Gaming machine
The gaming machine addresses the lack of speed perception in movable accessories by using advanced display and sound effects synchronized with object movement, improving the gaming experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- FUJI SHOJI CO LTD
- Filing Date
- 2024-10-11
- Publication Date
- 2026-04-23
AI Technical Summary
Conventional gaming machines fail to effectively impart a sense of speed to the movement of movable accessories.
The gaming machine incorporates a display system that displays effects in advance of and during the movement of movable objects, adjusts line density based on movement phases, and uses sound effects to enhance the perceived speed.
The implementation provides a heightened sense of speed to the movement of movable parts, enhancing the gaming experience.
Smart Images

Figure 2026068811000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to gaming machines such as pachinko machines, arrangement ball machines, mahjong ball gaming machines, slot machines, and enclosed pachinko machines (regulated gaming machines) that circulate enclosed game balls internally, and more particularly to a gaming machine capable of imparting a sense of speed to the movement of movable accessories.
Background Art
[0002] As a conventional gaming machine such as a pachinko machine, for example, a gaming machine as described in Patent Document 1 is known. This gaming machine attempts to enhance the production effect by displaying an effect image on a liquid crystal display device in accordance with the movement when a movable accessory is driven.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, the above gaming machine has a problem in that it is insufficient to impart a sense of speed to the movement of the movable accessory.
[0005] Therefore, in view of the above problems, an object of the present invention is to provide a gaming machine capable of imparting a sense of speed to the movement of a movable accessory.
Means for Solving the Problems
[0006] The object of the present invention is achieved by the following means. The reference numerals in parentheses are those of the embodiments described later, but the present invention is not limited thereto.
[0007] According to the gaming machine of claim 1, a display means (for example, a liquid crystal display device 41 shown in Figure 2) and The system includes a movable prop (for example, the movable prop device 43 shown in Figure 2) that moves in a predetermined manner so as to partially overlap the display prop in accordance with the effects performed by the display prop, The aforementioned display means is The invention is characterized in that, when the movable object moves in a predetermined direction, a first effect related to the shape of the movable object (for example, effect EF2 shown in Figures 17(b) and (c), and effects EF5a to EF5c shown in Figure 18) is displayed in that predetermined direction prior to the movement of the movable object. According to the gaming machine of claim 2, in the gaming machine described in claim 1, the display means (for example, the liquid crystal display device 41 shown in Figure 2) displays a second effect consisting of multiple lines (for example, effect EF1 shown in Figure 17(a), effect EF3 shown in Figure 17(c), and effect EF4 shown in Figure 17(d)) in accordance with the movement of the movable mechanism (for example, the movable mechanism device 43 shown in Figure 2). The density of lines in the second effect is characterized by being greater immediately after the start of movement of the movable object than during its movement (for example, the density of lines in effect EF1 shown in Figure 17(a) is greater than that of effect EF3 shown in Figure 17(c)). According to the gaming machine of claim 3, in the gaming machine described in claim 1 or 2, the display means (for example, the liquid crystal display device 41 shown in Figure 2) displays a second effect consisting of multiple lines (for example, effect EF1 shown in Figure 17(a), effect EF3 shown in Figure 17(c), effect EF4 shown in Figure 17(d)) in accordance with the movement of the movable mechanism (for example, the movable mechanism device 43 shown in Figure 2), The density of lines in the second effect is characterized by being greater after the movable part has finished moving than while the movable part is moving (for example, the density of lines in effect EF4 shown in Figure 17(d) is greater than that of effect EF3 shown in Figure 17(c)). According to the gaming machine of claim 4, the gaming machine described in claim 1 further comprises a sound reproduction means (for example, the sound LSI 801 shown in Figure 3) for reproducing a predetermined sound effect, The sound reproduction means is characterized in that it reproduces a predetermined sound effect before the movable part (for example, the movable part device 43 shown in Figure 2) starts moving, and gradually increases the pitch of the predetermined sound effect as the movable part moves in the predetermined direction. According to the gaming machine of claim 5, in the gaming machine described in claim 1, the movable mechanism (for example, the movable mechanism device 43 shown in Figure 2) moves at a first speed, The display means (for example, the liquid crystal display device 41 shown in Figure 2) is characterized in that it displays the movement of the first effect (for example, effect EF2 shown in Figures 17(b) and (c), and effect EF5a to 5c shown in Figure 18) at a speed different from the first speed. [Effects of the Invention]
[0008] According to the present invention, it is possible to give a sense of speed to the movement of the movable parts. [Brief explanation of the drawing]
[0009] [Figure 1] This is a perspective view showing the appearance of a gaming machine according to one embodiment of the present invention. [Figure 2] This is a front view of the game board according to the same embodiment. [Figure 3] This is a block diagram showing the control device for a gaming machine according to the same embodiment. [Figure 4] (a) is an explanatory diagram illustrating a memory map showing the memory area of the main control RAM according to the same embodiment, and (b) is an explanatory diagram illustrating a memory map showing the memory area of the main control ROM according to the same embodiment. [Figure 5] Figures (a) to (e) are example screens illustrating the case where, during fluctuations, the difference in ball count exceeds 90,000, and a suppression device activation warning command is sent to the sub-control board. [Figure 6]Figures (a) to (c) are example screens illustrating the case where, during fluctuations, the difference in balls exceeds 95,000 and a game stop command is sent to the sub-control board. [Figure 7] Figures (a) to (d) are example screens illustrating the case where, during a jackpot, the difference in balls exceeds 95,000 and a warning command for the suppression device activation is sent to the sub-control board. [Figure 8] Figures (a) to (e) are example screens illustrating how two jackpots can be displayed together as a single animation. [Figure 9] Figures (a) to (c) are example screens illustrating the process when the difference in balls exceeds 95,000 during one of two big wins. [Figure 10] Figures (a) to (d) are example screens illustrating the processing when the difference in balls exceeds 95,000 during the special symbol variation between the first and second jackpots of a double jackpot. [Figure 11] Figures (a) to (d) are example screens illustrating the processing steps taken when the game enters a probability variation state after a jackpot, specifically when the difference in balls exceeds 95,000 during a jackpot. [Figure 12] Figures (a) to (d) are example screens illustrating the processing when a game occurs in which a starting reserved ball (first starting reserved ball or second starting reserved ball) that results in a jackpot exists, and a reserved ball chain effect occurs after a jackpot game in which the starting reserved ball is consumed, and the difference in balls exceeds 95,000 during the jackpot. [Figure 13] (a) is an explanatory diagram illustrating the layer structure of images to be displayed on a liquid crystal display device, (b-1) is an explanatory diagram showing the state in which an error display layer is superimposed on the normal game screen layer, (b-2) is an example of the screen when an error display layer is superimposed on the normal game screen layer, (c-1) is an explanatory diagram showing the state in which a suppression device (saving function) operation display layer is superimposed on the error display layer, and (c-2) is a diagram showing an example of the screen when a suppression device (saving function) operation display layer is superimposed on the error display layer. [Figure 14] (a-1) is an explanatory diagram showing an example where a specific error is drawn on the layer of the suppression device (saving function) operation display, (a-2) is an explanatory diagram showing a state where the error display layer is superimposed on the layer of the suppression device (saving function) operation display, (b) is an example screen where a specific error is displayed together with the suppression device (saving function) operation display, and (c) is a diagram showing an example screen in the case of an enclosed pachinko machine (managed gaming machine) that circulates enclosed game balls internally. [Figure 15] It is a simple explanatory diagram when a start hold ball number display device is provided on the front right side of the liquid crystal display device. (a) shows a state where the start hold ball number display device is lit, and (b) shows a state where the start hold ball number display device is turned off. [Figure 16] (a) shows a state where the movable accessory device is moving during normal game variation, and (b) shows a state where the movable accessory device is moving while a warning of the operation of the suppression device (saving function) is being displayed. [Figure 17] (a) to (d) are diagrams showing a state where an effect is displayed in advance in accordance with the movement of the movable accessory device, and in accordance with that, a linear effect is being displayed. [Figure 18] It is a diagram showing a state where an effect indicating how far the movable accessory device moves is displayed in advance. [Figure 19] (a) shows a state where the display of the decorative pattern is hidden or made difficult for the player to recognize, and an effect is displayed on the entire screen and the movement of the movable accessory device has started. (b) is a diagram showing a state where the movable accessory device has moved to near the center of the screen from the state shown in (a). [Figure 20] (a) shows a state where an effect is slightly displayed prior to the movement of the movable accessory device, and (b) is a diagram showing a state where the movable accessory device is making a slight movement. [Figure 21] (a) to (d) are diagrams showing a state where an effect is displayed behind in accordance with the movement of the movable accessory device, and then the display of the effect is reversed. [Figure 22]This diagram shows a state where the effect is moving in a direction different from the direction of movement of the movable mechanism. [Figure 23] This is a flowchart illustrating the main process of the primary control according to the same embodiment. [Figure 24] Figure 23 is a flowchart illustrating the continuation of the main processing of the primary control shown. [Figure 25] Figure 23 is a flowchart illustrating the setting switching process shown. [Figure 26] This is a flowchart illustrating the power supply abnormality check process. [Figure 27] Figure 24 is a flowchart illustrating the processing of areas outside the used memory when RAM is cleared. [Figure 28] Figure 24 is a flowchart illustrating the setting for starting game processing outside the usage area. [Figure 29] Figure 24 is a flowchart illustrating the prize ball winning count management process 1. [Figure 30] Figure 29 is a flowchart illustrating the initial setup of the unused RAM area. [Figure 31] This is a flowchart illustrating the timer interrupt processing of the main control according to the same embodiment. [Figure 32] Figure 31 is a flowchart illustrating the processing of normal patterns. [Figure 33] Figure 31 is a flowchart illustrating the special pattern processing shown. [Figure 34] Figure 33 is a flowchart illustrating the start-up check process 1(2). [Figure 35] Figure 33 is a flowchart illustrating the process for initiating the special symbol variation. [Figure 36] Figure 33 is a flowchart illustrating the processing during the special symbol variation. [Figure 37] Figure 33 is a flowchart illustrating the processing during the special pattern confirmation time. [Figure 38] Figure 31 is a flowchart illustrating the processing of areas outside the usage range. [Figure 39] Figure 38 is a flowchart illustrating the counting process of the suppression device. [Figure 40] Figure 38 is a flowchart illustrating the suppression device operation management process. [Figure 41] Figure 38 is a flowchart illustrating the suppression device operation management process 2. [Figure 42] (a) shows an example program for the suppression device operation determination table according to the same embodiment, and (b) shows an example program for the suppression device operation notification command table according to the same embodiment. [Figure 43] This is a flowchart illustrating the main processing of the sub-control according to the same embodiment. [Figure 44] Figure 43 is a flowchart illustrating the data analysis process. [Figure 45] A flowchart illustrating the command reception process of the sub-control according to the same embodiment. [Figure 46] This is a flowchart illustrating the timer interrupt processing of the sub-control according to the same embodiment. [Figure 47] (a) is a flowchart illustrating the initial command list for video, (b) is a flowchart illustrating the regular command list for video, and (c) is a flowchart illustrating the command list for still images. [Modes for carrying out the invention]
[0010] Hereinafter, one embodiment of the gaming machine according to the present invention will be specifically described with reference to the drawings, using a pachinko gaming machine as an example. In the following description, when the directions of up, down, left, and right are indicated, they refer to the up, down, left, and right directions as viewed from the front as shown in the drawings.
[0011] <Explanation of the external structure of a pachinko game machine> First, the external configuration of the pachinko game machine according to this embodiment will be described with reference to Figures 1 to 3.
[0012] <Explanation of the external appearance of the front of a pachinko machine>
[0013] As shown in Figure 1, the pachinko game machine 1 consists of a rectangular front frame 3 attached to the front of a wooden outer frame 2 so as to be openable and closable, and a game board 4 mounted inside a game board storage frame (not shown) attached to the back of the front frame 3. The game board 4 is mounted with the game area 40 shown in Figure 2 facing forward, and as shown in Figure 1, a glass door frame 5 supporting transparent glass is provided on the front side of this game area 40. The game area 40 consists of an area surrounded by ball guide rails 6 (see Figure 2) arranged on the surface of the game board 4.
[0014] On the other hand, as shown in Figure 1, the pachinko game machine 1 has a front operation panel 7 located below the glass door frame 5, and an upper tray 8 is provided on the front operation panel 7. Below the upper tray 8 is a lower tray 9 for storing game balls that cannot be stored in the upper tray 8. The front operation panel 7 is also equipped with a ball dispensing button 11 and a prepaid card ejection button 12 (card return button 12). On the upper surface of the upper tray 8 is a push-button type effect button device 13 that can be pressed by the player when a built-in lamp (not shown) is lit to change the effect of the game. The upper tray 8 is also equipped with a ball removal button 14 for removing the game balls stored in the upper tray 8 downwards, and a setting button 15 which is roughly a cross key. This setting button 15 is operable by the player and consists of a circular confirmation key 15a located in the center, a triangular upper key 15b located above the confirmation key 15a in the diagram, a triangular left key 15c located to the left of the confirmation key 15a in the diagram, a triangular right key 15d located to the right of the confirmation key 15a in the diagram, and a triangular lower key 15e located below the confirmation key 15a in the diagram.
[0015] On the other hand, as shown in Figure 1, a launch handle 16 for operating the launch unit is provided on the right end of the front control panel 7, and speakers 17 for emitting background music (BGM) and sound effects are provided on both upper sides of the front frame 3 and near the launch handle 16. Decorative lamps such as full-color LED lamps that produce a visual effect through light decoration are arranged around the perimeter of the front frame 3.
[0016] <Description of the external structure of the game board> On the other hand, as shown in Figure 2, a liquid crystal display device 41, consisting of an LCD (Liquid Crystal Display) or the like, is positioned approximately in the center of the game area 40 of the game board 4. This liquid crystal display device 41 divides the display area into three areas: left, center, and right, and is capable of independently displaying numbers, characters, text (such as character dialogue or lyrics), or patterns (special patterns and regular patterns). Decorative upper decorations 42a, left decoration 42b, and right decoration 42c are provided around this liquid crystal display device 41, and a movable mechanism device 43 is positioned on the back side of these upper decorations 42a, left decoration 42b, and right decoration 42c. Decorative lamps, such as full-color LED lamps, are positioned on the upper decorations 42a, left decoration 42b, and right decoration 42c to produce visual effects through light decoration.
[0017] As shown in Figure 2, this movable mechanism 43 consists of an upper movable mechanism 43a that performs predetermined performance actions as the game progresses, a left movable mechanism 43b, a right movable mechanism 43c, an upper left movable mechanism 43d, and a motor (not shown) such as a two-phase stepping motor that drives the upper, left, right, and upper left movable mechanisms 43a to 43d, respectively. Decorative lamps such as full-color LED lamps that produce performance effects through light decoration are arranged on these upper, left, right, and upper left movable mechanisms 43a to 43d.
[0018] On the other hand, directly below the liquid crystal display device 41 is a special symbol 1 start slot 44, and inside it is a special symbol 1 start slot switch 44a (see Figure 3) for detecting winning balls. The number of valid winning balls detected by this special symbol 1 start slot switch 44a (see Figure 3), i.e., the number of first start reserved balls, is displayed on the liquid crystal display device 41 at a predetermined number (for example, 4). This first start reserved ball count is increased by 1 (+1) when a game ball enters the special symbol 1 start slot 44 and is detected by the special symbol 1 start slot switch 44a (see Figure 3), and decreased by 1 (-1) when the display of special symbols such as numbers, characters, or patterns (decorative patterns) begins to change. Decorative lamps such as full-color LED lamps that produce visual effects through light decoration are arranged around the special symbol 1 start slot 44.
[0019] On the other hand, a special symbol 2 start device 45 is located on the lower right side of the liquid crystal display device 41, as shown in Figure 2. This special symbol 2 start device 45 consists of a special symbol 2 start port 45a, an opening / closing section 45b that can change between an "open state" allowing game balls to enter the special symbol 2 start port 45a and a "closed state" preventing game balls from entering, a ball entry guide section 45c that can change between a "guided state" that guides game balls toward the special symbol 2 start port 45a and a "non-guided state" that does not guide them, and a special symbol 2 start port switch 45a1 (see Figure 3) that detects game balls that have entered the special symbol 2 start port 45a.
[0020] The special symbol 2 start port 45a opens almost horizontally to the right in the front left-right direction shown in Figure 2, and a special symbol 2 start port switch 45a1 (see Figure 3) for detecting winning balls is provided inside the special symbol 2 start port 45a. The number of valid winning balls detected by this special symbol 2 start port switch 45a1 (see Figure 3), i.e., the number of second start reserved balls, is displayed on the liquid crystal display device 41 by a predetermined number (for example, 4). This number of second start reserved balls is increased by 1 (+1) when a game ball enters the special symbol 2 start port 45a and is detected by the special symbol 2 start port switch 45a1 (see Figure 3), and decreased by 1 (-1) when the display of special symbols such as numbers, characters, or patterns (decorative patterns) begins to change.
[0021] The opening / closing section 45b includes an opening / closing member (not shown) that is movable in the left-right direction relative to the special symbol 2 start opening 45a, and a standard electric mechanism solenoid 45b2 (see Figure 3) that drives and controls the opening / closing member (not shown). When the opening / closing section 45b is in the closed state, the opening / closing member (not shown) protrudes into the special symbol 2 start opening 45a to prevent game balls from entering the special symbol 2 start opening 45a, and when it is in the open state, it retracts to allow game balls to enter the special symbol 2 start opening 45a.
[0022] The ball entry guide section 45c includes a guide member (not shown) that slopes downward from right to left as shown in Figure 2 (sloping downward toward the special symbol 2 start opening 45a). This guide member (not shown) is driven and controlled by a standard electric mechanism solenoid 45b2 (see Figure 3).
[0023] In the ball entry guide section 45c, when in the guiding state, the guide member (not shown) slides out to the front side of the game area 40 (towards the glass door frame 5 shown in Figure 1), guiding any game balls that land on it to the special symbol 2 start opening 45a. When in the non-guiding state, the guide member (not shown) slides backward (towards the rear side of the game area 40) and retracts. As a result, even if a game ball lands on the guide member (not shown) when it is in the guiding state, if the state changes to non-guiding before the game ball enters the special symbol 2 start opening 45a and the guide member (not shown) slides backward, the game ball will flow downstream without entering the special symbol 2 start opening 45a. The guide member (not shown) and the opening / closing member (not shown) are designed to operate in conjunction with each other.
[0024] In the following, the special symbol 2 starting device 45 described above may be referred to as a regular electric mechanism. The special symbol 2 starting device 45 is also equipped with decorative lamps such as full-color LED lamps that produce visual effects through light decoration.
[0025] On the other hand, to the right of the special symbol 1 starting opening 44, a prize-winning device 46 is positioned as shown in Figure 2. When the special symbol lottery described later is won, that is, when the game is in a winning state, the opening / closing door 46a is driven and controlled by a special electric mechanism solenoid 46b (see Figure 3) so that the large prize-winning opening (not shown), which is closed by the opening / closing door 46a, opens, allowing the game ball to enter the large prize-winning opening (not shown). The game ball that enters the large prize-winning opening (not shown) is detected as a prize ball by a large prize-winning opening switch 46c (see Figure 3) located inside the large prize-winning opening (not shown).
[0026] On the other hand, when the special symbol lottery is not won, that is, when the game is not in a winning state, the opening and closing door 46a is driven and controlled by the special electric mechanism solenoid 46b (see Figure 3), and the large prize opening (not shown) is closed. As a result, it becomes impossible for game balls to enter the large prize opening (not shown). Hereafter, the device consisting of such an opening and closing door 46a and the special electric mechanism solenoid 46b may be referred to as the special electric mechanism. In addition, the prize winning device 46 is equipped with decorative lamps such as full-color LED lamps that produce visual effects through light decoration.
[0027] Incidentally, the prize-winning device 46 is equipped with a distribution device 47, which has a conventionally known structure. As shown in Figure 2, this distribution device 47 is equipped with a V-area 47a and an out-out opening 47b, and when a game ball enters the large prize-winning opening (not shown), the game ball is distributed to either the V-area 47a or the out-out opening 47b. The distribution device 47 is configured to distribute game balls that enter the large prize-winning opening (not shown) to the out-out opening 47b, rather than to the V-area 47a, unless a predetermined game state is reached.
[0028] On the other hand, as shown in Figure 2, a regular symbol start opening 48 consisting of a gate is located in the upper right part of the liquid crystal display device 41, and a regular symbol start opening switch 48a (see Figure 3) for detecting the passage of a game ball is provided inside it. In addition, general prize openings 49 are located to the right of the prize winning device 46 and to the left of the special symbol 1 start opening 44. These general prize openings 49 consist of an upper right general prize opening 49a located to the right of the prize winning device 46, an upper left general prize opening 49b located to the left of the special symbol 1 start opening 44, a left middle general prize opening 49c, and a lower left general prize opening 49d. Furthermore, the upper right general prize slot 49a is equipped with an upper right general prize slot switch 49a1 (see Figure 3) to detect the passage of a game ball, the upper left general prize slot 49b is equipped with an upper left general prize slot switch 49b1 (see Figure 3) to detect the passage of a game ball, the middle left general prize slot 49c is equipped with a middle left general prize slot switch 49c1 (see Figure 3) to detect the passage of a game ball, and the lower left general prize slot 49d is equipped with a lower left general prize slot switch 49d1 (see Figure 3) to detect the passage of a game ball. In addition, decorative lamps such as full-color LED lamps that produce a visual effect through light decoration are placed inside the general prize slots 49.
[0029] On the other hand, directly below the special symbol 1 starting opening 44, there is an outlet opening 50 into which game balls (out balls) that have flowed down to the lowest part of the game area 40 without winning a prize are collected. Game balls that enter this outlet opening 50 are detected as non-winning balls by an outlet opening switch 50a (see Figure 3) located inside the machine. Furthermore, the winning balls mentioned above also flow down to the lowest part of the game board 4 via the back side, and are therefore also detected by the outlet opening switch 50a (see Figure 3). Thus, the outlet opening switch 50a (see Figure 3) detects the total number of out balls discharged, that is, the same number of game balls as the number of game balls launched into the game area 40 by the launch handle 16. In addition, when counting the game balls launched into the game area 40 by the launch handle 16, a switch may be provided at the point where the balls enter the game area 40 from the ball guidance rail 6 to perform the counting.
[0030] On the other hand, the lower right edge of the game area 40 of the game board 4 is configured with three 7-segment displays arranged in a row. Two of these 7-segment displays are special symbol display devices 51, and the other 7-segment display device 53a displays special symbol 1, special symbol 2, the number of balls held for starting normal symbols, and the game state (for example, advantageous game state). As shown in Figure 2, this special symbol display device 51 is composed of a special symbol 1 display device 51a and a special symbol 2 display device 51b. To the left of the special symbol 1 display device 51a is a normal symbol display device 52 consisting of one LED. Furthermore, there is a round lamp 53b that notifies the number of rounds in a jackpot game, and a right-hand shooting notification lamp 53c that notifies right-hand shooting.
[0031] Furthermore, an identification lamp device 51A that displays identification information corresponding to special design 1 and special design 2 is provided on the upper end side of the left ornament 43b.
[0032] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab to inform the player of information regarding the status of special symbols 1 and 2, or whether special symbols 1 and 2 are winning or losing. The first identification lamp 51Aa corresponds to special symbol 1, and the second identification lamp 51Ab corresponds to special symbol 2. When special symbol 1 is changing, the first identification lamp 51Aa flashes; when special symbol 1 is a winning symbol, the first identification lamp 51Aa lights up; and when special symbol 1 is a losing symbol, the first identification lamp 51Aa turns off. Furthermore, when special symbol 2 is changing, the second identification lamp 51Ab flashes; when special symbol 2 is a winning symbol, the second identification lamp 51Ab lights up; and when special symbol 2 is a losing symbol, the second identification lamp 51Ab turns off.
[0033] In addition, although not shown in the illustration, multiple game pins are arranged in the game area 40 of the game board 4, and a windmill 54 is arranged as a member for changing the direction of the falling game ball.
[0034] <Description of the control device> Next, a control device that performs electronic control according to the progress of the game, installed inside the pachinko game machine 1 having the external configuration described above, will be explained using Figure 3. As shown in Figure 3, this control device mainly consists of a main control board 60 that controls the overall game operation, a payout / launch control board 70 that dispenses game balls based on control commands from the main control board 60, and a sub-control board 80 that controls images, light, and sound.
[0035] <Explanation regarding the main control board> The main control board 60 mainly consists of a one-chip microcomputer 600 composed of a main control CPU 600a, a main control ROM 600b that stores a game program describing a series of game control procedures, and a main control RAM 600c that functions as a work area and buffer memory, a measurement / setting display device 610 consisting of 7 segments that serves to display information (performance display) such as the ratio of how many prize balls were awarded during low probability periods (the normal low probability state for winning the lottery), and the setting content of the probability that generates a game state advantageous to the player, a RAM clear switch 620, and a setting key switch 630.
[0036] The main control board 60, configured in this way, is connected to a payout and launch control board 70 that controls the payout motor M to dispense game balls. Furthermore, the following are connected: a special symbol 1 start-up switch 44a for detecting entry into the special symbol 1 start-up 44; a special symbol 2 start-up switch 45a1 for detecting entry into the special symbol 2 start-up 45a; a normal symbol start-up switch 48a for detecting passage through the normal symbol start-up 48; a right-right general prize-winning switch 49a1, a left-right general prize-winning switch 49b1, a left-center general prize-winning switch 49c1, and a left-bottom general prize-winning switch 49d1 for detecting entry into the general prize-winning 49 (upper right general prize-winning 49a, upper left general prize-winning 49b, left-middle general prize-winning 49c, and lower left general prize-winning 49d); a large prize-winning 46c for detecting entry into the large prize-winning 4 (not shown) which is opened or closed by the opening / closing door 46a; and an out-out switch 50a capable of detecting the same number of game balls as the game balls launched into the game area 40 by the launch handle 16. Furthermore, the following are connected: a standard electric solenoid 45b2 that drives and controls an opening / closing member (not shown) and a guide member (not shown); a special electric solenoid 46b that controls the operation of the opening / closing door 46a; a distribution device 47; a special symbol 1 display device 51a; a special symbol 2 display device 51b; a standard symbol display device 52; a 7-segment display device 53a; a round lamp 53b; and a right-hand shooting notification lamp 53c. Furthermore, a fraud detection board 55 that detects fraudulent activity by the player is also connected.
[0037] The main control board 60, configured in this way, receives signals from the special symbol 1 start switch 44a, the special symbol 2 start switch 45a1, or the normal symbol start switch 48a via the main control CPU 600a. It then performs a lottery and determines the variation pattern of the special symbols, the stop symbols, or the display content of the normal symbols based on the winning or losing information of the lottery result. This determined information is then transmitted to the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. As a result, the lottery result is displayed on the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. Furthermore, the main control board 60, i.e., the main control CPU 600a, generates a performance control command DI_CMD containing the determined information and transmits it to the sub-control board 80. Furthermore, when the main control board 60, i.e., the main control CPU 600a, receives signals from the special symbol 1 start switch 44a, the special symbol 2 start switch 45a1, the upper right general prize slot switch 49a1, the upper left general prize slot switch 49b1, the left middle general prize slot switch 49c1, the lower left general prize slot switch 49d1, and the large prize slot switch 46c, it decides how many game balls to pay out to the player and sends a payout control command PAY_CMD containing the decided information to the payout / launch control board 70, which then pays out the game balls to the player.
[0038] Furthermore, if the lottery results in a regular symbol being drawn, the regular electric mechanism solenoid 45b2 is driven and controlled to keep the opening / closing member (not shown) in the open state and the guide member (not shown) in the guide state for a predetermined time. If the lottery results in a special symbol being drawn, the special electric mechanism solenoid 46b is controlled to open the large prize opening (not shown).
[0039] In a mixed type 1 and 2 gaming machine, when a minor win is achieved, the opening and closing door 46a is controlled to repeatedly open and close the large prize opening (not shown), and when a game ball enters the large prize opening (not shown), the distribution device 47 is controlled so that the game ball is distributed to the V area 47a.
[0040] On the other hand, the main control board 60, i.e., the main control CPU 600a, measures the number of prize balls each time it receives a signal from the special symbol 1 start switch 44a, the special symbol 2 start switch 45a1, the upper right general prize switch 49a1, the upper left general prize switch 49b1, the left middle general prize switch 49c1, the lower left general prize switch 49d1, and the large prize switch 46c, and measures the total number of game balls dispensed each time it receives a signal from the out switch 50a. Then, based on the measured number of prize balls and the total number of game balls dispensed, the main control board 60, i.e., the main control CPU 600a, outputs information (performance display) regarding the ratio of how many prize balls were awarded during low probability periods to the measurement / setting display device 610. As a result, information (performance display) regarding the ratio of how many prize balls were awarded during low probability periods is displayed on the measurement / setting display device 610.
[0041] Furthermore, the measurement and setting display device 610 can display the probability settings for generating a game state favorable to the player in six stages, for example, from "1" to "6". Therefore, to change these settings, a dedicated key is inserted into the setting key switch 630, and when it is turned ON, the RAM clear switch 620 allows the probability settings for generating a game state favorable to the player to be changed in six stages, for example, from "1" to "6" (for example, setting "6" has the highest probability of generating a game state favorable to the player, and setting "1" has the lowest probability of generating a game state favorable to the player). The changed settings are then displayed on the measurement and setting display device 610, and once the setting change is confirmed, the dot on the lower right side of the 7-segment display lights up to indicate that the setting has been confirmed.
[0042] On the other hand, the RAM clear switch 620 is configured such that, when pressed, the entire memory area of the main control RAM 600c is not cleared, but only a portion of the memory area is cleared. That is, as shown in Figure 4(a), the main control RAM 600c has memory space addresses 0000H to 0200H, with memory space addresses 0000H to 0100H being the RAM area 600ca used as a work area during game processing such as lottery processing, memory space addresses 0100H to 0110H being the unused area 600cb, memory space addresses 0110H to 0130H being the stack area 600cc used during game processing such as lottery processing, and memory space addresses 0130H to 0150H being... The unused area 600cd consists of an unused RAM area 600ce, where memory space addresses 0150H to 0190H store the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes measured by the main control board 60, i.e., the main control CPU 600a. The unused area 600cf consists of an unused stack area 600cg, where memory space addresses 0190H to 01E0H store the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, etc.
[0043] On the other hand, as shown in Figure 4(b), the main control ROM 600b has memory space addresses 8000H to A800H, with memory space addresses 8000H to 8B90H being the program area 600ba within the used area where programs used during game processing such as lottery processing are stored, memory space addresses 8B90H to 9000H being the unused area 600bb, memory space addresses 9000H to 9A00H being the data area 600bc within the used area where data used during game processing such as lottery processing is stored, memory space addresses 9A00H to 9C00H being the unused area 600bd, and memory space addresses 9C00H to A010H The memory is composed of the following areas: 600be, an unused program area where a program used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes; 600bf, an unused area, where data used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, is stored; 600bg, an unused data area, where data used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, is stored; 600bh, an unused area, where data used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, is stored; 600bi, a vector table area, where data used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, is stored; 600bf, an unused area, where data used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, is stored; 600bg, an unused area, where data used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, is stored; 600bi, a vector table area, where data used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, is stored; 600bf, an unused area, where data used to measure the total number of game balls launched into the game area 40, including the number of prize balls and non-prizes, is stored; 600bf, an unused data
[0044] On the other hand, when the main control board 60, i.e., the main control CPU 600a, receives a fraud detection signal from the fraud detection board 55, or from a radio wave sensor or vibration sensor that detects fraudulent activity by a player, it generates a fraud error command (performance control command DI_CMD) and transmits it to the sub-control board 80.
[0045] <Explanation regarding the dispensing and firing control board> The payout / launch control board 70 receives the payout control command PAY_CMD from the main control board 60 (main control CPU 600a) and generates a payout motor signal based on the received payout control command PAY_CMD. Then, it controls the payout motor M with the generated payout motor signal and dispenses game balls to the player. Furthermore, the payout / launch control board 70 performs processing to start or stop the operation of launching game balls in response to the player's operation, based on the prize ball counting signal indicating the game ball dispensing operation and status signals related to abnormalities in the dispensing operation.
[0046] On the other hand, a touch sensor is provided on the periphery of the launch handle 16 shown in Figure 1. When a player's hand touches the touch sensor on the launch handle 16, the touch sensor outputs a detection signal to the payout / launch control board 70, as shown in Figure 3. In response, the payout / launch control board 70 transmits the detection signal to the main control board 60 (main control CPU 600a). The main control board 60 (main control CPU 600a) then transmits the detection signal to the sub-control board 80 as a performance control command DI_CMD. This makes it possible to transmit information to the sub-control board 80 as to whether or not the player touched the handle 16 to play the game.
[0047] Incidentally, the payout / launch control board 70 also handles the process of dispensing balls to the player. That is, when the ball dispensing button 11 shown in Figures 1 and 3 is pressed, a ball dispensing signal is transmitted to the CR unit (not shown), which is located adjacent to the pachinko game machine 1. In response, the CR unit transmits a ball dispensing request signal to the payout / launch control board 70. The payout / launch control board 70 then receives this signal, dispenses game balls to the player, and once the dispensing is complete, transmits a ball dispensing completion signal to the CR unit. Thus, the payout / launch control board 70 handles the process of dispensing balls to the player.
[0048] <Explanation regarding the sub-control board> The sub-control board 80 is equipped with a sub-one-chip microcontroller 800, which consists of a sub-control CPU 800a that receives the performance control command DI_CMD from the main control board 60 (main control CPU 600a) and executes and controls various performances, as well as controlling the display image shown on the liquid crystal display device 41; a sub-control ROM 800b that stores a control program describing the performance control procedure, etc.; and a sub-control RAM 800c that functions as a work area and buffer memory, etc.
[0049] Furthermore, the sub-control board 80 is equipped with a sound LSI 801 that generates desired background music and sound effects, a sound RAM 802 that functions as a work area and buffer memory, a VDP 803 that generates image data to be displayed on the liquid crystal display 41 based on instructions from the sub-one-chip microcontroller 800, a DDR2SDRAM 804 which consists of a work area for decompressing video compression data and a frame buffer area for temporarily storing image data displayed on the liquid crystal display 41, and a game ROM 805 which pre-stores CG data for still image compression data and video compression data, as well as sound data such as background music and sound effects. A still image is a so-called sprite image, which represents a single image such as text data such as characters, a background image, or a special symbol. A video, on the other hand, means a collection of multiple still images (multiple frames) that change continuously, and smooth operation is reproduced by drawing multiple still images in succession on the liquid crystal display 41.
[0050] The sub-control board 80 configured in this way is connected to a decorative lamp board 90 which is equipped with decorative lamps such as full-color LED lamps that produce lamp effects, and a push-button type effect button device 13 which can be pressed by the player when the built-in lamp (not shown) is lit to change the effect, and a speaker 17 which emits BGM and sound effects is connected. Furthermore, the sub-control board 80 is connected to a movable mechanism device 43 which performs predetermined effect actions as the game progresses, an identification lamp device 51A which informs the player of information such as when special symbols 1 and 2 are changing, or whether special symbols 1 and 2 are winning or losing, a setting button 15 which allows various settings to be made, and a liquid crystal display device 41.
[0051] Thus, the sub-control board 80 configured in this way receives a performance control command DI_CMD from the main control board 60 (main control CPU 600a) that contains basic information necessary for special symbol variation patterns based on the lottery results, the current game state, the number of balls held at the start, and decorative symbols to be stopped based on the lottery results, via the sub-control CPU 800a. The sub-control CPU 800a then randomly selects a performance pattern corresponding to the received performance control command DI_CMD from a large number of performance patterns pre-stored in the sub-control ROM 800b, and temporarily stores a control signal instructing the execution of the selected performance pattern in the sub-control RAM 800c.
[0052] The sub-control CPU 800a transmits the sound control signal, which is one of the control signals that instructs the execution of the performance pattern stored in the sub-control RAM 800c, to the sound LSI 801. In response, the sound LSI 801 reads the sound data corresponding to the control signal from the game ROM 805 or sound RAM 802 and outputs it to the speaker 17. As a result, the speaker 17 emits background music and sound effects corresponding to the determined performance pattern.
[0053] Furthermore, the sub-control CPU 800a transmits control signals related to light, among the control signals that instruct the execution of the performance patterns stored in the sub-control RAM 800c, to the decorative lamp board 90. As a result, the decorative lamp board 90 controls the decorative lamps, such as full-color LED lamps that produce the lamp performance effect, to turn them on or off, and the lamp performance corresponding to the determined performance pattern is executed.
[0054] The sub-control CPU 800a then sends a command list related to images, which is one of the control signals that instructs the execution of the performance pattern stored in the sub-control RAM 800c, to the VDP 803. As a result, the VDP 803 generates image data to display an image based on the command list and sends the generated image data to the liquid crystal display device 41, so that the image corresponding to the determined performance pattern is displayed on the liquid crystal display device 41. The image data displayed on the liquid crystal display device 41 is updated every frame, but in order for the sub-one-chip microcontroller 800 (sub-control CPU 800a) to know when the display operation of one frame is complete, the VDP 803 sends a VSYNC (vertical synchronization signal) as an interrupt signal to the sub-control CPU 800a as shown in Figure 3. This allows the sub-control CPU 800a to know that the image data for one frame has been displayed on the liquid crystal display device 41. This VSYNC interrupt signal is generated, for example, every 33ms.
[0055] Furthermore, the sub-control CPU 800a transmits the control signals related to the movable mechanism, which are among the control signals that instruct the execution of the performance patterns stored in the sub-control RAM 800c, to the movable mechanism device 43. As a result, the movable mechanism device 43 moves in accordance with the determined performance pattern.
[0056] <Explanation of the power supply board> Incidentally, the power supply to each of the boards described above is provided by the power supply board 130 shown in Figure 3. This power supply board 130 is composed of a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. The voltage generation unit 1300 receives an AC voltage of 24V, which is an external power supply supplied from a transformer (not shown) installed in the amusement parlor, and generates several types of DC voltages. These generated DC voltages are supplied to each board (not shown).
[0057] Furthermore, the voltage monitoring unit 1310 monitors the AC24V voltage, and if it detects a voltage anomaly due to a voltage interruption or power outage, it outputs a voltage anomaly signal ALARM to the main control board 60. The voltage anomaly signal ALARM outputs a "L" level signal when there is a voltage anomaly and a "H" level signal when the voltage is normal.
[0058] On the other hand, the system reset generation unit 1320 generates a system reset signal RST when the power is turned on, and this generated system reset signal RST is output to each board.
[0059] <Explanation of the suppression device (saving function)> By the way, the pachinko game machine 1 described above is equipped with a suppression device (saving function) that stops the game once the player has won a certain number of prize balls. The following explains this suppression device (saving function).
[0060] <Overview of the suppression device (saving function)> The suppression device (saving function) stops the game when the difference in balls exceeds 95,000. The difference in balls is calculated as: "Number of game balls dispensed to the player" - "Number of game balls dispensed to the player that the player launched into the game area 40 using the launch handle 16" = "Number of prize balls actually won by the player (number of prize balls actually in the player's possession)". This difference in balls is counted by the main control CPU 600a using a difference in ball counter, which is initially set to 0. If there are game balls launched into the game area 40 when the difference in ball counter is 0, it remains at 0 instead of becoming a negative number. This ensures that the maximum number of difference in balls actually won by the player is reached, and even if the negative state persists, the game can be stopped if the number of prize balls won by the player increases drastically.
[0061] Thus, if the difference in balls, as counted using this ball difference counter, exceeds 95,000, the game will be stopped. This game stop state can be released by pressing the RAM clear switch 620 (see Figure 3) to clear the main control RAM 600c. If the pachinko game machine 1 is powered back on without pressing the RAM clear switch 620 and without clearing the main control RAM 600c, the game will remain stopped.
[0062] By the way, the process for stopping the game when the difference in balls exceeds 95,000 differs depending on whether it is during normal gameplay or during a jackpot game. Specifically, during normal gameplay (a state where symbol changes are possible but a jackpot hasn't been hit; this includes symbol changes during probability changes and time-saving modes), the game is stopped immediately when the difference in balls exceeds 95,000.
[0063] On the other hand, if a jackpot is in progress, the game will be stopped once that jackpot ends.
[0064] The above is an overview of the suppression device (saving function).
[0065] <Explanation of the control of the suppression device (saving function)> Next, we will explain the control of the suppression device (saving function).
[0066] The control of this suppression device (saving function) is performed in stages according to the state of the ball difference before the suppression device (saving function) is activated. When the state changes, the main control board 60 (main control CPU 600a) sends a performance control command DI_CMD to the sub-control board 80, notifying the sub-control board 80 of the state. Specifically, the following four basic states will be notified.
[0067] (1) When the suppression device (saving function) is not activated This state indicates that there is still time before the game is stopped, but the player has no way of knowing how much time is left before the game is stopped.
[0068] (2) When the suppression device (saving function) is in an alert state This state occurs when the difference in balls exceeds 90,000, and there are fewer than 5,000 balls remaining before the game stops. At this time, the main control board 60 (main control CPU 600a) sends a suppression device activation notification command (performance control command DI_CMD) to the sub-control board 80.
[0069] In this process, as the number of balls increases to 91,000, 92,000, 93,000, and 94,000, the main control board 60 (main control CPU 600a) sends the performance control command DI_CMD to the sub-control board 80 accordingly. Therefore, a threshold value for sending the performance control command DI_CMD is set for every 1,000 increase from 90,000. Note that 90,000 is represented in hexadecimal as 015F90H, 91,000 as 016378H, 92,000 as 016760H, 93,000 as 016B48H, and 94,000 as 016F30H.
[0070] Here, comparing the ball difference counter with the judgment value (threshold) results in comparing two 3-byte values. That is, since the ball difference counter needs to count up to 95000, and 95000 is represented as 017318H in hexadecimal, the size of the ball difference counter needs to be 3 bytes. Therefore, two 3-byte values are compared. However, the main control CPU 600a only has instructions to compare 1-byte or 2-byte values, so the process of trying to compare two 3-byte values becomes complicated.
[0071] Therefore, in this embodiment, instead of comparing the three-byte values, the third byte of the ball difference counter is determined to be either 00H or 01H. That is, if the third byte of the ball difference counter is 00H, the maximum ball difference counter value is 65535 (00FFFFH), which is far from 90,000 balls. Therefore, no preparation is needed before the suppression device (saving function) is activated. On the other hand, if the third byte is 01H, and the value is 65536 (010000H) or higher, it can be determined whether the value is 90,000 or higher by the lower two bytes, so only the lower two bytes need to be compared.
[0072] To explain this point using a specific example, when the ball difference counter exceeds 90,000, a suppression device activation notification command (performance control command DI_CMD) is sent to the sub-control board 80. At this time, the above-mentioned judgment value (threshold) of 90,000 is compared with the ball difference counter.
[0073] By the way, if this ball difference counter has a value exceeding 90000 (015F90H), the third byte is already 01H. In other words, if the third byte is not 01H, it is 65535 (00FFFFH) or less, so without even comparing it to the judgment value (threshold) of 90000, if the third byte of the ball difference counter is 00H, we can determine that the ball difference does not exceed 90000.
[0074] By the way, when performing such a comparison process in a program, it will be necessary to determine whether the "difference ball counter - judgment value (threshold)" exceeds 0. In the example above, since the third byte of both the difference ball counter and the judgment value (threshold) is 01H, subtracting them will result in 00H, which will not affect the judgment. Therefore, it is sufficient to subtract the lower two bytes and determine whether the result exceeds 0. To explain this point using an example, if the difference ball counter is 65535 (00FFFFH), a simple comparison would be the calculation 65535 (00FFFFH) - 90000 (015F90H). However, since the third byte of the judgment value (threshold) is 01H, if the third byte of the difference ball counter is not 01H, the "difference ball counter - judgment value (threshold)" will not exceed 0. Therefore, if the third byte of the difference ball counter is not 01H, there is no need to perform the comparison process in the first place. Furthermore, if the ball difference counter is 70000 (011170H), a simple comparison would involve calculating 70000 (011170H) - 90000 (015F90H). However, since the third byte of both the ball difference counter and the judgment value (threshold) is 01H, only the lower two bytes need to be subtracted. In addition, to determine whether 1170H - 5F90H is greater than 0, the comparison can be performed using the 2-byte registers (BC register, DE register, HL register) within the main control CPU 600a.
[0075] Therefore, the control load can be reduced by using the above-described process. Furthermore, even with the above-described process, if the number of game values acquired by the player exceeds a certain level and the game is forcibly terminated, appropriate control can be performed both before and after the forced termination without affecting the control of other games. The details of the suppression device (saving function) using this process will be described later.
[0076] By the way, the above states (1) and (2) alternate. Therefore, each time the system transitions from state (1) to state (2), the main control board 60 (main control CPU 600a) sends a suppression device activation notification command (performance control command DI_CMD) to the sub-control board 80.
[0077] On the other hand, when the difference in balls decreases from state (2) above and the system transitions to state (1) above, the main control board 60 (main control CPU 600a) sends a suppression device inactive state command (performance control command DI_CMD) to the sub-control board 80.
[0078] By the way, even if the difference in balls changes by even one and the main control board 60 (main control CPU 600a) goes back and forth between states (1) and (2) above, it will send either a suppression device activation notification command (performance control command DI_CMD) or a suppression device non-operation state command (performance control command DI_CMD) to the sub-control board 80 according to the state. For this reason, even if the sub-control board 80 (sub-control CPU 800a) receives a suppression device non-operation state command (performance control command DI_CMD) or a suppression device activation notification command (performance control command DI_CMD) within a predetermined period after receiving a suppression device activation notification command (performance control command DI_CMD), it will not send a notification (or clear a notification) corresponding to the command.
[0079] (3) When the suppression device (saving function) is activated and a warning is issued. This state occurs when the difference in ball count exceeds 95,000, just before the game stops. If the player is in a state where they can gain profit, such as during a jackpot, the game does not stop immediately. Instead, the game stops only after the state where the player can gain profit, such as during a jackpot, has ended. Therefore, when the game transitions to this state, the main control board 60 (main control CPU 600a) sends a suppression device activation warning command (performance control command DI_CMD) to the sub-control board 80.
[0080] Furthermore, the transition from (2) to (3) above is one-way, and it is not possible to transition from state (3) to state (2) or (1) above.
[0081] (4) When the suppression device (saving function) is activated This state indicates that the game has stopped because the difference in balls has exceeded 95,000. This state occurs when game balls launched during a spin or spin stop (other than a jackpot) enter the winning slots (special symbol 1 start slot 44, special symbol 2 start slot 45a, upper right general winning slot 49a, upper left general winning slot 49b, left middle general winning slot 49c, lower left general winning slot 49d, and the jackpot (not shown) shown in Figure 2) and the resulting prize balls have exceeded 95,000, causing the game to stop. Alternatively, it indicates a state where the game has stopped after a state in which the player can gain profit, such as a jackpot, has ended, transitioning from state (3) above. Therefore, when the game transitions to this state, the main control board 60 (main control CPU 600a) sends a game stop command (performance control command DI_CMD) to the sub control board 80.
[0082] Furthermore, if the difference in balls exceeds 95,000 during the fluctuation, the system will transition from state (2) above to state (4) without going through state (3) above.
[0083] <Explanation of the process leading up to the activation of the suppression device (saving function)> Next, we will explain the process leading up to the activation of the suppression device (saving function). Figure 5 shows the case where, during fluctuation, the difference in balls exceeds 90,000, and a suppression device activation notification command (performance control command DI_CMD) is sent to the sub-control board 80.
[0084] First, as shown in Figure 5(a), the liquid crystal display device 41 displays a decorative pattern that has stopped (see image P1, shown as "767"), and also a resident pattern that has stopped (see image P2, shown as "767").
[0085] Next, the liquid crystal display device 41 shown in Figure 5(b) displays a rapidly changing decorative pattern (see image P1), and further, a rapidly changing resident pattern (see image P2). At this time, if the player wins prize balls and the difference exceeds 90,000 balls, the main control board 60 (main control CPU 600a) sends a suppression device activation notification command (performance control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a sends a command list related to images (videos) that will cause the suppression device activation notification to be displayed on the liquid crystal display device 41 to VDP 803. As a result, VDP 803 generates image (video) data to display an image based on the command list, and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays "5000~4001 balls remaining until saving function is activated" (see image P3), as shown in Figure 5(c).
[0086] Next, when the variation of the decorative symbols stops, and then the variation of the resident symbols stops, as shown in Figure 5(d), the liquid crystal display device 41 displays the stopped decorative symbol (see image P1, shown as "567") and the stopped resident symbol (see image P2, shown as "567"). At this time, even if the variation of the decorative symbols stops, and then the variation of the resident symbols stops, if the (2) suppression device (saving function) is in the activation notification state, the display "5000 to 4001 remaining until saving function is activated" (see image P3) will continue to be displayed on the liquid crystal display device 41. At this time, voice guidance may be provided in parallel, and the notification may be made simultaneously with the sound effects of the variation effect and the notification effect. The notification effect is an effect that indicates the expectation level of a jackpot, and is determined by the result of a notification lottery conducted by the sub-control CPU 800a corresponding to the received effect control command DI_CMD.
[0087] Next, when the decorative patterns begin to change, and then when the resident patterns begin to change, as shown in Figure 5(e), the liquid crystal display device 41 will display the decorative patterns changing rapidly (see image P1), and then the resident patterns changing rapidly (see image P2). At this time, if the (2) suppression device (saving function) is in the state of being notified of activation, the liquid crystal display device 41 will continue to display "5000 to 4001 remaining until the saving function is activated" (see image P3). As mentioned above, in order to handle situations where the system switches between states (1) and (2) above, the sub-control board 80 (sub-control CPU 800a) will, within a predetermined period after receiving a suppression device activation notification command (performance control command DI_CMD), either erase or stop displaying the message "5000 to 4001 remaining until saving function activates" (see image P3). Alternatively, instead of erasing or stopping the display of "5000 to 4001 remaining until saving function activates" (see image P3), the size of the message or its position may be changed. Specifically, since players will be sufficiently informed that the saving function may activate after a predetermined period of notification, the display may be made smaller after the predetermined period has elapsed so as not to interfere with gameplay, or its position may be moved to the corner of the LCD display 41. Furthermore, after making the display smaller or changing its position, when a player finishes playing and enters a waiting state via a stop-variance state, the display "5000-4001 remaining until saving function activates" (see image P3) may be returned to its original size or changed to a display for the waiting demo. This is to prevent the next player from overlooking the fact that 5000-4001 remaining until the saving function activates.
[0088] Figure 6 shows the case where, during fluctuations, the difference in balls exceeds 95,000 and a game stop command (performance control command DI_CMD) is sent to the sub-control board 80. In Figure 6, it is assumed that the display content shown on the liquid crystal display device 41 changes as the difference in balls approaches 95,000. That is, as the difference in balls increases to 91,000, 92,000, 93,000, and 94,000, the main control board 60 (main control CPU 600a) is assumed to send a suppression device operation notification command (performance control command DI_CMD) to the sub-control board 80 according to the operating status described later.
[0089] As shown in Figure 6(a), the liquid crystal display device 41 shows that the decorative pattern has stopped (see image P1, shown as "567"), and that the resident pattern has also stopped (see image P2, shown as "567"). At this point, the difference in balls exceeds 94,000, and the main control board 60 (main control CPU 600a) sends a suppression device activation warning command (performance control command DI_CMD) to the sub-control board 80 according to its operating status. In response, the sub-control CPU 800a sends a command list related to an image (video) that will display the suppression device activation warning on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays "1000~1 balls remaining until saving function activates" (see image P4), as shown in Figure 6(a).
[0090] Next, when the decorative symbols begin to change, and then when the resident symbols begin to change, as shown in Figure 6(b), the liquid crystal display 41 displays the decorative symbols changing rapidly (see image P1), and then the resident symbols changing rapidly (see image P2). Furthermore, the message "1000~1 remaining until saving function activates" (see image P4) is also continuously displayed. At this time, if the player wins prize balls and the difference exceeds 95,000 balls, the main control board 60 (main control CPU 600a) sends a game stop command (performance control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a sends a command list related to images (videos) that will display the game stop on the liquid crystal display 41 to the VDP 803. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. This causes the liquid crystal display device 41 to display the message, "Saving function activated. Gameplay for today is now closed" (see image P5), as shown in Figure 6(c).
[0091] Incidentally, if the game stops during this variation, the game will stop without informing the player of the lottery result. Furthermore, no symbol variation effects that would stop the variation of decorative symbols will be performed, and the output ports of the main control CPU 600a that output signals to the special symbol display device 51, the normal symbol display device 52, and the 7-segment display device 53a will be cleared. As a result, the special symbol display device 51, the normal symbol display device 52, and the 7-segment display device 53a will turn off, and consequently, the display of the number of balls held at the start will also be hidden. This is because if the symbol variation in progress is a jackpot, informing the player of this would cause them to feel disadvantaged, and could also lead to trouble with the hall (amusement facility).
[0092] Figure 7 shows the case where, during a jackpot, the difference in balls exceeds 95,000, and a suppression device activation warning command (performance control command DI_CMD) is sent to the sub-control board 80.
[0093] As shown in Figure 7(a), the words "Big Win!" (see image P6) are displayed in the center of the liquid crystal display device 41 screen, indicating that the game is in a jackpot state, and the words "Shoot Right" (see image P7) are displayed in small letters in the upper right corner of the screen, prompting the player to shoot to the right (the player uses the launch handle 16 to shoot the game ball to the right side of the game area 40 on the game board 4).
[0094] Next, when a jackpot game is started and progresses, and the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) sends a suppression device activation notification command (performance control command DI_CMD) to the sub-control board 80 according to its operating status. In response, the sub-control CPU 800a sends a command list related to an image (video) that will display the suppression device activation notification on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays "1000~1 balls remaining until saving function activates" (see image P8), as shown in Figure 7(b). At this time, as shown in Figure 7(b), the liquid crystal display 41 displays a character saying the line "You did it!" (see image P9), and the upper left corner of the screen of the liquid crystal display 41 displays "Round 2" (see image P10), indicating the round of the jackpot game. Furthermore, as shown in Figure 7(b), the liquid crystal display 41 displays "Total 20150" on the lower right side of the screen, representing the total payouts the player has accumulated since entering RUSH mode after a jackpot (see image P11).
[0095] By the way, as shown in Figure 7(c), when the rounds of the jackpot game progress (indicated as "Round 4" in the diagram (see image P10)), and the player receives prize balls, and as shown in Figure 7(c), the total number of balls the player has acquired becomes "Total 21500" (see image P11), and the difference exceeds 95000 balls, the main control board 60 (main control CPU 600a) will send a suppression device activation warning command (performance control command DI_CMD) to the sub-control board 80, because the game state is in the middle of a jackpot game. In response, the sub-control CPU 800a sends a command list related to images (videos) that will display a warning of suppression device activation on the liquid crystal display device 41 to the VDP 803. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. This causes the liquid crystal display device 41 to display the message, "You are currently on a jackpot. Please continue playing. The saving function will activate after the jackpot ends" (see image P12), as shown in Figure 7(c). In order to make the player aware that the saving function will activate, the message, "You are currently on a jackpot. Please continue playing. The saving function will activate after the jackpot ends" (see image P12), is displayed with higher priority than the in-round animations.
[0096] Therefore, the jackpot game continues with the message "Please continue playing during the jackpot. The saving function will activate after the jackpot ends" (see image P12) displayed. When the jackpot game ends, the main control board 60 (main control CPU 600a) sends a game stop command (performance control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a sends a command list related to an image (video) that will be displayed on the liquid crystal display device 41 to indicate that the game has stopped. As a result, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays the message "The saving function has been activated. Today's game has ended" (see image P13), as shown in Figure 7(d).
[0097] <Explanation of the suppression device (saving function) in games where two jackpots are guaranteed> By the way, in some cases, when two jackpots are confirmed (the current and next jackpots), and the RUSH state (right-hand play state), which is more advantageous to the player than the normal game state, continues, the two jackpots may be displayed together as a single animation. The following explains this point.
[0098] Figure 8 shows an example of displaying two jackpots as a single animation. Figures 8(a) and 8(b) show the first jackpot, Figure 8(c) shows the display of special symbols, and Figure 8(d) shows the second jackpot. Specifically, as shown in Figure 8(a), the liquid crystal display device 41 displays a character saying "You did it!" (see image P14), and in the upper right corner of the screen, it displays the words "Shoot to the right" (see image P15), prompting the player to shoot to the right (the player uses the launch handle 16 to shoot the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in Figure 8(a), the liquid crystal display device 41 displays "Total 20150," the number of balls won by the player (see image P16), in the lower right corner of the screen, and above that, it displays "150 / 3000" (see image P17). In this "150 / 3000," the denominator "3000" represents the expected number of balls that can be won in two jackpots (expected game value acquisition display), and the numerator "150" represents the actual number of prize balls won out of "3000." Furthermore, as shown in Figure 8(a), the liquid crystal display device 41 does not display the rounds of the jackpot game, but instead displays "HYPER BONUS!" (see image P18) in the upper left corner of the screen.
[0099] Thus, as the jackpot game progresses, as shown in Figure 8(b), the number of balls won by the player changes to "Total 21500" (see image P16) on the liquid crystal display 41, and the number of prize balls won out of "3000" changes to "1500" (see image P17). Here, the number of balls that can be won in the first jackpot is half of the denominator "3000", which is "1500", so the first jackpot ends at this point. It should be noted that in such a jackpot game, the fact that the number of balls that can be won in the first jackpot is half of the denominator "3000", which is "1500", is derived from the fact that the maximum number of prize balls that can enter the large prize slot (not shown) is 10, and 15 prize balls are obtained for each entry, so the number of prize balls that can be obtained in one round is 150, and one jackpot game has a maximum of 10 rounds, so this is common knowledge to players.
[0100] Next, as shown in Figure 8(c), the liquid crystal display device 41 remains in the state of the jackpot game screen, that is, with the character (see image P14), "Right-Handed Play" (see image P15), the payout obtained by the player (see image P16), and "1500 / 3000" (see image P17) displayed, when the first jackpot game ends, the symbols start to change and a jackpot is achieved, and decorative symbols of the same number (see image P19, shown as "777") and then permanent symbols of the same number (see image P20, shown as "777") are displayed.
[0101] Thus, after the display shown in Figure 8(c) is shown, the second jackpot game begins, and as shown in Figure 8(d), the liquid crystal display device 41 displays a character saying "You did it!" (see image P14) instead of the decorative symbols of the same numbers and the permanent symbols of the same numbers. Then, as shown in Figure 8(d), the number of balls won by the player changes to "Total 21650" (see image P16), and the number of prize balls won out of "3000" is counted up from "1500" to "1650" (see image P17).
[0102] Thus, in this way, two big wins are sometimes displayed together as a single animation.
[0103] By the way, in this case, if the difference in balls exceeds 95,000 during the first jackpot game, the following processing will occur.
[0104] Specifically, as shown in Figure 9(a), the liquid crystal display device 41 displays a character saying "You did it!" (see image P14), and in the upper right corner of the screen, it displays the words "Shoot to the right" (see image P15), prompting the player to shoot to the right (the player using the launch handle 16 to shoot the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in Figure 9(a), the liquid crystal display device 41 displays "Total 20150," the number of balls won by the player (see image P16), in the lower right corner of the screen, and above that, it displays "150 / 3000" (see image P17). At this point, if the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) will send a suppression device activation notification command (performance control command DI_CMD) to the sub-control board 80 according to its operating status. In response, the sub-control CPU 800a sends a command list to the VDP 803 regarding an image (video) that will be displayed on the liquid crystal display device 41 as a warning of the suppression device activation. As a result, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays "1000~1 remaining until saving function activation" (see image P21), as shown in Figure 9(a).
[0105] Next, when the player receives prize balls, and as shown in Figure 9(b), the total number of balls the player has acquired is "Total 21500" (see image P16), and the number of balls expected to be acquired in the first jackpot game is "1500" (see image P17), and the difference exceeds 95000 balls, the main control board 60 (main control CPU 600a) will send a suppression device activation warning command (performance control command DI_CMD) to the sub-control board 80, because the game state is in the middle of a jackpot game. In response, the sub-control CPU 800a sends a command list related to images (videos) that will be displayed on the liquid crystal display device 41 as a warning of suppression device activation to the VDP 803. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. This causes the liquid crystal display device 41 to display the message, "You are currently on a jackpot. Please continue playing. The saving function will activate after the jackpot ends" (see image P22), as shown in Figure 9(b). In addition, to make the player aware that the saving function will activate, the message "You are currently on a jackpot. Please continue playing. The saving function will activate after the jackpot ends" (see image P22) is displayed with higher priority than the display of effects during the jackpot game.
[0106] Next, when the first jackpot game ends, the main control board 60 (main control CPU 600a) sends a game stop command (performance control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a sends a command list related to an image (video) that will be displayed on the liquid crystal display device 41 to indicate that the game has stopped. As a result, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays the message, "Saving function activated. Today's game is over" (see image P23), as shown in Figure 9(c).
[0107] In other words, the second jackpot game, as shown in Figure 8(d), will not be played.
[0108] Therefore, even in this way, the player can see that the suppression device (saving function) will activate during a jackpot. Specifically, as shown in Figure 9(a), the message "1000~1 remaining until saving function activates" (see image P21) indicates that the player knows that the maximum number of balls before the suppression device (saving function) activates is 1000. Furthermore, as shown in Figure 9(a), the message "150 / 3000" (see image P17) indicates that the player will win 1500 balls in the first jackpot. Therefore, as shown in Figure 9(a), since the player has currently won 150 out of 3000, the player knows that they will win 1350 more balls in this first jackpot. Moreover, since this value exceeds the maximum of 1000, the player knows that the suppression device (saving function) will activate once the first jackpot is over. Therefore, the player will know that the suppression device (saving function) will activate during a jackpot. In other words, they will know that the second jackpot game will not be played.
[0109] Therefore, as shown in Figures 9(a) and (b), even if the number of balls expected to be won from two jackpots is displayed as "3000," the number of balls remaining until the limiting device (saving function) is activated is displayed, and from the various numerical information, the player can determine that they will actually only win the balls from the first jackpot. Thus, it is easier for the player to understand that the game will end without them being able to win all of the "3000" balls expected to be won from two jackpots.
[0110] Furthermore, when activating the suppression device (saving function), as shown in Figures 9(a) and (b), the display of "3000" (see image P17), which is the expected number of balls that can be won in two jackpots, remains unchanged, and only the number of prize balls won by the player is changed. In this way, the same processing can be performed as when the suppression device (saving function) is not activated, thus reducing the control burden.
[0111] Therefore, by incorporating the features that players desire, the game content becomes satisfying for players, and in turn, it becomes possible to provide gaming machines with diverse presentations.
[0112] Next, we will explain the case where two jackpots are displayed together as a single animation, and the difference in ball count exceeds 95,000 during the display of the changing symbols between the end of the first jackpot game shown in Figure 8(c) and before the start of the second jackpot.
[0113] As shown in Figure 10(a), the liquid crystal display 41 shows a character saying "You did it!" (see image P14), and in the upper right corner of the screen, it displays the words "Shoot to the right" (see image P15), prompting the player to shoot to the right (the player uses the launch handle 16 to shoot the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in Figure 10(a), the liquid crystal display 41 shows "Total 20150," the number of balls won by the player (see image P16), in the lower right corner of the screen, and above that, it displays "150 / 3000" (see image P17). In addition, as shown in Figure 10(a), the liquid crystal display 41 does not display the rounds of the jackpot game, but instead displays "HYPER BONUS!" (see image P18) in the upper left corner of the screen.
[0114] Next, when the player receives prize balls, and as shown in Figure 10(b), the total number of balls the player has acquired is "21,500" (see image P16), and the number of balls expected to be acquired in the first jackpot game is "1,500" (see image P17), and the difference exceeds 94,000 balls, the main control board 60 (main control CPU 600a) sends a suppression device activation notification command (performance control command DI_CMD) to the sub-control board 80 according to its operating status. In response, the sub-control CPU 800a sends a command list related to images (videos) that will display the suppression device activation notification on the liquid crystal display device 41 to the VDP 803. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. This causes the liquid crystal display device 41 to display the message, "1000~1 remaining until the saving function is activated" (see image P21), as shown in Figure 10(b).
[0115] Next, with the message "1000~1 remaining until saving function activates" (see image P21) still displayed, when the first jackpot game ends, as shown in Figure 10(c), the liquid crystal display device 41 remains in the state of the jackpot game screen, that is, with the character (see image P14), "Right-hand shooting" (see image P15), the number of balls won by the player (see image P16), and "1500 / 3000" (see image P17) displayed, the first jackpot game ends, the symbols start to change and a jackpot is achieved, and decorative symbols of the same number (see image P19, shown as "777") and then permanent symbols of the same number (see image P20, shown as "777") are displayed. Then, when the symbols change before the second jackpot begins, the player earns prize balls by entering the upper right general prize slot 49a, upper left general prize slot 49b, left middle general prize slot 49c, lower left general prize slot 49d, etc., as shown in Figure 2. When the total number of balls exceeds 95,000, the main control board 60 (main control CPU 600a) sends a game stop command (performance control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a sends a command list related to an image (video) that will display the game stop on the liquid crystal display device 41 to the VDP 803. The VDP 803 then generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41. As a result, the liquid crystal display device 41 displays the message, "Saving function activated. Today's game is over" (see image P23), as shown in Figure 10(d).
[0116] In other words, outside of a jackpot game, the moment the difference in balls reaches 95,000, the suppression device (saving function) activates and the game stops. Needless to say, a second jackpot game, as shown in Figure 8(d), will not be played.
[0117] Therefore, in this embodiment, as shown in Figure 10(c), the acquired balls (see image P16) and "1500 / 3000" (see image P17) are displayed, as well as a decorative symbol of the same number indicating that the first jackpot game has ended (see image P19, shown as "777"), and a permanent symbol of the same number (see image P20, shown as "777"). This makes it easier for the player to recognize that the suppression device (saving function) will activate when the difference in balls reaches 95,000 after a jackpot game.
[0118] Therefore, by incorporating the features that players desire, the game content becomes satisfying for players, and in turn, it becomes possible to provide gaming machines with diverse presentations.
[0119] <Explanation of the suppression device (saving function) in games where the game enters a probability variation state after a big win> Next, we will explain what happens when the suppression device (saving function) is activated during gameplay in a state where the game enters a probability variation state after a big win.
[0120] As shown in Figure 11(a), the liquid crystal display device 41 displays a character (see image P30) saying the phrase "You've hit the jackpot!" (indicating the expected value to be acquired during gameplay), and in the upper right corner of the screen, it displays the words "Shoot to the right" (see image P31), prompting the player to shoot to the right (the player using the launch handle 16 to shoot the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in Figure 11(a), the liquid crystal display device 41 displays "Total 20150," the amount of balls acquired by the player (see image P32), in the lower right corner of the screen, and above that, it displays "150 / 1500" (see image P33). In addition, as shown in Figure 11(a), the upper left corner of the liquid crystal display device 41 displays "Round 1" (see image P34), indicating the round of the jackpot game. At this point, if the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) sends a suppression device activation notification command (performance control command DI_CMD) to the sub-control board 80 according to its operating status. In response, the sub-control CPU 800a sends a command list related to images (videos) that will display the suppression device activation notification on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays "1000~1 balls remaining until saving function activates" (see image P35), as shown in Figure 11(a). Note that in "150 / 1500", the denominator "1500" represents the number of balls that can be expected to be won in this jackpot, and the numerator "150" represents the number of prize balls actually won out of "1500".
[0121] Next, when the player receives prize balls, and as shown in Figure 11(b), the total number of balls the player has acquired is "Total 21500" (see image P32), and the number of balls expected to be acquired in this jackpot game is "1500" (see image P33), and the difference exceeds 95000 balls, the main control board 60 (main control CPU 600a) will send a suppression device activation warning command (performance control command DI_CMD) to the sub-control board 80, because the game state is in the middle of a jackpot game. In response, the sub-control CPU 800a sends a command list related to images (videos) that will be displayed on the liquid crystal display device 41 as a warning of suppression device activation to the VDP 803. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. This causes the liquid crystal display device 41 to display the message, "You are currently on a jackpot. Please continue playing. The saving function will activate after the jackpot ends" (see image P36), as shown in Figure 11(b). In addition, to ensure that the player is aware that the saving function will activate, the message, "You are currently on a jackpot. Please continue playing. The saving function will activate after the jackpot ends" (see image P36), is displayed with higher priority than the display of effects during the jackpot game.
[0122] Next, when the jackpot game ends while the message "Please continue playing during the jackpot. The saving function will activate after the jackpot ends" (see image P36) is displayed, in the jackpot game shown in Figure 11, the game enters a probability variation state after the jackpot. Therefore, as shown in Figure 11(c), the liquid crystal display device 41 displays "Probability Variation Mode Continued!" (Display of expected game value acquisition) (see image P37) in the center of the screen, instead of the display showing the rounds of the jackpot game (see image P34). However, since the suppression device (saving function) activates when the jackpot game ends, the message "Please continue playing during the jackpot. The saving function will activate after the jackpot ends" (see image P36) is displayed to give it higher display priority than the message "Probability Variation Mode Continued!" (see image P37), making it easier for the player to recognize that they cannot play in the probability variation state after the jackpot. In other words, the visibility of the "Continued Bonus Mode!" display (see image P37) has been deliberately made poor in order to make it easier for players to understand that they cannot continue playing in the bonus mode after hitting a jackpot.
[0123] Thus, when a jackpot game ends, the main control board 60 (main control CPU 600a) sends a game stop command (performance control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a sends a command list related to an image (video) that will be displayed on the liquid crystal display device 41 to the VDP 803. The VDP 803 then generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays "Saving function activated. Today's game is over" (see image P38), as shown in Figure 11(d). At this time, as shown in Figure 11(d), the liquid crystal display device 41 also displays "Total 21500", which is the amount of winnings the player has received (see image P32), and "1500 / 1500" (see image P33).
[0124] Therefore, even if the player enters a probability variation state after a jackpot, they will not be able to continue playing in the probability variation state. In other words, as shown in Figure 11(a), the message "1000~1 remaining until saving function activates" (see image P35) indicates that the player has a maximum of 1000 balls before the suppression device (saving function) activates. Furthermore, as shown in Figure 11(a), the message "150 / 1500" (see image P33) indicates that the player will be able to acquire 1500 balls with this jackpot. Therefore, as shown in Figure 11(a), the player has currently acquired "150" out of "1500," meaning they will be able to acquire 1350 more balls with this jackpot. Moreover, since this value exceeds the maximum of 1000 balls, the player will be able to acquire the suppression device (saving function) once this jackpot is over. Therefore, this makes it easier for players to understand that they can only win the payout from this particular jackpot, and they will also understand that even if they enter a bonus round after a jackpot, they cannot continue playing in that bonus round.
[0125] Therefore, by incorporating the features that players desire, the game content becomes satisfying for players, and in turn, it becomes possible to provide gaming machines with diverse presentations.
[0126] <Explanation of the game's suppression device (saving function) when a consecutive hold animation occurs> Next, we will explain what happens when a reserve ball that triggers a jackpot (either the first or second starting reserve ball) exists, and after a jackpot game, a reserve ball chain effect occurs where consuming the starting reserve ball results in another jackpot, and the suppression device (saving function) is activated during the game.
[0127] As shown in Figure 12(a), the liquid crystal display device 41 displays a character (see image P40) saying the phrase "Get a hold-over!" (indicating the expected acquisition of game value), and also displays the words "Shoot to the right" (see image P41) in small letters at the upper right corner of the screen, prompting the player to shoot to the right (the player using the launch handle 16 to shoot the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in Figure 12(a), the liquid crystal display device 41 displays "Total 20150" (see image P42) on the lower right side of the screen, and above that, it displays "150 / 1500" (see image P43). In addition, as shown in Figure 12(a), the upper left corner of the liquid crystal display device 41 displays "Round 1" (see image P44) indicating the round of the jackpot game, and the center of the right edge of the screen displays "V" (see image P45). At this point, if the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) sends a suppression device activation notification command (performance control command DI_CMD) to the sub-control board 80 according to its operating status. In response, the sub-control CPU 800a sends a command list related to images (videos) that will display the suppression device activation notification on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays "1000~1 balls remaining until saving function activates" (see image P46), as shown in Figure 12(a). Note that in "150 / 1500", the denominator "1500" represents the number of balls that can be expected to be won in this jackpot, and the numerator "150" represents the number of prize balls actually won out of "1500".
[0128] Next, when the player receives prize balls, and as shown in Figure 12(b), the total number of balls the player has acquired is "Total 21500" (see image P42), and the number of balls expected to be acquired in this jackpot game is "1500" (see image P43), and the difference exceeds 95000 balls, the main control board 60 (main control CPU 600a) will send a suppression device activation warning command (performance control command DI_CMD) to the sub-control board 80, because the game state is in the middle of a jackpot game. In response, the sub-control CPU 800a sends a command list related to images (videos) that will be displayed on the liquid crystal display device 41 as a warning of suppression device activation to the VDP 803. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. This causes the liquid crystal display device 41 to display the message, "You are currently on a jackpot. Please continue playing. The saving function will activate after the jackpot ends" (see image P47), as shown in Figure 12(b). In addition, to ensure that the player is aware that the saving function will activate, the message, "You are currently on a jackpot. Please continue playing. The saving function will activate after the jackpot ends" (see image P47), is displayed with higher priority than the display of effects during the jackpot game.
[0129] Next, when the jackpot game ends while the message "Please continue playing during the jackpot. The saving function will activate after the jackpot ends" (see image P47) is displayed, in the jackpot game shown in Figure 12, as shown in Figure 12(c), the LCD display 41 displays "Continuing in probability variation mode!" (indicating expected game value acquisition) in rainbow-colored letters in the center of the screen, instead of the display indicating the round of the jackpot game (see image P44), because a consecutive win animation is occurring. (See image P48) However, once the jackpot game ends, the suppression device (saving function) activates, so in order to make it easier for the player to understand that they cannot win another jackpot after the jackpot game, the message "Please continue playing during the jackpot. The saving function will activate after the jackpot ends" (see image P47) is displayed with higher priority than the "Continuing in probability variation mode!" (see image P48) message. In other words, the visibility of the "Continuing Bonus Mode!" display (see image P48) has been deliberately made poor in order to make it easier for players to understand that they cannot win another jackpot after a jackpot.
[0130] Thus, when a jackpot game ends, the main control board 60 (main control CPU 600a) sends a game stop command (performance control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a sends a command list related to an image (video) that will be displayed on the liquid crystal display device 41 to the VDP 803. The VDP 803 then generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays "Saving function activated. Today's game is over" (see image P49), as shown in Figure 12(d). At this time, as shown in Figure 12(d), the liquid crystal display device 41 also displays "Total 21500", which is the amount of winnings the player has received (see image P42), and "1500 / 1500" (see image P43).
[0131] Therefore, even if this is done, the player will understand that even if a consecutive win animation occurs, they will not be able to win another jackpot after a jackpot. In other words, as shown in Figure 12(a), the message "1000~1 remaining until saving function activates" (see image on page 46) indicates that the player has a maximum of 1000 balls before the suppression device (saving function) activates. Furthermore, as shown in Figure 12(a), the message "150 / 1500" (see image on page 43) indicates that the player will be able to win 1500 balls in this jackpot. Therefore, as shown in Figure 12(a), the player has currently won 150 out of 1500 balls, meaning they will be able to win 1350 more balls in this jackpot. Moreover, since this value exceeds the maximum of 1000 balls, the player will understand that the suppression device (saving function) will activate once this jackpot is over. Therefore, this makes it easier for players to understand that they can only win the payout from the current jackpot, and they will know that even if a consecutive win animation occurs, they cannot win another jackpot after the first one.
[0132] Therefore, by incorporating the features that players desire, the game content becomes satisfying for players, and in turn, it becomes possible to provide gaming machines with diverse presentations.
[0133] By the way, in this embodiment, as shown in Figures 9(c) and 10(d), when the liquid crystal display 41 displays "You are in a jackpot, please continue playing. The saving function will activate after the jackpot ends," the number of balls expected to be won and the actual number of balls won are different, so the liquid crystal display 41 does not display (clears or hides) the number of balls won by the player (see image P16) and "1500 / 3000" (see image P17). On the other hand, as shown in Figures 11(d) and 12(d), when the number of balls expected to be won and the actual number of balls won are the same, when the liquid crystal display 41 displays "You are in a jackpot, please continue playing. The saving function will activate after the jackpot ends," the number of balls won by the player (see images P32 and P42) and "1500 / 1500" (see images P33 and P43) are displayed. In this way, it is possible to avoid giving unnecessary misunderstandings to novice players. However, in the cases of Figures 9(c) and 10(d), the information may also be displayed as shown in Figures 11(d) and 12(d). Conversely, in the cases of Figures 11(d) and 12(d), the information may also not be displayed as shown in Figures 9(c) and 10(d).
[0134] On the other hand, in the case of sealed pachinko machines (managed gaming machines) that circulate sealed game balls internally, the number of balls held by the player, which is managed by the gaming machine, is displayed on the front operation panel 7 shown in Figure 1 using multiple 7-segment LEDs or other display devices (not shown). Therefore, even if the suppression device (saving function) is activated and the number of prize balls won is not displayed on the liquid crystal display device 41, the player can still check the number of balls they hold, including the balls won during a jackpot.
[0135] <Explanation of error display when the suppression device (saving function) is activated> Next, we will explain the error display that occurs when the suppression device (saving function) is activated.
[0136] As shown in Figure 13(a), when displaying on the liquid crystal display device 41, the error display layer L2 is given higher priority than the normal game screen layer L1, and furthermore, the suppression device (saving function) operation display layer L3 has a higher priority than the error display layer L2.
[0137] Therefore, when the fraud detection board 55 shown in Figure 3 detects fraudulent activity by the player, the error details are displayed on the liquid crystal display device 41, as shown in Figures 13(b-1) and (b-2). To explain this in more detail, as shown in Figure 13(b-1), on the layer L1 of the normal game screen, a character saying "You did it!" (see image P14) is drawn, and in the upper right corner of the screen, the words "Shoot to the right" (see image P15) are drawn in small letters prompting the player to shoot to the right (the player uses the launch handle 16 to shoot the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in Figure 13(b-1), the liquid crystal display device 41 shows "Total 20150", the number of balls won by the player (see image P16), on the lower right side of the screen, and above that, the display "150 / 3000" (see image P17) is drawn. Furthermore, as shown in Figure 13(b-1), the text "HYPER BONUS!" (see image P18) is displayed in the upper left corner of the screen. At this time, when the fraud detection board 55 shown in Figure 3 detects magnetism, for example, an error display layer L2 with the text "Magnetic field detected" (see image P50) is superimposed on top, as shown in Figure 13(b-1). As a result, as shown in Figure 13(b-2), the display of "Magnetic field detected" (see image P50) is given higher priority and is displayed on the liquid crystal display device 41.
[0138] Therefore, in such cases, when the suppression device (saving function) is activated, layer L3 of the suppression device (saving function) activation display, which shows "Saving function activated. Today's game is over" (see image P51), is superimposed on top, as shown in Figure 13(c-1). At this time, layer L3 of the suppression device (saving function) activation display is displayed on the entire screen of the liquid crystal display device 41, so as shown in Figure 13(c-2), only "Saving function activated. Today's game is over" (see image P51) is displayed on the liquid crystal display device 41, and the error display "Magnetic field detected" (see image P50) shown in Figure 13(c-1) becomes invisible.
[0139] However, certain errors, such as "magnetic field detected," need to be recognized by the hall operator even if the suppression device (saving function) is activated, so it is desirable to continue displaying them on the liquid crystal display device 41.
[0140] Therefore, in this embodiment, when a specific error occurs, such as a magnetic field being detected, and the suppression device (saving function) is activated, the following processing is performed. That is, as shown in Figure 14(a-1), when a specific error occurs, the error display layer L2 does not display "Magnetic field detected" (see image P50), but the suppression device (saving function) activation display layer L3 displays "Saving function activated. Today's game is over" (see image P51), and also displays "Magnetic field detected" (see image P50). As a result, as shown in Figure 14(b), the liquid crystal display device 41 displays "Saving function activated. Today's game is over" (see image P51) along with the error display "Magnetic field detected" (see image P50).
[0141] On the other hand, as shown in Figure 14(a-2), when a specific error occurs, a new error display layer L4 may be added, which has a higher priority than the suppression device (saving function) activation display layer L3, and the message "Magnetic field detected" (see image P50) may be drawn on this error display layer L4. As a result, as shown in Figure 14(b), the liquid crystal display device 41 will display "Saving function activated. Gameplay for today is over" (see image P51) along with the error message "Magnetic field detected" (see image P50).
[0142] Therefore, in this way, certain errors, such as "magnetic field detected," can continue to be displayed on the liquid crystal display device 41 even if the suppression device (saving function) is activated.
[0143] Incidentally, specific errors include: an error that occurs when the magnetic sensor mounted on the fraud detection board 55 shown in Figure 3 detects magnetism (the liquid crystal display 41 displays "Magnetic field detected"), an error that occurs when the radio wave sensor mounted on the fraud detection board 55 shown in Figure 3 detects radio waves (the liquid crystal display 41 displays "Radio wave detected"), an error that occurs when the vibration sensor mounted on the fraud detection board 55 shown in Figure 3 detects vibration (the liquid crystal display 41 displays "Vibration detected"), and the front frame 3 and glass shown in Figure 1. Examples of errors include: an error that occurs when it is detected that the door frame 5 has opened (the liquid crystal display device 41 displays "The door is open"), an error that occurs when there are excessive entries into the large prize slot (not shown) or the special symbol 2 start slot 45a (an entry of more than a predetermined number per unit time, such as detecting 10 balls per second) (the liquid crystal display device 41 displays "An abnormal entry has been detected"), and a ball removal error that instructs the user to remove balls when the number of game balls stored in the upper tray 8 and / or lower tray 9 exceeds a certain amount (the liquid crystal display device 41 displays "Please remove the balls").
[0144] On the other hand, examples of errors other than specific errors include errors that occur when a launch direction that does not correspond to the current game state is detected in relation to the direction in which the game ball is launched (right-hand / left-hand launch warning notification), and errors that occur when a break in the wires of the special symbol 1 start switch 44a (see Figure 3), special symbol 2 start switch 45a1 (see Figure 3), normal symbol start switch 48a (see Figure 3), upper right general prize entry switch 49a1 (see Figure 3), upper left general prize entry switch 49b1 (see Figure 3), left middle general prize entry switch 49c1 (see Figure 3), lower left general prize entry switch 49d1 (see Figure 3), out entry switch 50a (see Figure 3), and large prize entry switch 46c (see Figure 3) are detected (break detection error).
[0145] By the way, if any error other than these specific errors occurs, do not perform the processing shown in Figures 14(a-1) and 14(a-2) described above.
[0146] On the other hand, in the case of sealed pachinko machines (managed gaming machines) that circulate sealed game balls internally, the number of balls held by the player, managed by the gaming machine, is transmitted to a dedicated unit outside the gaming machine, and the ball information is counted on a card. Therefore, since forgetting to take the card after counting is complete would result in a significant loss for the player, the notification of forgotten cards is information that must be conveyed to the player. For this reason, in this embodiment, as shown in Figure 14(c), the message "Counting complete. Please be careful not to forget your card" (see image P52) is displayed on the liquid crystal display device 41 with higher priority than the message "Saving function activated. Today's game is over" (see image P51), which indicates that the suppression device (saving function) has been activated. This ensures that players are reliably reminded not to forget their cards.
[0147] Furthermore, when the suppression device (saving function) is activated, Figures 14(a-1) and 14(a-2) show examples where a character saying "You did it!" (see image P14) and a small "Shoot to the right" message (see image P15) prompting the player to shoot to the right (the player using the launch handle 16 to shoot the game ball to the right side of the game area 40 on the game board 4) are drawn on layer L1 of the normal game screen. However, the system is not limited to these examples, and since the normal game screen becomes difficult to see when the suppression device (saving function) is activated, these images may be omitted from layer L1. Doing so can reduce the control load when the suppression device (saving function) is activated.
[0148] <Explanation of how the starting reserve balls are handled when the suppression device (saving function) is activated after a jackpot> Next, we will explain how the reserve balls are handled when the suppression device (saving function) is activated after a big win.
[0149] If the difference in ball count reaches 95,000 during a jackpot game, the same processing as before the difference in ball count reached 95,000 is performed. In other words, even if the suppression device (saving function) is activated after a jackpot game, the prize balls awarded for entering the special symbol 1 start port 44 and the special symbol 2 start port 45a shown in Figure 2 will be paid out. Therefore, the random number update processing by the random number circuit, the random number acquisition processing, and the update of the number of starting reserved balls are also performed in the same way as before the difference in ball count reached 95,000. This eliminates the need to differentiate processing depending on whether the difference in ball count reaches 95,000 or not during a jackpot game, thus reducing the processing burden.
[0150] On the other hand, when the suppression device (saving function) is activated after a big win, no changes are made to the starting reserve balls that have been awarded, and the display of the number of starting reserve balls is also hidden. This allows the player to understand that the reserved changes have been invalidated.
[0151] Incidentally, as explained above, the number of balls held for starting is displayed on the segment display device 53a shown in Figure 15, which is controlled by the main control board 60 (main control CPU 600a). In addition, as shown in Figure 15, a balls held for starting display device 56 can also be provided on the right side of the liquid crystal display device 41. As shown in Figure 15, this balls held for starting display device 56 is equipped with four round LED lamps 56a, and by combining the illumination and flashing of two round LED lamps 56a (in Figure 15(a), two round LED lamps 56a are illuminated), the number of balls held for starting corresponding to special symbols 1 and 2 is displayed. Furthermore, as shown in Figure 15, the balls held for starting display device 56 is equipped with a star-shaped LED lamp 56b, which illuminates to indicate a jackpot (Figure 15(a) shows an example of it being illuminated). This balls held for starting display device 56 is controlled by the sub-control board 80 (sub-control CPU 800a).
[0152] Therefore, as shown in Figure 15(a), the liquid crystal display 41 displays the message, "You are currently on a winning streak. Please continue playing. The saving function will activate after the win ends" (see image P36). Then, as shown in Figure 15(b), the liquid crystal display 41 displays the message, "The saving function has been activated. Today's game is over" (see image P38). When the suppression device (saving function) is activated, as shown in Figure 15(b), all the LED lamps (round LED lamp 56a, star-shaped LED lamp 56b) of the start-hold ball display device 56 are turned off. In addition, the segment display device 53a shown in Figure 15 is also turned off.
[0153] In this embodiment, an example is shown in which both the start-hold ball display device 56 and the segment display device 53a are turned off. However, the system is not limited to this, and only one of them may be turned off. Also, in this embodiment, only an example of turning off the segment display device 53a is shown. However, the system is not limited to this, and in conjunction with turning off the segment display device 53a, the special symbol display device 51, the normal symbol display device 52, the round lamp 53b, and the right-hand shooting notification lamp 53c may all be turned off. Furthermore, since the random number update process by the random number circuit is performed by a hardware random number circuit built into the main control CPU 600a shown in Figure 3, stopping the update process may cause the main control CPU 600a to determine that the random number circuit is in an error state. For this reason, the random number update process by the random number circuit may be continued even after the suppression device (saving function) is activated.
[0154] <Explanation regarding movable parts> Next, we will explain the movable parts.
[0155] As shown in Figure 16(a), the movable mechanism 43 can move during normal gameplay, or as shown in Figure 16(b), it can move even while the activation notification for the suppression device (saving function) is displayed. Specifically, during normal gameplay, for example, as shown in Figure 16(a), the liquid crystal display device 41 displays decorative symbols that are rapidly changing (see image P50), and also displays permanent symbols that are rapidly changing (see image P51). At this time, as shown in Figure 16(a), the movable mechanism 43 (upper movable mechanism 43a in the illustration) moves so as to overlap a part of the liquid crystal display device 41, depending on the content of the performance.
[0156] On the other hand, as shown in Figure 16(b), the liquid crystal display device 41 displays decorative patterns that are rapidly changing (see image P50), and also resident patterns that are rapidly changing (see image P51). In this case, if the suppression device (saving function) is about to be activated, as shown in Figure 16(b), the liquid crystal display device 41 will display, for example, "1000~1 remaining until saving function is activated" (see image P52). In this case, as shown in Figure 16(b), the movable mechanism device 43 (upper movable mechanism 43a in the illustration) moves so as to overlap a part of the liquid crystal display device 41, depending on the content of the performance.
[0157] Incidentally, in the case of such a movable mechanism 43, at the start of movement or immediately after movement, the motor (not shown), such as a two-phase stepping motor, is in an acceleration period and has not yet reached its maximum speed.
[0158] Therefore, simply moving the movable mechanism 43 according to the performance content was insufficient to give the movement of the movable mechanism 43 a sense of speed.
[0159] Therefore, in this embodiment, in order to solve the above-mentioned problems, the following is done.
[0160] As shown in Figure 17(a), the liquid crystal display 41 displays a resident pattern that is rapidly changing (see image P51), hiding the decorative pattern or making it difficult for the player to recognize it, and suggesting the movement of the movable mechanism 43. Then, as shown in Figure 17(a), immediately after the movement of the movable mechanism 43 (upper movable mechanism 43a in the illustration) begins, the liquid crystal display 41 displays as if a linear effect EF1, like light, is being output from the movable mechanism 43 (upper movable mechanism 43a in the illustration).
[0161] Incidentally, as explained above, at the start of movement or immediately after movement, the movable mechanism 43 is in an acceleration period for a motor (not shown), such as a two-phase stepping motor, and the motor has not yet reached its maximum speed. Therefore, in this embodiment, as shown in Figure 17(b), the effect EF2 showing the outline of the movable mechanism 43 (upper movable mechanism 43a in the figure) is displayed on the liquid crystal display device 41 ahead of the movement of the movable mechanism 43 (upper movable mechanism 43a in the figure).
[0162] Therefore, in this way, the player will perceive the movable mechanism 43 (upper movable mechanism 43a in the illustration), including effect EF2, as being in motion, thus giving the movable mechanism a sense of speed.
[0163] Next, as shown in Figure 17(c), when the movable mechanism 43 (upper movable mechanism 43a in the figure) is moving from the top to the bottom in the figure, the liquid crystal display 41 displays a linear effect EF3, which resembles light, in addition to the effect EF2. This linear effect EF3 is displayed on the liquid crystal display 41 as if it were moving in the opposite direction to the movement of the movable mechanism 43 (upper movable mechanism 43a in the figure), that is, from the bottom to the top in the figure. Thus, by moving the effect EF3 in the opposite direction to the movement of the movable mechanism 43 (upper movable mechanism 43a in the figure) and displaying it on the liquid crystal display 41 in this way, the movement of the movable mechanism 43 (upper movable mechanism 43a in the figure) can be made to give a sense of speed.
[0164] Next, as shown in Figure 17(d), when the movement of the movable mechanism 43 (upper movable mechanism 43a in the illustration) stops near the center of the screen of the liquid crystal display 41, a linear effect EF4 resembling light is displayed on the liquid crystal display 41. This linear effect EF4 is displayed on the liquid crystal display 41 as if it were flowing in the opposite direction to the movement of the movable mechanism 43 (upper movable mechanism 43a in the illustration), that is, from the bottom to the top in the illustration. Thus, by moving the effect EF4 in the opposite direction to the movement of the movable mechanism 43 (upper movable mechanism 43a in the illustration) and displaying it on the liquid crystal display 41 in this way, it is possible to give the player the illusion that the movable mechanism 43 (upper movable mechanism 43a in the illustration) is still moving.
[0165] Incidentally, the number of lines (density) of the linear effect EF1 shown in Figure 17(a) is greater than the number of lines (density) of the linear effect EF3 shown in Figure 17(c). This makes it less likely for the player to perceive the slowness of the movable mechanism 43 at the start of movement or immediately after movement, and gives the movement of the movable mechanism 43 a sense of dynamism.
[0166] Furthermore, the number of lines (density) of the linear effect EF4 shown in Figure 17(d) is greater than the number of lines (density) of the linear effect EF3 shown in Figure 17(c). In this way, even after the movement of the movable mechanism 43 has stopped, the player will have the illusion that the movable mechanism 43 is still moving, thereby giving the movable mechanism 43 a pseudo-movement.
[0167] By the way, in the above explanation, as shown in Figure 17(b), an example was shown in which the effect EF2 indicating the outline of the movable mechanism 43 (upper movable mechanism 43a in the illustration) is displayed on the liquid crystal display device 41 before the movement of the movable mechanism 43 (upper movable mechanism 43a in the illustration). However, it is not limited to this, and it can also be done as shown in Figure 18.
[0168] Specifically, as shown in Figure 18, the liquid crystal display device 41 displays a resident symbol that is rapidly changing (see image P51), hiding the decorative symbol display or making it difficult for the player to recognize it, and suggesting the movement of the movable mechanism device 43. Then, as shown in Figure 18, immediately after the movement of the movable mechanism device 43 (shown in the figure as the upper movable mechanism 43a, the left movable mechanism 43b, and the right movable mechanism 43c) begins, the liquid crystal display device 41 displays an effect EF5a that mimics the shape of the upper movable mechanism 43a, indicating the destination of the upper movable mechanism 43a, i.e., the movable position. Then, as shown in Figure 18, the liquid crystal display device 41 displays an effect EF5b that mimics the shape of the left movable mechanism 43b, indicating the destination of the left movable mechanism 43b, i.e., the movable position. Furthermore, as shown in Figure 18, the liquid crystal display device 41 displays an effect EF5c that mimics the shape of the right movable mechanism 43c, i.e., the movable position.
[0169] Therefore, even in this manner, the movable mechanism 43 (shown in the diagram as the upper movable mechanism 43a, the left movable mechanism 43b, and the right movable mechanism 43c) appears to be in motion, including the effects EF5a~5c, thus giving the movement of the movable mechanism a sense of speed.
[0170] By the way, in addition to the above, the following can be done to make it appear as if there is a chance of creating a game state that is advantageous to the player.
[0171] In other words, when the movable mechanism 43 is moved significantly, for example during a chance-up event, it can be done as shown in Figure 19.
[0172] As shown in Figure 19(a), the liquid crystal display 41 displays a resident symbol that is rapidly changing (see image P51), hiding or making it difficult for the player to recognize the decorative symbol, and suggesting the movement of the movable mechanism 43. Then, as shown in Figure 19(a), immediately after the movement of the movable mechanism 43 (upper movable mechanism 43a in the illustration) begins, and preceding the movement of the movable mechanism 43 (upper movable mechanism 43a in the illustration), effect EF6, which shows the outline of the movable mechanism 43 (upper movable mechanism 43a in the illustration), is displayed on the entire screen of the liquid crystal display 41, making the background image invisible. Thus, by making the background image invisible, hiding or making it difficult for the player to recognize the decorative symbol, and suggesting the movement of the movable mechanism 43, it is indicated that there is a high expected value of generating a game state that is advantageous to the player. The example screen shown in Figure 17(a) also indicates a high expected value of generating a game state that is advantageous to the player.
[0173] Incidentally, as shown in Figure 19(a), after this effect EF6 is displayed on the liquid crystal display device 41, as shown in Figure 19(b), the movable mechanism device 43 (upper movable mechanism 43a in the illustration) moves to near the center of the screen and stops. At this time, as shown in Figure 19(b), a linear effect EF7 is displayed on the liquid crystal display device 41 around the movable mechanism device 43 (upper movable mechanism 43a in the illustration).
[0174] On the other hand, when moving the movable mechanism 43 slightly, which does not indicate a high expected value of creating a game state advantageous to the player, such as a stage change, it can be done as shown in Figure 20.
[0175] As shown in Figure 20(a), the liquid crystal display device 41 displays a resident pattern that is rapidly changing (see image P51) and a decorative pattern that is rapidly changing (see image P50). The liquid crystal display device 41 also displays a background image (in the illustration, the character image HG is displayed), and this background image is displayed in a darkened state with reduced illumination. At this time, as shown in Figure 20(a), immediately after the movable mechanism device 43 (in the illustration, the upper movable mechanism 43a) starts moving, the liquid crystal display device 41 displays a slight outline EF8 of the movable mechanism device 43 (in the illustration, the upper movable mechanism 43a) on the screen, preceding the movement of the movable mechanism device 43 (in the illustration, the upper movable mechanism 43a). In other words, unlike Figure 19(a), Figure 20(a) displays a decorative pattern and a background image (in the illustration, the character image HG is displayed).
[0176] Then, after the effect EF8 shown in Figure 20(a) is displayed on the liquid crystal display device 41, the movable mechanism device 43 (upper movable mechanism 43a in the illustration) does not move to the vicinity of the center of the screen, as shown in Figure 20(b), but instead repeatedly moves in the direction of arrow Y10, causing a slight rattling motion. Note that the effect EF8 shown in Figure 20(a) also does not move to the vicinity of the center of the screen.
[0177] Therefore, by changing the movement or effect of the movable mechanism 43 (upper movable mechanism 43a in the illustration) depending on whether or not it indicates a high expected value of generating a game state favorable to the player, it is possible to make it appear as if there is a chance of generating a game state favorable to the player.
[0178] By the way, regarding the movement of the movable mechanism 43, which has been explained in various ways above, it is possible to output sound effects from the speaker 17 (see Figure 1) in conjunction with this movement. That is, by outputting a sound effect from the speaker 17 (see Figure 1) before the movable mechanism 43 starts moving, and then gradually increasing the pitch of the sound effect in accordance with the movement of the movable mechanism 43, it is possible to further enhance the sense of speed of the movable mechanism 43. For example, if the sound effect "kyupiiiiin" is output before the movable mechanism 43 starts moving, the pitch of the "kyupiiiiin" sound effect can be gradually increased in accordance with the movement of the movable mechanism 43, such as "kyupi-pi-iiiiin", "kyupi-pi-pi-pi-piiin", "kyupi-pi-pi-pi-piiin", "kyupi-pi-pi-pi-piiin". In this way, it is possible to further enhance the sense of speed of the movable mechanism 43.
[0179] Furthermore, while the movable mechanism 43 described above moves at a constant speed, effects EF2~4, EF5a~5c, and EF6~8 can move at random speeds or at a constant speed different from that of the movable mechanism 43, so as to create a difference in their movement speed. In this way, the player can be made to believe that the movable mechanism 43 is decelerating or accelerating along the way. Moreover, this method eliminates the need for control to decelerate or accelerate the movable mechanism 43, as this can be achieved with effects, thus simplifying the control.
[0180] By the way, in this embodiment, we have shown an example in which the effect is displayed on the liquid crystal display device 41 before the movement of the movable mechanism device 43, but it is also possible to do so as shown in Figure 21.
[0181] As shown in Figure 21(a), the liquid crystal display device 41 displays a resident pattern that is rapidly changing (see image P51), hiding the decorative pattern or making it difficult for the player to recognize it, and suggesting the movement of the movable mechanism device 43. Then, as shown in Figure 21(a), the movement of the movable mechanism device 43 (upper movable mechanism 43a in the illustration) begins, and as shown in Figure 21(b), as the movement of the movable mechanism device 43 (upper movable mechanism 43a in the illustration) progresses (movement progresses downward in the illustration), an effect EF10 showing the outline of the movable mechanism device 43 (upper movable mechanism 43a in the illustration) is displayed on the liquid crystal display device 41 behind the upper movable mechanism 43a (upward in the illustration). Furthermore, as shown in Figure 21(c), as the movable mechanism 43 (upper movable mechanism 43a in the illustration) moves forward (moves downward in the illustration), effect EF11, which shows the outline of the movable mechanism 43 (upper movable mechanism 43a in the illustration), continues to be displayed on the liquid crystal display 41 behind the upper movable mechanism 43a (upward in the illustration). Then, as shown in Figure 21(d), when the movable mechanism 43 (upper movable mechanism 43a in the illustration) stops moving and reverses its movement to move upward in the illustration, effect EF11, which shows the outline of the movable mechanism 43 (upper movable mechanism 43a in the illustration), is displayed on the liquid crystal display 41 in front of the upper movable mechanism 43a (downward in the illustration). In other words, the locations where effect EF10 and effect EF11 are displayed on the liquid crystal display 41 are reversed.
[0182] Therefore, even in this manner, the movable mechanism 43 (upper movable mechanism 43a in the illustration), including effect EF10 and effect EF11, appears to be in motion, thus giving the movement of the movable mechanism a sense of speed.
[0183] Alternatively, the display can be configured as shown in Figure 22. Specifically, as shown in Figure 22, the liquid crystal display device 41 displays a resident pattern that is rapidly changing (see image P51), and the movable mechanism device 43 is in a state where it has moved towards the center of the screen. In this case, when the movable mechanism device 43 rotates in the direction of arrow Y20 shown in Figure 22, an effect EF20 that mimics a part of the movable mechanism device 43 is displayed on the liquid crystal display device 41 in the opposite direction, rotating around the movable mechanism device 43. The speed of movement of this effect EF20 is not synchronized with the rotation speed of the movable mechanism device 43, and the speed of movement of the effect EF20 is faster. Then, when the rotation of the movable mechanism device 43 stops, the movement of the effect EF20 also stops, and the movable mechanism device 43 and the effect EF20 become synchronized.
[0184] Therefore, by moving the effect EF20 in a direction different from the direction of movement of the movable mechanism 43, the movement of the movable mechanism 43 can be made to appear faster.
[0185] <Main Control: Program Description> Here, we will now explain in detail the processing methods for the various contents described above. First, we will explain in detail the overview of the program stored in the main control ROM 600b (see Figure 3) processed by the main control board 60, referring to Figures 23 to 42.
[0186] When power is turned on to the pachinko game machine 1, a power-on signal is sent to each control board indicating that the DC voltage generated by the voltage generation unit 1300 of the power supply board 130 (see Figure 3) has been applied. Upon receiving this signal, the main control CPU 600a (see Figure 3) reads the program stored in the program area 600ba within the usage area of the main control ROM 600b shown in Figure 4(b), and performs the main control processing shown in Figure 23. At this time, the main control CPU 600a first sets itself to an interrupt-disabled state (step S1).
[0187] Next, the main control CPU 600a performs a stack pointer setting process (step S2) in which it sets the value of the stack pointer inside the main control CPU 600a to correspond to the last address of the stack area 600cc within the used area of the main control RAM 600c shown in Figure 4(a).
[0188] Next, the main control CPU 600a clears the watchdog timer (WDT) (not shown) built into the main control CPU 600a (step S3), and clears the output port that outputs the firing control signal (step S4).
[0189] Next, the main control CPU 600a sets the startup waiting time for the sub-control board 80 (step S5), decrements the set waiting time (-1) (step S6), and clears the watchdog timer (WDT) (not shown) (step S7).
[0190] Next, the main control CPU 600a checks whether the set waiting time has become "0" (step S8). If it has not become "0" (step S8: ≠ 0), it returns to the process in step S7. If it has become "0" (step S8: = 0), it proceeds to the process in step S9.
[0191] Next, the main control CPU 600a acquires the voltage abnormality signal ALARM (see Figure 3) output from the power supply board 130 (voltage monitoring unit 1310) (see Figure 3) twice, checks whether the levels of the two acquired voltage abnormality signals ALARM match, stores it in an internal register of the main control CPU 600a (not shown), and checks the level of the voltage abnormality signal ALARM (step S9). If the level of the voltage abnormality signal ALARM is "L" (step S10: YES), the process returns to step S9, and if the level of the voltage abnormality signal ALARM is "H" (step S10: NO), the process proceeds to step S11. In other words, the main control CPU 600a repeats the same process until the voltage abnormality signal ALARM changes to a normal level (i.e., "H" level) (steps S9-S10). In this way, by acquiring the voltage abnormality signal ALARM twice, an accurate signal can be read.
[0192] Next, the main control CPU 600a permits data writing to the main control RAM 600c (step S11) and initializes the working area of the RAM area 600ca (see Figure 4(a)) within the used area of the main control RAM 600c (step S12). Specifically, it sets the power abnormality check counter to 00H and the system operation status to 01H.
[0193] Next, the main control CPU 600a sends a processing command (performance control command DI_CMD) to the sub-control board 80 to display a standby screen on the liquid crystal display device 41 (step S13).
[0194] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) (step S14) and checks whether a power-on signal (power-on signal) has been received from the payout control board 70 (step S15). If no power-on signal has been received (step S15: OFF), the process returns to step S14; if a power-on signal has been received (step S15: ON), the process proceeds to step S16.
[0195] Next, the main control CPU 600a acquires the level data of the RAM clear switch 620 and the setting key switch 630, and saves it to the RAM area 600ca within the used area of the main control RAM 600c (see Figure 4(a)) (step S16).
[0196] Next, the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in Figure 1 is open, a signal from the RAM clear switch 620 which has been saved to the RAM area 600ca within the used area of the main control RAM 600c (see Figure 4(a)), and a signal from the setting key switch 630 (step S17), and checks whether all of them are ON (step S18). If all are ON (step S18: YES), the main control CPU 600a performs the setting switching process (step S19).
[0197] <Explanation regarding main control: main processing: setting switching processing> Here, we will explain this setting switching process in detail with reference to Figure 25.
[0198] First, the main control CPU 600a sends a setting change start command (performance control command DI_CMD) to the sub-control board 80 to indicate that a setting change is in progress (step S60).
[0199] Next, the main control CPU 600a clears the backup flag (step S61). This backup flag is data indicating whether or not the backup process was executed when a voltage drop due to a power outage or the like was detected in the power supply abnormality check process shown in Figure 26. The reason for clearing this backup flag is to detect in step S21 shown in Figure 24, which will be described later, if the main control RAM 600c was not backed up properly due to a power outage for some reason during the setting switching process.
[0200] Next, the main control CPU 600a sets the system operation status to 02H (step S62), retrieves the setting value for the probability of generating a special game state advantageous to the player, which is stored in the RAM area 600ca (see Figure 4(a)) within the used area of the main control RAM 600c, and sets it in the W register (step S63). Specifically, if the setting value is, for example, "1" to "6", the program will correspond the setting value "1" to "6" to the values "00H" to "05H" and set it in the W register.
[0201] Next, the main control CPU 600a compares the value set in the W register with the maximum value of the setting for the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S64). If the value set in the W register is greater than the maximum value of the setting for the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S65: YES), the main control CPU 600a determines that it is an abnormal value and sets 00H in the W register (step S66).
[0202] On the other hand, if the value set in the W register is smaller than the maximum value of the setting for the probability of generating a special game state that is advantageous to the player (for example, "05H" corresponding to "6") (step S65: NO), it is determined to be a normal value and the process proceeds to step S67.
[0203] Next, the main control CPU 600a sets a security signal to ON, which is output to a hall computer (not shown) used for managing the game machines in the hall (game parlor), via an external terminal (not shown), and outputs that security signal to the hall computer (not shown) via an external terminal (not shown) (step S67).
[0204] Next, the main control CPU 600a sets the LED common port to 00H (step S68).
[0205] Next, the main control CPU 600a outputs the value set in the W register to the LED data port (step S69).
[0206] Next, the main control CPU 600a sets the LED common port that displays the set value to ON (step S70).
[0207] Next, the main control CPU 600a sets a predetermined value in a register within the main control CPU 600a and performs a countdown process so that a 4ms wait is applied (step S71). This process is performed to confirm that the change in level data of the RAM clear switch 620 (see Figure 3) and the setting key switch 630 (see Figure 3) is not due to noise or other irregularities, by waiting at least 4ms since the previous acquisition of the switch level. Furthermore, when checking the change in the voltage abnormality signal during the subsequent power supply abnormality check process and counting the power supply abnormality confirmation counter, a 4ms delay is also applied to confirm that the "L" level of the voltage abnormality signal is not due to noise or other irregularities.
[0208] Next, the main control CPU 600a performs a power supply abnormality check process (step S72). This power supply abnormality check process will be explained in detail with reference to Figure 26.
[0209] <Explanation regarding main control: main processing: power supply abnormality check processing> As shown in Figure 26, the main control CPU 600a acquires the voltage abnormality signal ALARM (see Figure 3) output from the power supply board 130 (voltage monitoring unit 1310) (see Figure 3) twice (step S80), and checks whether the levels of the two acquired voltage abnormality signals ALARM match (step S81). If they match (step S81: YES), the main control CPU 600a checks the level of the voltage abnormality signal ALARM (step S82), and if they do not match (step S81: NO), it returns to the process in step S80.
[0210] Next, if the voltage abnormality signal ALARM level is at the "H" level (step S82: OFF), the main control CPU 600a clears the power supply abnormality check counter (step S83) and finishes the power supply abnormality check process.
[0211] Meanwhile, if the voltage abnormality signal ALARM level of the main control CPU 600a is at the "L" level (step S82: ON), it increments the power abnormality check counter (+1) (step S84) and checks the value of the power abnormality check counter (step S85). If the value of the power abnormality check counter is not 2 or greater (step S85: NO), it terminates the power abnormality check process.
[0212] On the other hand, if the value of the power supply abnormality check counter is 2 or greater (step S85: YES), the main control CPU 600a sends a power cut command (performance control command DI_CMD) to the sub-control board 80 indicating that the power supply has been cut off (step S86).
[0213] Next, the main control CPU 600a checks the value of the system operation status (step S87). If the value of the system operation status is 02H, it is determined that the setting change process is in progress (step S87: YES), and the process proceeds to step S89 without setting the backup flag to ON. In this way, if the power is interrupted for some reason during the setting switching process and the main control RAM 600c is not backed up properly, it can be detected in step S21 shown in Figure 24, which will be described later.
[0214] On the other hand, if the system operation status value is not 02H, it is determined that the setting change process is not in progress (step S87: NO), and the backup flag is set to ON (step S88).
[0215] Next, the main control CPU 600a sets the main control RAM 600c to a disabled state (step S89) and clears the output data of all output ports (step S90). Then, it disables timer interrupts (step S91) and performs an infinite loop process, waiting for the voltage to drop.
[0216] <Explanation regarding main control: main processing: setting switching processing> Thus, after completing the power supply abnormality check process (step S72) as described above, the main control CPU 600a creates switch edge data for the RAM clear switch 620 signal and switch edge data for the setting key switch 630 signal from the level data of the RAM clear switch 620 from the previous and current levels, and the level data of the setting key switch 630 (step S73). The main control CPU 600a then stores the created edge data in the main control RAM 600c.
[0217] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c. If the setting key switch 630 is ON (step S74: NO), it proceeds to step S75. If the setting key switch 630 is OFF (step S74: YES), it proceeds to step S77.
[0218] Next, if the RAM clear switch 620 is ON (step S75: YES), the main control CPU 600a increments the value of the W register (+1) (step S76) and returns to the process in step S64.
[0219] On the other hand, if the RAM clear switch 620 is OFF (step S75: NO), the process returns to step S77.
[0220] Thus, the above process is repeated until the setting key switch 630 is turned OFF. When the setting key switch 630 is turned OFF, the main control CPU 600a overwrites the value of the W register with the setting value of the probability of generating a special game state advantageous to the player (for example, the setting values of "00H" to "05H" corresponding to "1" to "6") stored in the RAM area 600ca (see Figure 4(a)) within the used area of the main control RAM 600c (step S77).
[0221] Next, the main control CPU 600a outputs a setting confirmation indicator to the LED data port (step S78).
[0222] Next, the main control CPU 600a sends a setting change completion command (performance control command DI_CMD) that reflects the set value to the sub-control board 80 (step S79).
[0223] <Main Control: Explanation of Main Processing> Thus, after completing the setting switching process (step S19) shown in Figure 23, the main control CPU 600a proceeds to the process shown in step S26 in Figure 24.
[0224] On the other hand, the main control CPU 600a checks whether the signals from the RAM clear switch 620 and the setting key switch 630 are all ON (step S18). If they are not all ON (step S18: NO), the main control CPU 600a performs the process shown in step S20 in Figure 24.
[0225] In other words, the main control CPU 600a retrieves the setting value for the probability of generating a special game state advantageous to the player (for example, the setting values "00H" to "05H" corresponding to "1" to "6") stored in the RAM area 600ca within the used area of the main control RAM 600c (see Figure 4(a)), and checks whether it is less than or equal to the maximum setting value (for example, "05H" corresponding to "6") (step S20). If it is less than or equal to the maximum setting value (step S20: YES), it checks whether the backup flag is set to ON (step S21).
[0226] <Explanation regarding main control: main processing: RAM error handling> If the value is not below the set maximum value (step S20: NO), or if the backup flag is not set to ON (step S21: NO), the main control CPU 600a sends a RAM error command (performance control command DI_CMD) to the sub-control board 80 indicating a RAM error (step S22).
[0227] Next, the main control CPU 600a outputs an error message to the LED data port (step S23).
[0228] Next, the main control CPU 600a performs a power supply abnormality check (step S24), returns to the process in step S23, and repeats the process. This power supply abnormality check is the same process as the power supply abnormality check shown in Figure 26.
[0229] <Main Control: Explanation of Main Processing> On the other hand, if the backup flag is set to ON (step S21: YES), check the signal of the RAM clear switch 620 (step S25).
[0230] <Explanation regarding main control: main processing: RAM clearing process> If the signal of the RAM clear switch 620 is ON (step S25: YES), or if the setting switching process shown in Figure 23 (step S19) is performed, the main control CPU 600a does not clear the RAM area 600cf (see Figure 4(a)) outside the used area of the main control RAM 600c, nor the stack area 600cg (see Figure 4(a)) outside the used area of the main control RAM 600c, but clears the RAM area 600ca (see Figure 4(a)) and the stack area 600cc (see Figure 4(a)) within the used area of the main control RAM 600c (step S26). Since the RAM area 600ca (see Figure 4(a)) and the stack area 600cc (see Figure 4(a)) within the used area of the main control RAM 600c are cleared, the game state returns to the normal game state. Therefore, in this case, the game stop flag, which indicates that the game has stopped due to the activation of the suppression device (saving function), is cleared, and the game stop state is released. Also, if the game is stopped due to an illegal error, the illegal game stop flag is also cleared.
[0231] Next, the main control CPU 600a performs a backup process to save the contents of the registers within the main control CPU 600a to the stack area 600cc within the usage area of the main control RAM 600c (see Figure 4(a)) (step S27).
[0232] Next, the main control CPU 600a reads the program stored in the program area 600be outside the used area of the main control ROM 600b shown in Figure 4(b), and executes the RAM clearing out-of-used-area processing (step S28).
[0233] <Main Control: Explanation of processing outside the used area when RAM is cleared> To explain the processing of the area outside the used region when RAM is cleared in detail using Figure 27, as shown in Figure 27, the main control CPU 600a saves the stack pointer in the used region (during normal processing) to the RAM area 600ca within the used region of the main control RAM 600c (see Figure 4(a)), and sets the stack pointer address for the area outside the used region in the stack pointer inside the main control CPU 600a (step S100).
[0234] Next, the main control CPU 600a sets (clears) the suppression device activation flag stored in the RAM area 600ce outside the used area of the main control RAM 600c to 0 (step S101), and restores the stack pointer from normal processing that was saved to the stack area 600cg outside the used area of the main control RAM 600c (see Figure 4(a)) (step S102). Then, the main control CPU 600a finishes the processing outside the used area when RAM is cleared. The suppression device activation flag indicates whether the suppression device (saving function) has been activated.
[0235] <Main Control: Explanation of Main Processing> Thus, after completing the RAM clearing process outside the usage area, the main control CPU 600a reads the program stored in the program area 600ba within the usage area of the main control ROM 600b shown in Figure 4(b), and in step S27 shown in Figure 24, restores the contents of the registers in the main control CPU 600a that were saved in the stack area 600cc (see Figure 4(a)) within the usage area of the main control RAM 600c (step S29). Then, the main control CPU 600a sets the RAM clear notification timer to 30 seconds (30s) (step S30), and sets a timer to output a security signal to a hall computer (not shown) used for managing the game machines in the hall (game parlor) via an external terminal (not shown) to 30 seconds (30s) (step S31).
[0236] Next, the main control CPU 600a sets initial values for a portion of the main control RAM 600c (step S32), and then proceeds to the process in step S44.
[0237] <Main Control: Explanation of Main Processing> On the other hand, if the signal from the RAM clear switch 620 is OFF (step S25: NO), the main control CPU 600a acquires the door open signal, which indicates whether the glass door frame 5 shown in Figure 1 is open, and the signal from the setting key switch 630 (step S33), and checks whether all of them are ON (step S34). If none of them are ON (step S34: NO), the process proceeds to step S43.
[0238] <Explanation regarding main control: main processing: setting confirmation processing> On the other hand, if everything is turned ON (step S34: YES), the main control CPU 600a sends a setting value command (performance control command DI_CMD) that reflects the set value to the sub-control board 80 (step S35).
[0239] Next, the main control CPU 600a sets a timer to 30 seconds (30s) that outputs a security signal to a hall computer (not shown) used for managing the game machines in the hall (game parlor) via an external terminal (not shown) (step S36).
[0240] Next, the main control CPU 600a sets the security signal to ON via an external terminal (not shown) used for managing the game machines in the hall (game parlor), and outputs the security signal to the hall computer (not shown) via an external terminal (not shown) for 30 seconds (30s) set by the timer (step S37).
[0241] Next, the main control CPU 600a outputs the set value to the LED data port (step S38).
[0242] Next, the main control CPU 600a sets a predetermined value in a register within the main control CPU 600a and performs a countdown process so that a 4ms wait is applied (step S39).
[0243] Next, the main control CPU 600a performs power abnormality check processing (step S40). This power abnormality check processing is the same as the power abnormality check processing shown in FIG. 26.
[0244] Next, the main control CPU 600a creates switch edge data of the setting key switch 630 signal from the level data of the setting key switch 630 for the previous time and this time (step S41). The main control CPU 600a stores the created edge data in the main control RAM 600c (see FIG. 4).
[0245] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c (see FIG. 4) (step S42). If the setting key switch 630 is ON (step S42: NO), the process returns to the process of step S38.
[0246] <Explanation of the main control: Main process> On the other hand, if the setting key switch 630 is OFF (step S42: YES), initial values such as backup flags and error detection timers are set in a part of the main control RAM 600c (step S43). At this time, when the game is stopped due to an illegal error, the initial value is set (cleared) in the illegal game stop flag. Therefore, even if the pachinko gaming machine 1 is powered off and restored without pressing the RAM clear switch 620 and without clearing the main control RAM 600c, the game stop state due to an illegal error is eliminated.
[0247] Thus, in this embodiment, by clearing the main control RAM600c due to backup abnormality or through the setting change process of the setting content of the probability of generating a game state advantageous to the player as an abnormality of the main control RAM600c, the main control RAM600c is cleared and the game program is started. As a result, even if the value related to the bonus balls stored in the main control RAM600c has been rewritten due to the occurrence of an illegal error, the situation where the hall (game arcade) side suffers disadvantages can be reduced, and thereby, appropriate processing can be performed for the control until forced termination and the control after forced termination without affecting the control related to other games.
[0248] Next, the main control CPU600a transmits a command (production control command DI_CMD) indicating whether it is a power-off recovery by RAM clearing or a power-off recovery by backup to the sub-control board 80 (step S44).
[0249] Next, the main control CPU600a performs a game state notification information update process for updating the game state notification information (step S45).
[0250] Next, the main control CPU600a executes a save process of saving the contents of the register group in the main control CPU600a to the stack area 600cc (see Fig. 4(a)) within the used area of the main control RAM600c (step S46).
[0251] Next, the main control CPU600a reads out the program stored in the program area 600be outside the used area of the main control ROM600b shown in Fig. 4(b) and executes an outside-used-area game start setting (step S47).
[0252] <Explanation of the outside-used-area game start setting of the main control> To explain the setting for starting gameplay outside the usage area in detail using Figure 28, as shown in Figure 28, the main control CPU 600a saves the stack pointer within the usage area (during normal processing) to the RAM area 600ca within the usage area of the main control RAM 600c (see Figure 4(a)), and sets the stack pointer address for outside the usage area in the stack pointer inside the main control CPU 600a (step S110).
[0253] Next, the main control CPU 600a sets (clears) the difference ball counter stored in the RAM area 600ce outside the main control RAM 600c to 0 (step S111), and sets (clears) the operating status stored in the RAM area 600ce outside the main control RAM 600c to 0 (step S112).
[0254] Next, the main control CPU 600a restores the stack pointer from normal processing, which was saved to the non-used stack area 600cg (see Figure 4(a)) of the main control RAM 600c (step S113). Then, the main control CPU 600a finishes setting the non-used game start.
[0255] By the way, this operating status is a status used to manage the state up to 95000, when the suppression device (saving function) is activated. Specifically, if the difference ball counter value is between 0 and 89999, the operating status is "0", if the difference ball counter value is between 90000 and 90999, the operating status is "1", if the difference ball counter value is between 91000 and 91999, the operating status is "2", if the difference ball counter value is between 92000 and 92999, the operating status is "3", if the difference ball counter value is between 93000 and 93999, the operating status is "4", and if the difference ball counter value is between 94000 and 94999, the operating status is "5".
[0256] <Main Control: Explanation of Main Processing> Thus, after completing the settings for starting a game outside the usage area, the main control CPU 600a reads the program stored in the program area 600ba within the usage area of the main control ROM 600b shown in Figure 4(b), and in step S46 shown in Figure 24, restores the contents of the registers in the main control CPU 600a that were saved in the stack area 600cc within the usage area of the main control RAM 600c (see Figure 4(a)) (step S48).
[0257] Therefore, with this processing, if the RAM clear switch 620 is pressed, the suppression device operation flag will be cleared in step S28, and the ball difference counter and operation status will be cleared in step S47. As a result, as explained above, when the RAM clear switch 620 is pressed, the contents related to the suppression device (saving function) will be cleared from the unused RAM area 600ce.
[0258] On the other hand, if the RAM clear switch 620 is not pressed and the backup restore process is executed, step S28 is not executed, and only step S47 is executed. Therefore, during the backup restore process, the ball difference counter and the operating status are cleared. As explained above, during the backup restore, a portion of the unused RAM area 600ce related to the suppression device (saving function) is cleared.
[0259] Thus, as shown in Figure 24, after executing the process in step S48, the main control CPU 600a retrieves the game stop flag stored in the RAM area 600ca within the used area and checks its value (step S49). If the game stop flag is not set to 5AH (step S49: ≠ 5AH), the main control CPU 600a determines that the game was not stopped before the power was cut off and proceeds to the process in step S51.
[0260] On the other hand, if the game stop flag is set to 5AH (step S49:=5AH), the main control CPU 600a determines that the game had already stopped before the power was cut off, and sends a game stop command (performance control command DI_CMD) to the sub-control board 80 (step S50).
[0261] Next, the main control CPU 600a retrieves the suppression device activation flag stored in the unused RAM area 600ce and checks its value (step S51). If the suppression device activation flag is not set to 5AH (step S51: ≠ 5AH), the main control CPU 600a determines that the suppression device (saving function) is not activated and proceeds to step S54.
[0262] On the other hand, if the suppression device activation flag is set to 5AH (step S51:=5AH), the main control CPU 600a determines that the suppression device (saving function) is activated, retrieves the special symbol jackpot activation flag and the special symbol minor jackpot activation flag stored in the RAM area 600ca within the used area, and checks their values (step S52). If neither the special symbol jackpot activation flag nor the special symbol minor jackpot activation flag is set to 5AH (step S52:NO), the main control CPU 600a determines that it is neither in a jackpot game nor a minor jackpot game, and even if the suppression device activation flag is set to 5AH, it does not perform the process in step S53 described later, and proceeds to the process in step S54.
[0263] On the other hand, if 5AH is set in either the special symbol jackpot activation flag or the special symbol minor jackpot activation flag (step S52: YES), the main control CPU 600a determines that a jackpot game or a minor jackpot game is in progress and sends a suppression device activation warning command (performance control command DI_CMD) to the sub-control board 80 (step S53). In other words, if 5AH is set in the suppression device activation flag AND a jackpot game or a minor jackpot game is in progress, the main control CPU 600a sends a suppression device activation warning command (performance control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a sends a command list related to an image (video) that will display a game stop on the liquid crystal display device 41 to the VDP 803. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. This causes the liquid crystal display device 41 to display a message such as, "You are currently on a big win. Please continue playing. The saving function will activate after the win ends," as shown in Figures 7(c), 9(b), 11(b)-(c), 12(b)-(c), and 15(a). In the case of a small win, the message will be "You are currently on a small win."
[0264] Thus, after completing these processes, the main control CPU 600a sets its internal function registers (step S54). Specifically, it sets the launch control signal to ON and sends it to the payout / launch control board 70. This causes the payout / launch control board 70 to start the operation of launching the game balls. The main control CPU 600a also sets the CTC (Counter Timer Circuit), which has functions such as creating pulse outputs of a fixed period and measuring time, located inside the main control CPU 600a. That is, the main control CPU 600a sets the time constant register of the CTC so that a timer interrupt occurs periodically every 4ms.
[0265] Next, the main control CPU 600a reads the program stored in the program area 600be outside the usage area of the main control ROM 600b shown in FIG. 4(b) in a state where interrupts to itself are set to the prohibited state (step S55), and performs the process of the winning ball count management process 1 that calculates performance such as the total number of game balls launched into the game area 40 including the number of winning balls and non-winning balls (step S56). Then, the main control CPU 600a updates various random number counters based on the program stored in the program area 600ba within the usage area of the main control ROM 600b shown in FIG. 4(b) (step S57), then returns to the interrupt permission state (step S58), returns to step S55, and performs a loop process that repeatedly performs the processes of steps S55 to S58.
[0266] <Main control: Explanation of the winning ball count management process 1> Here, referring to FIGS. 29 to 30, the above-described winning ball count management process 1 will be described in detail.
[0267] As shown in FIG. 29, the winning ball count management process 1 first executes a save process that saves the contents of the register group in the main control CPU 600a to the stack area 600cg outside the usage area of the main control RAM 600c (see FIG. 4(a)) (step S120).
[0268] Next, the main control CPU 600a initializes the RAM area 600ce outside the usage area of the main control RAM 600c (see FIG. 4(a)) (step S121).
[0269] <Main control: Explanation of the initialization of the RAM area outside the usage area> Regarding this point, referring to FIG. 30 for a more detailed explanation, as shown in FIG. 30, first, the main control CPU 600a (see FIG. 4) checks the RAM error flag (step S130). If the RAM error flag is set to ON, it is determined that it does not indicate any value from "1" to "6" (step S130: YES), and an abnormality has occurred in the main control RAM 600c (RAM error), and the processes of step S131 and step S132 are not performed, and the process proceeds to step S133.
[0270] On the other hand, if the RAM error flag is set to OFF, the main control CPU 600a determines that it is showing one of the values from "1" to "6" (step S130: NO) and obtains the value of the initialized flag (step S131). Next, the main control CPU 600a checks whether the obtained value of the initialized flag is 5AH or not (step S132). If it is not 5AH (step S132: NO), it sets the initialized flag to 5AH (step S133), initializes (clears) the unused RAM area 600ce (see Figure 4(a)) (step S134), and finishes the initial setup process for the unused RAM area. On the other hand, if it is 5AH (step S132: YES), it determines that the unused RAM area 600ce has already been initialized and finishes the initial setup process for the unused RAM area.
[0271] Therefore, if the acquired setting value does not show any value from "1" to "6", it is possible that the measurement corresponding to the current setting value (described later) is not being performed correctly. In this case, even if it has been initialized, you should clear the RAM area 600ce (see Figure 4(a)) outside the used area of the main control RAM 600c.
[0272] <Main Control: Explanation of Prize Ball Winning Count Management Process 1> Thus, as shown in Figure 29, the main control CPU 600a initializes the RAM area 600ce outside the used area of the main control RAM 600c (step S121), then performs a counting process (step S122), and then performs a counting process (step S123). Then, the main control CPU 600a restores the contents of the registers that had been saved in the stack area 600cg outside the used area of the main control RAM 600c (see Figure 4(a)) (step S124), and finishes the prize ball winning count management process 1.
[0273] <Main Control: Explanation of Timer Interrupt Processing> Next, referring to Figure 31, we will describe the timer interrupt program that interrupts the main process described above and starts every 4ms.
[0274] When this timer interrupt occurs, a backup process is executed to save the contents of the registers in the main control CPU 600a to the stack area 600cc within the usage area of the main control RAM 600c (see Figure 4(a)) (step S200), and then a voltage abnormality check process is executed (step S201). This voltage abnormality check process is the same as the power supply abnormality check process shown in Figure 26.
[0275] Next, the main control CPU 600a retrieves the game stop flag stored in the RAM area 600ca within the used area and checks its value (step S202). If the game stop flag is set to 5AH (step S202:=5AH), the main control CPU 600a determines that the game is stopped and proceeds to step S208.
[0276] On the other hand, if the game stop flag is not set to 5AH (step S202: ≠ 5AH), the main control CPU 600a retrieves the suppression device activation flag stored in the unused RAM area 600ce and checks its value (step S203). If the suppression device activation flag is not set to 5AH (step S203: ≠ 5AH), the main control CPU 600a determines that the suppression device (saving function) is not activated and proceeds to step S211.
[0277] On the other hand, if the suppression device activation flag is set to 5AH (step S203:=5AH), the main control CPU 600a determines that the suppression device (saving function) is activated, retrieves the special symbol jackpot activation flag and the special symbol minor jackpot activation flag stored in the RAM area 600ca within the used area, and checks their values (step S204). If neither the special symbol jackpot activation flag nor the special symbol minor jackpot activation flag is set to 5AH (step S204:NO), the main control CPU 600a determines that a jackpot game is not in progress or a minor jackpot game is not in progress, and sets the game stop flag stored in the RAM area 600ca within the used area to 5AH (step S205).
[0278] On the other hand, if 5AH is not set in either the special symbol jackpot activation flag or the special symbol minor win activation flag (step S204: YES), the main control CPU 600a determines that a jackpot game or a minor win game is in progress and proceeds to step S211.
[0279] Thus, after executing the process in step S205, the main control CPU 600a sets the external output information (security information) (step S206) and sends a game stop command (performance control command DI_CMD) to the sub-control board 80 (step S207). In response, the sub-control CPU 800a sends a command list related to an image (video) that will display the game stop on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays "Saving function activated. Today's game is over" as shown in Figures 6(c), 7(d), 9(c), 10(d), 11(d), 12(d), 13(c-2), 14(b), (c), and 15(b).
[0280] Next, the main control CPU 600a turns off the solenoid port (step S208) and the LED common port (step S209). As a result, as explained with reference to Figure 15, no changes are made to the starting reserved balls that have been awarded, and the display of the number of starting reserved balls is also hidden. This allows the player to recognize that the reserved changes have been invalidated. Furthermore, in the case of stopping the game when fraudulent activity is detected, the main control CPU 600a should be instructed to check the fraudulent game stop flag to be used when fraudulent activity is detected, and if 5AH is set, the main control CPU 600a should perform the same processing.
[0281] Next, the main control CPU 600a sends a command to the payout / launch control board 70 to stop launching the game balls (step S210), and proceeds to the process in step S221.
[0282] On the other hand, if 5AH is not set in the suppression device activation flag (step S203: ≠ 5AH), or if 5AH is not set in either the special symbol jackpot activation flag or the special symbol minor win activation flag (step S204: YES), the main control CPU 600a activates the special symbol 1 start port switch 44a (see Figure 3), the special symbol 2 start port switch 45a1 (see Figure 3), the normal symbol start port switch 48a (see Figure 3), and the upper right general prize port switch 49a1 (see Figure 3). (See Figure 3) ON / OFF signals are input to various switches, including the upper left general prize slot switch 49b1 (see Figure 3), the left middle general prize slot switch 49c1 (see Figure 3), the lower left general prize slot switch 49d1 (see Figure 3), the out slot switch 50a (see Figure 3), and the large prize slot switch 46c (see Figure 3). The ON / OFF signal levels and their rising states are stored in the RAM area 600ca (see Figure 4(a)) within the usable area of the main control RAM 600c (step S211). Note that this process is not performed if the game stop flag is set to 5AH (step S202:=5AH), as shown in Figure 31. Therefore, if a game ball launched into the game area 40 using the launch handle 16 before the game stops, and is still present in the game area 40 after the game stops, the game ball will not be detected even if it enters the special symbol 1 start switch 44a, the special symbol 2 start switch 45a1, the upper right general prize entry switch 49a1, the upper left general prize entry switch 49b1, the left middle general prize entry switch 49c1, or the lower left general prize entry switch 49d1. This is because if the ON / OFF state of the switches is affected by fraudulent means such as radio wave cheating, and prize balls are generated, then continuing to perform this switch management process after the game stops could allow for the fraudulent acquisition of prize balls while the game is stopped. Therefore, this method reduces the risk of damage to the hall (amusement parlor).
[0283] Next, the main control CPU 600a performs timer subtraction processing for various timers (normal symbol variation timer, normal symbol mechanism timer, etc.) that manage the time for each game operation (step S212).
[0284] Next, the main control CPU 600a performs random number management processing (step S213). Specifically, it performs processing to update the random numbers for the regular symbols, special symbols, etc., used in the winning / losing lottery.
[0285] Next, the main control CPU 600a performs normal symbol processing (step S214). This normal symbol processing involves a lottery to determine whether the normal symbols will win or lose, and based on the lottery results, it determines the variation pattern of the normal symbols and the stopping display state of the normal symbols. Details of this process will be described later.
[0286] Next, the main control CPU 600a executes the normal electric mechanism management process (step S215). This normal electric mechanism management process generates signals related to the control of the normal electric mechanism solenoid 45b2 (see Figure 3), which is necessary for the normal electric mechanism opening game to occur, based on the lottery results of the normal symbol processing (step S214).
[0287] Next, the main control CPU 600a executes special symbol processing (step S216). In this special symbol processing, a lottery is held to determine whether the special symbols will be successful or not, and based on the results of the lottery, the variation pattern of the special symbols and the stopping display manner of the special symbols are determined. Details of this process will be described later.
[0288] Next, the main control CPU 600a executes special electric mechanism management processing (step S217). This special electric mechanism management processing mainly involves setting up the necessary settings to execute and control the winning game corresponding to the winning result, when the jackpot lottery result is "jackpot" or "minor win". At this time, signals related to the control of the special electric mechanism solenoid 46b (see Figure 3) are also generated.
[0289] Next, the main control CPU 600a performs right-hand shooting notification information management processing (step S218). This right-hand shooting notification information management processing performs processing to generate a "launch position guidance effect (right-hand shooting notification effect)" that provides a right-hand shooting instruction notification in situations where right-hand shooting is advantageous, such as when the opening / closing member (not shown) of the electric tuner (normal electric mechanism) is in the open state, the time in which the guide member (not shown) is in the guide state is extended, or when the opening / closing door 46a is opened and the big prize opening (not shown) is opened. When the right-hand shooting notification effect is performed, a command (effect control command DI_CMD) related to that right-hand shooting notification effect is sent to the sub-control board 80 (sub-control CPU 800a) during this right-hand shooting notification information management processing. In response, the sub-control CPU 800a sends a command list related to images (videos) that will display the determined stop symbols (normal symbol stop symbols) on the liquid crystal display device 41 to the VDP 803. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays "Right-handed" as shown in Figures 7(a)~(c), 8(a)~(d), 9(a)~(b), 10(a)~(c), 11(a)~(c), 12(a)~(c), 13(b-1), (b-2), (c-1), 14(a-1), (a-2), and 15(a).
[0290] Next, the main control CPU 600a executes the LED management process (step S219).
[0291] Next, the main control CPU 600a performs solenoid management processing (step S222). At this time, the main control CPU 600a checks the control signals for the ordinary electric mechanism solenoid 45b2 (see Figure 3) generated in the ordinary electric mechanism management processing (step S215), and also checks the control signals for the special electric mechanism solenoid 46b (see Figure 3) generated in the special electric mechanism management processing (step S217). Based on these signals, the operation / stopping of the ordinary electric mechanism solenoid 45b2 or the special electric mechanism solenoid 46b is controlled, and the opening / closing door 46a (see Figure 2) operates so that the opening / closing member (not shown) of the electric tuner (ordinary electric mechanism) is in the open state, the time in which the guide member (not shown) is in the guide state is extended / not extended, or the large prize opening (not shown) is opened or closed.
[0292] Next, the main control CPU 600a performs error management processing (step S221). Error management processing determines whether there are any abnormalities inside the machine, such as the replenishment of game balls stopping, game balls getting jammed, or a break in the special symbol 1 start switch 44a (see Figure 3), special symbol 2 start switch 45a1 (see Figure 3), normal symbol start switch 48a (see Figure 3), upper right general prize slot switch 49a1 (see Figure 3), upper left general prize slot switch 49b1 (see Figure 3), left middle general prize slot switch 49c1 (see Figure 3), lower left general prize slot switch 49d1 (see Figure 3), out slot switch 50a (see Figure 3), or large prize slot switch 46c (see Figure 3). Furthermore, if any error occurs (this includes the detection of fraudulent activity by the player by the fraud detection board 55), a command corresponding to that error (performance control command DI_CMD) will be sent to the sub-control board 80. In response, the sub-control CPU 800a will send a command list regarding the image (video) to be displayed for the error to the VDP 803. As a result, the VDP 803 will generate image (video) data to display an image based on the command list, and send the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 will display an error as explained with reference to Figure 14. Furthermore, if any error other than the detection of fraudulent activity by the player by the fraud detection board 55 is cleared, the main control CPU 600a will send a command corresponding to the clearing of that error (performance control command DI_CMD) to the sub-control board 80.
[0293] Incidentally, this error management process will be executed even if the game stop flag is set to 5AH (step S202:=5AH), as shown in Figure 31. This is because, even in a game stop state, certain errors, as explained with reference to Figure 14, must be reported, and therefore the error management process is executed.
[0294] Next, the main control CPU 600a executes the prize ball management process (step S222). This prize ball management process outputs a payout control command PAY_CMD to cause the payout control board 70 (see Figure 3) to perform a payout operation. In addition, during this prize ball management process, the main control CPU 600a sends a command for the number of balls to be acquired (performance control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a sends a command list related to images (videos) that will display the number of balls to be acquired on the liquid crystal display device 41 to the VDP 803. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, so that the number of balls to be acquired is displayed on the liquid crystal display device 41 as shown in Figures 8(a)~(d), 9(a)~(b), 10(a)~(c), 11(a)~(d), 12(a)~(d), 13(b-1), (b-2), (c-1), and 15(a).
[0295] Incidentally, as shown in Figure 31, this prize ball management process will be carried out even if the game stop flag is set to 5AH (step S202:=5AH). Therefore, even if the game is stopped, the payout / launch control board 70 will execute the payout of game balls related to prize balls that have not yet been paid out. Thus, by doing so, the situation in which game balls that should have been paid out are not paid out due to the game being stopped can be eliminated, and appropriate processing can be carried out for control up to forced termination and control after forced termination without affecting control related to other games. Furthermore, by doing so, the random number update process by the random number circuit, the random number acquisition process, and the update of the number of starting reserved balls can be carried out in the same way as before the difference in balls reached 95,000. As a result, there is no need to differentiate the processing depending on whether the difference in balls reaches 95,000 or not during a jackpot game, and the processing burden can be reduced.
[0296] Next, the main control CPU 600a executes external terminal management processing (step S223). In this external terminal management processing, predetermined game information such as the number of wins during a winning game, the number of times special symbols change, information on balls entering the winning slots, information on the time-saving game state, and security information are output from external terminals (not shown) to a hall computer (not shown) used for managing the game islands in the amusement arcade.
[0297] Next, the main control CPU 600a reads the program stored in the program area 600be outside the usage area of the main control ROM 600b shown in Figure 4(b), and performs the out-of-use processing (step S224).
[0298] <Main Control: Explanation of Out-of-Use Area Processing> To explain the processing outside the usage area in detail using Figure 38, as shown in Figure 38, the main control CPU 600a saves all registers to the stack area 600cg outside the usage area of the main control RAM 600c (see Figure 4(a)) (step S500), and saves the stack pointer during normal processing to the RAM area 600ca within the usage area of the main control RAM 600c (see Figure 4(a)) (step S501).
[0299] Next, the main control CPU 600a sets the stack pointer address for the area outside the usage area in the stack pointer inside the main control CPU 600a (step S502).
[0300] Next, the main control CPU 600a performs the prize ball winning count management process 2 (step S503). In this prize ball winning count management process 2, the performance display value calculated in the prize ball winning count management process 1 in step S56 shown in Figure 24 is displayed on the measurement / setting display device 610 (see Figure 3).
[0301] Next, the main control CPU 600a performs an LED update process for areas outside the usage area (step S504).
[0302] Next, the main control CPU 600a stores input flags, which are detection information for switches outside the usage area, such as the special symbol 1 start switch 44a (see Figure 3), the special symbol 2 start switch 45a1 (see Figure 3), the normal symbol start switch 48a (see Figure 3), the upper right general prize slot switch 49a1 (see Figure 3), the upper left general prize slot switch 49b1 (see Figure 3), the left middle general prize slot switch 49c1 (see Figure 3), the lower left general prize slot switch 49d1 (see Figure 3), the out slot switch 50a (see Figure 3), and the large prize slot switch 46c (see Figure 3), in the out-of-usage RAM area 600ce of the main control RAM 600c (see Figure 4(a)) (step S505). Note that each of the switches described above is the same switch detected in the switch input management process (S211) of the timer interrupt processing shown in Figure 31. However, in this process, the data is stored in a RAM area 600ce (see Figure 4(a)) outside the usage area of the main control RAM 600c, which is different from the main control RAM 600c used in the usage area for ball counting, etc. This is because data used in processing outside the usage area must use a main control RAM 600c outside the usage area that is prepared separately from the main control RAM 600c within the usage area.
[0303] Next, the main control CPU 600a executes the suppression device counting process (step S506).
[0304] <Main Control: Explanation of Suppression Device Counting Process> To explain the suppression device counting process in detail using Figure 39, as shown in Figure 39, the main control CPU 600a retrieves the suppression device activation flag stored in the RAM area 600ce outside the used area and checks its value (step S600). If the suppression device activation flag is set to 5AH (step S600:=5AH), the main control CPU 600a determines that the suppression device (saving function) is operating and finishes the suppression device counting process.
[0305] On the other hand, if the suppression device activation flag is not set to 5AH (step S600: ≠ 5AH), the main control CPU 600a sets the lower two bytes of the 3-byte difference ball counter stored in the unused RAM area 600ce into the 2-byte BC register (step S601).
[0306] Next, the main control CPU 600a sets the third byte of the 3-byte difference ball counter stored in the unused RAM area 600ce into a 1-byte A register (step S602).
[0307] Next, the main control CPU 600a checks the values of the set BC register and A register (step S603). If neither is 0 (step S603: NO), it subtracts the number of outs from the ball difference counter (step S604). Specifically, in step S505 shown in Figure 38, the main control CPU 600a reads the ON signal of the out switch 50a (see Figure 3) stored in the RAM area 600ce (see Figure 4(a)) outside the used area of the main control RAM 600c, and subtracts it from the ball difference counter. Note that, as shown in step S600 in Figure 39, if the ball difference reaches 95,000 during a jackpot game, the ball difference counter does not count. In other words, if this process is not performed, the ball difference counter will reach 95,000, and then when the player uses the launch handle 16 to launch game balls into the game area 40, the ball difference counter will subtract the number of balls launched. When this happens, the ball difference counter falls below 95,000, and the suppression device (saving function) is deactivated. Then, when the player wins prize balls again and the ball difference counter reaches 95,000, the suppression device (saving function) is activated again.
[0308] However, since such a situation can be very confusing for players, in order to avoid this, in this embodiment, if the difference in balls reaches 95,000 during a jackpot game, the ball difference counter stops counting. Specifically, when the ball difference counter reaches 95,000, the suppression device activation flag is set to 5AH, that is, the suppression device activation flag is turned ON, and the ball difference counter stops counting from that point onward.
[0309] Therefore, by incorporating the features that players desire, the game content becomes satisfying for players, and in turn, it becomes possible to provide gaming machines with diverse presentations.
[0310] On the other hand, if both are 0 (step S603: YES), the main control CPU 600a determines that the value of the ball difference counter is 0, and proceeds to step S605 without performing the processing in step S604 (without subtracting the value of the ball difference counter).
[0311] Next, the main control CPU 600a adds the number of prize balls to the difference ball counter (step S605). Specifically, in the process of step S505 shown in Figure 38, the main control CPU 600a reads the ON signals of the special symbol 1 start switch 44a (see Figure 3), special symbol 2 start switch 45a1 (see Figure 3), upper right general prize switch 49a1 (see Figure 3), upper left general prize switch 49b1 (see Figure 3), middle left general prize switch 49c1 (see Figure 3), lower left general prize switch 49d1 (see Figure 3), and large prize switch 46c (see Figure 3), which are stored in the RAM area 600ce (see Figure 4(a)) outside the used area of the main control RAM 600c, calculates the number of prize balls corresponding to these switches, and adds the number of prize balls to the difference ball counter.
[0312] Next, the main control CPU 600a checks whether the third byte of the difference ball counter is 00H (step S606). If the third byte of the difference ball counter is 00H (step S606: YES), the difference ball counter has clearly not reached 90000 (015F90H), so there is no need to perform a comparison process, and the main control CPU 600a finishes the suppression device counting process.
[0313] On the other hand, if the third byte of the ball difference counter is not 00H (step S606: NO), the main control CPU 600a performs a subtraction operation by comparing the lower two bytes of the ball difference counter with the lower two bytes of the second reference value (95000 (017318H)) (step S607). In this case, if "lower two bytes of the ball difference counter - lower two bytes of the second reference value (95000 (017318H))" does not exceed 0, the main control CPU 600a determines that the ball difference counter is not equal to or greater than the second reference value (step S607: NO), and ends the suppression device counting process.
[0314] On the other hand, if the "lower two bytes of the difference ball counter - lower two bytes of the second reference value (95000 (017318H))" is greater than 0, the main control CPU 600a determines that the difference ball counter is greater than or equal to the second reference value (step S607: YES), and sets the suppression device operation flag stored in the unused RAM area 600ce to 5AH (step S608).
[0315] Next, the main control CPU 600a retrieves the special symbol jackpot activation flag and the special symbol minor win activation flag stored in the RAM area 600ca within the usage area and checks their values (step S609). If neither the special symbol jackpot activation flag nor the special symbol minor win activation flag is set to 5AH (step S609: NO), the main control CPU 600a determines that a jackpot game is in progress or a minor win game is not in progress, and terminates the suppression device counting process.
[0316] On the other hand, if 5AH is set in either the special symbol jackpot activation flag or the special symbol minor jackpot activation flag (step S609: YES), a suppression device activation warning command (performance control command DI_CMD) is sent to the sub-control board 80 (step 610). In response, the sub-control CPU 800a sends a command list to the VDP 803 regarding an image (video) that will be displayed on the liquid crystal display device 41 indicating that the game will be stopped after a win. As a result, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays the message, "You are currently in a jackpot. Please continue playing. The saving function will be activated after the win ends," as shown in Figures 7(c), 9(b), 11(b)~(c), 12(b)~(c), and 15(a).
[0317] Thus, after completing the processing in step S610, the main control CPU 600a finishes the suppression device counting process.
[0318] <Main Control: Explanation of Out-of-Use Area Processing> Thus, after performing this suppression device counting process (step S506), the main control CPU 600a will perform the suppression device operation management process (step S506), as shown in Figure 38.
[0319] <Main Control: Explanation of Suppression Device Operation Management Process> To explain the suppression device operation management process in detail using Figure 40, as shown in Figure 40, the main control CPU 600a retrieves the suppression device operation flag stored in the unused RAM area 600ce (see Figure 4(a)) and checks its value (step S650). If the suppression device operation flag is set to 5AH (step S650:=5AH), the main control CPU 600a determines that the suppression device (saving function) is operating and terminates the suppression device operation management process.
[0320] On the other hand, if the suppression device activation flag is not set to 5AH (step S650: ≠ 5AH), the main control CPU 600a sets the third byte of the 3-byte difference ball counter stored in the unused RAM area 600ce (see Figure 4(a)) into the 1-byte A register (step S651) and checks the value (step S652). If the value of the A register is 0 (step S652: YES), the operating status stored in the unused RAM area 600ce (see Figure 4(a)) is set to 0 (step S653), and the suppression device activation management process is completed.
[0321] On the other hand, if the value of the A register is not 0 (step S652: NO), the main control CPU 600a sets the lower two bytes of the 3-byte difference ball counter stored in the unused RAM area 600ce (see Figure 4(a)) into the 2-byte BC register (step S654).
[0322] Next, the main control CPU 600a sets the suppression device operation determination table address stored in the unused data area 600bg (see Figure 4(b)) into the HL register (step S655).
[0323] By the way, the suppression device operation determination table is structured as shown in Figure 42(a). Specifically, the values "0, 89000 MOD 65536, 91000 MOD 65536, 92000 MOD 65536, 93000 MOD 65536, 94000 MOD 65536" located on the left side of the diagram indicate the lower limit of the determination. If the ball difference counter falls below this lower limit, the operation status is lowered by one level (-1). Therefore, the topmost part of the diagram shown in Figure 42(a) indicates an operation status of 0. However, since there is no further state to lower the status to, a dummy value of "0" is provided so that no comparison is made.
[0324] Furthermore, the values "90000 MOD 65536, 91000 MOD 65536, 92000 MOD 65536, 93000 MOD 65536, 94000 MOD 65536, 0" located on the right side of the diagram indicate the upper limit of the judgment. When the ball difference counter exceeds this upper limit, the operating status is increased by one level (+1). Therefore, the lowest part of the diagram shown in Figure 42(a) indicates an operating status of 5, but since there is no further increase possible, a dummy value of "0" is provided to avoid comparison.
[0325] By the way, "XXXXX MOD 65536" shown in Figure 42(a) means the remainder when "XXXXX" is divided by 65536. Specifically, in the case of "90000 MOD 65536", it becomes 90000 (015F90H) - 65536 (010000H) = 5F90H. Therefore, the judgment value is stored in the suppression device operation judgment table using only the lower two bytes.
[0326] If we were to try to set 3 bytes of data, the main control CPU 600a does not have a pseudo-instruction for setting 3 bytes of data. Therefore, we would have to use "DW" to set 2 bytes of data and "DB" to set 1 byte of data to set the 3 bytes of data. In other words, we would have to set the judgment value by splitting it into the lower 2 bytes and the 1 byte of the 3rd byte, which not only increases the data capacity but also increases the processing load. Specifically, we would need to prepare a table like the one below. T_CMPTBL: DW 0000H DB 00H DW 5F90H; the lower two bytes of 90000 (015F90H) DB 01H ; 3rd byte of 90000 (015F90H) ...
[0327] Therefore, by using this embodiment, only the lower two bytes of the value need to be stored in the suppression device operation determination table, which not only reduces the data capacity but also reduces the processing load.
[0328] On the other hand, in this embodiment, as shown in Figure 42(a), when the operating status transitions from "1" to "0" (non-operating state), the lower limit of the judgment is set to 89000 instead of 90000. This is because if the lower limit of the judgment is set to 90000, even if the difference in balls falls below 90000, if the game state becomes a jackpot and the difference in balls immediately exceeds 90000, the display and hiding of the warning message of the suppression device (saving function) shown on the liquid crystal display device 41 will switch in a short time. Therefore, by setting the lower limit of the judgment to 89000 instead of 90000, it becomes possible to erase the display of the warning message of the suppression device (saving function) shown on the liquid crystal display device 41 after a short time when the difference in balls falls below 90000 with a simple process. This reduces the situation in which the display and hiding of the warning message of the suppression device (saving function) switches in a short time.
[0329] Thus, after setting the address of the suppression device operation determination table in the HL register, the main control CPU 600a sets the value of the operation status stored in the unused RAM area 600ce (see Figure 4(a)) in the A register, as shown in Figure 40 (step S656).
[0330] Next, the main control CPU 600a uses the value set in the A register as an offset to obtain a lower limit value corresponding to the operating status from the suppression device operation determination table shown in Figure 42(a) (step S657).
[0331] Next, the main control CPU 600a checks whether the acquired value is "0" or not (step S658). If it is "0" (step S658: YES), the main control CPU 600a determines that it has acquired the value shown in the upper left part of the diagram in Figure 42(a), and therefore does not need to perform a comparison process, and proceeds to the process in step S662.
[0332] On the other hand, if it is not "0" (step S658: NO), the main control CPU 600a compares the lower two bytes of the 3-byte difference ball counter set in the BC register with the lower limit value obtained from the suppression device operation determination table shown in Figure 42(a) (step S659). If the value of the lower two bytes of the 3-byte difference ball counter set in the BC register is greater than the lower limit value obtained from the suppression device operation determination table (step S659: NO), the process proceeds to step S662.
[0333] On the other hand, if the lower two bytes of the 3-byte difference ball counter set in the BC register are smaller than the lower limit of the judgment obtained from the suppression device operation judgment table (step S659: YES), the main control CPU 600a subtracts 1 from the value of the operation status (-1) (step S660).
[0334] Next, the main control CPU 600a sends a suppression device activation warning command (performance control command DI_CMD) corresponding to the updated operating status to the sub-control board 80 (step S661). In response, the sub-control CPU 800a sends a command list related to an image (video) that will display the suppression device activation warning on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data to display an image based on the command list and sends the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays "○ to ○ remaining until saving function activation" (where ○ is the number corresponding to the operating status), as shown in Figures 5(c) to (e), 6(a) to (b), 7(b), 9(a), 10(b) to (c), 11(a), 12(a), and 16(b).
[0335] Thus, once the main control CPU 600a has completed the processing in step S661, it will have finished the suppression device operation management processing.
[0336] By the way, when sending a suppression device operation notification command (performance control command DI_CMD) corresponding to the updated operating status to the sub-control board 80, the suppression device operation notification command table shown in Figure 42(b) is used.
[0337] This suppression device activation warning command table shows that the commands "0000H, 0E350H, 0E351H, 0E353H, 0E355H, 0E357H" located on the left side of Figure 42(b) are commands sent when transitioning to the next lower activation status. The commands "0E351H, 0E353H, 0E355H, 0E357H, 0E359H, 0000H" located on the right side of Figure 42(b) are commands sent when transitioning to the next higher activation status. The command "0E350H" indicates a state where the suppression device is not activated, "0E351H" indicates a command that displays 5000 to 4001 units remaining until the saving function is activated, "0E353H" indicates a command that displays 4000 to 3001 units remaining until the saving function is activated, "0E355H" indicates a command that displays 3000 to 2001 units remaining until the saving function is activated, "0E357H" indicates a command that displays 2000 to 1001 units remaining until the saving function is activated, and "0E359H" indicates a command that displays 1000 to 1 unit remaining until the saving function is activated. Note that "0000H" at the top left of the diagram and "0000H" at the bottom right of the diagram are dummy data.
[0338] Thus, in step S661, the system transitions to the next lower operating status, and one of the following values located on the left side of Figure 42(b) will be sent to the sub-control board 80 as a suppression device operation notification command (performance control command DI_CMD): "0E350H" (when the operating status is updated to 0), "0E351H" (when the operating status is updated to 1), "0E353H" (when the operating status is updated to 2), "0E355H" (when the operating status is updated to 3), or "0E357H" (when the operating status is updated to 4).
[0339] On the other hand, when the process moves to step S662 shown in Figure 40, the main control CPU 600a uses the value set in the A register as an offset to obtain a judgment upper limit value corresponding to the operating status from the suppression device operation judgment table shown in Figure 42(a) (step S662).
[0340] Next, the main control CPU 600a checks whether the acquired value is "0" or not (step S663). If it is "0" (step S230n: YES), the main control CPU 600a determines that it has acquired the value of the lowest right portion shown in Figure 42(a), and therefore does not need to perform a comparison process, and ends the suppression device operation management process.
[0341] On the other hand, if it is not "0" (step S663: NO), the main control CPU 600a compares the lower two bytes of the 3-byte difference ball counter set in the BC register with the upper limit of the judgment obtained from the suppression device operation judgment table shown in Figure 42(a) (step S664). If the value of the lower two bytes of the 3-byte difference ball counter set in the BC register is less than the upper limit of the judgment obtained from the suppression device operation judgment table (step S664: NO), the suppression device operation management process ends.
[0342] On the other hand, if the value of the lower two bytes of the 3-byte difference ball counter set in the BC register is greater than or equal to the upper limit of the judgment obtained from the suppression device operation judgment table (step S664: YES), the main control CPU 600a increments the value of the operation status by 1 (+1) (step S665).
[0343] Next, the main control CPU 600a sends a suppression device operation notification command (performance control command DI_CMD) corresponding to the updated operating status to the sub-control board 80 (step S666), and completes the suppression device operation management process.
[0344] In other words, in step S666, the system transitions to the next higher operating status, so one of the following values located on the right side of Figure 42(b) is sent to the sub-control board 80 as a suppression device operation notification command (performance control command DI_CMD): "0E351H" (when the operating status is updated to 1), "0E353H" (when the operating status is updated to 2), "0E355H" (when the operating status is updated to 3), "0E357H" (when the operating status is updated to 4), or "0E359H" (when the operating status is updated to 5). In response, the sub-control CPU 800a sends a command list to the VDP 803 relating to an image (video) that will display the suppression device operation notification on the liquid crystal display device 41. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. This causes the liquid crystal display device 41 to display "○ to ○ items remaining until the saving function is activated" (where ○ is the number corresponding to the operating status), as shown in Figures 5(c) to (e), 6(a) to (b), 7(b), 9(a), 10(b) to (c), 11(a), 12(a), and 16(b).
[0345] Therefore, by preparing the suppression device operation notification command table shown in Figure 42(b) corresponding to the suppression device operation determination table shown in Figure 42(a), it is possible to easily set the commands to be sent when the operation status changes.
[0346] <Main Control: Explanation of Out-of-Use Area Processing> Thus, after executing this suppression device operation management process (step S507), the main control CPU 600a will execute suppression device operation management process 2 (step S508), as shown in Figure 38.
[0347] <Main Control: Explanation of Suppression Device Operation Management Process 2> To explain the suppression device operation management process 2 in detail using Figure 41, as shown in Figure 41, the main control CPU 600a retrieves the suppression device operation flag stored in the unused RAM area 600ce (see Figure 4(a)) and checks its value (step S700). If the suppression device operation flag is set to 5AH (step S700:=5AH), the main control CPU 600a determines that the suppression device (saving function) is operating and terminates the suppression device operation management process 2.
[0348] On the other hand, if the suppression device activation flag is not set to 5AH (step S700: ≠ 5AH), the main control CPU 600a acquires the value of the game state status stored in the RAM area 600ca within the used area (see Figure 4(a)) into the A register (step S701). The game state status refers to game states such as normal state, time-saving state, latent probability change state, probability change state, and advantageous game.
[0349] Next, the main control CPU 600a checks if the value of the A register is "0" (step S702). If it is not "0" (step S702: NO), it determines that the game state is not a waiting state and terminates the suppression device operation management process 2.
[0350] On the other hand, if the value is "0" (step S702: YES), the main control CPU 600a determines that the game state is in a waiting state and retrieves the value of the out-of-use game state status stored in the out-of-use RAM area 600ce (see Figure 4(a)) into the W register (step S703).
[0351] Next, the main control CPU 600a sets the value of the A register to the out-of-use area game state status (step S704), and compares the values of the A register and the W register (step S705). If the values of the A register and the W register are the same (step S705: YES), the main control CPU 600a determines that the game state has not changed from the customer waiting state, since the game state status is 0 both last time and this time, and finishes the suppression device operation management process 2.
[0352] On the other hand, if the values of the A register and the W register are different (step S705: NO), the main control CPU 600a determines that the game state has changed to a customer waiting state, and sets the third byte of the 3-byte ball difference counter stored in the unused RAM area 600ce (see Figure 4(a)) into the 1-byte A register (step S706), and checks the value (step S707). If the value of the A register is 0 (step S707: YES), the ball difference counter has clearly not reached 90000 (015F90H), so the main control CPU 600a sends a suppression device inactive state command (performance control command DI_CMD) to the sub-control board 80 (step S710), and ends the suppression device operation management process 2.
[0353] On the other hand, if the value of the A register is not 0 (step S707: NO), the main control CPU 600a sets the lower two bytes of the 3-byte difference ball counter stored in the unused RAM area 600ce (see Figure 4(a)) into the 2-byte BC register (step S708).
[0354] Next, the main control CPU 600a compares the lower two bytes of the 3-byte difference ball counter set in the BC register with the judgment value (the remainder when 90000 is divided by 65536 (90000 MOD 65536 = 5F90H)) (step S709). If the value of the lower two bytes of the 3-byte difference ball counter set in the BC register exceeds the judgment value (step S709: NO), the ball counter is 90000 or greater, and the suppression device operation management process 2 is terminated.
[0355] On the other hand, if the lower two bytes of the 3-byte difference ball counter set in the BC register are smaller than the judgment value (step S709: YES), the main control CPU 600a sends a suppression device inactive status command (performance control command DI_CMD) to the sub-control board 80 (step S710), indicating that the difference ball counter is less than 90000, and thus ends the suppression device operation management process 2.
[0356] Therefore, this reduces the risk of the hall (amusement parlor) suffering a disadvantage. In other words, if the sub-control board 80 fails to receive the suppression device inactive status command (performance control command DI_CMD) that the main control CPU 600a has sent to the sub-control board 80, the LCD display 41 will continue to display a suppression device activation warning even though there is still plenty of time before the difference in balls falls below 90,000 and the suppression device (saving function) activates. In such a case, there is a risk that the player will avoid the game machine 1, which could result in the hall (amusement parlor) suffering a disadvantage.
[0357] Therefore, in this embodiment, when the game state is in a waiting state for customers, if the difference ball counter is less than 90,000, as a fail-safe, regardless of whether or not the suppression device activation warning is displayed on the liquid crystal display device 41, a suppression device non-activation state command (performance control command DI_CMD) is sent to the sub-control board 80. This reduces the risk of the hall (game parlor) suffering a disadvantage.
[0358] <Main Control: Explanation of Out-of-Use Area Processing> Thus, after executing the suppression device operation management process 2 (step S508), the main control CPU 600a updates the test firing signal used when outputting various game-related signals to the test machine during the gaming machine's certification test (test firing test), as shown in Figure 38 (step S509), restores the stack pointer from normal processing that was saved to the non-used stack area 600cg (see Figure 4(a)) of the main control RAM 600c (step S510), and restores all registers (step S511). Then, the main control CPU 600a finishes the non-used area processing.
[0359] <Main Control: Explanation of Timer Interrupt Processing> Thus, after completing the out-of-use area processing shown in step S224 in Figure 31, the main control CPU 600a performs the out command transmission process as shown in Figure 31 (step S225). In this out command transmission process, the main control CPU 600a checks whether or not a game ball has entered the out port 50 (see Figure 2) at the out port switch 50a (see Figure 3), and each time it detects an entry, it sends an out ball count command (performance control command DI_CMD) to the sub-control board 80.
[0360] Thus, the sub-control CPU 800a can manage the detailed difference in ball count by receiving the out-ball count command and the planned prize ball count command, making it possible to determine whether or not the suppression device (saving function) will be activated, and thereby enabling the execution of appropriate effects.
[0361] Next, the main control CPU 600a clears the watchdog timer (WDT), which is not shown (step S226), returns to the interrupt-enabled state (step S227), restores the contents of the registers that were saved in the stack area 600cc within the used area of the main control RAM 600c (see Figure 4(a)), and ends the timer interrupt (step S228). This returns the system from the interrupt processing routine to the main processing (see Figure 24).
[0362] <Main Control: Explanation of Normal Symbol Processing> Next, the above-mentioned processing of ordinary patterns will be explained in detail with reference to Figure 32.
[0363] As shown in Figure 32, the normal symbol processing first checks whether the passage of a game ball has been detected at the normal symbol start port 48 (see Figure 2), which consists of a gate, that is, it checks the signal level of the normal symbol start port switch 48a (see Figure 3) of the normal symbol start port 48 (step S250). If the passage of a game ball is detected (step S250: YES), the main control CPU 600a checks the RAM area 600ca (see Figure 4(a)) within the used area of the main control RAM 600c where the number of normal symbol start reserve balls is stored, in order to determine whether the number of normal symbol start reserve balls is, for example, 4 or more (step S251). If the number of normal symbol start reserve balls is less than 4 (step S251: ≠ MAX), it increments the number of normal symbol start reserve balls by 1 (step S252). Subsequently, the main control CPU 600a stores the random value used for determining whether a regular symbol wins or losses occurs in the RAM area 600ca (see Figure 4(a)) within the usable area of the main control RAM 600c where the number of balls held to start the regular symbol is stored (step S253), and then proceeds to the process in step S254.
[0364] On the other hand, if no game ball is detected passing through in step S250 (step S250: NO), or if it is determined in step S251 that the number of reserved balls for starting a normal symbol is 4 or more (step S251: = MAX), then steps S252 to S253 are not performed, and the process proceeds to step S254.
[0365] When the main control CPU 600a proceeds to step S254, it checks whether the normal symbol win activation flag is set to ON, that is, whether 5AH is set to the normal symbol win activation flag (step S254). If 5AH is set to the normal symbol win activation flag (step S254: ON), it determines that the normal symbol is in the middle of a win, updates the display data for the normal symbol (step S263), and then finishes the normal symbol processing.
[0366] On the other hand, if the normal symbol hit activation flag is not set to 5AH (step S254: OFF), the processing state indicating the behavior of the normal symbols, i.e., the value of the normal symbol operation status flag is checked (step S255). If the normal symbol operation status flag is 00H, the main control CPU 600a determines that it is in the state before the normal symbols start to change, and proceeds to step S256 to check whether the number of balls held to start the normal symbols is 0 or not (step S256).
[0367] The main control CPU 600a checks the RAM area 600ca (see Figure 4(a)) within the used area of the main control RAM 600c, where the number of balls held to start the normal symbols is stored. If it determines that the value is 0 (step S256:=0), it updates the display data for the normal symbols (step S263) and then finishes the normal symbol processing. On the other hand, if it determines that the value is not 0 (step S256:≠0), it subtracts 1 from the number of balls held to start the normal symbols (step S257).
[0368] Subsequently, the main control CPU 600a uses a regular symbol win determination table (not shown) to determine the random value corresponding to the number of balls held for the start of the regular symbols stored in the RAM area 600ca (see Figure 4(a)) within the area used by the main control RAM 600c. If a win is achieved, the regular symbol win determination flag is set to 5AH and turned ON. If a win is not achieved, the regular symbol win determination flag is turned OFF.
[0369] Next, the main control CPU 600a determines the stopping symbols (normal symbols) based on the lottery results determined in the random number lottery process described above (step S259). The main control CPU 600a then sends the determined stopping symbols (normal symbols) to the sub-control CPU 800a as the performance control command DI_CMD.
[0370] Next, the main control CPU 600a checks whether the normal symbol time reduction flag, which shortens the variation time of normal symbols, is set to ON. If it is set to ON, it sets the normal symbol variation timer to the appropriate variation time. If it is set to OFF, it sets the normal symbol variation timer to the normal variation time (step S260).
[0371] Next, the main control CPU 600a shifts the memory area of the RAM area 600ca (see Figure 4(a)) within the used area of the main control RAM 600c, which stores random values used for the lottery of whether a regular symbol wins or loses, corresponding to the number of balls held to start a regular symbol (step S261). In other words, assuming that a maximum of 4 balls can be held as starting reserves for normal symbols, the random values used for the win / loss lottery for normal symbols corresponding to 4 starting reserves are shifted to the RAM area 600ca within the main control RAM 600c (see Figure 4(a)) where the random values used for the win / loss lottery for normal symbols corresponding to 3 starting reserves were stored. The random values used for the win / loss lottery for normal symbols corresponding to 3 starting reserves are shifted to the RAM area 600ca within the main control RAM 600c (see Figure 4(a)) where the random values used for the win / loss lottery for normal symbols corresponding to 2 starting reserves were stored. The random values used for the win / loss lottery for normal symbols corresponding to 2 starting reserves are shifted to the RAM area 600ca within the main control RAM 600c (see Figure 4(a)) where the random values used for the win / loss lottery for normal symbols corresponding to 1 starting reserves were stored.
[0372] After this process, the main control CPU 600a sets the normal symbol operation status flag used in step S255 above to 01H, and sets the RAM area 600ca (see Figure 4(a)) within the used area of the main control RAM 600c, where the random value used for the win / loss lottery for the normal symbol corresponding to the starting number of 4 balls for the normal symbol was stored, to 00H (step S262).
[0373] Then, after completing the process in step S262, the main control CPU 600a updates the display data for the regular symbols (step S263) and finishes the processing of the regular symbols.
[0374] On the other hand, in step S255, if the value of the normal symbol operation status flag, which indicates the behavior of the normal symbol, is 01H, the main control CPU 600a determines that the normal symbol is changing and proceeds to step S264 to check whether the normal symbol change timer is 0 or not (step S264). If the normal symbol change timer is not 0 (step S164: ≠ 0), the display data of the normal symbol is updated (step S263), and the normal symbol processing is completed. If the normal symbol change timer is 0 (step S264: = 0), the main control CPU 600a sets the normal symbol operation status flag used in step S255 to 02H, and sets the normal symbol change timer to a time of approximately 600ms in order to maintain the win / loss lottery result of the normal symbol for a certain period of time (step S265).
[0375] After completing the process in step S265, the main control CPU 600a updates the display data for the regular symbols (step S263) and then finishes the processing of the regular symbols.
[0376] On the other hand, in step S255, if the value of the normal symbol operation status flag, which indicates the behavior of the normal symbol, is 02H, the main control CPU 600a determines that the normal symbol is in the confirmation time (the normal symbol's variation has finished and it is stopped), and proceeds to step S266 to check whether the normal symbol variation timer is 0 or not (step S266). If the normal symbol variation timer is not 0 (step S266:≠0), the display data of the normal symbol is updated (step S263), and the normal symbol processing is completed. If the normal symbol variation timer is 0 (step S266:=0), the main control CPU 600a sets the normal symbol operation status flag used in step S255 to 00H (step S267), and checks whether the normal symbol hit judgment flag is set to ON (5AH is set) (step S268).
[0377] As a result, if the normal symbol hit detection flag is set to OFF (5AH is not set) (step S268: OFF), the main control CPU 600a updates the normal symbol display data (step S263) and finishes the normal symbol processing. Then, if the normal symbol hit detection flag is set to ON (5AH is set) (step S268: ON), the main control CPU 600a sets the normal symbol hit activation flag used in step S254 to ON (5AH is set) (step S269) and then finishes the normal symbol processing.
[0378] <Main Control: Explanation of Special Symbol Processing> Next, the special pattern processing described above will be explained in detail with reference to Figures 33 to 37.
[0379] As shown in Figure 33, the special symbol processing first checks whether the entry of a game ball (winning ball) has been detected at the special symbol 1 start port switch 44a (see Figure 3) of the special symbol 1 start port 44 (see Figure 2) (step S300), and then checks whether the entry of a game ball (winning ball) has been detected at the special symbol 2 start port switch 45a1 (see Figure 3) of the special symbol 2 start port 45a (see Figure 2) (step S301).
[0380] <Explanation of Main Control: Special Pattern Processing: Start Port Check Processing> To explain this process in detail using Figure 34, the main control CPU 600a checks whether a game ball has entered (won) the special symbol 1 start port 44 or the special symbol 2 start port 45a, that is, it checks the level of the special symbol 1 start port switch 44a of the special symbol 1 start port 44 or the special symbol 2 start port switch 45a1 of the special symbol 2 start port 45a (step S350). If it does not detect that a game ball has entered (won) the special symbol, the special symbol processing is completed.
[0381] On the other hand, if the entry of a game ball (winning) is detected (Step S350: YES), the main control CPU 600a checks whether a predetermined number of starting reserve balls, which trigger the variation of special symbols, are stored in the RAM area 600ca within the usage area of the main control RAM 600c (see Figure 4(a)) (Step S351). If the number of starting reserve balls is less than 4 (Step S351: ≠ MAX), the number of starting reserve balls is incremented by 1 (+1) (Step S352).
[0382] Next, the main control CPU 600a stores the random values used when the special symbols stop, the random values for the variation pattern, and the random values for determining the jackpot in the RAM area 600ca (see Figure 4(a)) within the usable area of the main control RAM 600c, which stores the number of balls that serve as the trigger for the variation of the special symbols (step 353).
[0383] Next, the main control CPU 600a checks the current game state (such as whether the special symbol jackpot judgment flag is set to ON) and determines whether or not the pre-reading is prohibited (step S354). If the pre-reading is not prohibited (step S354: NO), the main control CPU 600a obtains a random value for jackpot judgment used in the lottery for the special symbol win or loss, which is stored in the RAM area 600ca within the area used by the main control RAM 600c (see Figure 4(a)) in step S353 (step S355), and further obtains a random number judgment table for when a prize enters the starting slot (not shown) (step S356).
[0384] Next, the main control CPU 600a uses the random number values for jackpot determination obtained in step S355 and the random number determination table (not shown) for entry into the starting slot obtained in step S356 to perform a jackpot lottery, and then performs a special symbol lottery according to the result of that lottery. Furthermore, using the random number values for special symbols stored in the RAM area 600ca (see Figure 4(a)) within the usable area of the main control RAM 600c in step S353, it determines the type of jackpot (rank-up bonus jackpot, normal jackpot, etc.), uses the random number values for the variation pattern to determine the variation pattern, and generates a special symbol entry into the starting slot command accordingly (step S357). In addition to the jackpot lottery, the lottery for minor wins and special time-saving symbols may also be conducted. The type of minor win and the type of special time-saving symbol may be determined using the random values for special symbols described above, or using random values different from those for special symbols. The variation pattern may be determined using the random values for variation patterns, and a special symbol entry command may be generated accordingly.
[0385] Next, the main control CPU 600a generates a start-hold addition command for the lower byte corresponding to the special symbol start-out prize command generated above (step S358).
[0386] On the other hand, the main control CPU 600a, upon completion of the process in step S358, or if the number of starting reserve balls for special symbol 1 or 2 is 4 or more in step S351 (step S351:=MAX), or if the pre-reading is disabled (step S354:YES), generates a starting reserve addition command in the upper byte corresponding to the increased number of starting reserve balls (step S359).
[0387] Next, the main control CPU 600a combines the lower byte start-hold add command generated in step S358 with the upper byte start-hold add command generated in step S359, and then performs the process of sending it to the sub-control board 80 as a start-hold add command (performance control command DI_CMD) (step S360).
[0388] <Main Control: Explanation of Special Symbol Processing> Thus, after completing steps S300 and S301 shown in Figure 33, the main control CPU 600a checks whether the special symbol small win activation flag is set to ON, that is, whether 5AH is set to the special symbol small win activation flag (step S302). If 5AH is set to the special symbol small win activation flag (step S302: ON), it determines that the special symbol is in the middle of a small win, updates the display data for the special symbol (step S308), and then finishes processing the special symbol.
[0389] On the other hand, if 5AH is not set in the special symbol small win activation flag (step S302: OFF), it is checked whether the special symbol big win activation flag is set to ON, that is, whether 5AH is set in the special symbol big win activation flag (step S303). If 5AH is set in the special symbol big win activation flag (step S303: ON), it is determined that the special symbol is in the middle of a big win, and after updating the display data of the special symbol (step S308), the special symbol processing is completed.
[0390] On the other hand, if the special symbol jackpot activation flag is not set to 5AH (step S303: OFF), the processing state indicating the behavior of the special symbol, i.e., the value of the special symbol operation status flag, is checked (step S304). More specifically, if the value of the special symbol operation status flag is 00H or 01H, the main control CPU 600a determines that the special symbol is in a waiting state for variation (indicating that the special symbol has not yet varied and is in a waiting state for the next variation), and performs the special symbol variation start process (step S305).
[0391] <Explanation of Main Control: Special Symbol Processing: Special Symbol Variation Start Processing> To explain this process in detail using Figure 35, the main control CPU 600a checks whether the number of balls held to initiate the special symbol change is 0 or not (step S400). That is, the main control CPU 600a checks whether the balls are stored in the RAM area 600ca within the used area of the main control RAM 600c (see Figure 4(a)), and if it is determined that the number of balls held to initiate the change 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.
[0392] On the other hand, if the value of the special symbol operation status flag is not 00H (step S401: NO), the main control CPU 600a sends the customer waiting demo command as the performance control command DI_CMD to the sub-control board 80 (see Figure 3) (step S402).
[0393] Next, the main control CPU 600a sets the special symbol operation status flag to 00H (step S403) and terminates the special symbol variation start process.
[0394] On the other hand, if the main control CPU 600a determines that the number of balls held for starting is not 0 (step S400: ≠ 0), it subtracts 1 from the number of balls held for starting (-1) (step S404), and sends the starting ball hold subtraction command as the performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S305).
[0395] Next, the main control CPU 600a shifts the memory area within the RAM area 600ca (see Figure 4(a)) of the main control RAM 600c, which stores the random values used when special symbols stop, the random values for the variation pattern, and the random values for determining a jackpot (see step S353 in Figure 34) (step S406), and sets 0 to the area within the RAM area 600ca (see Figure 4(a)) of the main control RAM 600c, which previously stored the random values used for determining whether the special symbols corresponding to the start hold 4 are hit or miss (step S407).
[0396] Next, the main control CPU 600a performs a hit determination process (step S408). Specifically, the main control CPU 600a performs a lottery to determine whether special symbol 1 or special symbol 2 will hit. If a big win is achieved, the special symbol big win determination flag is set to 5AH and turned ON. If a small win is achieved, the special symbol small win determination flag is set to 5AH and turned ON.
[0397] Next, after completing the hit detection process described above (step S408), the main control CPU 600a performs a special time-saving symbol hit detection process (step S409). Specifically, the main control CPU 600a performs a lottery to determine whether the special time-saving symbol is a hit or miss. If it is a hit, it sets the special time-saving hit detection flag to 5AH and turns it ON.
[0398] Next, after completing the special time-saving symbol hit detection process as described above (step S409), the main control CPU 600a performs a lottery in step S353 of Figure 34 using the random values used when the special symbols stop, stored in the RAM area 600ca within the usable area of the main control RAM 600c (see Figure 4(a)), and generates the special symbol stop pattern according to the lottery result (step S410).
[0399] Next, the main control CPU 600a prepares to transition to a game state such as normal state, time-saving state, latent probability change state, probability change state, or advantageous game (step S411).
[0400] Next, in step S353 of Figure 34, the main control CPU 600a performs a lottery using random values for the variation pattern stored in the RAM area 600ca (see Figure 4(a)) within the usable area of the main control RAM 600c, generates a variation pattern for the special symbol according to the lottery result, and transmits the variation pattern command of the generated special symbol variation pattern as the performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S412). In step S412, the main control CPU 600a sets the variation time in the special symbol variation timer.
[0401] Next, the main control CPU 600a sets the special symbol variation flag to 5AH and turns it ON (step S413).
[0402] Next, the main control CPU 600a generates a pattern specification command to specify the special pattern to be displayed on the liquid crystal display device 41 (step 414), and then transmits the generated pattern specification command as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S415).
[0403] Next, the main control CPU 600a sets the special symbol operation status flag to 02H (step S416) and terminates the special symbol variation start process.
[0404] <Main Control: Explanation of Special Symbol Processing> On the other hand, as shown in Figure 33, if the value of the special symbol operation status flag is 02H, the main control CPU 600a determines that the special symbol is changing (indicating that the special symbol is currently changing) and performs the special symbol changing process (step S306).
[0405] <Explanation of Main Control: Special Symbol Processing: Processing during Special Symbol Variation> To explain this process in detail using Figure 36, the main control CPU 600a first checks whether the variation time set for the special symbol variation timer in step S412 of Figure 35 has elapsed, that is, whether it has become 0 (step S420). If the special symbol variation timer is not 0 (step S420: NO), the main control CPU 600a terminates the special symbol variation processing.
[0406] On the other hand, if the special symbol variation timer is 0 (step S420: YES), the main control CPU 600a sends a symbol confirmation command as the performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S421).
[0407] Next, the main control CPU 600a sets the special symbol operation status flag to 03H and the special symbol variation flag to 00H. Furthermore, the main control CPU 600a sets the special symbol variation timer to a time of approximately 500ms in order to maintain the winning / losing result of the special symbol for a certain period of time (step S422). After that, the main control CPU 600a terminates the special symbol variation process.
[0408] <Main Control: Explanation of Special Symbol Processing> On the other hand, as shown in Figure 33, if the value of the special symbol operation status flag is 03H, the main control CPU 600a determines that the special symbol is being checked (indicating that the variation of the special symbol has finished and stopped), and performs processing during the special symbol check time (step S307).
[0409] <Explanation of Main Control: Special Symbol Processing: Special Symbol Confirmation Processing> To explain this process in detail using Figure 37, the main control CPU 600a first checks whether the variation time set for the special symbol variation timer in step S412 of Figure 35 has elapsed, that is, whether it has become 0 (step S450). If the special symbol variation timer is not 0 (step S450: ≠ 0), the main control CPU 600a terminates processing during the special symbol confirmation time.
[0410] On the other hand, if the special symbol variation timer is 0 (step S450:=0), the main control CPU 600a sets the special symbol operation status flag to 01H (step S451) and checks whether the special symbol jackpot judgment flag is set to ON (whether 5AH is set) (step S452). If the special symbol jackpot judgment flag is set to ON (if 5AH is set) (step S452:YES), the main control CPU 600a sets the special symbol jackpot judgment flag to 00H, sets the special symbol jackpot operation flag to 5AH, sets the special symbol time reduction flag to 00H, sets the special symbol probability variation flag to 00H, and performs the process of setting the special symbol time reduction count counter and special symbol probability variation count counter, which will be described later, to 00H (step S453). After that, the main control CPU 600a terminates processing during the special symbol confirmation time.
[0411] On the other hand, if the special symbol jackpot judgment flag is not set to ON (if 5AH is not set) (step S452: NO), the main control CPU 600a checks whether the special symbol minor win judgment flag is set to ON (if 5AH is set) (step S454). If the special symbol minor win judgment flag is set to ON (if 5AH is set) (step S454: YES), the special symbol minor win judgment flag is set to 00H, and the special symbol minor win activation flag is set to 5AH (step S455).
[0412] After completing the process in step S455, or if the special symbol small win judgment flag is not set to ON (if 5AH is not set) (step S454: NO), the main control CPU 600a checks whether the value of the special symbol time reduction count counter is 0 or not (step S456).
[0413] If the value of the special symbol time-saving counter is not 0 (step S456: NO), the value of the special symbol time-saving counter is deducted by 1 (-1) (step S457), and the main control CPU 600a checks again whether the value of the special symbol time-saving counter is 0 or not (step S458). If the value of the special symbol time-saving counter is 0 (step S458: YES), various settings for when the special symbol time-saving is finished are performed (step S459).
[0414] After completing the process in step S459 above, or if the value of the special symbol time reduction count counter is 0 (step S456: YES), or if the value of the special symbol time reduction count counter is not 0 (step S458: NO), the main control CPU 600a checks whether the value of the special symbol probability variation count counter is 0 or not (step S460). If the value of the special symbol probability variation count counter is 0 (step S460: YES), the main control CPU 600a terminates processing during the special symbol confirmation time.
[0415] On the other hand, if the value of the special symbol probability variation counter is not 0 (step S460: NO), the main control CPU 600a subtracts 1 from the value of the special symbol probability variation counter (-1) (step S461), and then checks again whether the value of the special symbol probability variation counter is 0 or not (step S462). If the value of the special symbol probability variation counter is not 0 (step S462: NO), the main control CPU 600a terminates processing during the special symbol confirmation time.
[0416] On the other hand, if the value of the special symbol probability variation counter is 0 (step S462: YES), the main control CPU 600a sets the special symbol time reduction flag to 00H and the special symbol probability variation flag to 00H (step S463), and terminates the special symbol confirmation time processing.
[0417] <Main Control: Explanation of Special Symbol Processing> Thus, after completing any of the steps S305, S306, or S307 shown in Figure 33, the main control CPU 600a updates the display data for the special symbols (step S308) and then finishes the special symbol processing.
[0418] <Processing details of the sub-control board> Next, we will explain in detail the processing content (program overview) of the sub-control board 80 shown in Figures 43 to 47.
[0419] First, when power is turned on to the pachinko game machine 1, a power-on signal is sent from the power supply board 130 (see Figure 3) to each control board indicating that power has been turned on. Upon receiving this signal, the sub-control CPU 800a performs the main processing shown in Figure 43.
[0420] <Sub-control: Main processing> As shown in Figure 43, first, the sub-control CPU 800a initializes the internal registers and sets the input / output direction of the input / output ports. Then, it sets the data transmitted from the output port set to the output direction to be transmitted via serial transfer (step S1000).
[0421] Next, the sub-control CPU 800a initializes the memory area in the sub-control RAM 800c that stores the performance control command DI_CMD received from the main control board 60 (see Figure 3) (step S1001). Then, the sub-control CPU 800a performs interrupt enable setting processing for the input port that receives the interrupt signal from the main control board 60 (step S1002).
[0422] Next, the sub-control CPU 800a initializes the memory area in the sub-control RAM 800c, which will be used as the work area and stack area (step S1003), and issues an initialization command to the sound LSI 801 (see Figure 3). As a result, the sound LSI 801 initializes the registers located inside it (step S1004).
[0423] Next, the sub-control CPU 800a checks the memory area in the sub-control RAM 800c where motor data for operating the motor (not shown) that operates the upper, left, right, and upper left movable parts 43a to 43d (see Figure 2) is stored, to determine whether or not an abnormality has occurred in the motor (not shown). If abnormality data is stored, the sub-control CPU 800a issues a command to return the motor to its home position. As a result, the upper, left, right, and upper left movable parts 43a to 43d return to their initial positions (step S1005).
[0424] Next, the sub-control CPU 800a configures the CTC (Counter Timer Circuit) which has functions such as generating pulse outputs of a fixed period and measuring time. Specifically, the sub-control CPU 800a sets the time constant register of the CTC so that a timer interrupt occurs periodically every 1ms (step S1006).
[0425] Next, the sub-control CPU 800a performs a checksum operation, which is an 8-bit addition operation, on the working area of the sub-control RAM 800c (step S1007). It then compares the calculated checksum value with the checksum value calculated in the memory backup (see step S1015) described later and stored in the sub-control RAM 800c to check whether they match (step S1008). If they do not match (step S1008: NO), it performs a process to clear the entire area of the sub-control RAM 800c (step S1009).
[0426] On the other hand, if a match is found (step S1008: YES), or after completing the process in step S1009, the sub-control CPU 800a cancels the watchdog timer function (not shown) (step S1010) and performs a refresh of the hardware such as the sub-control CPU 800a and VDP 803 (step S1011).
[0427] Next, the sub-control CPU 800a reads the performance control command DI_CMD received from the main control board 60 (see Figure 3) stored in the memory area of the sub-control RAM 800c, and randomly selects a performance pattern corresponding to its content from a large number of performance patterns pre-stored in the sub-control ROM 800b (step S1012). However, even if the same command data as a variation pattern or a command related to a jackpot (performance control command DI_CMD) is received due to noise or other reasons after receiving a game stop command (performance control command DI_CMD), that command data is invalidated. As a result, the symbol variation corresponding to the variation pattern and the jackpot performance corresponding to the command related to a jackpot will not be executed.
[0428] However, as shown in Figure 14(b), in order to display certain errors on the liquid crystal display 41, the sub-control CPU 800a, after receiving a game stop command (performance control command DI_CMD), will not invalidate the command but will instead execute a process to display the error on the liquid crystal display 41 if it receives a specific error command (performance control command DI_CMD). If it receives an error command other than the specific error, it will invalidate that error command and will not execute a process to display the error.
[0429] Thus, in this manner, the sub-control CPU 800a performs the processing of step S1012.
[0430] Next, the sub-control CPU 800a performs a process to analyze the input content of the setting button 15 or the performance button device 13, which was acquired in the timer interrupt processing described later (step S1013). Specifically, it analyzes whether the setting button 15 or the performance button device 13 was pressed by the player at the moment of pressing, released at the moment of pressing, or remained pressed.
[0431] Next, the sub-control CPU 800a controls the operation of the upper, left, right, and upper left movable parts 43a to 43d (see Figure 2), controls the lighting or extinguishing of decorative lamps such as LED lamps mounted on the decorative lamp board 90 (see Figure 3), controls the speaker 17, and controls the image displayed on the liquid crystal display device 41 (step S1014), based on the performance pattern determined by lottery in step S1012. As a result, the movable part device 43 moves as shown in Figures 16 to 22.
[0432] Next, the sub-control CPU 800a performs a checksum operation, which is an 8-bit addition operation, on the working area of the sub-control RAM 800c, and performs a memory backup operation to store the checksum value in the sub-control RAM 800c (step S1015).
[0433] Next, the sub-control CPU 800a checks whether or not a VSYNC interrupt signal has been sent from the VDP 803 to the sub-control CPU 800a (step S1016). If no VSYNC interrupt signal is sent (step S1016: NO), the sub-control CPU 800a repeatedly executes the process in step S1016 until a VSYNC interrupt signal is sent. If a VSYNC interrupt signal is sent (step S1016: YES), it returns to the process in step S1007 and repeats the processes in steps S1007 to S1016.
[0434] <Sub-control: Data analysis processing> Next, with reference to Figure 44, the data analysis process in step S1014 of the main process will be described in detail. First, the sub-control CPU 800a generates a command list for the VDP 803 to generate image data to be displayed on the liquid crystal display device 41 based on the performance pattern determined by lottery in step S1012 (step S1050). At this time, if the sub-control CPU 800a receives a suppression device activation notification command, it generates a command list to generate image data to display a suppression device activation notification on the liquid crystal display device 41. Furthermore, if the sub-control CPU 800a receives a suppression device activation warning command, it generates a command list to generate image data to display a suppression device activation warning on the liquid crystal display device 41. In addition, if the sub-control CPU 800a receives a game stop command, it generates a command list to generate image data to display a game stop on the liquid crystal display device 41. Furthermore, even if a command indicating that the suppression device is not activated, or another command indicating that the suppression device is not activated, is received within a predetermined period after receiving a command indicating that the suppression device is not activated, the command list corresponding to the command will not be generated.
[0435] Furthermore, when a specific error occurs, such as a magnetic field being detected, and the suppression device (saving function) is activated, a command list is generated to produce image data that displays the specific error in a layer as shown in Figure 14.
[0436] Meanwhile, the sub-control CPU 800a generates a command list to produce image data that displays both an error due to fraud and a game stoppage on the liquid crystal display device 41 when the fraud detection board 55 detects fraudulent activity by a player and the suppression device (saving function) stops the game.
[0437] Next, the sub-control CPU 800a generates control signals related to the lights based on the determined performance pattern and stores them in the sub-control RAM 800c. In this case, if the game stops, the brightness of the decorative lamps can be reduced, all decorative lamps can be turned off, or some lamps can be lit while the rest are turned off. This reduces power consumption.
[0438] Furthermore, the sub-control CPU 800a determines the operation content of the upper, left, right, and upper left movable parts 43a to 43d based on the determined performance pattern, and generates motor data for the motor (not shown) of the movable part device 43 according to the determined operation content.
[0439] Furthermore, the sub-control CPU 800a generates a control signal related to sound based on the performance pattern determined above (step S1051). At this time, if the fraud detection board 55 detects fraudulent activity by the player and the game is stopped by the suppression device (saving function), the sub-control CPU 800a generates a control signal that prioritizes the notification of the error due to fraud. The generated control signal related to sound is then transmitted from the sub-control CPU 800a to the sound LSI 801. In response, the sound LSI 801 reads the sound data corresponding to the transmitted control signal from the game ROM 805 or sound RAM 802 and outputs it to the speaker 17. As a result, the sound emitted from the speaker 17 prioritizes the notification of the error due to fraud.
[0440] Furthermore, when sound effects are to be output from the speaker 17 in conjunction with the movement of the movable mechanism 43, the control signal related to the sound is transmitted to the sound LSI 801 by the sub-control CPU 800a. In response, the sound LSI 801 reads the sound data corresponding to the transmitted control signal from the game ROM 805 or sound RAM 802 and outputs it to the speaker 17. In other words, the sound LSI 801 outputs the sound effect from the speaker 17 before the movable mechanism 43 starts moving, and then gradually increases the pitch of the sound effect in accordance with the movement of the movable mechanism 43, thereby enhancing the sense of speed of the movable mechanism 43.
[0441] Thus, the sub-control CPU 800a repeatedly performs the processes of steps S1050 and S1051 until it has finished generating all the data based on the performance pattern determined by lottery in step S1012 shown in Figure 43 (step S1052: NO). Once it has finished generating all the data (step S1052: YES), it proceeds to the process of step S1053.
[0442] Next, the sub-control CPU 800a performs button activation processing (step S1053) based on the contents stored in the sub-control RAM 800c in step S1051 and the input contents of the setting button 15 or the performance button device 13 processed in step S1013 shown in Figure 43.
[0443] <Sub-control: Command reception interrupt processing> Next, referring to Figure 45, we will explain the processing that occurs when the main control board 60 transmits the performance control command DI_CMD and an interrupt signal while the main processing is in progress.
[0444] As shown in Figure 45, when the sub-control CPU 800a receives the interrupt signal, it performs a save operation to save the contents of each register to the stack area in the sub-control RAM 800c (step S1100). After that, the sub-control CPU 800a reads the register of the input port that received the performance control command DI_CMD (step S1101) and calculates a pointer indicating the address of the command transmission and reception memory area in the sub-control RAM 800c (step S1102).
[0445] Then, the sub-control CPU 800a reads the register of the input port that received the performance control command DI_CMD again (step S1103), and checks whether the value read in step S1101 matches the value read in step S1103. If they do not match (step S1104: NO), the process proceeds to step S1107. If they do match (step S1104: YES), the performance control command DI_CMD received from the main control board 60 is stored at the address corresponding to the pointer calculated above (step S1105). This stored performance control command DI_CMD will be read by the sub-control CPU 800a during the processing of step S1012 shown in Figure 43.
[0446] Next, the sub-control CPU 800a updates the pointer indicating the address of the command transmission / reception memory area in the sub-control RAM 800c (step S1106), and restores the registers that were saved in step S1100 (step S1107). This returns to the main processing shown in Figure 43.
[0447] <Sub-control: Timer interrupt processing> Next, referring to Figure 46, we will explain the processing that occurs when a timer interrupt occurs every 1ms, as set in step S1006 of the main processing (see Figure 43).
[0448] As shown in Figure 46, when a timer interrupt occurs every 1ms, the sub-control CPU 800a performs a save operation to save the contents of each register to the stack area in the sub-control RAM 800c (step S1150).
[0449] Next, the sub-control CPU 800a acquires data from the setting button 15, the performance button device 13, the motor data from the movable mechanism device 43, etc., twice (step S1151), and checks whether the acquired data matches (step S1152). If the data does not match (step S1152: NO), the sub-control CPU 800a repeats the process in step S1151 until the data matches, and if they match (step S1152: YES), it stores the matched data in the sub-control RAM 800c (step S1153).
[0450] Next, the sub-control CPU 800a receives a signal from the setting button 15 or the performance button device 13 (step S1154). This received signal will be analyzed in the button analysis process shown in step S1013 in Figure 43.
[0451] Next, in step S1051 shown in Figure 44, the sub-control CPU 800a transmits the light-related control signals stored in the sub-control RAM 800c to the decorative lamp board 90 (see Figure 3), and also transmits the control signals necessary to turn the identification lamp device 51A (see Figure 2) on or off (step S1155). As a result, the decorative lamps turn on or off and the lamp effect is executed.
[0452] Next, the sub-control CPU 800a restores the registers that were saved in step S1150 (step S1156). This returns the system to the main processing shown in Figure 43.
[0453] <Sub-control: Command List> Here, the command list generated in step S1050 shown in Figure 44 will be explained in detail with reference to Figure 47.
[0454] This command list is a sequence of commands that can be used with the VDP803, but the content and order of the commands differ slightly depending on whether you are instructing the VDP803 to draw video or still images.
[0455] When instructing the VDP803 to render video, the initial command list is shown in Figure 47(a) and the regular command list is shown in Figure 47(b).
[0456] As shown in Figure 47(a), the sub-control CPU 800a first generates a command to set the memory area of the DDR2SDRAM 804 in which the frame buffer area is set, and the memory area in which the video data of the DDR2SDRAM 804 is stored (step S1200).
[0457] Next, a command is generated to instruct the decoding of the video (step S1201). Specifically, this command specifies which video compression data to decode, and is given along with the address of the CG data storage area of the game ROM 805 shown in Figure 3 where the video is stored, as well as the number of frames in that video.
[0458] Next, the command for termination processing is entered to complete the generation of the initial command list (step S1202).
[0459] Next, the sub-control CPU 800a generates the steady command list shown in Figure 47(b).
[0460] As shown in Figure 47(b), this constant command list consists of instructions for drawing the video. In the initial command list, commands are generated to specify which frame numbers of the decoded video data should be drawn at which coordinate position on the liquid crystal display device 41 (step S1203). Next, a termination command is entered to complete the generation of the constant command list (step S1204).
[0461] On the other hand, when instructing the VDP803 to draw a still image, as shown in Figure 47(c), the sub-control CPU 800a first generates a command to set the memory area of the DDR2SDRAM 804 where the frame buffer area is set, and the memory area of the built-in VRAM (not shown) that stores the still image data (step S1210).
[0462] Next, a command is generated to instruct the decoding of the still image (step S1211). Specifically, this command specifies which compressed still image data to decode, along with the address and data size of the CG data storage area of the game ROM 805 shown in Figure 3, where the relevant still image is stored.
[0463] Next, commands are generated to specify at what coordinate position on the liquid crystal display device 41 and in what manner (rotation angle, scaling, etc.) the decoded still image data should be drawn (step S1212). Then, a termination command is entered to complete the generation of the command list related to still images (step S1213).
[0464] Thus, the command lists for video and still images are sent to the VDP803 (see Figure 4), processed as appropriate, and then sent to the liquid crystal display device 41. As a result, the desired image is displayed on the liquid crystal display device 41. Specifically, the displays shown in Figures 5 to 15 and Figures 16 to 22 are produced.
[0465] Therefore, the methods described above represent the processing methods for the various items explained above.
[0466] In this embodiment, an example is shown in which the sound LSI 801 and VDP 803 are configured separately, but they may also be integrated as a single chip.
[0467] Furthermore, although this embodiment shows an example in which a sub-control CPU 800a is provided within the sub-one-chip microcontroller 800, it is not limited to this, and the sub-control CPU 800a may also be provided within the VDP 803.
[0468] Furthermore, although this embodiment was described using a pachinko game machine as an example, it is not limited to that and can also be applied to slot game machines equipped with an LCD screen that perform visual effects. This makes it possible to provide optimal visual effects to players even in slot game machines equipped with an LCD screen that perform visual effects. [Explanation of Symbols]
[0469] 1. Pachinko game machine 41 Liquid crystal display device (display means) 43. Movable mechanism (movable mechanism) 801 Sound LSI (sound reproduction means) EF1 Effect (Second Effect) EF2 Effect (First Effect) EF3 Effect (Second Effect) EF4 Effect (Second Effect) EF5a~5c Effects (First Effect)
Claims
1. Display means and The system includes a movable component that moves in a predetermined manner so as to partially overlap the display means in accordance with the effects performed by the display means, The aforementioned display means is A gaming machine that, when the movable mechanism moves in a predetermined direction, displays a first effect related to the shape of the movable mechanism in the predetermined direction prior to the movement of the movable mechanism.
2. The display means displays a second effect consisting of multiple lines in accordance with the movement of the movable part. The gaming machine according to claim 1, wherein the density of the lines of the second effect is greater immediately after the start of movement of the movable mechanism than during the movement of the movable mechanism.
3. The display means displays a second effect consisting of multiple lines in accordance with the movement of the movable part. The gaming machine according to claim 1 or 2, wherein the density of the lines of the second effect is greater after the movable part has finished moving than during the movable part is moving.
4. It further includes a sound playback means for playing a predetermined sound effect, The game machine according to claim 1, wherein the sound playback means plays a predetermined sound effect before the movable part starts moving, and gradually increases the pitch of the predetermined sound effect as the movable part moves in the predetermined direction.
5. The aforementioned movable part moves at a first speed, The gaming machine according to claim 1, wherein the display means displays the movement of the first effect at a speed different from the first speed.
Citation Information
Patent Citations
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