoded moving image data (step S1203). Next, a termination processing command is entered to complete the generation of the steady command list (step S1204).
[0417] On the other hand, when instructing VDP803 to draw a still image, as shown in Figure 51(c), the sub-control CPU800a first generates a command to set the memory area of DDR2SDRAM804 in which the frame buffer area is set, and the memory area of the built-in VRAM (not shown) in which the still image data is stored (step S1210).
[0418] Next, a command to instruct decoding of the still image is generated (step S1211). Specifically, it is an instruction as to which compressed still image data to decode, and is instructed together with the address and data size of the CG data storage area of the game ROM 805 shown in Figure 4 where the corresponding still image is stored.
[0419] Next, a command is generated to indicate at what coordinate position on the liquid crystal display device 41 and in what manner (rotation angle, scaling, etc.) the decoded still image data is to be drawn (step S1212). Next, a command for termination processing is entered to complete the generation of the command list related to still images (step S1213).
[0420] Thus, such a command list for moving images and a command list for still images are transmitted to the VDP 803 (see FIG. 4), processed appropriately, and then transmitted to the liquid crystal display device 41. As a result, a desired image is displayed on the liquid crystal display device 41. To give specific examples, the images are displayed as shown in FIGS. 5 to 6, 8, 10, 26, and 28.
[0421] Therefore, according to the present embodiment described above, it is possible to effectively increase the enjoyment of the game without imposing a burden on the control aspect.
[0422] In this embodiment, the sound LSI 801 and the VDP 803 are configured separately, but they may be integrated into one chip.
[0423] Furthermore, in this embodiment, an example has been shown in which the sub-control CPU 800 a is provided in the sub one-chip microcomputer 800 , but this is not limiting, and the sub-control CPU 800 a may be provided in the VDP 803 . [Explanation of symbols]
[0424] 1. Pachinko machines 2 Outer frame 3 Front frame 4 Game Board 16 Launch handle (launching means) 40 Gaming area 41 Liquid crystal display device (display means) 800a Sub-control CPU (sub-control means) YK Game Ball
Claims
[Claim 1] a gaming board having a gaming area; A launching means capable of launching a game ball into the game area; a front frame disposed on the front of the outer frame of the gaming machine; A performance light emitting means is arranged around the display means and is arranged in multiple layers from the front side to the rear side of the game board; and a frame effect light emitting means disposed on a front frame disposed on the front surface of the outer frame of the gaming machine, a sub-control means for controlling predetermined effects that occur in relation to the game and for controlling images to be displayed on the display means; The predetermined effect includes a light-emitting guidance effect that uses the effect light-emitting means to guide the player to a launch position when encouraging the player to launch a game ball using the launching means, The light-emitting guide effect is a first light-emitting mode in which the light-emitting means is made to appear to be flowing light from the left side to the right side toward a predetermined winning means, and the light-emitting guide effect is performed in the first light-emitting mode in which the light-emitting means is made to appear to be flowing light from the left side to the right side toward a predetermined winning means, After a predetermined period of time has elapsed since the start of the execution of the light-emitting guidance performance, a specific performance is executed in which the performance light-emitting means is made to emit light in a second light-emitting mode different from the first light-emitting mode; Furthermore, the predetermined effect is A specific light emitting effect is included in which the effect light emitting means is made to emit light in a manner that flows from the side that the player sees to the back side of the gaming machine, or from the back side of the gaming machine to the side that the player sees, The specific light-emitting effect can be performed by using the frame effect light-emitting means and the effect light-emitting means arranged around the display means to produce a light-emitting effect that creates a three-dimensional effect, The sub-control means The full-color LEDs constituting the light-emitting means including the frame effect light-emitting means and the effect light-emitting means are subjected to light emission control based on light emission control data including brightness data for setting brightness; This gaming machine performs a light-emitting effect by combining a first light-emitting pattern that executes a light-emitting effect in which the brightness of the full-color LED of the light-emitting means is switched in a first cycle, and a second light-emitting pattern that executes a light-emitting effect in which the brightness of the full-color LED of the light-emitting means is switched in a second cycle that is shorter than the first cycle, and the light-emitting means is turned off when switching between the first light-emitting pattern and the second light-emitting pattern, or for a certain period during the first light-emitting pattern, as a trigger point for switching the effect.
Citation Information
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