gaming machines
Patent Information
- Application Number
- JP2024085263
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-05-27
- Publication Date
- 2025-03-05
- Estimated Expiration
- 2035-04-10
AI Technical Summary
【0007】 本発明によれば、表示制御を好適に行うことが可能となる。
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Pachinko machines, slot machines, and the like are known as types of gaming machines. Among these gaming machines, there are known those equipped with a display device such as a liquid crystal display device. These gaming machines are equipped with a memory in which image data is pre-stored, and a predetermined image is displayed on the display unit of the display device using the image data read from the memory (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2009-261415 Summary of the Invention [Problem to be solved by the invention]
[0004] Here, in gaming machines such as those exemplified above, a configuration that allows for suitable display control is required, and there is still room for improvement in this regard.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and aims to provide a gaming machine that is capable of performing display control in an appropriate manner. [Means for solving the problem]
[0006] In order to solve the above problem, the invention described in claim 1 provides a display means having a display unit, a display control means for displaying an image on the display unit; In a gaming machine equipped with An information storage means for pre-storing mode determination table information in which data for determining the display mode of the individual image at each image update timing is set when the individual image is made to undergo specific variable display for a predetermined period on the display unit, The mode determination table information is A group of behavior information sets in chronological order the behavior information for determining the behavior of the specific variable display; a target information group in which information on the type of the individual image to which the aspect information is applied is set, and a plurality of target information groups are set corresponding to the aspect information; Equipped with The display control means an object determination means for determining the type of the individual image to which each of the aspect information in the aspect determination table information is to be applied by setting information on the type of the individual image for each of the object information included in the object information group when starting to use the aspect determination table information; application execution means for applying the mode determination table information in accordance with the content determined by the target determination means to perform the specific variable display; Equipped with The target information in the target information group can be rewritten by setting information by the target determination means, whereas the aspect information in the aspect information group is configured so that the information cannot be rewritten. [Effects of the Invention]
[0007] According to the present invention, it is possible to perform display control in an appropriate manner. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a perspective view showing a pachinko machine according to a first embodiment. [Figure 2] FIG. 2 is a front view showing the configuration of the game board. [Figure 3] 10(a) to 10(j) are explanatory diagrams for explaining the display contents on the display surface of the pattern display device. [Figure 4]1(a) and 1(b) are explanatory diagrams for explaining the display content on the display surface of the pattern display device. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 6] This is an explanatory diagram for explaining the contents of various counters used in jackpot lotteries, etc. [Figure 7] 4 is a flowchart showing main processing executed by the MPU of the main control device. [Figure 8] 10 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Figure 9] 10 is a flowchart showing a timer interrupt process executed by the sound / light side MPU. [Figure 10] 10 is a flowchart showing a table setting process executed by the acoustic / optical side MPU. [Figure 11] (a) An explanatory diagram for explaining an example of a table for advance lottery drawing, (b) An explanatory diagram for explaining an example of a table for reach lottery drawing, and (c) An explanatory diagram for explaining the configuration of the sound / light side RAM. [Figure 12] FIG. 10 is an explanatory diagram for explaining a control pattern table. [Figure 13] (a) is an explanatory diagram for explaining how a pattern is displayed in a swaying manner on the pattern display device, and (b) is an explanatory diagram for explaining how a pattern is displayed in a fixed manner on the pattern display device. [Figure 14] 10A and 10B are explanatory diagrams for explaining various parts tables. [Figure 15] 10A to 10C are explanatory diagrams for explaining variable display times determined by the parts table. [Figure 16] 10 is a flowchart showing a pointer update process executed by the acousto-optical side MPU. [Figure 17] (a) to (e2) are time charts showing how the effects for each game are executed. [Figure 18] 10 is a flowchart showing a V interrupt process executed by the display CPU. [Figure 19] 10 is a flowchart showing task processing executed by a display CPU. [Figure 20] 10(a) to 10(c) are explanatory diagrams for explaining the contents of a drawing list. [Figure 21] 10 is a flowchart showing a drawing process executed by a VDP. [Figure 22] 10(a) to 10(f) are time charts showing an example of a variable display mode of the symbols. [Figure 23] 1(a) and 1(b) are explanatory diagrams for explaining the display content on the display surface of the pattern display device. [Figure 24] FIG. 2A is an explanatory diagram illustrating the configuration of a memory module, and FIG. 2B is an explanatory diagram illustrating the configuration of a work RAM. [Figure 25] FIG. 1A is an explanatory diagram illustrating an execution target table for an acceleration period, and FIG. 1B is an explanatory diagram illustrating an execution target table for a first high-speed period. [Figure 26] FIG. 10 is an explanatory diagram for explaining an execution target table for a first low speed period. [Figure 27] (a) An explanatory diagram for explaining the relationship between the values set in the first adjustment counter and the third adjustment counter and the type of pattern, and (b) an explanatory diagram for explaining the relationship between the value set in the second adjustment counter and the type of pattern. [Figure 28] FIG. 1A is an explanatory diagram illustrating an execution target table for an acceleration period, and FIG. 1B is an explanatory diagram illustrating an execution target table for a first high-speed period. [Figure 29] FIG. 10 is an explanatory diagram for explaining an execution target table for a first low speed period. [Figure 30] 10 is a flowchart showing a command response process executed by the display CPU. [Figure 31] 10 is a flowchart showing a normal fluctuation calculation process executed by the display CPU. [Figure 32] 10A and 10B are explanatory diagrams for explaining the contents of the loop display effect. [Figure 33]10(a) to 10(d) are time charts showing the flow of loop display effects. [Figure 34] FIG. 2A is an explanatory diagram illustrating the configuration of a memory module, and FIG. 2B is an explanatory diagram illustrating the configuration of a work RAM. [Figure 35] FIG. 10A is an explanatory diagram for explaining a character stopping table, FIG. 10B is an explanatory diagram for explaining a character moving table, and FIG. 10C is an explanatory diagram for explaining a background table. [Figure 36] 10 is a flowchart showing the calculation process for a character loop executed by the display CPU. [Figure 37] 10 is a flowchart showing a calculation process for a background loop executed by the display CPU. [Figure 38] 10(a) and 10(b) are explanatory diagrams for explaining the content of the group display performance. [Figure 39] FIG. 10 is an explanatory diagram for explaining moving image data for group display. [Figure 40] (a1) to (a3) are time charts showing the relationship between the image update period and the period during which still image data can be used, and (b) and (c) are explanatory diagrams for explaining how the range to be drawn in the frame area to be drawn is made different for the same decoded image data. [Figure 41] 10 is a flowchart showing the calculation process for group display effects executed by the display CPU. [Figure 42] 10A is a flowchart showing the decoding process executed by the video decoder, and FIG. 10B is a flowchart showing the group display setting process executed by the VDP. [Figure 43] (a) and (b) are explanatory diagrams for explaining the contents of the validity period display effect. [Figure 44] 10A and 10B are time charts showing comparative examples of validity period display effects. [Figure 45] FIG. 2 is an explanatory diagram for explaining the configuration of a memory module. [Figure 46]FIG. 10A is an explanatory diagram for explaining a table for band display, and FIG. 10B is an explanatory diagram for explaining a table for flashing display. [Figure 47] (a1), (b1), (a2), and (b2) are time charts showing how the validity period display effect is executed using both the band display table and the flashing display table. [Figure 48] 10 is a flowchart showing a calculation process for displaying a valid period executed by a display CPU. [Figure 49] FIG. 10 is an explanatory diagram for explaining the content of the number display effect. [Figure 50] FIG. 2 is a block diagram showing the electrical configuration for performing the number display effect. [Figure 51] FIG. 2 is a front view of the inner frame showing an enlarged view of the lower region of the inner frame. [Figure 52] 10 is a flowchart showing a counting process executed by the sound and light side MPU. [Figure 53] 10 is a flowchart showing an output setting process for a measurement command executed by the acousto-optical side MPU. [Figure 54] 10 is a flowchart showing a measurement command response process executed by the display CPU. [Figure 55] 10 is a flowchart showing a calculation process for measurement display executed by a display CPU. [Figure 56] 10(a) to 10(c) are time charts showing how the number display effect is executed. [Figure 57] 10 is a flowchart showing a calculation process for increasing display executed by a display CPU. [Figure 58] FIG. 2 is an explanatory diagram for explaining the configuration of a memory module. [Figure 59] FIG. 10A is an explanatory diagram for explaining an image for a first character, FIG. 10B is an explanatory diagram for explaining an effect image, and FIG. 10C is an explanatory diagram for explaining an image for a second character. [Figure 60] 10A and 10B are explanatory diagrams for explaining how the range of drawing in the frame area of the drawing target is made different for each image data. [Figure 61] FIG. 10 is an explanatory diagram for explaining a pseudo moving image table. [Figure 62] 10(a) to 10(d) are time charts showing how pseudo-movie effects are executed. [Figure 63] 10 is a flowchart showing the calculation process for pseudo moving image presentation executed by the display CPU. [Figure 64] 10 is a flowchart showing a calculation process for round effect executed by a display CPU. [Figure 65] 10A to 10C are explanatory diagrams for explaining another example of pseudo-moving image production. [Figure 66] FIG. 10 is a block diagram showing the electrical configuration of a pachinko machine according to a second embodiment. [Figure 67] 10 is a flowchart showing a V interrupt process executed by the display CPU. [Figure 68] 10 is a flowchart showing task processing executed by a display CPU. [Figure 69] 10(a) to 10(c) are explanatory diagrams for explaining the contents of a drawing list. [Figure 70] 10 is a flowchart showing a drawing process executed by a VDP. [Figure 71] FIG. 10 is an explanatory diagram for explaining how drawing data is created in conjunction with the execution of a drawing process. [Figure 72] 10(a) to 10(c) are time charts showing how time-dependent effects are executed. [Figure 73] (a) An explanatory diagram for explaining the display contents of the pattern display device during the normal period, (b) an explanatory diagram for explaining the display contents of the pattern display device during the preparation period, and (c) an explanatory diagram for explaining the display contents of the pattern display device during the special period. [Figure 74] 10 is an explanatory diagram for explaining the display contents of the pattern display device when the timing for starting a time-dependent effect arrives while a game-play effect is being executed. FIG. [Figure 75](a) to (h) are time charts showing how time-dependent effects are executed in relation to the execution status of effects for each game. [Figure 76] FIG. 10A is an explanatory diagram for explaining the configuration of the sound and light side ROM, and FIG. 10B is an explanatory diagram for explaining the data table for time-dependent effects. [Figure 77] FIG. 2 is an explanatory diagram for explaining the configuration of a memory module. [Figure 78] 10 is a flowchart showing an RTC-compatible process executed by the sound and light side MPU. [Figure 79] 10 is a flowchart showing a setting process for starting a preparation period executed by the sound and light side MPU. [Figure 80] 10 is a flowchart showing a command response process executed by the display CPU. [Figure 81] 10 is a flowchart showing a setting process during a preparation period executed by the acousto-optical side MPU. [Figure 82] 10 is a flowchart showing a setting process during a special period executed by the sound and light side MPU. [Figure 83] 10 is a flowchart showing a table setting process executed by the acoustic / optical side MPU. [Figure 84] 10 is an explanatory diagram for explaining another example of the display content of the pattern display device during the preparation period. FIG. [Figure 85] 10 is a flowchart showing another example of the setting process for starting the preparation period executed by the sound and light side MPU. [Figure 86] 10 is a flowchart showing another example of the command response process executed by the display CPU. [Figure 87] 10 is a flowchart showing another example of the setting process during the preparation period executed by the acousto-optical side MPU. [Figure 88] (a) and (b) are explanatory diagrams for explaining the specific contents of the separately saved performances. [Figure 89] FIG. 10 is an explanatory diagram for explaining a comparison example of (a) to (c) different saved effects. [Figure 90] (a) to (h) are time charts showing how separate storage effects are performed. [Figure 91] FIG. 10 is an explanatory diagram for explaining the specific contents of the separately saved effects (a) to (c). [Figure 92] This is a flowchart showing the calculation process for a separate saved effect executed by the display CPU. [Figure 93] 10 is a flowchart showing a process performed by the display CPU during an operation valid period. [Figure 94] 10 is a flowchart showing the processing during operation-responsive presentation executed by the display CPU. [Figure 95] 10 is a flowchart showing a setting process for separately saving and displaying data executed by a VDP. [Figure 96] 10 is a flowchart showing a process for creating drawing data for separate storage and display, which is executed by a VDP. [Figure 97] 10A and 10B are explanatory diagrams for explaining the specific display contents of the angle display effect. [Figure 98] FIG. 2 is an explanatory diagram for explaining the configuration of a memory module. [Figure 99] 1(a) to 1(i) are explanatory diagrams for explaining various video data groups. [Figure 100] 10A to 10G are time charts showing the progression of angle display effects. [Figure 101] 10 is a flowchart showing a calculation process for angle display effect executed by a display CPU. [Figure 102] 10 is a flowchart showing an opening process executed by the display CPU. [Figure 103] 10 is a flowchart showing a decoding process executed by the VDP. [Figure 104] FIG. 10A is an explanatory diagram for explaining a moving image correspondence table corresponding to angle A, and FIG. 10B is an explanatory diagram for explaining a switching reference table. [Figure 105] 10 is a flowchart showing a setting process for angle display effect executed by the VDP. [Figure 106]FIG. 10A is an explanatory diagram for explaining the contents of normal moving image data, and FIG. 10B is an explanatory diagram for explaining the contents of special moving image data. [Figure 107] (a) to (g) are time charts showing how the special video use performance is executed. [Figure 108] 10 is a flowchart showing the calculation process for a special video use effect executed by the display CPU. [Figure 109] 10 is a flowchart showing the setting process for a special video use performance executed by the VDP. DETAILED DESCRIPTION OF THE INVENTION
[0009] First Embodiment A first embodiment of a pachinko gaming machine (hereinafter referred to as a "pachinko machine"), which is one type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a perspective view of a pachinko machine 10.
[0010] As shown in FIG. 1, a pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 that is attached to the outer frame 11 so as to be rotatable forward. The gaming machine main body 12 includes an inner frame 13, a front door frame 14 that is disposed in front of the inner frame 13, and a back pack unit 15 that is disposed behind the inner frame 13. The inner frame 13 of the gaming machine main body 12 is rotatably supported relative to the outer frame 11. In detail, the inner frame 13 is rotatable forward with the left side as the base end and the right side as the tip end when viewed from the front. The front door frame 14 is rotatably supported by the inner frame 13, and is rotatable forward with the left side as the base end and the right side as the tip end when viewed from the front. The inner frame 13 also supports a rear pack unit 15 in a rotatable manner, and when viewed from the front, the left side is the base end of the rotation and the right side is the tip end of the rotation, so that the rear pack unit 15 can be rotated rearward.
[0011] The gaming machine main body 12 is provided with a locking device at its rotating tip, which has the function of locking the gaming machine main body 12 so that it cannot be opened relative to the outer frame 11, and also has the function of locking the front door frame 14 so that it cannot be opened relative to the inner frame 13. Each of these locked states can be released by using an unlocking key to perform an unlocking operation on the cylinder lock 17, which is exposed on the front of the pachinko machine 10.
[0012] A game board 24 is mounted on the inner frame 13. FIG.
[0013] An inner rail portion 25 and an outer rail portion 26 are attached to the game board 24 so as to define part of the outer edge of the game area PA, and these inner rail portion 25 and outer rail portion 26 form a guide rail as a guide means. Game balls launched from a game ball launching mechanism (not shown) attached to the lower part of the game board 24 in the inner frame 13 are guided to the upper part of the game area PA by the guide rail. The game ball launching mechanism launches game balls by manually operating a launch operation device 28 provided on the front door frame 14.
[0014] A plurality of large and small openings are formed in the game board 24, penetrating in the front-to-rear direction. Each opening is provided with a general winning port 31, a special winning device 32, a first operating port 33, a second operating port 34, a through gate 35, a variable display unit 36, a special symbol unit 37, and a general symbol unit 38.
[0015] Even if a ball enters the through gate 35, no game balls will be paid out. On the other hand, if a ball enters the general winning opening 31, the special electric winning device 32, the first operating opening 33, or the second operating opening 34, a predetermined number of game balls will be paid out. Specifically, when a ball enters the first operating opening 33 or the second operating opening 34, three prize balls will be paid out; when a ball enters the general winning opening 31, ten prize balls will be paid out; and when a ball enters the special electric winning device 32, fifteen prize balls will be paid out.
[0016] The number of prize balls is arbitrary, and for example, the second actuation port 34 may be configured to have fewer prize balls than the first actuation port 33, or the second actuation port 34 may be configured to have more prize balls than the first actuation port 33.
[0017] In addition, an outlet 24a is provided at the bottom of the game board 24, and game balls that do not enter the various winning holes etc. are discharged from the game area PA through the outlet 24a. Also, on the game board 24, a large number of nails 24b are planted to appropriately distribute and adjust the falling direction of the game balls, and various components such as windmills are also arranged.
[0018] Here, "entering" means that a gaming ball passes through a predetermined opening, and includes not only the case where the gaming ball passes through the opening and is discharged from the gaming area PA, but also the case where the gaming ball continues to flow down the gaming area PA without being discharged from the gaming area PA after passing through the opening. However, in the following explanation, in order to clearly distinguish from the gaming ball entering the outlet 24a, the gaming ball entering the general winning opening 31, the special electric winning device 32, the first operating opening 33, the second operating opening 34, and the through gate 35 will also be referred to as "winning."
[0019] The first actuation port 33 and the second actuation port 34 are united as an actuation port device and installed on the game board 24. Both the first actuation port 33 and the second actuation port 34 open upward. Furthermore, the first actuation port 33 is at the top, and both actuation ports 33, 34 are aligned vertically. The second actuation port 34 is provided with a normal power device 34a serving as a guide piece made up of a pair of movable pieces on the left and right. When the normal power device 34a is in a closed state, the game ball cannot enter the second actuation port 34, but when the normal power device 34a is in an open state, the game ball can enter the second actuation port 34.
[0020] A through gate 35 is provided upstream of the second operating port 34 in the direction in which the gaming ball flows down. The through gate 35 has a through hole (not shown) that penetrates vertically, and a gaming ball that enters the through gate 35 flows down through the gaming area PA after winning. This allows a gaming ball that enters the through gate 35 to enter the second operating port 34.
[0021] Based on a win at the through gate 35, the normal power device 34a of the second operating port 34 is switched from a closed state to an open state. Specifically, an internal lottery is performed with the win at the through gate 35 as a trigger, and a variable picture display is performed on the normal map display section 38a of the normal map unit 38, which is located in the lower right corner of the game area PA, an area where the game ball does not pass. Then, when the result of the internal lottery is a win for the electric role release, the stop result corresponding to that result is displayed, and the variable display on the normal map display section 38a is terminated, the game transitions to the normal power open state. In the normal power open state, the normal power device 34a is opened in a predetermined manner.
[0022] The map display unit 38a is configured with a segment display in which a plurality of segment light-emitting elements are arranged in a predetermined manner, but is not limited to this and may be configured with other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix display. As for the image displayed variably on the map display unit 38a, a configuration in which a plurality of types of letters are displayed variably, a configuration in which a plurality of types of symbols are displayed variably, a configuration in which a plurality of types of characters are displayed variably, or a configuration in which a plurality of types of colors are displayed in an alternating manner may be considered.
[0023] In the normal map unit 38, a normal map reserve display unit 38b is provided adjacent to the normal map display unit 38a. Up to four game balls that enter the through gate 35 are reserved, and the number of reserved balls is displayed by lighting up the normal map reserve display unit 38b.
[0024] A winning lottery is triggered by the entry into the first operating port 33 or the second operating port 34. The result of the lottery is then displayed clearly through the display effects on the special symbol unit 37 and the symbol display device 41 of the variable display unit 36.
[0025] Specifically, the special symbol unit 37 includes a special symbol display section 37a. The display area of the special symbol display section 37a is smaller than the display surface P of the symbol display device 41. The special symbol display section 37a displays a changing pattern when a jackpot lottery is held, triggered by a win through the first operating port 33 or a win through the second operating port 34. Then, as a result of the display of the changing pattern, a display corresponding to the result of the jackpot lottery is displayed. The special symbol display section 37a is configured as a segment display device in which multiple segment light-emitting elements are arranged in a predetermined manner. However, this is not limited to this, and the special symbol display section 37a may be configured as a liquid crystal display device, an organic electroluminescence display device, a cathode ray tube (CRT), a dot matrix display, or another type of display device. The symbols displayed on the special symbol display section 37a may include a configuration in which multiple characters, symbols, characters, or colors are displayed.
[0026] In the special symbol unit 37, a special symbol reserve display unit 37b is provided adjacent to the special symbol display unit 37a. The number of game balls that enter the first operating port 33 or the second operating port 34 is reserved up to a maximum of four, and the number of reserved balls is displayed by lighting up the special symbol reserve display unit 37b.
[0027] More specifically, the pattern display device 41 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content is controlled by a display control device described later. Note that the pattern display device 41 is not limited to a liquid crystal display device, and may be other display devices having a display surface such as a plasma display device, an organic EL display device, or a CRT, or may be a dot matrix display device.
[0028] In the symbol display device 41, when a variable display of a symbol is performed in the special symbol display unit 37a based on a winning entry into the first operating port 33 or a winning entry into the second operating port 34, a variable display of a symbol is performed accordingly. In other words, when a variable display is performed in the special symbol display unit 37a, a variable display is performed accordingly in the symbol display device 41. Then, for example, in a game in which the result of the jackpot occurrence lottery results in a jackpot result, a predetermined combination of symbols is displayed stopped on a preset pay line in the symbol display device 41.
[0029] The display contents of the pattern display device 41 will be described in detail with reference to Figures 3 and 4. Figures 3(a) to 3(j) are diagrams individually showing the patterns variably displayed on the pattern display device 41, and Figures 4(a) and 4(b) are diagrams showing the display surface P of the pattern display device 41.
[0030] As shown in Figures 3(a) to 3(j), the design, which is a type of picture, is composed of nine main designs each numbered "1" to "9" and a sub-design consisting of a shell-shaped picture. More specifically, the main designs are composed of nine character designs such as an octopus each numbered "1" to "9."
[0031] As shown in FIG. 4(a), the display surface P of the symbol display device 41 has three symbol rows Z1, Z2, and Z3, each consisting of an upper row, a middle row, and a lower row, set as a plurality of display areas. Each symbol row Z1 to Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. In detail, in the upper symbol row Z1, nine types of main symbols from "1" to "9" are arranged in descending numerical order, with one sub-symbol interposed between each main symbol. In the lower symbol row Z3, nine types of main symbols from "1" to "9" are arranged in ascending numerical order, with one sub-symbol interposed between each main symbol.
[0032] In other words, the upper symbol column Z1 and the lower symbol column Z3 are composed of 18 symbols. In contrast, the middle symbol column Z2 has nine main symbols from "1" to "9" arranged in ascending numerical order, with a "4" main symbol additionally arranged between the "9" main symbol and the "1" main symbol, and one sub-symbol arranged between each of these main symbols. In other words, the middle symbol column Z2 alone has 10 main symbols arranged, for a total of 20 symbols. Then, on the display surface P, the symbols of each of these symbol columns Z1 to Z3 are displayed variably, scrolling periodically in a predetermined direction.
[0033] As shown in Fig. 4(b), the display surface P is configured so that three symbols are displayed in each symbol row, resulting in a total of nine symbols being displayed in a 3x3 pattern. Five active lines, namely, a left line L1, a center line L2, a right line L3, a downward-right line L4, and an upward-right line L5, are set on the display surface P. The display stops in the order of the upper symbol row Z1, the lower symbol row Z3, and the center symbol row Z2. When the display of all the symbol rows Z1 to Z3 is completed with a combination of symbols with the same numbers on any of the active lines, a jackpot animation is displayed, indicating the occurrence of a normal jackpot result or a 15R probability jackpot result, as will be described later.
[0034] In this pachinko machine 10, main symbols with odd numbers (1, 3, 5, 7, 9) correspond to "specific symbols," while main symbols with even numbers (2, 4, 6, 8) correspond to "non-specific symbols." When a 15R probability jackpot result occurs, the same specific symbol combination or the same non-specific symbol combination is displayed stationary. When a normal jackpot result occurs, the same non-specific symbol combination is displayed stationary. When a specified 2R probability jackpot result (described later) occurs, the variable display of all symbol rows Z1 to Z3 ends with a combination of predetermined symbols different from the same symbol combination, and then a display animation is displayed.
[0035] The manner in which the patterns are displayed variably on the pattern display device 41 is not limited to the above and is arbitrary, and the number of pattern rows, the direction of the variably displayed patterns in the pattern rows, the number of patterns in each pattern row, etc. can be changed as appropriate. Also, the patterns displayed variably on the pattern display device 41 are not limited to the above-mentioned patterns, and for example, only numbers may be displayed variably as patterns.
[0036] In addition, based on a winning entry into either of the operating ports 33, 34, a variable display is started on the special chart display unit 37a and the pattern display unit 41, and one game session is played until a predetermined stop result is displayed and the variable display is stopped.
[0037] Returning to the explanation of FIG. 2, if a jackpot is won in the jackpot lottery based on a win through the first actuation port 33 or the second actuation port 34, the system transitions to an open / close execution mode in which a win is possible in the special electric winning device 32. The special electric winning device 32 includes a large prize opening (not shown) that leads to the back side of the game board 24, as well as an open / close door 32a that opens and closes the large prize opening. The open / close door 32a is positioned in either a closed or open state. Specifically, the open / close door 32a is normally in a closed state in which game balls cannot win. If an internal lottery is selected to transition to the open / close execution mode, the open / close execution mode is switched to an open state in which game balls can win. The open / close execution mode is a mode that is transitioned to when a win is achieved. While a win is not impossible in the closed state, it may be configured to be less likely to occur than in the open state. In addition, in the open / close execution mode, a display effect corresponding to the open / close execution mode is executed by the symbol display device 41.
[0038] As shown in Fig. 1, a front door frame 14 is provided so as to cover the entire front side of the inner frame 13 having the game board 24 configured as described above. As shown in Fig. 1, the front door frame 14 is formed with a window portion 42 that allows almost the entire area of the game area PA to be viewed from the front. The window portion 42 has a substantially elliptical shape, and a window panel 43 is fitted into the window portion 42. The window panel 43 is made of colorless and transparent glass, but is not limited to this and may be made of colorless and transparent synthetic resin, or may be made of colored and transparent as long as the game area PA is visible through the window panel 43 from the front of the pachinko machine 10.
[0039] A display light-emitting unit 44 is provided above the window 42. A pair of left and right speakers 45 are also provided, which output sound effects according to the game status. An upper bulge 46 and a lower bulge 47, which bulge toward the front, are arranged vertically below the window 42. An upper tray 46a, which opens upward, is provided inside the upper bulge 46, and a lower tray 47a, which also opens upward, is provided inside the lower bulge 47. The upper tray 46a temporarily stores game balls dispensed from the dispenser provided in the back pack unit 15 and guides them in a row toward the game ball launching mechanism. The lower tray 47a also stores game balls that are surplus within the upper tray 46a.
[0040] An effect operation device 48 having an operation unit manually operated by a player is provided in the area outside the lower tray 47a of the lower bulging portion 47. The operation unit of the effect operation device 48 is manually operated by the player to set the effect content on the display surface P of the pattern display device 41 to a predetermined effect content.
[0041] A main control device, a sound and light emission control device, and a display control device are mounted on the rear side of the inner frame 13. In addition, a payout mechanism including a payout device, a payout control device, and a power supply and launch control device are mounted on the rear pack unit 15. The electrical configuration of the pachinko machine 10 will be explained below.
[0042] <Electrical configuration of pachinko machine 10> FIG. 5 is a block diagram showing the electrical configuration of the pachinko machine 10. As shown in FIG.
[0043] <Main control device 50> The main control device 50 includes a main control board 51 that is responsible for the primary control of the game. The board box housing the main control board 51 and other components of the main control device 50 may be provided with a marking means or a marking structure for leaving a mark of its opening. Possible marking means include a joint (crimped portion) that inseparably connects the multiple case bodies that make up the board box and requires destruction of a specific portion when the case body is separated, or a seal that spans the boundaries between the multiple case bodies and leaves a mark of its removal by leaving an adhesive layer on the object when the seal body is removed. Another possible marking structure is to apply an adhesive to the boundaries between the multiple case bodies that make up the board box.
[0044] The main control board 51 is equipped with an MPU 52. The MPU 52 has built-in ROM 53 that stores various control programs and fixed value data executed by the MPU 52, RAM 54 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 53 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits as random number generators, and the like.
[0045] The ROM 53 is a storage means (i.e., a nonvolatile storage means) that allows random access when reading out the control program and fixed value data and does not require an external power supply to maintain the memory. Specifically, a NOR cache memory is used. However, this is not a limitation, and any type of memory can be used for the ROM 53 as long as it allows random access. Furthermore, it is not essential that the control and calculation section, ROM 53, and RAM 54 are integrated into a single chip; each function may be mounted on a separate chip, or some functions may be mounted on separate chips.
[0046] The MPU 52 is provided with an input port and an output port. A power supply and launch control device 57 is connected to the input side of the MPU 52. The power supply and launch control device 57 is connected to a commercial power source (external power source) in an amusement facility, for example. The power supply and launch control device 57 supplies operating power to the main control board 51 based on the external power supplied from the commercial power source. Incidentally, this operating power is supplied not only to the main control board 51, but also to other devices such as the payout control device 55 and the display control device 70, which will be described later.
[0047] It should be noted that a power outage monitoring board may be provided on the power path between the MPU 52 and the power supply / launch control device 57. In this case, the power outage monitoring board monitors for the occurrence of a power outage, and if a power outage is confirmed, a power outage signal is sent to the MPU 52, thereby enabling the MPU 52 to execute processing for the event of a power outage.
[0048] In addition, various sensors (not shown) are connected to the input side of the MPU 52. Some of these various sensors include detection sensors that are provided one-to-one with winning entry sections such as the general winning opening 31, the special electric winning device 32, the first operating opening 33, the second operating opening 34, and the through gate 35, and the MPU 52 determines whether a ball has been won in each entry section (ball entry determination). In addition, the MPU 52 executes a lottery for determining whether a jackpot has been won and a lottery for determining the type of jackpot result based on the winning of the balls in the first operating opening 33 and the second operating opening 34, and also executes a lottery for determining whether a reach has been won in each game and a lottery for determining the variable display time.
[0049] Here, the configuration for performing various lotteries in the MPU 52 will be described.
[0050] The MPU 52 uses various counter information during play to perform a jackpot occurrence lottery, set the display of the special symbol display unit 37a, set the symbol display of the symbol display device 41, set the display of the normal symbol display unit 38a, etc. Specifically, as shown in Figure 6, it uses a hit random number counter C1 used for the jackpot occurrence lottery, a jackpot type counter C2 used to determine the type of jackpot such as a 15R probability jackpot result or a normal jackpot result, a reach random number counter C3 used for a reach occurrence lottery when the symbol display device 41 misses and fluctuates, a random number initial value counter CINI used to set the initial value of the hit random number counter C1, and a fluctuation type counter CS that determines the variable display time in the special symbol display unit 37a and the symbol display device 41. Furthermore, it uses a normal electric device release counter C4 used for a lottery to determine whether or not the normal electric device 34a of the second operating port 34 is to be in an electric device open state. These counters C1 to C3, CINI, CS, and C4 are provided in the lottery counter buffer 54a.
[0051] Each counter C1 to C3, CINI, CS, and C4 is a loop counter that adds 1 to the previous value each time it is updated and returns to 0 after reaching its maximum value. Information corresponding to the winning random number counter C1, the big win type counter C2, and the reach random number counter C3 is stored in the reserved storage area 54b, which serves as acquired information storage means, when a winning occurs in the first actuation port 33 or the second actuation port 34.
[0052] The reserve storage area 54b comprises a reserve area RE and an execution area AE. The reserve area RE comprises a first reserve area RE1, a second reserve area RE2, a third reserve area RE3 and a fourth reserve area RE4, and the numerical information of the win random number counter C1, the jackpot type counter C2 and the reach random number counter C3 is stored as reserve information in one of the reserve areas RE1 to RE4 according to the winning history of the first actuation port 33 or the second actuation port 34.
[0053] In the first reserve area RE1 to the fourth reserve area RE4, when multiple consecutive wins occur in the first actuation port 33 or the second actuation port 34, the numerical information is stored in chronological order: first reserve area RE1 → second reserve area RE2 → third reserve area RE3 → fourth reserve area RE4. By providing four reserve areas RE1 to RE4 in this manner, up to four winning histories of game balls entering the first actuation port 33 or the second actuation port 34 can be reserved and stored. The number of reserves that can be stored is not limited to four and can be any number, such as two, three, five, or more, or it can be a single number. The execution area AE is an area for moving the values stored in the first reserve area RE1 of the reserve area RE when the variable display of the special chart display unit 37a begins. At the start of one game, a win / loss determination is made based on the various numerical information stored in the execution area AE.
[0054] Regarding each counter in detail, the winning random number counter C1 is configured to increment by "1" in sequence within a range of, for example, 0 to 599, and return to "0" after reaching a maximum value. In particular, when the winning random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the winning random number counter C1. The random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value = 0 to 599). The winning random number counter C1 is periodically updated, and is stored in the reserve storage area 54b when a gaming ball enters the first actuation port 33 or the second actuation port 34.
[0055] The random number value that results in a jackpot win is stored as a hit / miss table in the ROM 53. As the hit / miss table, a hit / miss table for a low probability mode and a hit / miss table for a high probability mode are set. In other words, in this pachinko machine 10, a low probability mode and a high probability mode are set as lottery modes in the jackpot generation lottery means.
[0056] In a gaming state where the winning / losing table for the low probability mode is referenced in the lottery, the number of random numbers that will result in a jackpot is 2. On the other hand, in a gaming state where the winning / losing table for the high probability mode is referenced in the lottery, the number of random numbers that will result in a jackpot is 20. Note that the number of random numbers that will result in a jackpot can be any number as long as the winning probability is higher in the high probability mode than in the low probability mode.
[0057] The jackpot type counter C2 is configured to be incremented by "1" in order within the range of 0 to 29, and to return to "0" after reaching the maximum value. The jackpot type counter C2 is updated periodically, and is stored in the reserve storage area 54b when a gaming ball enters the first actuation port 33 or the second actuation port 34.
[0058] A plurality of jackpot results are set in this pachinko machine 10. These plurality of jackpot results are set by providing differences in three conditions: (1) the manner of opening and closing control of the special power winning device 32 in the opening and closing execution mode, (2) the lottery mode in the jackpot occurrence lottery means after the opening and closing execution mode ends, and (3) the support mode in the normal power device 34a of the second operating port 34 after the opening and closing execution mode ends.
[0059] As the manner of opening and closing control of the special power winning device 32 in the opening and closing execution mode, a high-frequency winning mode and a low-frequency winning mode are set so that the frequency of winning in the special power winning device 32 is relatively high and low from the start to the end of the opening and closing execution mode. Specifically, in the high-frequency winning mode, the large prize opening is opened and closed 15 times from the start to the end of the opening and closing execution mode, and each opening continues until 30 seconds have passed or until 10 prizes have been won in the large prize opening. On the other hand, in the low-frequency winning mode, the large prize opening is opened and closed twice from the start to the end of the opening and closing execution mode, and each opening continues until 0.2 seconds have passed or until 6 prizes have been won in the large prize opening.
[0060] In this pachinko machine 10, when the launch operation device 28 is operated by the player, the game ball launching mechanism 58 is controlled to launch one game ball into the game area PA every 0.6 seconds. In contrast, in the low-frequency winning mode, the opening time of the large prize opening is 0.2 seconds as described above. In other words, in the low-frequency winning mode, the opening time of the large prize opening is shorter than the game ball launch cycle. Therefore, in the opening / closing execution mode of the low-frequency winning mode, no game balls actually win.
[0061] The number of times the large prize opening is opened and closed in the high frequency prize mode and the low frequency prize mode, the opening time limit for one opening, and the number of times the large prize opening is opened and closed in one opening are not limited to the above values and can be any value as long as the frequency of winning in the special line prize opening device 32 from the start to the end of the opening and closing execution mode is higher in the high frequency prize mode than in the low frequency prize mode. Specifically, the high frequency prize mode may be set to have a greater number of times the large prize opening is opened and closed, a longer opening time limit for one opening, or a larger number of times the large prize opening is opened in one opening than in the low frequency prize mode.
[0062] However, to clearly distinguish between the benefits offered in the high-frequency winning mode and the low-frequency winning mode, it is preferable to configure the opening / closing execution mode of the low-frequency winning mode so that winning does not actually occur in the special electric winning device 32. For example, in the high-frequency winning mode, the product of the game ball launch cycle and the limit number of balls to be released per opening may be set shorter than the opening time limit, while in the low-frequency winning mode, the product of the game ball launch cycle and the limit number of balls to be released per opening may be set longer than the opening time limit. Also, even if the game ball launch interval and the opening time of one large prize opening are not as described above, by setting the latter to be shorter than the former in the low-frequency winning mode, it is possible to easily realize a configuration in which winning does not actually occur in the special electric winning device 32.
[0063] As the support mode for the normal power device 34a of the second operating port 34, a low frequency support mode and a high frequency support mode are set so that the frequency at which the normal power device 34a of the second operating port 34 opens per unit time is relatively high or low when compared in a situation where game balls are continuously being released in a similar manner into the game area PA.
[0064] Specifically, in the low-frequency support mode and the high-frequency support mode, the probability of winning the electric role opening state in the electric role opening lottery using the normal electric role opening counter C4 is the same (for example, 4 / 5 in both), but in the high-frequency support mode, the number of times the normal electric role 34a is opened when the electric role opening state is won is set to be more than in the low-frequency support mode, and the opening time for each opening is set to be longer. In this case, when the electric role opening state is won in the high-frequency support mode and the open state of the normal electric role 34a occurs multiple times, the closing time from the end of one opening state to the start of the next opening state is set to be shorter than the opening time for each opening. Furthermore, in the high-frequency support mode, a shorter time is selected as the minimum time to be secured between one electric role opening lottery and the next electric role opening lottery than in the low-frequency support mode.
[0065] As described above, in the high-frequency support mode, the probability of a winning ball entering the second actuation port 34 is higher than in the low-frequency support mode. In other words, in the low-frequency support mode, the probability of a winning ball entering the first actuation port 33 is higher than in the second actuation port 34, but in the high-frequency support mode, the probability of a winning ball entering the second actuation port 34 is higher than in the first actuation port 33. When a winning ball enters the second actuation port 34, a predetermined number of game balls are paid out, so in the high-frequency support mode, the player can play without losing too many balls.
[0066] The configuration for increasing the frequency of the electric feature release state per unit time in the high-frequency support mode compared to the low-frequency support mode is not limited to the above, and may be configured to increase the probability of winning the electric feature release state in the electric feature release lottery, for example. Furthermore, in a configuration in which multiple types of reserved time (e.g., the time of the variable display executed on the normal map display unit 38a based on winning at the through gate 35) are available between one electric feature release lottery and the next, the high-frequency support mode may be configured to be more likely to select a shorter reserved time or to have a shorter average reserved time than the low-frequency support mode. Furthermore, the advantage of the high-frequency support mode over the low-frequency support mode may be increased by applying any one or any combination of the following conditions: increasing the number of releases, lengthening the open time, shortening the reserved time between one electric feature release lottery and the next (i.e., shortening the time of one variable display on the normal map display unit 38a), shortening the average reserved time, and increasing the winning probability.
[0067] The allocation destination of the game result for the jackpot type counter C2 is stored as an allocation table in the ROM 53. The allocation destinations are set to a normal jackpot result, an explicit 2R probability variable jackpot result, and a 15R probability variable jackpot result.
[0068] A normal jackpot result is a jackpot result in which the opening / closing execution mode becomes a high-frequency winning mode, and after the opening / closing execution mode ends, the jackpot occurrence lottery mode becomes a low-probability mode, and the support mode becomes a high-frequency support mode. However, this high-frequency support mode transitions to a low-frequency support mode when the number of plays reaches the termination reference number (specifically, 100 plays) after the transition. In other words, a normal jackpot result is a jackpot result that transitions the gaming state to a normal jackpot state.
[0069] The explicit 2R probability variable jackpot result is a jackpot result in which the opening and closing execution mode becomes a low-frequency winning mode, and after the opening and closing execution mode ends, the jackpot occurrence lottery mode becomes a high-probability mode, and the support mode becomes a high-frequency support mode. These high-probability mode and high-frequency support mode continue until the lottery result in the jackpot occurrence lottery is a jackpot state win, which leads to a transition to the jackpot state. In other words, the explicit 2R probability variable jackpot result is a jackpot result that transitions the game state to the explicit 2R probability variable jackpot state.
[0070] A 15R probability variable jackpot result is a jackpot result in which the opening / closing execution mode becomes a high-frequency winning mode, and after the opening / closing execution mode ends, the jackpot occurrence lottery mode becomes a high-probability mode, and the support mode becomes a high-frequency support mode. These high-probability mode and high-frequency support mode continue until the lottery result in the jackpot occurrence lottery is a jackpot state win, which results in a transition to the jackpot state. In other words, a 15R probability variable jackpot result is a jackpot result that transitions the gaming state to a 15R probability variable jackpot state.
[0071] In relation to the above gaming states, the normal gaming state refers to a state in which the jackpot occurrence lottery mode is a low probability mode and the support mode is a low frequency support mode.
[0072] In the distribution table, of the values of the jackpot type counter C2 from "0 to 29", "0 to 9" corresponds to a normal jackpot result, "10 to 14" corresponds to an explicit 2R special jackpot result, and "15 to 29" corresponds to a 15R special jackpot result.
[0073] As mentioned above, the explicit 2R probability variable jackpot result is set as the probability variable jackpot result, which diversifies the probability variable jackpot results. In other words, when comparing the two types of probability variable jackpot results, the 15R probability variable jackpot result, which results in a high-frequency winning mode in the open / close execution mode and a high-frequency support mode in the support mode, is the most advantageous to the player, while the explicit 2R probability variable jackpot result, which results in a low-frequency winning mode in the open / close execution mode but a high-frequency support mode in the support mode, is the least advantageous. This prevents the game from becoming monotonous and makes it possible to increase attention to the game.
[0074] In addition, as a type of probability variable jackpot result, the opening and closing execution mode becomes a low frequency winning mode, and after the opening and closing execution mode ends, the jackpot occurrence lottery mode becomes a high probability mode, and the support mode is maintained in the previous mode, so an unspecified 2R probability variable jackpot result may be included. In this case, further diversification of probability variable jackpot results is achieved.
[0075] Furthermore, a type of losing result in the jackpot lottery may include a special losing result in which the game transitions to the open / close execution mode of the low-frequency winning mode, and after that, the game does not transition to the jackpot lottery mode or the support mode. In a configuration in which both the above-mentioned non-declared 2R probability variable jackpot result and the special losing result are set, while the open / close execution mode transitions to the low-frequency winning mode and the support mode remains in its previous mode, the transition manner of the jackpot lottery mode is different, so that, for example, when either the non-declared 2R probability variable jackpot result or the special losing result occurs in the normal game state, the player can predict which result it actually corresponds to.
[0076] The reach random number counter C3 is configured to be incremented by "1" in order within a range of, for example, 0 to 238, and to return to "0" after reaching a maximum value. The reach random number counter C3 is updated periodically, and is stored in the reserved storage area 54b when a gaming ball enters the first actuation port 33 or the second actuation port 34.
[0077] Here, in this pachinko machine 10, an expectation effect is set as a type of display effect in the symbol display device 41. The expectation effect is a display state that makes the player think that the symbol display state is likely to result in the special display result after the symbol display device 41 starts to display the symbol variation and before the symbol display result is derived and displayed in a gaming machine that is equipped with a symbol display device 41 that can perform a variable display of symbols and in which the stop display result after the variable display becomes a special display result in a game round in which the opening / closing execution mode of the special electric winning device 32 becomes a high frequency winning mode.
[0078] There are two types of expected effects: the above-mentioned reach effect and a notice effect that is used to anticipate the occurrence of a reach effect or a special display result before the reach effect occurs.
[0079] The reach effect includes a display state in which a reach effect combination that has the possibility of forming a jackpot effect corresponding to the occurrence of a high frequency winning mode is displayed by stopping the display of symbols in some of the multiple symbol rows displayed on the display surface P of the symbol display device 41, and in this state, the remaining symbol rows are displayed with a variable pattern display. Also included are a reach effect in which, in a state in which a reach effect combination is displayed as described above, the remaining symbol rows are displayed with a variable pattern display, and predetermined characters or the like are displayed as animation in the background image, and a reach effect in which predetermined characters or the like are displayed as animation on substantially the entire display surface P after the reach effect combination is displayed in a reduced size or is not displayed.
[0080] Specifically, regarding the reach effect, as a step before terminating the display of changing patterns, a reach line is formed by stopping and displaying a combination of reach patterns that may result in a combination of jackpot patterns corresponding to the occurrence of a high frequency winning mode on a pre-set effective line within the display surface P of the pattern display device 41, and while the reach line is formed, the changing patterns are displayed using the final stopped pattern sequence.
[0081] 4, the display of the symbols in the upper symbol column Z1 is first stopped, and then the display of the symbols in the lower symbol column Z3 is stopped. A reach line is formed by a main symbol with the same number attached to one of the pay lines L1 to L5 being stopped and displayed. When the reach line is formed, a reach effect is achieved by a variable display of symbols in the middle symbol column Z2. When a high frequency winning mode occurs, a main symbol with the same number attached to the main symbol forming the reach line is stopped and displayed on the reach line, and the display of the variables of the symbols in the middle symbol column Z2 is stopped and displayed.
[0082] The preview effects include a mode in which characters are displayed separately from the symbols on the symbol columns Z1 to Z3 when the symbols are displayed variably in all symbol columns Z1 to Z3 after the display of the symbols on the display surface P of the symbol display device 41 starts variably, or when the symbols are displayed variably in some symbol columns but multiple symbol columns. Also included are modes in which the background image is displayed in a predetermined mode different from its previous mode, and modes in which the symbols on the symbol columns Z1 to Z3 are displayed in a predetermined mode different from their previous mode. Such preview effects can occur in both games when a reach effect is performed and when a reach effect is not performed, but are set to occur with a higher probability when a reach effect is performed than when a reach effect is not performed.
[0083] The reach effect is executed regardless of the value of the reach random number counter C3 in a game that transitions to the opening / closing execution mode. Also, in a game that does not transition to the opening / closing execution mode, the reach effect is executed when the reach random number counter C3 obtained at a predetermined timing corresponds to the occurrence of the reach effect, by referring to the reach table stored in the reach table storage area of the ROM 53. Meanwhile, the decision on whether to execute the notice effect is not made by the main control device 50 but by the sound and light emission control device 60.
[0084] The variation type counter CS is configured to increment by "1" in sequence within a range of, for example, 0 to 198, and return to "0" after reaching a maximum value. The variation type counter CS is used by the MPU 52 to determine the variation display time in the special symbol display unit 37a and the variation display time of the symbol on the symbol display device 41. The variation type counter CS is updated once each time the timer interrupt process described below is executed, and is also repeatedly updated within the remaining time of the main process described below. The buffer value of the variation type counter CS is acquired when determining the variation pattern at the start of the variation display in the special symbol display unit 37a and at the start of the symbol variation by the symbol display device 41. When determining the variation display time, a variation display time table previously stored in the variation display time table storage area of the ROM 53 is referenced.
[0085] The normal power accessory opening counter C4 is configured to be incremented by "1" in order within a range of, for example, 0 to 250, and to return to "0" after reaching the maximum value. The normal power accessory opening counter C4 is periodically updated, and is stored in the electric role holding area 54c at the timing when a gaming ball enters the through gate 35. Then, at a predetermined timing, a lottery is held to determine whether or not to control the normal power accessory 34a to the open state based on the value of the stored normal power accessory opening counter C4.
[0086] The output side of the MPU 52 is connected to a payout control device 55 and a power supply / launch control device 57. A prize ball command is sent to the payout control device 55, for example, based on the result of the winning determination at the winning ball entry section. The payout control device 55 controls the payout of prize balls and loan balls by the payout device 56 based on the prize ball command received from the main control device 50. A launch permission command is sent to the power supply / launch control device 57 based on the operation of the launch operation device 28. Based on the launch permission command received from the main control device 50, the power supply / launch control device 57 drives the game ball launching mechanism 58 to launch game balls toward the game area PA.
[0087] Furthermore, the output side of the MPU 52 is connected to the special chart display unit 37a and the normal chart display unit 38a, and display control of these special chart display unit 37a and normal chart display unit 38a is performed directly by the MPU 52. In other words, during each game, display control of the special chart display unit 37a is performed in the MPU 52. Furthermore, when the result of the lottery as to whether or not the normal power device 34a is to be opened is to be displayed, display control of the normal chart display unit 38a is performed in the MPU 52.
[0088] The output side of the MPU 52 is connected to a special electric prize winning drive unit that opens and closes the door of the special electric prize winning device 32, and a normal electric role drive unit that opens and closes the normal electric role 34a of the second operating port 34. In other words, in the opening and closing execution mode, the MPU 52 controls the drive of the special electric prize winning drive unit so that the large prize opening is opened and closed. Also, when the open state of the normal electric role 34a is won, the MPU 52 controls the drive of the normal electric role drive unit so that the normal electric role 34a is opened and closed. Also, the output side of the MPU 52 is connected to the sound and light emitting control device 60, and various commands for performance are sent to the sound and light emitting control device 60.
[0089] Here, we will explain the processing executed by the MPU 52. The processing by the MPU 52 can be broadly divided into main processing that is started when the power is turned on, and timer interrupt processing that is started periodically (every 4 msec in this embodiment).
[0090] 7 is a flowchart showing the main processing. In step S101, a power-on wait process is executed. In this power-on wait process, for example, the main processing is started and then a predetermined wait time (specifically, 1 second) has elapsed before proceeding to the next process. During the execution period of this power-on wait process, the operation start and initial setting of the pattern display device 41 are completed. In the following step S102, access to RAM 54 is permitted, and in step S103, the internal function registers of MPU 52 are set.
[0091] Thereafter, in step S104, it is determined whether the RAM erase switch provided on the power supply / launch control device 57 has been manually operated, and in the following step S105, it is determined whether the power outage flag of the RAM 54 is set to "1." In addition, in step S106, a checksum calculation process is executed to calculate a checksum, and in the following step S107, it is determined whether the checksum matches the checksum saved when the power was cut off, i.e., the validity of the stored data.
[0092] In this pachinko machine 10, when the power is turned on, for example, when the gaming hall opens for business, the RAM data is initialized by pressing the RAM clear switch while the power is turned on. Therefore, if the RAM clear switch is pressed, the process proceeds to step S108. Similarly, if the power interruption occurrence information is not set or if an abnormality in the stored data is confirmed by the checksum, the process proceeds to step S108. In step S108, the RAM 54 is cleared. Then, the process proceeds to step S109.
[0093] On the other hand, if the RAM erase switch has not been pressed, the process proceeds to step S109 without executing the process of step S108, provided that the power outage flag is set to "1" and the checksum is normal. In step S109, a power-on setting process is executed. In the power-on setting process, predetermined areas of RAM 54 are set to initial values, such as initializing the power outage flag, and a command corresponding to the current game status is sent to the sound and light emission control device 60 to recognize the current game status.
[0094] Thereafter, the process proceeds to the remaining process of steps S110 to S113. In other words, the MPU 52 is configured to periodically execute timer interrupt processes, but there is a remaining time between one timer interrupt process and the next timer interrupt process. This remaining time varies depending on the processing completion time of each timer interrupt process, but this irregular time is used to repeatedly execute the remaining process of steps S110 to S113. In this respect, the remaining process of steps S110 to S113 can be said to be non-periodic process that is executed non-periodically.
[0095] In the remaining process, first, in step S110, interrupt prohibition is set to prohibit the occurrence of timer interrupt processing. In the following step S111, random number initial value update processing is performed to update the random number initial value counter CINI, and in step S112, fluctuation counter update processing is performed to update the fluctuation type counter CS. In these update processing, current numerical information is read from the corresponding counter in RAM 54, and the read numerical information is incremented by 1, and then the counter from which it was read is overwritten. In this case, when the counter value reaches its maximum value, it is cleared to "0". Thereafter, in step S113, interrupt permission is set to switch from a state in which the occurrence of timer interrupt processing is prohibited to a state in which it is permitted. After executing the processing of step S113, the process returns to step S110, and the processing of steps S110 to S113 is repeated.
[0096] Next, the timer interrupt process will be described with reference to the flowchart in Figure 8. The timer interrupt process is executed periodically (for example, every 4 msec). First, in step S201, a power outage information storage process is executed. In the power outage information storage process, it is monitored whether a power outage signal corresponding to the occurrence of a power cutoff has been received from the power outage monitoring board, and if a power outage has been identified, a power outage process is executed.
[0097] In the following step S202, a lottery random number update process is executed. In the lottery random number update process, the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the normal power feature release counter C4 are updated. Specifically, the current numerical information is sequentially read from the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the normal power feature release counter C4, and after executing a process of adding 1 to each of the read numerical information, a process of overwriting the counter from which it was read is executed. In this case, when the counter value reaches its maximum value, each is cleared to "0." Thereafter, in step S203, a random number initial value update process is executed as in step S111, and in step S204, a variable counter update process is executed as in step S112.
[0098] In the next step S205, a fraud detection process is executed to monitor whether or not a predetermined event set as a target for fraudulent use has occurred. In the fraud detection process, the occurrence of multiple types of events is monitored, and if a predetermined event has occurred, a game stop flag provided in RAM 54 is set to "1."
[0099] In the next step S206, it is determined whether the game progress is stopped by determining whether the game stop flag is set to "1." If the determination in step S206 is negative, the process proceeds to step S207 and subsequent steps.
[0100] In step S207, port output processing is executed. In the port output processing, if output information has been set in the previous timer interrupt processing, processing is executed to output corresponding to that output information to various drive units. For example, if information to switch the special power winning device 32 to an open state is set, the output of a drive signal to the special power winning drive unit is started, and if information to switch to a closed state is set, the output of the drive signal is stopped. Also, if information to switch the normal power role 34a of the second operating port 34 to an open state is set, the output of a drive signal to the normal power role drive unit is started, and if information to switch to a closed state is set, the output of the drive signal is stopped.
[0101] In the next step S208, a read process is executed. In the read process, signals other than the power failure signal and the winning signal are read, and the read information is stored for use in the subsequent processes.
[0102] In the next step S209, a winning detection process is executed. In this winning detection process, signals received from each winning detection sensor are read, and a process is executed to determine whether or not a winning has occurred in the general winning port 31, the special winning device 32, the first operating port 33, the second operating port 34, and the through gate 35.
[0103] In the next step S210, a timer update process is executed to collectively update the numerical information of multiple types of timer counters stored in the RAM 54. In this case, the timer counters in which the stored numerical information is updated by subtraction are handled collectively, but it is also possible to collectively update both subtractive timer counters and additive timer counters.
[0104] In the next step S211, a launch control process is executed to control the launch of game balls. As described above, when the launch operation to the launch operation device 28 is continued, one game ball is launched every 0.6 seconds, which is the predetermined launch cycle.
[0105] In the following step S212, as an input status monitoring process, based on the information read in the reading process in step S208, a check is made to see if each winning detection sensor is disconnected and whether the gaming machine main body 12 and front door frame 14 are open.
[0106] In the next step S213, a special symbol special electric control process is executed to control the execution of a game round and the opening / closing execution mode. In this special symbol special electric control process, when a winning occurs in the first actuation port 33 or the second actuation port 34 while the number of reserved information stored in the reserved storage area 54b is less than the upper limit, the numerical information of the win random number counter C1, the jackpot type counter C2, and the reach random number counter C3 at that time is stored as reserved information in chronological order in the reserved storage area 54b. In addition, in the special symbol special electric control process, on the condition that a game round or the opening / closing execution mode is not in progress and reserved information is stored, a jackpot occurrence lottery process is executed to determine whether the reserved information corresponds to a jackpot win, and if it corresponds to a jackpot win, an allocation determination process is executed to determine which jackpot result the reserved information corresponds to. In addition, the special symbol special signal control process not only performs the jackpot occurrence lottery process and the allocation determination process, but also, if the reserved information does not correspond to a jackpot win, performs a reach determination process to determine whether the reserved information corresponds to a reach occurrence, and executes a process to select the variable display time for the game round using the numerical information of the variable type counter CS at that time. In this case, a variable display time table corresponding to the presence or absence of a jackpot win, the jackpot type, and the presence or absence of a reach occurrence is read from ROM 53, and the variable display time for the current game round is determined based on the read variable display time table and the numerical information of the variable type counter CS at that time. Then, a variable command including information on the determined variable display time for the game round and a type command including information on the game result are sent to the audio and light-emitting control device 60, and the variable display of the image on the special symbol display unit 37a is initiated. This marks the start of one game round, and the special symbol display unit 37a and the symbol display device 41 begin the presentation for the game round. Furthermore, when the variable command and type command are sent, the MPU 52 begins measuring the variable display time.
[0107] Furthermore, in the special symbol special power control process, when the variable display time corresponding to one game round has elapsed during execution of that game round, the special symbol display unit 37a displays the stop result corresponding to the results of the jackpot occurrence lottery process and the allocation determination process for that game round, and then starts measuring the final display time (specifically, 0.5 seconds).The state in which the stop result is displayed on the special symbol display unit 37a is maintained for the final display time.When the final display time has elapsed, if the current game round corresponds to a losing result, processing is executed to start a new game round, provided that reserved information is stored in the reserved storage area 54b.If reserved information is not stored, the process waits until new reserved information is acquired.
[0108] On the other hand, if the current game round corresponds to a jackpot result, processing is executed to start the open / close execution mode. To start the open / close execution mode, an opening command indicating the start of the open / close execution mode is sent to the audio / light-emitting control device 60. Furthermore, the special symbol special electric control processing executes processing to start each round of game and processing to end each round of game. During each of these processes, an opening command indicating the start of the round of game is sent to the audio / light-emitting control device 60, and a closing command indicating the end of the round of game is sent to the audio / light-emitting control device 60. Furthermore, the special symbol special electric control processing executes processing to end the open / close execution mode by sending an ending command indicating this to the audio / light-emitting control device 60 and setting the jackpot lottery mode and support mode after the open / close execution mode. In the open / close execution mode, an opening period lasting, for example, 3 seconds occurs, and during this opening period, an effect is executed to allow the player to recognize that the open / close execution mode has occurred. After that, a predetermined number of rounds of game are executed, in which the special electric prize winning device 32 is opened and closed. After a predetermined number of rounds of play have been performed, an ending period of, for example, 5 seconds occurs, and during this ending period, an effect is executed that allows the player to recognize that the opening / closing execution mode has ended.
[0109] After executing the special power control process in step S213 in the timer interrupt process, execute the normal power control process in step S214. In the normal power control process, if a win has occurred in the through gate 35, execute a process to acquire the reserved information on the normal side, and if the reserved information on the normal side is stored, execute an open judgment on the reserved information, and further execute a process to perform a normal power performance triggered by the open judgment. Also, execute a process to open and close the normal power device 34a of the second operating port 34 based on the result of the open judgment.
[0110] In the following step S215, based on the processing results of the immediately preceding steps S213 and S214, output information is set to reflect the increase or decrease in the number of reserved information corresponding to the special map display unit 37a in the special map reserved display unit 37b, and output information is set to reflect the increase or decrease in the number of reserved information corresponding to the ordinary map display unit 38a in the ordinary map reserved display unit 38b. Also, in step S215, based on the processing results of the immediately preceding steps S213 and S214, output information is set to update the display contents of the special map display unit 37a, and output information is set to update the display contents of the ordinary map display unit 38a.
[0111] In the following step S216, the contents of the command and signal received from the payout control device 55 are confirmed, and a payout status receiving process is executed to perform processing corresponding to the confirmation result. In addition, in step S217, a payout output process is executed to set the prize ball command as the output target. In the following step S218, an external information setting process is executed to control the start and end of the output of an external signal according to the processing results of various processes executed in this timer interrupt process. Thereafter, this timer interrupt process is terminated.
[0112] <Audio and light emission control device 60> Next, the audio and light emission control device 60 will be described.
[0113] 5, the audio and light emission control device 60 includes an audio and light emission control board 61 equipped with an MPU 62. The MPU 62 includes a ROM 63 that stores various control programs and fixed value data executed by the MPU 62, a RAM 64 that is a memory for temporarily storing various data when the control programs stored in the ROM 63 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits as random number generators, and the like.
[0114] The ROM 63 is a storage means (i.e., a nonvolatile storage means) that allows random access when reading out the control program or fixed value data and does not require an external power supply to maintain the memory. Specifically, a NOR cache memory is used. However, this is not a limitation, and any type of memory can be used for the ROM 63 as long as it allows random access. Furthermore, it is not essential that the control and calculation section, ROM 63, and RAM 64 are integrated into a single chip; each function may be mounted on a separate chip, or some functions may be mounted on separate chips.
[0115] The MPU 62 is provided with an input port and an output port. The main control device 50 and the performance operation device 48 are connected to the input side of the MPU 62. The display light emitting unit 44 and the speaker unit 45 are connected to the output side of the MPU 62, as well as a display CPU 72 (described later) of the display control device 70.
[0116] <Display control device 70> Next, the display control device 70 will be described.
[0117] As shown in FIG. 5, the display control device 70 includes a display control board 71 on which a display CPU 72, a work RAM 73, a memory module 74, a VRAM 75, and a video display processor (VDP) 76 are mounted.
[0118] The display CPU 72 functions as a main control unit in the display control device 70, and reads, interprets, and executes control programs, etc. In detail, the display CPU 72 is connected via a bus to an input port 77 mounted on the display control board 71, and various commands transmitted from the audio and light emission control device 60 are input to the display CPU 72 through the input port 77. Note that receiving commands from the audio and light emission control device 60 in the display CPU 72 is not limited to a configuration in which commands are received directly from the audio and light emission control device 60, but also includes a configuration in which commands are received relayed via a relay board.
[0119] The display CPU 72 is connected to the work RAM 73, memory module 74, and VRAM 75 via a bus, and issues transfer instructions to transfer various data stored in the memory module 74 to the work RAM 73 based on commands received from the audio and light emission control device 60. The display CPU 72 is also connected to the VDP 76 via a bus, and issues drawing instructions to output image signals to the pattern display device 41 based on commands received from the audio and light emission control device 60. The memory module 74, work RAM 73, VRAM 75, and VDP 76 will be described below.
[0120] The memory module 74 stores control data including a control program and fixed value data in advance, as well as various image data including sprite data for the designs and characters displayed on the design display device 41, background data, and moving image data. The memory module 74 has a non-volatile semiconductor memory that does not require an external power supply for storage. Incidentally, the memory capacity is 4 Gbits, but this storage capacity is arbitrary as long as the control in the display control device 70 is executed satisfactorily. Furthermore, when the pachinko machine 10 is in use, the memory module 74 is used as a read-only memory (ROM) that is not writable.
[0121] Each sprite data contains at least a combination of bitmap data that defines the character's shape and pattern, and a color palette table that is referenced when determining the display color for each pixel of the bitmap image. The background data is stored as JPEG data, which is compressed still image data. Moving image data will be explained in detail later.
[0122] The work RAM 73 is a storage means for temporarily storing control data read and transferred from the memory module 74, as well as temporarily storing flags and the like. The work RAM 73 has a volatile semiconductor memory that requires an external power supply to maintain memory, and more specifically, a DRAM is used as the semiconductor memory. However, it is not limited to DRAM, and other RAMs such as SRAM may also be used. The storage capacity is 1 Gbit, but this storage capacity is arbitrary as long as the control in the display control device 70 is executed satisfactorily. The work RAM 73 is used for both reading and writing when the pachinko machine 10 is in use.
[0123] Control data is transferred from the memory module 74 to the work RAM 73 based on a data transfer instruction from the display CPU 72 to the memory module 74. Then, the display CPU 72 reads the control data transferred to the work RAM 73 into an internal memory area (register group) as necessary, and executes various processes.
[0124] The VRAM 75 is a storage means for temporarily storing various data necessary for image output to the symbol display device 41. The VRAM 75 includes a volatile semiconductor memory that requires an external power supply to maintain memory. Specifically, SDRAM is used as the semiconductor memory. However, it is not limited to SDRAM, and other RAMs such as DRAM, SRAM, or dual-port RAM may also be used. While the storage capacity is 2 Gbits, this storage capacity is arbitrary as long as the control in the display control device 70 is executed satisfactorily. Furthermore, the VRAM 75 is used as both a read and write memory when the pachinko machine 10 is in use.
[0125] The VRAM 75 includes a development buffer 81. Image data is transferred to the development buffer 81 from the memory module 74 based on a data transfer instruction from the VDP 76 to the memory module 74. The VRAM 75 also includes a frame buffer 82 in which drawing data is created by the VDP 76. The VRAM 75 may be built into the VDP 76.
[0126] The VDP 76 is an image generating device that performs drawing on the pattern display device 41 by using, specifically processing, data stored and held in the expansion buffer 81 based on drawing instructions from the display CPU 72, and is a type of drawing circuit that operates the image processing device 41b that is built in to drive and control the liquid crystal display unit 41a in the pattern display device 41. The VDP 76 is also called a "drawing chip" because it is made into an IC chip, and its actual form can be described as a microcomputer chip with built-in firmware dedicated to drawing.
[0127] In detail, the VDP 76 includes a control unit 91, a register 92, a video decoder 93, and a display circuit 94. These circuits are connected to each other via a bus, and are also connected to an I / F 95 for the display CPU 72 and an I / F 96 for the VRAM 75.
[0128] The VDP 76 stores the rendering list, which is the rendering instruction information transmitted from the display CPU 72, in the register 92. By storing the rendering list in the register 92, the control unit 91 starts a program according to the rendering list and executes predetermined processing. Note that all of the control programs required for the control unit 91 to operate may be provided by the rendering list, or a memory storing the control programs in advance may be incorporated in the control unit 91, and the control unit 91 may execute predetermined processing based on the control programs and the contents of the rendering list. Alternatively, the control programs may be read out in advance from the memory module 74.
[0129] As part of the above process, the control unit 91 reads out image data stored in the memory module 74 into the expansion buffer 81 of the VRAM 75. The control unit 91 also uses (or processes) the image data read out into the expansion buffer 81 to create one frame of drawing data in the frame buffer 82. One frame of drawing data refers to data necessary to display an image at one update timing in a configuration in which the image on the display surface P of the pattern display device 41 is updated at a predetermined update timing.
[0130] The frame buffer 82 includes multiple frame areas 82a and 82b. Specifically, a first frame area 82a and a second frame area 82b are provided. Each of these frame areas 82a and 82b has a capacity sufficient to store one frame's worth of drawing data. Specifically, each of the frame areas 82a and 82b includes a number of unit areas corresponding to the dots (pixels) of the liquid crystal display unit 41a (i.e., the display surface P) at a predetermined magnification. Each unit area has a storage capacity sufficient to store data for specifying which color to display. More specifically, a full-color system is employed, allowing 256 colors to be set for each of R (red), G (green), and B (blue) for each dot. Correspondingly, each unit area is assigned one byte (8 bits) for each RGB color. In other words, each unit area has a storage capacity of at least three bytes.
[0131] It should be noted that the present invention is not limited to a full-color system, and for example, in a configuration in which only 256 colors can be displayed in each dot, the storage capacity required to store color information in each unit area may be 1 byte.
[0132] The frame buffer 82 is provided with a first frame area 82a and a second frame area 82b, so that while drawing data created in one frame area is being used to draw on the pattern display device 41, drawing data to be used in the future is created for the other frame area. In other words, a double buffer system is adopted for the frame buffer 82.
[0133] The display circuit 94 generates an image signal corresponding to each dot of the liquid crystal display unit 41a based on the drawing data created in the first frame area 82a or the second frame area 82b, and outputs the image signal to the pattern display device 41 via the output port 78 connected to the display circuit 94. Specifically, drawing data is transferred from the output target frame areas 82a and 82b to the display circuit 94. The transferred drawing data is converted into gradation data after resolution adjustment by a scaler (not shown) so that the data corresponds to the resolution of the pattern display device 41. Then, an image signal corresponding to each dot of the pattern display device 41 is generated and output based on the gradation data. The display circuit 94 also outputs synchronization signals such as horizontal synchronization signals and vertical synchronization signals. The video decoder 93 decodes the video data transferred to the expansion buffer 81 of the VRAM 75.
[0134] <Processing configuration of MPU 62 of audio and light emission control device 60> Next, a description will be given of the processing executed by the MPU 62 (hereinafter referred to as the sound / light side MPU 62) of the sound / light emission control device 60. Fig. 9 is a flowchart showing the timer interrupt processing repeatedly executed in the sound / light side MPU 62 at a relatively short cycle (for example, 4 msec).
[0135] First, in step S301, a table setting process is executed to set a control table used to execute light emission control of the display light emitting unit 44, sound output control of the speaker unit 45, and control of the display control device 70. In the table setting process, a control pattern table is set to execute processing corresponding to a command received from, for example, the MPU 52 of the main control device 50 (hereinafter referred to as the main MPU 52). In the following step S302, a command selection process is executed to instruct the display CPU 72 on the content of display control of the pattern display device 41. In the command selection process, a command is output to the display CPU 72 in accordance with the control table read in the table setting process of step S301.
[0136] Thereafter, in step S303, a light emission control process is executed to control the light emission of the display light emitting unit 44. In this light emission control process, the light emission of the display light emitting unit 44 is controlled in accordance with the control table read in the table setting process of step S301. In addition, in step S304, a sound output control process is executed to control the sound output of the speaker unit 45. In this sound output control process, the sound output of the speaker unit 45 is controlled in accordance with the control table read in the table setting process of step S301. Thereafter, in step S305, a pointer update process is executed. In the pointer update process, the pointer information in the current control table is updated to the next pointer information.
[0137] FIG. 10 is a flowchart showing the table setting process executed in step S301 of the timer interrupt process (FIG. 9).
[0138] If a variation command and a type command are received from the main MPU 52 (step S401: YES), the storage process of the game result is executed (step S402). Specifically, from the information included in the type command, information on the results of the jackpot occurrence lottery and the allocation lottery determined by the main MPU 52 at the start of the current game round is identified, and the identified information is written to the RAM 64.
[0139] Thereafter, on the condition that the variable display time corresponding to the variable command currently received from the main MPU 52 is the variable display time corresponding to the situation where a preview effect can occur (step S403: YES), a preview lottery process is executed (step S404). In the preview lottery process, whether or not a preview effect will be performed on the pattern display device 41 in the current game round is determined by lottery. As already explained, such preview effects include a mode in which characters are displayed separately from the patterns on the pattern columns Z1 to Z3, a mode in which the background screen is displayed in a predetermined mode different from the previous mode, and a mode in which the patterns on the pattern columns Z1 to Z3 are displayed in a predetermined mode different from the previous mode in a situation in which patterns are displayed in all pattern columns Z1 to Z3 after the pattern display device 41 starts displaying the patterns in a variable mode, or in a situation in which patterns are displayed in some pattern columns but in multiple pattern columns, as has already been explained. The advance notice effect can occur in either a game when a reach effect is performed or when a reach effect is not performed, but is set to occur with a higher probability when a reach effect is performed than when a reach effect is not performed. Also, the advance notice effect is set to occur more easily in a game corresponding to one of the jackpot results than in a game corresponding to a miss result, and furthermore, advance notice effects with a lower occurrence rate are set to occur more easily in a game corresponding to a jackpot result.
[0140] In the advance notice lottery process, the advance notice lottery table T1 stored in advance in the ROM 63 (hereinafter referred to as the sound-and-light side ROM 63) of the sound and light emission control device 60 is read into the RAM 64 (hereinafter referred to as the sound-and-light side RAM 64) of the sound and light emission control device 60. The advance notice lottery table T1 is prepared in one-to-one correspondence with combinations of variation commands and type commands. Therefore, in the advance notice lottery process, the advance notice lottery table T1 corresponding to the variation command and type command currently received from the main side MPU 52 is read from the sound and light side ROM 63.
[0141] FIG. 11(a) is an explanatory diagram illustrating an example of the preview lottery table T1. The preview lottery table T1 associates preview lottery results with a numerical range of a preview lottery counter. The preview lottery results include "non-occurrence" where a preview performance does not occur, a first preview performance where a preview performance is executed in a first manner, and a second preview performance where a preview performance is executed in a second manner. In the first preview performance, for example, an individual image for the first preview performance is displayed on the pattern display device 41 so as to operate in a predetermined manner, and in the second preview performance, for example, an individual image for the second preview performance is displayed on the pattern display device 41 so as to operate in a predetermined manner. The preview lottery counter is provided in the sound / light side RAM 64. The preview lottery counter is a loop counter that can take any value from "0" to "239," is incremented by "1" periodically (for example, every 4 msec), and returns to "0" when it reaches a maximum value. As shown in FIG. 11(a), in the preview lottery table T1, the possible values of the preview lottery counter are assigned to any of the preview lottery results.
[0142] The type of preview effect to be selected may differ depending on the type of preview lottery table T1. In this case, the type of preview effect to be selected may be the same between different types of preview lottery tables T1 but the selection rate of the preview effect may differ, or some or all of the types of preview effect to be selected may differ between different types of preview lottery tables T1.
[0143] In the notice lottery process, the value of the notice lottery counter at that time is acquired, and the acquired value is compared with the notice lottery table T1 that has been read out this time. Then, the notice lottery result corresponding to the value acquired from the notice lottery counter is acquired as the result of the notice lottery process this time.
[0144] Returning to the explanation of the table setting process (FIG. 10), if a negative determination is made in step S403, or if the process of step S404 is executed, a reach effect lottery process is executed (step S406) on the condition that the variable display time corresponding to the variable command currently received from the main MPU 52 is the variable display time corresponding to the occurrence of a reach effect (step S405: YES). In other words, if the variable display time for the number of games determined by the main MPU 52 corresponds to the occurrence of a reach effect, the type of reach effect to be executed is determined in the reach effect lottery process, and if the variable display time for the number of games determined by the main MPU 52 does not correspond to the occurrence of a reach effect, the reach effect lottery process is not executed.
[0145] As already explained, the reach effect includes a display state in which a combination of reach symbols that may result in a jackpot symbol combination corresponding to the occurrence of a high-frequency winning mode is displayed by stopping the display of symbols in some of the multiple symbol rows displayed on the display surface P of the symbol display device 41, and in this state, the remaining symbol rows are displayed with varying symbols. Also included are a reach effect in which, in a state in which a reach symbol combination is displayed as described above, the remaining symbol rows are displayed with varying symbols and a predetermined character or the like is displayed as a moving image in the background image, and a reach effect in which a predetermined character or the like is displayed as a moving image over substantially the entire display surface P after the reach symbol combination is displayed in a reduced size or is not displayed. The reach effect is set so that it occurs more frequently in game plays corresponding to any jackpot result than in game plays corresponding to a miss result, and furthermore, a reach effect with a lower occurrence rate is more likely to occur in game plays corresponding to a jackpot result.
[0146] In the reach effect lottery process, a reach effect lottery table T2 stored in advance in the sound / light side ROM 63 is read out to the sound / light side RAM 64. The reach effect lottery table T2 is prepared in one-to-one correspondence with a combination of a variation command and a type command. Therefore, in the reach effect lottery process, the reach effect lottery table T2 corresponding to the variation command and type command currently received from the main MPU 52 is read out from the sound / light side ROM 63.
[0147] FIG. 11(b) is an explanatory diagram for explaining an example of the reach lottery table T2. In the reach lottery table T2, reach lottery results are associated with the numerical range of the reach lottery counter. As reach lottery results, a first reach effect in which a reach effect is executed in a first mode, a second reach effect in which a reach effect is executed in a second mode, and a third reach effect in which a reach effect is executed in a third mode are set. In the first reach effect, for example, an individual image for the first reach effect is displayed on the pattern display device 41 so as to operate in a predetermined mode, in the second reach effect, for example, an individual image for the second reach effect is displayed on the pattern display device 41 so as to operate in a predetermined mode, and in the third reach effect, for example, an individual image for the third reach effect is displayed on the pattern display device 41 so as to operate in a predetermined mode. The reach lottery counter is provided in the sound / light side RAM 64. The reach lottery counter is a loop counter that can take any value from "0" to "239", is incremented by "1" periodically (for example, every 4 msec), and returns to "0" when it reaches the maximum value. As shown in Fig. 11(b), in the reach lottery table T2, the values that the reach lottery counter can take are assigned to any reach lottery result.
[0148] The type of reach effects to be selected may differ depending on the type of reach lottery table T2. In this case, the type of reach effects to be selected may be the same between different types of reach lottery tables T2 but the selection rate of the reach effects may differ, or some or all of the types of reach effects to be selected may differ between different types of reach lottery tables T2.
[0149] In the reach effect lottery process, the value of the reach effect lottery counter at that time is acquired, and the acquired value is compared with the reach effect lottery table T2 that has been read out this time. Then, the reach effect lottery result corresponding to the value acquired from the reach effect lottery counter is acquired as the result of the reach effect lottery process this time.
[0150] Returning to the explanation of the table setting process (FIG. 10), if a negative determination is made in step S405 or if the process of step S406 is executed, a stop symbol determination process is executed (step S407). In the stop symbol determination process, if the game result of the current game is either a normal jackpot result or a 15R probability variable jackpot result, information corresponding to the stop result in which the same symbol combination is formed on one of the active lines L1 to L5 is determined as the information of the current stop result. In this case, the same odd symbol combination is selected in the case of a 15R probability variable jackpot result, while the same even symbol combination can be selected in both a normal jackpot result and a 15R probability variable jackpot result. Note that the active lines L1 to L5 on which the same symbol combination is displayed are randomly determined by lottery or the like. It is also possible to configure the same odd symbol combination to be selected even in the case of a normal jackpot result.
[0151] In the stop symbol determination process, if the game result of this game is a clear 2R probability variable jackpot result, the information corresponding to the stop result where the same symbol combination is not formed on all the active lines L1 to L5 and a specific symbol combination ("3·4·1") is formed on one active line L1 to L5 is determined as the information of this stop result. In this case, the active lines L1 to L5 are determined randomly by lottery or the like.
[0152] In the stop symbol determination process, if the game result of the current game is a losing result, the presence or absence of a reach effect is determined from the contents of the combination of the variable command and the type command. Then, if a reach effect occurs, information corresponding to a stop result in which the same symbol combination and the specific symbol combination are not formed on all the activated lines L1 to L5 and a reach effect symbol combination is formed on one or two activated lines L1 to L5 is determined as information on the current stop result. On the other hand, if a reach effect does not occur, information corresponding to a stop result in which the same symbol combination and the specific symbol combination are not formed on all the activated lines L1 to L5 and a reach effect symbol combination is not formed on all the activated lines L1 to L5 is determined as information on the current stop result.
[0153] Thereafter, a process for setting a control pattern table is executed (step S408). In the process for setting a control pattern table, a control pattern table corresponding to a combination of the result of the advance notice lottery process (step S404), whether or not a reach effect has occurred, the result of the reach effect lottery process (step S406) if a reach effect has occurred, and the result of the stop symbol determination process (step S407) is read from the sound / light side ROM 63 and stored in the sound / light side RAM 64.
[0154] The control pattern table T3 will be described with reference to Fig. 12. Fig. 12 is a diagram showing an example of the control pattern table T3 that can be set when a notice effect and a reach effect are executed in a game that results in a 15R probability variable jackpot.
[0155] As shown in Figure 12, the control pattern table T3 has pointer information set for the number of frames corresponding to the variable display time of the target game round, and information on the content of the task and whether or not a command is output is set in correspondence with each pointer information.
[0156] The task content information is information set to perform light emission control and sound output control corresponding to the current game round, and light emission control of the display light-emitting unit 44 and sound output control of the speaker unit 45 are performed in a manner corresponding to the task content information in each frame. Specifically, for the control pattern table T3 shown in FIG. 12, the "0" pointer information is set to data at the start of the fluctuation, the "200" pointer information is set to data at the start of the preview effect, the "300" pointer information is set to data at the end of the preview effect, the "400" pointer information is set to data at the start of the normal reach, the "700" pointer information is set to data at the start of the super reach, the "1000" pointer information is set to data at the start of the final effect, and the "1400" pointer information is set to data at the start of the standby display. Each of these pointer information corresponds to a division timing such as the start of the effect, the change of the effect, and the end of the effect. Furthermore, data for enabling light emission control and sound output control between the division timings is set for the other pointer information.
[0157] The information on whether or not a command has been output indicates whether or not a command has been output from the sound / light-emitting side MPU 62 to the display CPU 72, and the type of command. By outputting a command to the display CPU 72 according to the control pattern table T3 in the command selection process (step S302) in the timer interrupt process (FIG. 9), it becomes possible to associate the image content of the symbol display device 41, the light-emitting content of the display light-emitting unit 44, and the sound output content of the speaker unit 45. In other words, depending on the content of the moving image in the symbol display device 41, a light effect is executed in the display light-emitting unit 44, and a sound output effect is executed in the speaker unit 45. Specifically, with respect to the control pattern table T3 shown in FIG. 12, command data is set for pointer information of "0," which is set as data at the start of fluctuation in the task content. Therefore, when fluctuation of the game number starts, display control is started in the display CPU 72 based on the command sent from the sound / light-emitting side MPU 62 to the display CPU 72. Furthermore, in the task content, command data is set for each pointer information in which data at the start of the preview performance, data at the start of the normal reach, data at the start of the super reach, data at the start of the final performance, and data at the start of the standby display are set, specifically, for each pointer information of "200," "400," "700," "1000," and "1400." Therefore, if the type of performance category included in the performance for a game round changes within the range of the performance for a game round that is started upon the occurrence of a predetermined start trigger, that is, the transmission of a variation command and a type command from the main MPU 52, display control corresponding to the new performance category is started in the display CPU 72 based on the command transmission from the sound / light side MPU 62 to the display CPU 72.
[0158] In addition to the effects for game turns, the control pattern table T3 is also provided to correspond to effects for the open / close execution mode and to effects for demo displays in a situation where neither the effects for game turns nor the effects for the open / close execution mode are being executed. By setting the control pattern table T3 to correspond to various situations in this way, when operating power is supplied to the sound / light side MPU 62, some control pattern table T3 is read into the sound / light side RAM 64.
[0159] Thereafter, a process for determining the variable display time is executed (step S409). In this process, information on the variable display time for the current game round is identified from the content of the variable command currently received from the main MPU 52, and the identified information on the variable display time is set in a variable time counter 64a provided in the sound / light side RAM 64, as shown in the explanatory diagram of Figure 11 (c). The variable time counter 64a is a counter for the sound / light side MPU 62 to identify the timing at which the variable display of the patterns on the pattern display device 41 for the current game round is ended and the fixed display of the patterns is started. The value set in the variable time counter 64a is decremented by 1 each time the timer interrupt process (Figure 9) is started in the sound / light side MPU 62, that is, each time 4 msec has elapsed.
[0160] The variable display mode of the symbols when the game-play performance is executed will be explained with reference to the explanatory diagrams of Figures 13(a) and 13(b). Figure 13(a) is an explanatory diagram for explaining how the symbols are displayed oscillatingly on the symbol display device 41, and Figure 13(b) is an explanatory diagram for explaining how the symbols are displayed fixedly on the symbol display device 41.
[0161] In a game in which a complete miss occurs (a game in which a miss occurs without the occurrence of a reach effect) or a normal reach display occurs (a display content in which a reach effect is performed using the symbols in the symbol columns Z1 to Z3 without the display of a reach effect character), the variable display of the symbols in all symbol columns Z1 to Z3 begins in a high-speed varying display which is a low discrimination mode, and then each symbol column Z1 to Z3 switches to a low-speed varying display which is a high discrimination mode in a predetermined order, and a standby display begins in each symbol column Z1 to Z3 in the predetermined order. Then, after the standby display state in all symbol columns Z1 to Z3 continues for a predetermined period, each symbol that was in standby display is fixedly displayed as a final stop display, and this fixed display state continues for the fixed display time.
[0162] As shown in FIG. 13(a), standby display refers to a display state in which symbols are waiting in standby areas SA1-SA9, which are virtually set up so that there are three symbols in each of the symbol columns Z1-Z3 on the display surface P of the symbol display device 41. When only the upper symbol column Z1 is in standby display and the scrolling display of symbols continues in the remaining symbol columns Z2 and Z3, one symbol is waiting in each of the standby areas SA1-SA3 corresponding to the upper symbol column Z1. When the upper symbol column Z1 and the lower symbol column Z3 are in standby display and the scrolling display of symbols continues in the middle symbol column Z2, one symbol is waiting in each of the standby areas SA1-SA3 corresponding to the upper symbol column Z1 and the standby areas SA7-SA9 corresponding to the lower symbol column Z3. When all of the symbol columns Z1-Z3 are in standby display, one symbol is waiting in each of the standby areas SA1-SA9. In the standby display, the symbols waiting in the standby areas SA1 to SA9 are not displayed statically, but are displayed variably within the range of the same standby area SA1 to SA9. Specifically, each symbol that is the subject of the standby display oscillates up and down or left and right within the range that includes the stop position within the corresponding standby area SA1 to SA9 and sandwiches the stop position therebetween.
[0163] The final display is a display state in which each symbol that has been displayed in the waiting areas SA1 to SA9 of each symbol column Z1 to Z3 finishes its variable display within the range of the corresponding waiting area SA1 to SA9, and the corresponding symbol is displayed stopped at the stopping position of each waiting area SA1 to SA9, as shown in Fig. 13(b). By performing the final display in this way, it becomes possible for the player to clearly recognize the stopping result of the symbols on the symbol display device 41 for the current game.
[0164] On the other hand, in a game in which a Super Reach display is performed, the variable display of symbols begins, and symbols from the upper symbol column Z1 and the lower symbol column Z3, which are part of the symbol columns, are displayed in standby mode in the standby areas SA1-SA3 and SA7-SA9 to form a Reach Line, and then an image for the Super Reach is displayed. After that, with a combination of jackpot symbols or a combination of miss-reach symbols formed, symbols are displayed in standby mode in the standby areas on all symbol columns Z1-Z3 for a predetermined period of time. Then, these symbols are displayed as fixed symbols, and this fixed display state continues for the fixed display time.
[0165] Returning to the explanation of the table setting process (FIG. 10), when the execution control of the performance is being performed according to the control pattern table set in step S408 (step S410: YES) and the value of the variable time counter 64a in the sound / light side RAM 64 is "0" in step S409 (step S411: YES), information on the fixed display time (specifically, 0.5 seconds) is set in the fixed time counter 64b provided in the sound / light side RAM 64 (step S412). The value set in the fixed time counter 64b is decremented by 1 each time the timer interrupt process (FIG. 9) is started in the sound / light side MPU 62, i.e., each time 4 msec has elapsed. In addition, a fixed display table that determines the manner of light emission control of the display light emitting unit 44 and sound output control of the speaker unit 45 during the fixed display time is read from the sound / light side ROM 63 and stored in the sound / light side RAM 64 (step S413). The confirmed display table has control data set therein for executing light emission control and sound output control for the confirmed display time, but in reality, the display light emitting unit 44 is turned off and the speaker unit 45 is muted during the confirmed display time. After that, a confirmed display start command is sent to the display CPU 72 (step S414). As a result, the display CPU 72 displays each of the symbols currently displayed on the symbol display device 41 as confirmed symbols, and further controls the display of the symbol display device 41 so that the confirmed displayed state is maintained for the confirmed display time (specifically, 0.5 seconds).
[0166] Here, in the main MPU 52, when the variable display time corresponding to the variable command and the type command has elapsed, the special symbol display unit 37a displays a stop result corresponding to the results of the jackpot occurrence lottery process and the allocation determination process for the current game round, and maintains this state for the fixed display time. The variable display time measured by the main MPU 52 is the same as the variable display time set in step S409 in the sound / light side MPU 62, and further, the fixed display time measured by the main MPU 52 is the same as the fixed display time set in step S412 in the sound / light side MPU 62. Therefore, when the main MPU 52 confirms that the variable display time has elapsed, the pattern display device 41 begins to display the fixed symbol, and when the main MPU 52 confirms that the fixed display time has elapsed, the pattern display device 41 ends to display the fixed symbol.
[0167] In addition to the above processes, the table setting process also executes other processes in step S415. For example, when an opening command is received from the main MPU 52, a control pattern table for executing an effect for the open / close execution mode is read, and when an ending command is received from the main MPU 52, a process for ending the effect for the open / close execution mode is executed. Furthermore, when neither the effect for the game round nor the effect for the open / close execution mode is being executed, a control pattern table for executing a demo display effect is read.
[0168] As described above, in this pachinko machine 10, the sound / light side MPU 62 executes a notice lottery process (step S404) for determining the presence or absence and content of a notice effect, and executes a reach effect lottery process (step S406) for determining the content of the reach effect. As a result, the main side MPU 52 does not need to determine the presence or absence and content of a notice effect, and further does not need to determine the content of the reach effect, so it is possible to reduce the processing load on the main side MPU 52 regarding the execution control of the effect for each game.
[0169] However, because both the preview effects and reach effects are determined by lottery in the sound / light-emitting MPU 62, it is possible that the variable display time determined by the control pattern table T3 selected by the sound / light-emitting MPU 62 will not match the variable display time determined by the main MPU 52. In other words, if an attempt is made to execute the lottery for the preview effects and reach effects while completely matching the variable display time determined by the main MPU 52, it becomes necessary to prepare, at the design stage of the pachinko machine 10, multiple types of preview effects and multiple types of reach effects corresponding to each of the variable display times that can be determined by the main MPU 52. In this case, the number of types of preview effects and reach effects becomes enormous. Furthermore, even if multiple types of preview effects and multiple types of reach effects corresponding to each of the variable display times that can be determined by the main MPU 52 are prepared at the design stage of the pachinko machine 10, constraints will arise in the design of the preview effects and reach effects if an attempt is made to execute the lottery for the preview effects and reach effects while completely matching the variable display time determined by the main MPU 52. In contrast to this, the present pachinko machine 10 is configured to allow the variable display time determined by the control pattern table T3 not to coincide with the variable display time determined by the main MPU 52, while still allowing the standby display and the final display to be performed smoothly at the end of the performance for a game round. This configuration will be explained below.
[0170] Figures 14(a) and 14(b) are explanatory diagrams for explaining various parts tables T4 to T9 used when setting the control pattern table T3 in the control pattern table setting process (step S408) in the table setting process (Figure 10).
[0171] The part tables T4 to T9 are tables for generating part or all of one control pattern table T3, and are stored in advance in the audio / video side ROM 63. The part tables T4 to T9 are classified into a plurality of table groups, and one part table read out from one table group may be used as one control pattern table T3 as is, or one control pattern table T3 may be generated by combining part tables read out from each table group.
[0172] The table groups include a table group TG1 for a first period and a table group TG2 for a second period. The table group TG1 for the first period includes a parts table corresponding to the period from the start of the variable display to the start of standby display in the lower pattern column Z3 when the variable display of the symbols is switched from scrolling display to standby display in the order of upper pattern column Z1 → lower pattern column Z3 → middle pattern column Z2 in a game-round effect, and a parts table corresponding to the entire period of the game-round effect when all pattern columns Z1 to Z3 are simultaneously switched to standby display in a game-round effect. When a preview effect is executed as a game-round effect, the control data for executing the preview effect is set in parts tables T5 and T6 included in the table group TG1 for the first period. For example, the control data for executing the first preview effect is set in parts table T5 for the first preview effect, and the control data for executing the second preview effect is set in parts table T6 for the second preview effect. In addition, the control data corresponding to the period until the standby display starts in the lower symbol column Z3 of the game when the advance notice effect does not occur is set in the parts table T4 for advance notice effect non-occurrence. Note that the table group TG1 for the first period also includes parts tables other than the above-exemplified parts tables T4 to T6.
[0173] The table group TG2 for the second period includes a parts table corresponding to the period from the start of standby display in the lower symbol column Z3 to the end of standby display in the middle symbol column Z2 when the variable symbol display switches from scrolling display to standby display in the order of upper symbol column Z1 → lower symbol column Z3 → middle symbol column Z2 in the game-round effect. When a reach effect is executed as the game-round effect, the control data for executing the reach effect is set in the parts tables T7 to T9 included in the table group TG2 for the second period. For example, the control data for executing the first reach effect is set in the parts table T7 for the first reach effect, the control data for executing the second reach effect is set in the parts table T8 for the second reach effect, and the control data for executing the third reach effect is set in the parts table T9 for the third reach effect. Note that the table group TG2 for the second period also includes parts tables other than the parts tables T7 to T9 exemplified above. These parts tables also include parts tables for when a reach effect is not executed.
[0174] In the control pattern table setting process in step S408 of the table setting process (FIG. 10), one parts table is read out from the table group TG1 for the first period in the sound / light side ROM 63. In this case, if the variable display time of the current game round corresponds to the variable display time when the switching of the variable display of the symbols from scrolling display to standby display occurs simultaneously for all symbol columns Z1 to Z3, such as a game round that results in a losing result and that was started when the number of reserved information stored in the reserved storage area 54b is four, then the one parts table read out from the table group TG1 for the first period is set as the control pattern table T3 as is.
[0175] On the other hand, if the variable display time of the current game round corresponds to the variable display time at which the variable display of the symbols is switched to standby display in sequence for each of the symbol columns Z1 to Z3, one parts table corresponding to the result of the advance notice lottery process (step S404) is read from the table group TG1 for the first period in the sound / light-emitting ROM 63. Also, if the game round does not generate a reach effect, one parts table corresponding to the current variable display time is read from the table group TG2 for the second period in the sound / light-emitting ROM 63, and if the game round generates a reach effect, one parts table corresponding to the result of the reach effect lottery process (step S405) is read from the table group TG2 for the second period in the sound / light-emitting ROM 63. Then, the parts table read from the table group TG1 for the first period and the parts table read from the table group TG2 for the second period are combined to set one control pattern table T3.
[0176] In a situation where one parts table is directly set as one control pattern table T3, the type of control pattern table T3 corresponding to one variable display time determined by the main MPU 52 is uniquely determined. On the other hand, in a situation where one control pattern table T3 is created by combining multiple parts tables, there will be multiple types of control pattern tables T3 corresponding to one variable display time determined by the main MPU 52. For example, in a situation where the notice lottery process (step S404) is executed using the notice lottery table T1 shown in FIG. 11(a) and the reach effect lottery process (step S406) is executed using the reach effect lottery table T2 shown in FIG. 11(b), one of the parts table T4 for no notice effect occurrence, the parts table T5 for the first notice effect, and the parts table T6 for the second notice effect is selected from the table group TG1 for the first period, and one of the parts table T7 for the first reach effect, the parts table T8 for the second reach effect, and the parts table T9 for the third reach effect is selected from the table group TG2 for the second period.
[0177] Figure 15 is an explanatory diagram for explaining the variable display time determined by parts tables T4 to T9. Figure 15(a1) shows the variable display time determined by parts table T4 for when no advance notice effect occurs, Figure 15(a2) shows the variable display time determined by parts table T5 for the first advance notice effect, and Figure 15(a3) shows the variable display time determined by parts table T6 for the second advance notice effect. Also, Figure 15(b1) shows the variable display time determined by parts table T7 for the first reach effect, Figure 15(b2) shows the variable display time determined by parts table T8 for the second reach effect, and Figure 15(b3) shows the variable display time determined by parts table T9 for the third reach effect.
[0178] 15(a1) to 15(a3), the variable display time determined by the parts table T5 for the first preview effect is longer by a time (Ta1) than the variable display time determined by the parts table T4 for no preview effect, and the variable display time determined by the parts table T6 for the second preview effect is longer by a time (Ta2-Ta1) than the variable display time determined by the parts table T5 for the first preview effect. Also, as shown in Fig. 15(b1) to 15(b3), the variable display time determined by the parts table T8 for the second reach effect is longer by a time (Tb1) than the variable display time determined by the parts table T7 for the first reach effect, and the variable display time determined by the parts table T9 for the third reach effect is longer by a time (Tb2-Tb1) than the variable display time determined by the parts table T8 for the second reach effect.
[0179] In the above configuration, when the advance notice lottery process (step S404) is executed using the advance notice lottery table T1 shown in FIG. 11(a) and the reach effect lottery process (step S406) is executed using the reach effect lottery table T2 shown in FIG. 11(b), the variable display time determined by the control pattern table will vary depending on the combination of parts tables T4 to T9 to be used. Specifically, the variable display time will be shortest when the combination of parts table T4 for no advance notice effect and parts table T7 for the first reach effect is selected, and the variable display time will be longest when the combination of parts table T6 for the second advance notice effect and parts table T9 for the third reach effect is selected, with the difference between these variable display times being (Ta2 + Tb2). Therefore, the variable display time determined by the sound / light side MPU 62 may differ for one variable command transmitted from the main side MPU 52.
[0180] However, the notice lottery table T1 and the reach lottery table T2 selected for the combination of the fluctuation command and the type command are set so that the longest fluctuation display time among the fluctuation display times that can be selected for one fluctuation command is equal to or less than the fluctuation display time corresponding to that fluctuation command, i.e., the fluctuation display time determined by the main MPU 52. In other words, no matter which notice lottery table T1 or which reach lottery table T2 is used, the fluctuation display time corresponding to the control pattern table created by combining a plurality of part tables is equal to or less than the fluctuation display time determined by the main MPU 52.
[0181] In a configuration in which the longest variable display time among the variable display times that can be selected for one variable command is equal to or shorter than the variable display time determined by the main MPU 52, the control corresponding to the final pointer set in the control pattern table will end before the variable display time measured using the variable time counter 64a in the audio-visual RAM 64 has elapsed. On the other hand, if the control corresponding to the final pointer has ended before the variable display time measured using the variable time counter 64a has elapsed, the value of the pointer to be controlled is returned and standby display continues. The process for returning the value of the pointer will be described. Figure 16 is a flowchart showing the pointer update process executed in step S305 of the timer interrupt process (Figure 9).
[0182] In the pointer update process, the value of the pointer information to be referenced among the pointer information used when identifying the control data to be used in the currently set control table (for example, the control pattern table) is incremented by 1 (step S501). As a result, the control data corresponding to the value of the currently updated pointer information will be used in the command selection process (step S302), light emission control process (step S303), and sound output control process (step S304) in the next processing round of the timer interrupt process (FIG. 9).
[0183] Thereafter, on the condition that the value of the pointer information to be referenced is greater than the value of the final pointer defined in the control table and the currently set control table is the control pattern table for the game round (steps S502 and S503: YES), a pointer information correction process is executed (step S504). In the pointer information correction process, the value of the pointer information to be referenced is corrected so that control data corresponding to the pointer information corresponding to the timing at which the standby display starts is used in the command selection process (step S302), light emission control process (step S303), and sound output control process (step S304) in the next processing round of the timer interrupt process (FIG. 9). As a result, even if the control corresponding to the final pointer ends before the variable display time measured using the variable time counter 64a has elapsed, the standby display will continue until the variable display time has elapsed.
[0184] Furthermore, when the pointer information correction process (step S504) is executed, a wait extension command is sent to the display CPU 72 (step S505). When the display CPU 72 receives the wait extension command, it sets a data table for continuing the wait display, and causes the wait display on the pattern display device 41 to continue.
[0185] Next, the manner in which the effects for a game round are executed will be described with reference to the time chart in Figure 17. Figure 17(a) shows the execution period of a game round, Figures 17(b1) and 17(b2) show the first period during which the execution control of the effects is performed using the parts table read out from the table group TG1 for the first period, Figures 17(c1) and 17(c2) show the second period during which the execution control of the effects is performed using the parts table read out from the table group TG2 for the second period, Figures 17(d1) and 17(d2) show the standby display period, and Figures 17(e1) and 17(e2) show the fixed display period. 17(b1), 17(c1), 17(d1) and 17(e1) show the case where the control pattern table resulting in the shortest variable display time (hereinafter referred to as the shortest corresponding table) is used when the preview lottery process (step S404) is executed using the preview lottery table T1 shown in FIG. 11(a) and the reach effect lottery process (step S406) is executed using the reach lottery table T2 shown in FIG. 11(b), and FIG. 17(b2), 17(c2), 17(d2) and 17(e2) show the case where the control pattern table resulting in the longest variable display time (hereinafter referred to as the longest corresponding table) is used when the preview lottery process (step S404) is executed using the preview lottery table T1 shown in FIG. 11(a) and the reach effect lottery process (step S406) is executed using the reach lottery table T2 shown in FIG. 11(b).
[0186] Whether the shortest correspondence table or the longest correspondence table is used, a game round starts at time t1 as shown in Figure 17(a), and the first period starts as shown in Figures 17(b1) and 17(b2). Thereafter, when the shortest correspondence table is used, the first period ends and the second period starts at time t11 as shown in Figures 17(b1) and 17(c1), and when the longest correspondence table is used, the first period ends and the second period starts at time t21 as shown in Figures 17(b2) and 17(c2).
[0187] Thereafter, when the shortest correspondence table is used, the second period ends and the standby display period begins at timing t12 as shown in Figures 17(c1) and 17(d1), and when the longest correspondence table is used, the second period ends and the standby display period begins at timing t22 as shown in Figures 17(c2) and 17(d2). In this case, when the shortest correspondence table is used, the end timing of the standby display defined in the control pattern table is earlier than the elapsed timing of the variable display time, but the standby display continues as a result of the pointer information correction process (step S504) being executed in the pointer update process (Figure 16).
[0188] Thereafter, whether the shortest correspondence table or the longest correspondence table is used, the variable display time measured using the variable time counter 64a of the sound / light RAM 64 elapses at time t2. Therefore, when the shortest correspondence table is used, the standby display period ends and the fixed display period begins as shown in Figures 17(d1) and 17(e1). When the longest correspondence table is used, the standby display period ends and the fixed display period begins as shown in Figures 17(d2) and 17(e2). Then, when the fixed display time elapses at time t3, the fixed display period ends as shown in Figures 17(e1) and 17(e2), and the current game round ends as shown in Figure 17(a).
[0189] As described above, the optical-side MPU 62 executes a notice lottery process (step S404) for determining the presence or absence of a notice effect and its content, and executes a reach effect lottery process (step S406) for determining the content of the reach effect. This eliminates the need for the main-side MPU 52 to determine the presence or absence or content of a notice effect, and further eliminates the need to determine the content of the reach effect, thereby reducing the processing load on the main-side MPU 52 regarding the execution control of the effect for each game. Furthermore, it becomes possible to diversify the effect modes set for one combination of a variation command and a type command transmitted from the main-side MPU 52.
[0190] The control pattern tables corresponding to the results of the notice lottery process and the reach effect lottery process are set so that the variable display time determined by the control pattern table may differ even when the same variable command is received from the main MPU 52. This makes it possible to reduce the processing load on the main MPU 52 and diversify the effect modes while enabling the notice effect and reach effect to be suitably designed.
[0191] Even in a configuration in which the variable display time determined by the control pattern table selected in response to the same variable command can differ, the variable display mode of the symbols on the symbol display device 41 is switched from standby display to fixed display at the timing corresponding to the variable display time determined by the main MPU 52. This makes it possible to end the performance for a game round on the symbol display device 41 at the timing corresponding to the variable display time determined by the main MPU 52, even in a configuration in which the variable display time determined by the control pattern table can differ.
[0192] In a configuration in which different control pattern tables may be used even when the same variable command is received from the main MPU 52, the longest variable display time determined by these control pattern tables corresponds to a variable display time equal to or shorter than the variable display time determined by the main MPU 52. When a control pattern table corresponding to a variable display time shorter than the variable display time determined by the main MPU 52 is used, the variable display mode of the symbols on the symbol display device 41 is maintained in standby display until the variable display time determined by the main MPU 52 has elapsed. As a result, regardless of which control pattern table is used, the symbol display device 41 switches from standby display to fixed display at the end of a game round, preventing, for example, an event in which a fixed display suddenly starts in the middle of a predetermined effect or a fixed display of a symbol continues for a period longer than the normal fixed display period.
[0193] A variable time counter 64a is provided in the sound / light side RAM 64, and the variable display time corresponding to the variable command received from the main side MPU 52 is set in the variable time counter 64a, and when the variable display time measured using the variable time counter 64a has elapsed, the variable display mode of the pattern on the pattern display device 41 is switched to a fixed display. As a result, in a configuration in which the variable display time determined by the control pattern table may differ even when the same variable command is received from the main side MPU 52, it is possible to start the fixed display at a timing corresponding to the variable display time determined by the main side MPU 52, without transmitting a command indicating the start timing of the fixed display from the main side MPU 52.
[0194] In addition, the following configuration may be applied as a configuration in which the variable display time determined by the control pattern table may differ even when the same variable command is received from the main MPU 52.
[0195] The various parts tables T7-T9 included in the table group TG2 for the second period may be configured to have control data set for a time longer than the longest variable display time expected for the situation in which these parts tables T7-T9 are used, and control data for executing a standby display as control data corresponding to a period following the end timing. In this case, there is no need to perform a correction process on the control pattern table to extend the standby display execution period. However, it is necessary to end use of the control pattern table when the variable display time for the game has elapsed.
[0196] A control pattern table for controlling the execution of effects after the standby display has started may be provided separately from a control pattern table for controlling the execution of effects before the standby display has started, and when the standby display has started, the system may switch to a state in which the execution of effects is controlled based on the standby display control pattern table. In this case, by using the same standby display control pattern table for each game round, it is possible to use the standby display control pattern table in a variety of situations. In this configuration, the standby display control pattern table may be set as a table for displaying the standby display for a predetermined period of time, and if the standby display needs to be displayed for a period longer than the predetermined period, the standby display control pattern table may be used in a loop. Alternatively, the standby display control pattern table may be set as a table that allows the standby display to be displayed for a period longer than the maximum expected duration for which the standby display is to be executed, and the use of the standby display control pattern table may be terminated prematurely when the variable display time for the game round has elapsed.
[0197] The measurement of the time to start the confirmation display is not limited to a configuration in which it is executed by the audiovisual side MPU 62, and when the time to start the confirmation display arrives, a corresponding command is sent from the main side MPU 52 to the audiovisual side MPU 62, and when the command is received by the audiovisual side MPU 62, processing to start the confirmation display can be executed in the audiovisual side MPU 62.
[0198] In a configuration in which different control pattern tables may be used even when the same variable display command is received from the main MPU 52, instead of a configuration in which the longest variable display time among the variable display times determined by the control pattern tables is equal to or shorter than the variable display time determined by the main MPU 52, a configuration in which the longest variable display time among the variable display times determined by the control pattern tables may be longer than the variable display time determined by the main MPU 52 may be used. In this case, it may become necessary to terminate the effect for a game round while it is being executed. Therefore, in such a case, a forced termination effect may be generated, and content corresponding to the results of the jackpot occurrence lottery and type lottery for the corresponding game round may be announced in the forced termination effect, more specifically, content corresponding to the determination result of the stop symbol determination process (step S407) in the table setting process for the game round (FIG. 10). More specifically, even if the pattern display device 41 is in the middle of executing an effect such as a reach effect corresponding to a period prior to the standby display, the pattern combination determined as the stopping result of that game round may be suddenly displayed as stopped when the variable display time has elapsed, and a confirmation display may be made while the pattern combination is displayed as stopped.
[0199] <Processing Configuration of Display CPU 72> Next, a description will be given of the processing executed by the display CPU 72. Fig. 18 is a flowchart showing the V interrupt processing that is repeatedly started by the display CPU 72 at a predetermined cycle, specifically at a cycle of 20 msec.
[0200] When outputting one frame of image signals to the pattern display device 41, the VDP 76 starts outputting image signals from a dot in the upper left corner of the display surface P, sequentially outputs image signals to dots along a horizontal line including the dot at one end, and outputs image signals to dots along each horizontal line, starting from the top and proceeding from left to right. Finally, the VDP 76 outputs an image signal to a dot in the lower right corner of the display surface P. When the VDP 76 outputs the image signal for the last dot, it outputs a V interrupt signal to the display CPU 72, causing the display CPU 72 to recognize that updating one frame of image is complete. The output cycle of this V interrupt signal is 20 msec, the same as the update cycle for one frame of image. In this regard, the V interrupt process can also be considered to be initiated in synchronization with the reception of a V interrupt signal. However, even if a V interrupt signal is not received, if 20 msec has elapsed since the previous V interrupt process was initiated, a new V interrupt process will be initiated.
[0201] In the V interrupt process, first, a command analysis process is executed (step S601). Specifically, the contents of the command stored in the command buffer of the work RAM 73 are analyzed. Here, when the display CPU 72 receives a strobe signal from the audio / video side MPU 62, it executes a command interrupt process regardless of the process being executed at that time. In the command interrupt process, the command received at the input port 77 is transferred to the command buffer provided in the work RAM 73.
[0202] Thereafter, on the condition that the result of the command analysis process corresponds to the result of receiving a new command (step S602: YES), the command response process is executed (step S603). In the command response process, an execution target table for executing a program corresponding to the received command is read from the memory module 74. The execution target table is a group of information that defines the processing required to display one frame of image at each image update timing when a video corresponding to the received command is displayed on the display surface P of the pattern display device 41.
[0203] The commands that the display CPU 72 receives from the sound / light side MPU 62 include the command at the start of the variation, the command at the start of the preview performance, the command at the start of the normal reach, the command at the start of the super reach, the command at the start of the final performance, the command at the start of the standby display, the standby extension command, the final display start command, etc. When these commands are received, an execution target table required for executing the performance for the game round corresponding to each command on the pattern display device 41 is read out.
[0204] If a negative determination is made in step S602, or if the processing of step S603 is executed, task processing is executed (step S604). In task processing, by referencing the control data for the current processing in the execution target table set as the target to be used, various data necessary for issuing drawing instructions to the VDP 76 to display one frame of image corresponding to the current update timing is set. Specifically, the various data includes address information of the area in the memory module 74 where the image data of the control target is stored, address information of the area in the VRAM 75 to which the image data of the control target is transferred, information on the frame areas 82a and 82b where drawing data should be created using the image data of the control target, information on the coordinates when the image data of the control target is written in the frame areas 82a and 82b where drawing data should be created, information on the scale when the image data is written, and information on the uniform alpha value (translucency value) when the image data is written.
[0205] Thereafter, a drawing list output process is executed (step S605). In the drawing list output process, a drawing list for displaying one frame of images corresponding to the update timing of the current processing round is created, and the created drawing list is sent to the VDP 76. In this case, the image grasped in the immediately preceding task processing is set as the drawing target in the drawing list, and parameter information updated in that task processing is also set. The VDP 76 creates drawing data in the frame areas 82a and 82b of the VRAM 75 according to this drawing list. The processing in the VDP 76 will be described in detail later.
[0206] The task processing in step S604 will be described with reference to the flowchart in Fig. 19. First, a setting process for starting control is executed (step S701). In the setting process for starting control, it is determined whether or not there is an individual image that is to be the control start target in the current processing round, based on the currently set execution target table. If there is, a free buffer area for performing various calculations in controlling the individual image is searched for in the work RAM 73, and a free buffer area is secured so as to correspond one-to-one with the individual image recognized as the control start target. Furthermore, an initialization process is executed for all secured free buffer areas, and parameter information for starting control according to the individual image is set in the initialized free buffer areas.
[0207] Thereafter, the control update target is identified (step S702). The control update target is an individual image for which the control start process has been completed and which may be included in one frame of images after the current process.
[0208] Thereafter, background calculation processing is executed (step S703). In the background calculation processing, the current control update target is identified from among the background still images and background sprites that constitute the background image. Furthermore, for the identified control update target, various parameter information required for creating a drawing list, such as coordinates on a virtual two-dimensional plane, rotation angle, scale, uniform α value, and α data specification, is calculated and derived. The derived various parameter information is then written to areas reserved in the work RAM 73 corresponding to each individual image, thereby updating the control information.
[0209] Thereafter, a calculation process for performance is executed (step S704). In the calculation process for performance, the current control update target is identified from among the performance sprites that constitute the images of the performances to be displayed in various performances such as reach performances, preview performances, and big win performances. Furthermore, the above-mentioned various parameter information is derived for the identified control update target. The derived various parameter information is then written to areas reserved in the work RAM 73 corresponding to each individual image, thereby updating the control information.
[0210] Thereafter, a symbol calculation process is executed (step S705). In the symbol calculation process, the current control update target is identified from among the symbols that are the subject of variable display in each game round. In addition, the above-mentioned various parameter information is derived for the identified control update target. Then, the derived various parameter information is written to the area reserved in the work RAM 73 corresponding to each individual image, thereby updating the control information.
[0211] Thereafter, the process of grasping the drawing instruction target is executed (step S706). In the process of grasping the drawing instruction target, among the individual images that have become control update targets through the arithmetic processes in steps S703, S704, and S705 above, a process of grasping the individual images included in the image for one frame corresponding to the current drawing data creation instruction is executed. This grasping is performed by executing a predetermined operation while referring to the coordinate, rotation angle, and scale information of various individual images. The individual images grasped here are set as drawing targets in the drawing list. By setting the individual images specified in the drawing list in this way to only the individual images that are display targets instead of all the individual images for which control has already started, it is not necessary to select the individual images that are display targets in VDP76, and even if selection is not performed, it is not necessary to perform unnecessary drawing processing on individual images that are not display targets. As a result, the processing load on VDP76 can be reduced.
[0212] <Basic Processing in VDP76> Next, the basic processing executed in VDP76 will be described.
[0213] In VDP76, a process of setting the value of register 92 based on the command transmitted from display CPU 72, a process of creating drawing data in frame areas 82a and 82b of frame buffer 82 based on the drawing list transmitted from display CPU 72, and a process of outputting an image signal to pattern display device 41 based on the drawing data created in frame areas 82a and 82b are executed.
[0214] Among the above-mentioned respective processes, the process of setting the value of register 92 is executed each time a drawing list is received by a circuit (not shown) associated with I / F 95 for display CPU 72. Also, the process of creating drawing data is repeatedly started by control unit 91 at a predetermined cycle (for example, 1 msec). Further, the process of outputting an image signal is executed by display circuit 94 when it reaches the predetermined timing for starting the output of the image signal.
[0215] The process for creating the above-mentioned drawing data will be described in detail below. Prior to the description of this process, the contents of the drawing list transmitted from the display CPU 72 to the VDP 76 will be described. Figures 20(a) to 20(c) are explanatory diagrams for explaining the contents of the drawing list.
[0216] The drawing list includes header information. The header information includes target buffer information, which indicates whether the drawing data for displaying one frame of an image corresponding to the drawing list should be drawn in the first frame area 82a or the second frame area 82b. The header information also includes information on whether decoding is specified and the address of the video data to be decoded.
[0217] In addition to the header information, the drawing list also contains multiple types of image data used to display one frame of image, as well as information on the drawing order of each piece of image data and parameter information for each piece of image data. Specifically, the drawing order information is set as sequentially numbered numerical information, and image data information to be used is set in one-to-one correspondence with each piece of numerical information. Furthermore, parameter information is set in one-to-one correspondence with each piece of image data information.
[0218] The drawing order is set so that the individual image to be displayed at the back of the display surface P in one frame of image is drawn first. An individual image refers to a still image defined by still image data such as background data, or a sprite defined by sprite data such as pattern sprite data. In the drawing list of FIG. 20(a), background data is set as the first drawing target, sprite data A is set second, sprite data B is set third, etc. Therefore, the background data is written first into the frame areas 82a and 82b to be drawn, followed by sprite data A written so as to overlap the background data, and then sprite data B is written. In one frame of image, each individual image is displayed in the order of background image → effect image → pattern, with the images drawn from the front.
[0219] The parameter information P(1), P(2), P(3), etc., includes multiple types of parameters. Specifically, as shown in FIG. 20(b), the background data parameter P(1) includes: address information for the area in the memory module 74 where the background data is stored; address information for the area in the VRAM 75 to which the background data is transferred; coordinate information indicating the position on a virtual two-dimensional plane where the background data is to be written; rotation angle information indicating the rotation angle on the virtual two-dimensional plane where the background data is to be written; scale information indicating the magnification when writing the background data to the frame areas 82a and 82b relative to the size set as the initial state of the background data; uniform α value information indicating overall transparency information (or transparency information) when writing the background data; and α data designation information indicating whether α data is to be applied and to what it is to be applied. The same types of parameters are set for the sprite data A, as shown in FIG. 20(c).
[0220] Coordinate information is not set individually for all pixels that make up the image data, but one piece of coordinate information is set for one piece of image data. Specifically, one pixel at the center of the image data is set as the reference pixel for which coordinate information is specified. The VDP 76 is capable of recognizing that the specified coordinate information is the one pixel at the center of the image data, and when arranging the image data, the one pixel at the center is set to be on the specified coordinates. This allows the display CPU 72 to reduce the information capacity (i.e., the amount of data) of the coordinate information to be specified for one piece of image data. Furthermore, since the display CPU 72 and VDP 76 do not need to be able to recognize the coordinates for all pixels of the image data, the program is also simplified.
[0221] Incidentally, the reference pixel is not limited to the central pixel, but may be a pixel in a corner, such as the upper left or upper right. Since sprite data and still image data are basically defined as rectangular, using a pixel in a corner as the reference pixel makes it easier for the display CPU 72 and VDP 76 to recognize the reference pixel.
[0222] The uniform α value is transparency information applied to all pixels of a single image data, and is numerical information derived as a result of calculation by the display CPU 72. The uniform α value is uniformly applied to all pixels of the image data. On the other hand, α data is transparency information applied to each pixel of background data or sprite data, and is pre-stored in the memory module 74 as image data. The α data can vary the transparency information for each pixel within the same background data or sprite data. This α data has a larger data volume than program data for setting the uniform α value.
[0223] By setting a uniform alpha value and alpha data as described above, in situations where it is sufficient to control the transparency of background data or sprite data uniformly for all pixels rather than finely controlling it on a pixel-by-pixel basis, a uniform alpha value can be used, thereby reducing the amount of data required, and applying alpha data also makes it possible to finely control the transparency on a pixel-by-pixel basis.
[0224] The drawing process in the VDP 76 will be described with reference to the flowchart in FIG.
[0225] First, in step S801, it is determined whether or not creation of the drawing data specified in the drawing list that has already been received has been completed. If creation of the drawing data has been completed, it is determined in step S802 whether or not a new drawing list has been received from the display CPU 72. If a new drawing list has been received, in step S803, the corresponding processing at the time of reception is executed.
[0226] In the corresponding process upon reception, it is determined in which frame area 82a or 82b one frame's worth of drawing data corresponding to the currently received drawing list should be drawn, based on the target buffer information contained in the drawing list.
[0227] In the next step S804, a content recognition process is executed. In the content recognition process, image data set in the drawing list as the read target is read from the memory module 74 and written to the expansion buffer 81 of the VRAM 75. In the content recognition process, the type of image data set initially as the drawing target in the drawing list is recognized, and various parameter information for that image data is recognized. In the write process, the image data to be drawn this time is written to the frame areas 82a and 82b set as the creation target, based on the recognition results of the content recognition process in step S804.
[0228] On the other hand, if it is determined in step S801 that the drawing data specified in the already received drawing list is in the middle of being created, the drawing list counter is updated in step S806. This causes the drawing target to be switched to the image data of the next drawing order. Then, the processes of steps S804 and S805 are executed for the switched image data. In other words, by executing the drawing process multiple times, drawing data for one frame of image specified in one drawing list is created.
[0229] In addition, the present invention is not limited to a configuration in which only one image data is processed in one drawing process, but may be a configuration in which multiple image data are processed in one drawing process, and is not limited to a configuration in which the same number of image data are processed in each drawing process, but may be a configuration in which different numbers of image data are processed in each drawing process.
[0230] If a negative decision is made in step S802, or after the processing of step S805 has been executed, it is determined in step S807 whether or not the output of image signals for one frame has been completed in the display circuit 94. If not completed, the drawing processing is terminated, and if completed, a V interrupt signal is output to the display CPU 72 in step S808, and then the drawing processing is terminated.
[0231] The creation of the drawing data for one frame is completed within a 20 msec cycle. Furthermore, based on the created drawing data, an image signal is output from the display circuit 94 to the pattern display device 41. As explained above, since the double-buffer system is employed, the output of the image signal is performed in parallel with the creation of drawing data corresponding to the update timing one frame later than the frame corresponding to the output. The display circuit 94 has a selector circuit that alternates between the frame areas 82a and 82b to be referenced each time the output of one frame of image signal is completed. The selector circuit's switching prevents the frame areas 82a and 82b, which are the drawing targets of the drawing data in the control unit 91, from becoming the output targets for outputting the image signal.
[0232] <Configuration for using multiple execution tables> Next, a configuration for sharing the execution target table will be described.
[0233] In this pachinko machine 10, the variable display of symbols is performed in the symbol columns Z1 to Z3 set in the symbol display device 41 in each game round (see FIG. 4(a)). The symbol columns Z1 to Z3 are set in multiple columns, such as an upper row, a middle row, and a lower row. In each symbol column Z1 to Z3, nine main symbols, "1" to "9," are arranged in ascending or descending numerical order, and one sub-symbol without a number is arranged between each main symbol. When a game round starts, the variable display of symbols is performed so that each symbol column Z1 to Z3 scrolls in a predetermined direction according to the arrangement order of the symbols from the display mode of the symbols finally stopped and displayed in the previous game round. Thereafter, the variable display of symbols in each symbol column Z1 to Z3 is stopped. In this case, the display mode of the symbols finally stopped and displayed in each game round may differ, and therefore the types of symbols displayed in each symbol column Z1 to Z3 may differ when a game round starts.
[0234] An example of the variable display mode of the symbols will be explained with reference to the time chart in Figure 22. Figure 22(a) shows the execution period of a game round, Figure 22(b) shows the acceleration period for all symbol columns Z1 to Z3, Figure 22(c) shows the high-speed period for all symbol columns Z1 to Z3, Figure 22(d) shows the low-speed period for the upper symbol column Z1, Figure 22(e) shows the low-speed period for the lower symbol column Z3, and Figure 22(f) shows the low-speed period for the middle symbol column Z2.
[0235] At timing t1, a game round starts as shown in Figure 22(a). At timing t1, as shown in Figure 22(b), an animation display is performed in which the speed of the variable display of the symbols gradually increases in all symbol columns Z1 to Z3. In this case, the variable display speed is a variable display speed that makes it possible or easy to identify the type of symbol displayed in each symbol column Z1 to Z3. The existence of this acceleration period makes it possible to set a consistent start mode when the variable display of the symbols begins in each game round, making it easier for the player to recognize that a game round has started.
[0236] After that, at timing t2, the acceleration period ends as shown in FIG. 22(b), and a high-speed period begins as shown in FIG. 22(c), during which all symbol columns Z1 to Z3 undergo high-speed variable display. During the high-speed period, the variable display speed of the symbols in all symbol columns Z1 to Z3 becomes such that the symbol types are impossible or difficult to distinguish. During the high-speed period, the type of symbol displayed on the display surface P is adjusted. This makes it possible to adjust the type of symbol displayed in standby display and static display in each symbol column Z1 to Z3 without causing the player to feel uncomfortable with the display mode of the symbol display device 41, in a configuration in which the stop result of the current game round is determined regardless of the type of symbol displayed in each symbol column Z1 to Z3 at the start of the current game round.
[0237] Then, at timing t3, the variable display speed of the symbols in the upper symbol column Z1 is switched from high to low, as shown in Figure 22(d). When the variable display speed is low, the variable display speed of the symbols is set so that the type of symbol can be identified or easily identified. In this case, the variable display speed is set low only in the upper symbol column Z1, while the variable display speed continues in the middle symbol column Z2 and the lower symbol column Z3.
[0238] Then, at timing t4, as shown in Figure 22(d), the slow-speed period of the upper symbol column Z1 ends, and the scrolling display of the symbols in the upper symbol column Z1 ends and standby display begins. Also, at timing t4, as shown in Figure 22(e), the variable display speed of the symbols in the lower symbol column Z3 switches from high speed to low speed. In this case, the slow-speed display is performed only in the lower symbol column Z3, the high-speed display continues in the middle symbol column Z2, and the standby display continues in the upper symbol column Z1.
[0239] Then, as shown in timing diagram 22(e) at t5, the low-speed period of the lower symbol column Z3 ends, and the scrolling display of the symbols in the lower symbol column Z3 ends and standby display begins. Also, at timing t5, the variable display speed of the symbols in the middle symbol column Z2 switches from high to low, as shown in diagram 22(f). In this case, the low-speed display is performed only in the middle symbol column Z2, while the standby display continues in the upper symbol column Z1 and the lower symbol column Z3.
[0240] After that, at the timing of t6, as shown in Figure 22 (f), the slow period of the middle symbol column Z2 ends, and the scrolling display of the symbols in the middle symbol column Z2 ends and the standby display starts. In this case, the standby display is performed for all symbol columns Z1 to Z3, and then the still display is performed for all symbol columns Z1 to Z3.
[0241] When the symbols in each of the symbol columns Z1-Z3 are displayed in a variable manner, an execution target table stored in the memory module 74 is read out. The display CPU 72 determines the type of symbol to be displayed on the display surface P in accordance with the execution target table, and also determines various parameters, such as the position of the symbol to be displayed. The type of symbol displayed in each of the symbol columns Z1-Z3 at the start of each game round and the type of symbol displayed in each of the symbol columns Z1-Z3 at the end of each game round may differ for each game round. For example, the variable display of symbols may start from a display pattern as shown in FIG. 23(a), or from a display pattern as shown in FIG. 23(b). Furthermore, for example, a game round may end with a display pattern as shown in FIG. 23(a), or from a display pattern as shown in FIG. 23(b). In this case, if an execution target table is to be prepared in advance according to each pattern, it becomes necessary to prepare an execution target table corresponding to each possible stop display mode at the start of the variable display of a game round, and it becomes necessary to prepare an execution target table corresponding to each possible stop display mode at the end of a game round. This results in an extremely large number of types of execution target tables, and increases the memory capacity required to store the execution target tables in advance.
[0242] In contrast to this, in the present pachinko machine 10, a common execution target table is used regardless of the stop display mode at the start of the variable display of the game round, and a common execution target table is used regardless of the stop display mode at the end of the game round. The common execution target table will be explained.
[0243] An execution target table is provided for each of the acceleration period, high-speed period, and low-speed period. In this case, for the acceleration period, an execution target table is provided that is common to all of the symbol sequences Z1 to Z3. On the other hand, for the high-speed period and low-speed period, a common execution target table is not provided among the symbol sequences Z1 to Z3, and an execution target table is provided for each of the symbol sequences Z1 to Z3. Note that the execution target table is used for the acceleration periods of all of the symbol sequences Z1 to Z3, the high-speed periods of all of the symbol sequences Z1 to Z3, the low-speed periods of the upper symbol sequence Z1, and the low-speed periods of the lower symbol sequence Z3, regardless of whether a reach effect occurs or not, but is used for the low-speed period of the middle symbol sequence Z2 only when a reach effect does not occur. When a reach effect occurs, the common execution target table is not used for the low-speed period of the middle symbol sequence Z2, and a dedicated execution target table corresponding to each reach effect is used.
[0244] The execution target table is pre-stored in the memory module 74. In detail, as shown in the explanatory diagram of Fig. 24(a), the memory module 74 includes an acceleration period storage area 101 in which an execution target table for controlling the variable display of the symbols of all symbol columns Z1 to Z3 in the acceleration period is pre-stored, a first high speed period storage area 102 in which an execution target table for controlling the variable display of the symbols of the upper symbol column Z1 in the high speed period is pre-stored, a first low speed period storage area 103 in which an execution target table for controlling the variable display of the symbols of the upper symbol column Z1 in the low speed period is pre-stored, and a second low speed period storage area 104 in which an execution target table for controlling the variable display of the symbols of the middle symbol column Z2 in the high speed period is pre-stored. There are provided a second high-speed period memory area 104 in which an execution target table for controlling the variable display is pre-stored, a second low-speed period memory area 105 in which an execution target table for controlling the variable display of the patterns in the middle pattern row Z2 during the low-speed period is pre-stored, a third high-speed period memory area 106 in which an execution target table for controlling the variable display of the patterns in the lower pattern row Z3 during the high-speed period is pre-stored, and a third low-speed period memory area 107 in which an execution target table for controlling the variable display of the patterns in the lower pattern row Z3 during the low-speed period is pre-stored.
[0245] The acceleration period, high-speed period, and low-speed period are not constant in relation to the variable display time of game turns, but exist in multiple types so that each period varies in length. In this case, only one type of execution target table for the acceleration period is stored in the acceleration period memory area 101, and the acceleration period that can be controlled by this execution target table for the acceleration period is equal to or longer than the longest acceleration period among the multiple types of acceleration periods determined in relation to the variable display time of game turns. This makes it possible to use the execution target table for that single acceleration period, regardless of which type of acceleration period is selected in relation to the variable display time of game turns.
[0246] Each of the first high-speed period memory area 102, the second high-speed period memory area 104, and the third high-speed period memory area 106 stores only one type of execution target table for the high-speed period. The high-speed period controllable by the execution target table for the first high-speed period stored in the first high-speed period memory area 102 is equal to or longer than the longest high-speed period among the multiple types of high-speed periods for the upper symbol column Z1, which are determined in relation to the variable display time of the game round. Furthermore, the high-speed period controllable by the execution target table for the second high-speed period stored in the second high-speed period memory area 104 is equal to or longer than the longest high-speed period among the multiple types of high-speed periods for the middle symbol column Z2, which are determined in relation to the variable display time of the game round. Furthermore, the high-speed period controllable by the execution target table for the third high-speed period stored in the third high-speed period memory area 106 is equal to or longer than the longest high-speed period among the multiple types of high-speed periods for the lower symbol column Z3, which are determined in relation to the variable display time of the game round. This makes it possible to use one type of execution target table for the high-speed period for each of the symbol columns Z1 to Z3, regardless of which type of high-speed period is selected in relation to the variable display time of the game round for each of the symbol columns Z1 to Z3.
[0247] A plurality of types of execution target tables for the low speed periods are stored in each of the first low speed period memory area 103, the second low speed period memory area 105, and the third low speed period memory area 107. That is, the first low speed period memory area 103 stores a plurality of types of execution target tables for the first low speed period so as to correspond one-to-one with the types of low speed periods of the upper symbol column Z1, the second low speed period memory area 105 stores a plurality of types of execution target tables for the second low speed period so as to correspond one-to-one with the types of low speed periods of the middle symbol column Z2, and the third low speed period memory area 107 stores a plurality of types of execution target tables for the third low speed period so as to correspond one-to-one with the types of low speed periods of the lower symbol column Z3. By providing an execution target table for the low speed period for each type of low speed period in this way, it is possible to execute standby display of symbols and static display of symbols at timing corresponding to each low speed period by controlling the variable display of symbols using the execution target table for the low speed period.
[0248] 25(a) is an explanatory diagram illustrating an execution target table T10 for the acceleration period that is pre-stored in the acceleration period memory area 101, Fig. 25(b) is an explanatory diagram illustrating an execution target table T11 for the first high speed period that is pre-stored in the first high speed period memory area 102, and Fig. 26 is an explanatory diagram illustrating an execution target table T12 for the first low speed period that is pre-stored in the first low speed period memory area 103. Note that the execution target tables for the second high speed period and the third high speed period differ from the execution target table T11 for the first high speed period in the maximum value of the pointer information, but are otherwise identical to the execution target table T11 for the first high speed period. Furthermore, the execution target tables of different types from the execution target table T12 for the first low-speed period stored in the memory area 103 for the first low-speed period, the execution target table for the second low-speed period, and the execution target table for the third low-speed period have maximum values of pointer information that are different from the execution target table T12 for the first low-speed period, but are otherwise identical to the execution target table T12 for the first low-speed period.
[0249] As shown in Figures 25(a), 25(b) and 26, each execution target table T10 to T12 has pointer information set corresponding to the update timing of one frame of image, and the adjustment area of the display pattern and information on the content of the task are set corresponding to each pointer information.
[0250] Information for specifying the type of symbol to be displayed is set in the adjustment area for the display symbol. Specifically, information corresponding to one symbol in the corresponding symbol column Z1 to Z3 is set in the adjustment area for the display symbol. Here, three symbols are simultaneously displayed in each of the symbol columns Z1 to Z3, and the information set in the adjustment area for the display symbol corresponds to information on the type of symbol that is located at the head in the direction of symbol movement. Also, as already explained, the total number of symbols arranged in the symbol columns Z1 to Z3 is different. Specifically, the upper symbol column Z1 and the lower symbol column Z3 have 18 symbols arranged therein, including the main and sub-symbols, while the middle symbol column Z2 has 20 symbols arranged therein, including the main and sub-symbols. Therefore, when the execution target table is used to control the variable display of the patterns in the upper pattern column Z1 and the lower pattern column Z3, the display pattern adjustment area is set to information corresponding to any of "1" to "18", and when the execution target table is used to control the variable display of the patterns in the middle pattern column Z2, the display pattern adjustment area is set to information corresponding to any of "1" to "20".
[0251] For example, when "1" is set in the adjustment area of the display pattern corresponding to predetermined pointer information in the execution target table for controlling the variable display of the patterns in the upper pattern column Z1, the main pattern of "1", the sub-pattern between "1" and "9", and the main pattern of "9" become the display targets in the frame corresponding to the predetermined pointer information. Also, when "2" is set in the adjustment area of the display pattern, the sub-pattern between "1" and "9", the main pattern of "9", and the sub-pattern between "9" and "8" become the display targets in the frame corresponding to the predetermined pointer information.
[0252] As already explained, in the symbol columns Z1 to Z3, the symbols are scrolled, but the type of symbol to be scrolled is the same across multiple frames. Therefore, the same symbol information is set in the adjustment area of the displayed symbol across multiple consecutive pointer information. Then, the information set in the adjustment area of the displayed symbol is changed as the value of the pointer information increases, and the type of symbol to be displayed in the corresponding symbol columns Z1 to Z3 is changed.
[0253] The task content information includes parameter information such as coordinate information indicating the position of the symbol to be used in each frame (i.e., the drawing position in the frame areas 82a and 82b to be written in the frame buffer 82) and scale information indicating the size of the symbol to be used. In this case, the coordinate information includes information determining the position of each of the three symbols to be displayed in the corresponding frame. Therefore, it is possible to specify coordinate information corresponding to each of the three symbols to be displayed, which is specified from the information on the adjustment area of the displayed symbol, from the task content information. For example, if "1" is set in the adjustment area of the displayed symbol of multiple consecutive pointer information in the execution target table applied to the upper symbol column Z1, the task content information corresponding to these multiple pointer information includes coordinate information such that the positions of the main symbol "1," the sub-symbols between "1" and "9," and the main symbol "9" in the corresponding symbol column gradually change in the direction of scrolling.
[0254] As described above, in a configuration in which multiple symbols corresponding to the information set in the display symbol adjustment area are displayed, and parameter information for the multiple symbols is set in the task content information, the display symbol adjustment area is an area that can be rewritten under the control of the display CPU 72 after the execution target table is read from the memory module 74 to the work RAM 73. This rewriting is performed according to the type of symbol to be displayed in the corresponding symbol column Z1-Z3 at the timing when use of the corresponding execution target table begins. In addition, as the symbols are scrolled, the type of the three symbols to be displayed in the corresponding symbol column Z1-Z3 changes over time. The timing for switching the type of the three symbols to be displayed is predetermined in each of the execution target tables T10-T12. Therefore, when rewriting the adjustment area of the display pattern, if the pointer information corresponding to the next switching timing from the first pointer information is set as one pointer group, and the pointer information included between one switching timing and the next switching timing is set as one pointer group, the same pattern information is set in the adjustment area of the display pattern corresponding to each pointer information included in one pointer group, and different pattern information is set between different pointer groups.
[0255] As already explained, information for specifying the type of symbol to be displayed is set in the adjustment area of the display symbol in each of the execution target tables T10 to T12, but as shown in the explanatory diagram of Figure 24 (b), a first adjustment counter 111, a second adjustment counter 112, and a third adjustment counter 113 are provided in the work RAM 73 as areas for specifying the information to be set in the adjustment area of the display symbol by the display CPU 72. The first adjustment counter 111 corresponds to the upper symbol row Z1, the second adjustment counter 112 corresponds to the middle symbol row Z2, and the third adjustment counter 113 corresponds to the lower symbol row Z3.
[0256] Each of the adjustment counters 111-113 is set with information about the type of symbol at the beginning of the corresponding symbol sequence Z1-Z3 when the symbols move from right to left. Every time the symbol at the beginning of each of the symbol sequences Z1-Z3 is changed to the next symbol in the sequence, the display CPU 72 updates the value of the adjustment counters 111-113 corresponding to that symbol sequence Z1-Z3 to information about the type of symbol after the change. This ensures that the information set in each of the adjustment counters 111-113 always corresponds to the type of symbol at the beginning of the corresponding symbol sequence Z1-Z3. When the display CPU 72 starts controlling the variable display of symbols using a predetermined execution target table, it sets information corresponding to the information about the type of symbol set in the adjustment counters 111-113 in the adjustment area of the displayed symbol in that predetermined execution target table.
[0257] When starting the variable display of the symbols in the upper symbol column Z1, if the leading symbol in the upper symbol column Z1 is the main symbol "3" as shown in Figure 23(a), the value of the first adjustment counter 111 becomes "5". Here, the relationship between the values set in each adjustment counter 111-113 and the type of leading symbol will be explained with reference to the explanatory diagram in Figure 27. As already explained, the upper symbol column Z1 and the lower symbol column Z3 have a total of 18 symbols arranged, including the main symbols and sub-symbols, whereas the middle symbol column Z2 has a total of 20 symbols arranged, including the main symbols and sub-symbols, so the number of types of values that can be taken by the corresponding adjustment counters 111-113 is different.
[0258] 27(a), the first adjustment counter 111 and the third adjustment counter 113 can take values from "1" to "18," and each value corresponds one-to-one to each of the 18 symbols in the upper symbol column Z1 and the lower symbol column Z3. In this case, odd numbers correspond to the main symbols, and even numbers correspond to the sub-symbols. In addition, while the main symbols in the upper symbol column Z1 are arranged in descending order in the scrolling direction from right to left, the main symbols in the lower symbol column Z3 are arranged in ascending order in the scrolling direction from right to left. However, the relationship between the values that the first adjustment counter 111 and the third adjustment counter 113 can take and the type of the leading symbol is the same for both the first adjustment counter 111 and the third adjustment counter 113.
[0259] In the case of the second adjustment counter 112, as shown in Fig. 27(b), the values can be "1" to "20", and each value corresponds one-to-one to each of the 20 symbols in the middle symbol column Z2. In this case, the relationship between the values "1" to "18" and the type of the leading symbol is the same as in the case of the first adjustment counter 111 and the third adjustment counter 113. In addition, the value "19" corresponds to the main symbol "4" additionally arranged between the main symbol "9" and the main symbol "1", and the value "20" corresponds to the sub-symbol between the main symbol "4" and the main symbol "1".
[0260] The setting of information for the adjustment area of the display pattern will be explained using an example of setting the variable display mode of the patterns for the acceleration period, high-speed period, and low-speed period in the upper pattern column Z1. Figure 28(a) is an explanatory diagram for explaining the execution target table T10 for the acceleration period, Figure 28(b) is an explanatory diagram for explaining the execution target table T11 for the first high-speed period, and Figure 29 is an explanatory diagram for explaining the execution target table T12 for the first low-speed period. Note that the setting of information for the adjustment area of the display pattern in the execution target table corresponding to each of the middle pattern column Z2 and the lower pattern column Z3 differs in that the arrangement of the patterns in the upper pattern column Z1 is descending while the arrangement of the patterns in the middle pattern column Z2 and the lower pattern column Z3 is ascending, but otherwise is the same as the setting of information for the adjustment area of the display pattern in the execution target table corresponding to the upper pattern column Z1.
[0261] When the game effect starts in the state shown in FIG. 23(a), the value of the first adjustment counter 111 is "5." Furthermore, in the upper symbol column Z1, the symbols are arranged in descending order in the scroll direction from right to left. Therefore, in the display symbol adjustment area in the execution target table T10 for the acceleration period read from the acceleration period memory area 101, which corresponds to the upper symbol column Z1, "5" corresponding to the current leading symbol is set for the first pointer group, as shown in FIG. 28(a). The symbols to be controlled in this case are the main symbol "3," the sub-symbol between "3" and "2," and the main symbol "2." Furthermore, for the next pointer group, "4" corresponding to the next symbol in the order is set for the current leading symbol, and for the next pointer group, "3" corresponding to the next symbol in the order is set for the next pointer group, and for the next pointer group, "2" corresponding to the next symbol in the order is set for the next pointer group. That is, the numerical values are set for the adjustment area of the display pattern in descending order toward the pointer group on the rear side.
[0262] When the control of the acceleration period of the upper symbol column Z1 by the execution target table T10 for the acceleration period in which the adjustment area of the display symbol is set as described above is completed, the value of the first adjustment counter 111 is "1." Therefore, as shown in FIG. 28(b), the adjustment area of the display symbol in the execution target table T11 for the first high-speed period read from the first high-speed period memory area 102 is set to "1" corresponding to the current top symbol for the first pointer group, and "18" corresponding to the next symbol in the order of the pointer group relative to the current top symbol for the next pointer group. In other words, since 18 symbols in the upper symbol column Z1 are circulated while scrolling from right to left, the adjustment area of the display symbol of the pointer group next in order to the pointer group for which "1" is set in the adjustment area of the display symbol is set to "18." Furthermore, for subsequent pointer groups, values are set in the adjustment area of the display symbol so that the numbers are consecutive and in descending order.
[0263] As already explained, the high-speed period controllable by the execution target table T11 for the first high-speed period is equal to or longer than the longest high-speed period among the multiple types of high-speed periods of the upper symbol column Z1, which are determined in relation to the variable display time of the game round. In this case, when the timing for using the execution target table T11 for the first high-speed period arrives, values are set for all of the adjustment areas of the display symbols in the execution target table T11 for the first high-speed period regardless of the current high-speed period. However, when control by the pointer group corresponding to the end timing of the current high-speed period is completed, control by the execution target table T11 for the first high-speed period is terminated, and control is switched to control by the execution target table T12 for the first low-speed period. In this case, when control corresponding to the last pointer information in the pointer group corresponding to the end timing of the current high-speed period is completed, control by the execution target table T11 for the first high-speed period is terminated.
[0264] The same applies to the execution target table T10 for the acceleration period. That is, as already explained, the acceleration period controllable by the execution target table T10 for the acceleration period is equal to or longer than the longest acceleration period among the multiple types of acceleration periods for each of the symbol columns Z1 to Z3, which are determined in relation to the variable display time of each game round. In this case, when the timing for using the execution target table T10 for the acceleration period arrives, values are set for all of the adjustment areas of the display symbols in the execution target table T10 for the acceleration period, regardless of the current acceleration period. However, when control by the pointer group corresponding to the end timing of the current acceleration period is completed, control by the execution target table T10 for the acceleration period is terminated, and control is switched to control by the execution target table T11 for the first high-speed period. In this case, control by the execution target table T10 for the acceleration period is terminated when control corresponding to the last pointer information in the pointer group corresponding to the end timing of the current acceleration period is completed.
[0265] 28(b), when the pointer group for which "17" is set in the adjustment area of the display pattern corresponds to the end timing of the current high speed period, the value of the first adjustment counter 111 is "16." Therefore, in the adjustment area of the display pattern in the execution target table T12 for the first low speed period read from the first low speed period memory area 103, "16" corresponding to the current leading pattern is set for the first pointer group, as shown in FIG. 29, and for the subsequent pointer groups, values are set in the adjustment area of the display pattern so that the numbers are consecutive and in descending order.
[0266] As described above, the values of the adjustment areas of the display symbols in the execution target tables T10 to T12 are set using the values of the adjustment counters 111 to 113. This makes it possible to control the variable display of the symbols in a manner corresponding to the type of symbol displayed on the symbol display device 41, even if the execution target tables T10 to T12 are configured to be used for multiple types of situations.
[0267] Below, we will explain the specific processing configuration for controlling the variable display of symbols while sharing the execution target table. Figure 30 is a flowchart showing the command response processing executed by the display CPU 72. Note that the command response processing is executed in step S603 in the V interrupt processing (Figure 18).
[0268] If a command to start fluctuations is received from the MPU 52 of the main control device 50 (step S901: YES), an execution target table for the acceleration period is read from the acceleration period memory area 101 to the work RAM 73 (step S902). In this case, an execution target table for the acceleration period is read corresponding to each of the upper pattern column Z1, the middle pattern column Z2, and the lower pattern column Z3, so a total of three execution target tables for the acceleration period are read to the work RAM 73. However, all three execution target tables for the acceleration period are the same type of table.
[0269] Thereafter, the execution target tables for the high speed periods for each of the upper symbol row Z1, the middle symbol row Z2, and the lower symbol row Z3 are read from the respective high speed period memory areas 102, 104, 106 to the work RAM 73 (step S903). Specifically, the execution target table for the first high speed period corresponding to the upper symbol row Z1 is read from the first high speed period memory area 102, the execution target table for the second high speed period corresponding to the middle symbol row Z2 is read from the second high speed period memory area 104, and the execution target table for the third high speed period corresponding to the lower symbol row Z3 is read from the third high speed period memory area 106.
[0270] Then, it is determined whether or not a reach effect will occur in the current game round based on the information on the variable display time in the current game round included in the command for starting the variation (step S904). If a reach effect will not occur (step S904: NO), an execution target table for the slow period corresponding to the variable display time in the current game round for each of the upper symbol column Z1, the middle symbol column Z2, and the lower symbol column Z3 is read from each slow period memory area 103, 105, 107 to the work RAM 73 (step S905). As already explained, multiple types of slow period are set for each of the symbol columns Z1 to Z3, and the slow period corresponds to the variable display time in the game round. Therefore, in step S905, an execution target table for the slow period corresponding to the variable display time in the current game round is read. Specifically, the execution target table for the first slow period corresponding to the current variable display time (i.e., the slow period of the current upper pattern column Z1) is read from the first slow period memory area 103, the execution target table for the second slow period corresponding to the current variable display time (i.e., the slow period of the current middle pattern column Z2) is read from the second slow period memory area 105, and the execution target table for the third slow period corresponding to the current variable display time (i.e., the slow period of the current lower pattern column Z3) is read from the third slow period memory area 107.
[0271] If a reach effect occurs (step S904: YES), the execution target tables for the slow speed period corresponding to the variable display time of the current game for each of the upper symbol column Z1 and the lower symbol column Z3 are read from the first slow speed period memory area 103 and the third slow speed period memory area 107 to the work RAM 73 (step S906). Specifically, the execution target table for the first slow speed period corresponding to the current variable display time (i.e., the slow speed period of the current upper symbol column Z1) is read from the first slow speed period memory area 103, and the execution target table for the third slow speed period corresponding to the current variable display time (i.e., the slow speed period of the current lower symbol column Z3) is read from the third slow speed period memory area 107. Thereafter, the execution target table dedicated to the reach effect of the current game is read from the memory module 74 to the work RAM 73 (step S907).
[0272] When the processing of step S905 or step S907 is executed, a setting process of information corresponding to the values of each adjustment counter 111-113 is executed for the adjustment area of the display pattern in the execution target table for each acceleration period read in step S902 (step S908). In this setting process, for the execution target table for the acceleration period read to control the variable display of the patterns in the upper pattern column Z1, the value of the first adjustment counter 111 is set for the adjustment area of the display pattern corresponding to the first pointer group, and for the subsequent pointer groups, values are set for the adjustment area of the display pattern so that the numbers are consecutive and in descending order for each pointer group. Also, for the execution target table for the acceleration period read to control the variable display of the patterns in the middle pattern column Z2, the value of the second adjustment counter 112 is set for the adjustment area of the display pattern corresponding to the first pointer group, and for the subsequent pointer groups, values are set for the adjustment area of the display pattern so that the numbers are consecutive and in ascending order for each pointer group. In addition, for the execution target table for the acceleration period read out to control the variable display of the patterns in the lower pattern column Z3, the value of the third adjustment counter 113 is set for the adjustment area of the display pattern corresponding to the first pointer group, and for subsequent pointer groups, values are set for the adjustment area of the display pattern so that the numbers are consecutive and in ascending order for each pointer group.
[0273] If a negative determination is made in step S901, or if the processing of step S908 is executed, other processing is executed (step S909). In other processing, if a command other than the command for starting fluctuation is received, processing corresponding to the received command is executed.
[0274] Next, the normal fluctuation calculation process executed by the display CPU 72 will be described with reference to the flowchart of Fig. 31. The normal fluctuation calculation process is executed in the symbol calculation process of step S705 in the task process (Fig. 19) in a situation where the performance for the game round is being executed but the reach performance is not being executed.
[0275] First, it is determined whether it is time to update the first adjustment counter 111 (step S1001). The timing to update the first adjustment counter 111 corresponds to the case where the pointer information currently being referenced in the execution target table that is being used for the upper pattern row Z1 is the pointer information of the last order in one pointer group. If it is time to update the first adjustment counter 111 (step S1001: YES), the value of the first adjustment counter 111 is subtracted by 1 (step S1002). Then, if the value of the first adjustment counter 111 after the subtraction is "0" (step S1003: YES), the first adjustment counter 111 is set to the maximum value "18" (step S1004).
[0276] In step S1005, it is determined whether it is time to update the second adjustment counter 112 or the third adjustment counter 113. The update timing of the second adjustment counter 112 corresponds to the case where the pointer information currently being referenced in the execution target table that is the target of use for the middle pattern column Z2 is the pointer information of the last order in one pointer group. The update timing of the third adjustment counter 113 corresponds to the case where the pointer information currently being referenced in the execution target table that is the target of use for the lower pattern column Z3 is the pointer information of the last order in one pointer group.
[0277] If it is time to update the second adjustment counter 112 or the third adjustment counter 113 (step S1005: YES), the value of the adjustment counters 112, 113 to be updated this time is incremented by 1 (step S1006). In this case, only one of the second adjustment counter 112 and the third adjustment counter 113 may be the target of update, or both the second adjustment counter 112 and the third adjustment counter 113 may be the target of update. Thereafter, it is determined whether the value of the adjustment counters 112, 113 to be updated after the increment by 1 exceeds its maximum value (step S1007). In this case, the maximum value of the second adjustment counter 112 is "20", and the maximum value of the third adjustment counter 113 is "18". If the value of the adjustment counters 112, 113 to be updated exceeds its maximum value, the value of the adjustment counters 112, 113 that has exceeded the maximum value is set to "1", which is the minimum value (step S1008).
[0278] In step S1009, it is determined whether or not there is a table that is due to switch among the execution target tables that are being used in each of the upper symbol column Z1, the middle symbol column Z2, and the lower symbol column Z3. If it is the acceleration period, the switching timing corresponds to the case where the current pointer information in the execution target table for the acceleration period is the last pointer information in the group of pointers corresponding to the end timing of the acceleration period that corresponds to the variable display time of the current game round. Because the acceleration period is constant for all symbol columns Z1 to Z3, the timing of switching from the execution target table for the acceleration period to the execution target table for the high-speed period occurs simultaneously for all symbol columns Z1 to Z3. Also, if it is the high-speed period, the switching timing corresponds to the case where the current pointer information in the execution target table for the high-speed period is the last pointer information in the group of pointers corresponding to the end timing of the high-speed period that corresponds to the variable display time of the current game round for the corresponding symbol columns Z1 to Z3. Since the high speed period differs for each of the symbol columns Z1 to Z3, the timing of switching from the execution target table for the high speed period to the execution target table for the low speed period occurs individually for each of the symbol columns Z1 to Z3.
[0279] If it is time to switch the execution target table for any of the upper symbol column Z1, the middle symbol column Z2, and the lower symbol column Z3 (step S1009: YES), a process for changing the execution target table to be used is executed (step S1010). In this case, the execution target table to be used is changed for all of the symbol columns Z1 to Z3 that correspond to the switching timing. In this change process, if the execution target table for the acceleration period is the table to be used, the table to be used is changed to the execution target table for the high-speed period that has already been read into the work RAM 73 in step S903 of the command response process (FIG. 30). If the execution target table for the high-speed period is the table to be used, the table to be used is changed to the execution target table that has already been read into the work RAM 73 in steps S905 to S907 of the command response process (FIG. 30).
[0280] Thereafter, a setting process is executed for the adjustment area of the display symbol in the execution target table newly determined to be used, based on the value of the adjustment counters 111 to 113 corresponding to that execution target table. The contents of this setting process are as described with reference to Figures 28 and 29. As a result, the contents of the execution target table newly determined to be used are changed to a mode corresponding to the display contents of the current symbol.
[0281] If a negative determination is made in step S1009, or if the processing of step S1011 is executed, a pointer update process is executed (step S1012). In the pointer update process, for each of the upper pattern sequence Z1, the middle pattern sequence Z2, and the lower pattern sequence Z3, the pointer information that is the reference target in the execution target table that is the target of use is updated to the pointer information of the next order. However, the pointer information update process is not executed for the pattern sequences Z1 to Z3 whose execution target table that is the target of use has been changed in this processing of the normal variation calculation process.
[0282] Then, the type of image data corresponding to the symbol to be displayed for each symbol sequence Z1 to Z3 is determined (step S1013). In this determination, the type of the first symbol in the symbol sequence Z1 to Z3 corresponding to the execution target table is determined from the value of the adjustment area of the display symbol corresponding to the current pointer information in the execution target table used for each symbol sequence Z1 to Z3, and the types of the following two symbols are also determined. In addition, this determination of the symbol type is performed for all symbol sequences Z1 to Z3.
[0283] Then, various parameter information of all the symbols to be displayed this time is grasped from the contents of the task corresponding to the current pointer information in the execution target table to be used for each of the symbol columns Z1 to Z3. The parameter information includes the coordinates of the three symbols in the upper symbol column Z1, the coordinates of the three symbols in the middle symbol column Z2, and the coordinates of the three symbols in the lower symbol column Z3.
[0284] When the normal variation calculation process is executed as described above, the symbols determined in step S1013 are set as drawing targets in the drawing list sent to the VDP 76 in the subsequent drawing list output process (step S605). Also, parameter information to be applied to those symbols is set in the drawing list.
[0285] As described above, since the execution target table for controlling the variable display of the symbols is shared in various situations, it is possible to reduce the number of execution target tables stored in advance in the memory module 74. Therefore, it is possible to reduce the storage capacity required to store the execution target tables in advance in the memory module 74. Furthermore, even in a configuration in which the execution target table is shared, the type of symbols to be displayed is adjusted using the adjustment counters 111 to 113, so it is possible to appropriately control the variable display of the symbols.
[0286] There is only one type of execution target table for the acceleration period, and the acceleration period controllable by the execution target table for the acceleration period is equal to or longer than the longest acceleration period among the multiple types of acceleration periods determined in relation to the variable display time of the game round. Regardless of the type of acceleration period, the execution target table for that acceleration period is used, and the range of pointer information referenced in the execution target table is changed in relation to the type of acceleration period to be executed. This makes it possible to reduce the number of execution target tables for the acceleration period and the storage capacity required to pre-store the execution target tables in the memory module 74. In particular, one type of execution target table for the acceleration period is commonly used for all symbol columns Z1 to Z3. This also makes it possible to reduce the number of execution target tables for the acceleration period.
[0287] Only one type of high-speed period execution target table is prepared for each of the symbol sequences Z1-Z3, and the high-speed period controllable by each high-speed period execution target table is equal to or longer than the longest high-speed period among the multiple types of high-speed periods determined in relation to the variable display time of game turns for the corresponding symbol sequence Z1-Z3. For any type of high-speed period, only one type of high-speed period execution target table is used, and the range of pointer information referenced in the execution target table is changed in relation to the type of high-speed period to be executed. This makes it possible to reduce the number of high-speed period execution target tables, and also reduces the storage capacity required to pre-store execution target tables in the memory module 74.
[0288] Even in a configuration in which the number of execution target tables for the acceleration period and the high-speed period is kept small as described above, the execution target table is switched when control using the last pointer information in the pointer group being referenced is completed. This allows the newly used execution target table to start control from the first pointer information in one pointer group, making it possible to appropriately switch the execution target table.
[0289] In each execution target table, a display pattern adjustment area is set in one-to-one correspondence with the task content in each pointer information.Then, by adjusting the information set in this display pattern adjustment area, the type of pattern to which each task content is applied changes.This makes it possible to grasp the type of pattern to which the task content information is applied at each update timing simply by referring to each execution target table.
[0290] Furthermore, when the use of an execution target table is started, information on the type of symbol is set for each of the adjustment areas of the display symbols included in the execution target table. This eliminates the need to execute processing to change the information on the adjustment areas of the display symbols for the execution target table during execution of control using the execution target table, making it possible to simplify the processing configuration during execution of the effects for a game round.
[0291] <Another form for using multiple execution tables> The execution target table may not have an adjustment area for the display symbol. In this case, by configuring the execution target table to contain at least information on the trigger for switching the value of the corresponding adjustment counters 111 to 113 and information on the task, it becomes possible to grasp the type of symbol to be displayed from the adjustment counters 111 to 113. With this configuration, it is not necessary to set an adjustment area for the display symbol in the execution target table, and it is therefore possible to reduce the data capacity of the execution target table.
[0292] When all types of Individual Images are subject to control during a control period using a single execution target table, the types of Individual Images to which the execution target table is applied will always be constant, but the order in which the Individual Images to which the execution target table is applied may differ for each game. Therefore, in this case, the types of Individual Images to which the execution target table is applied will not be adjusted, but the order in which the Individual Images to which the execution target table is applied will be adjusted.
[0293] In a configuration where a specific variable display is performed using only one type of individual image out of multiple types of individual images, a configuration that also uses the execution target table as described above may be applied. In this case, the execution target table contains information in chronological order that determines the operation content of the individual image that is the target of the specific variable display, and the type of individual image to which that information is applied is adjusted.
[0294] Instead of a configuration in which an execution target table for the acceleration period is provided in common for all of the symbol columns Z1 to Z3, an execution target table for the acceleration period may be provided for each of the symbol columns Z1 to Z3. Also, a configuration in which an execution target table for the high-speed period is provided to be used in common for all of the symbol columns Z1 to Z3 may be used.
[0295] The switching between the execution table for the acceleration period and the execution table for the high-speed period is not limited to a configuration in which it is performed at the timing when control by the last pointer information in the pointer group being referenced is completed, but may be performed at the timing when control by other pointer information is completed. However, regardless of whether the timing of the switching occurs in any acceleration period or high-speed period, it is preferable that it is set as the timing when control by the pointer information in a predetermined order in the pointer group is completed.
[0296] <Configuration for loop display effects> Next, a configuration for performing a loop display effect will be described.
[0297] 32(a) and 32(b) are explanatory diagrams for explaining the contents of the loop display effect. In the loop display effect, as shown in FIG. 32(a), a loop display character G4 is displayed behind the patterns G1 to G3 that can notify the contents corresponding to the result of the win / loss determination in the MPU 62 of the main control device 50, and a loop display background G5 is displayed behind the loop display character G4. In the loop display effect, the types of the patterns G1 to G3 are different from those in FIG. 4(b), and the manner in which the patterns are displayed in a variable manner in the multiple pattern rows is also different from that in FIG. 4(b). Specifically, three cubic base pattern images G6 to G8 are displayed side by side in the horizontal direction, and numerical patterns G1 to G3 are displayed in front of each base pattern image G6 to G8. When the patterns are displayed in a variable manner, the base pattern images G6 to G8 rotate vertically around a horizontal axis of rotation that passes through the center of the base pattern images G6 to G8, and the patterns G1 to G3 displayed in front of each base pattern image G6 to G8 change with the rotation. The trigger for changing the display mode of the patterns shown in Fig. 4(b) and the display mode of the patterns shown in Fig. 32(a) is arbitrary, but for example, a configuration may be adopted in which there are multiple display modes, and the display mode of the patterns shown in Fig. 4(b) is displayed in the first display mode, and the display mode of the patterns shown in Fig. 32(a) is displayed in the second display mode.
[0298] In the loop display performance, the loop display character G4 is displayed to perform a series of actions repeatedly. Specifically, when the base pattern images G6 to G8 are not being rotated, the loop display character G4 is displayed in a stationary display state, performing a stationary action over a stationary unit period and repeating the stationary action, as shown in FIG. 32(a) (note that this display content is also referred to as a stationary display). An example of the stationary action is a movement in which the loop display character G4 moves up and down with its arms folded. On the other hand, when any of the base pattern images G6 to G8 is being rotated, the loop display character G4 is displayed in a moving state, as shown in FIG. 32(b), performing a moving action over a moving unit period and repeating the moving action, as shown in FIG. 32(b) (note that this display content is also referred to as a moving display). An example of the moving action is a movement in which the loop display character G4 runs in a predetermined direction.
[0299] In the loop display effect, when the loop display character G4 is performing a stationary action, the loop display background G5 is displayed so that the player can recognize that one background is being displayed continuously, without background scrolling, as shown in Fig. 32(a). On the other hand, when the loop display character G4 is performing a moving action, the loop display background G5 is displayed so that the background image scrolls in the direction opposite to the predetermined direction, as shown in Fig. 32(b). In this case, the loop display background G5 is displayed so that a series of background images scrolls over a background movement unit period, and the scrolling of the series of background images is repeated each time a background movement unit period elapses.
[0300] The flow of the loop display presentation will be explained with reference to the time chart in Fig. 33. Fig. 33(a) shows the execution period of a game round, Fig. 33(b) shows the flow of periodic display of the loop display character G4 when a moving action is being performed, Fig. 33(c) shows the flow of periodic display of the loop display character G4 when a stationary action is being performed, and Fig. 33(d) shows the flow of scrolling display of the loop display background G5.
[0301] At the timing of t1, as shown in Fig. 33(a), a game round starts, and the variable display of the symbols G1 to G3 begins. Also, at the timing of t1, as shown in Fig. 33(b) and Fig. 33(c), the loop display character G4 starts moving from a stopped state, and as shown in Fig. 33(d), the loop display background G5 also starts scrolling.
[0302] Thereafter, until timing t6, which is the timing at which the current game round ends, the loop display character G4 repeats the in-movement action, and the loop display background G5 repeatedly scrolls a series of background images. Specifically, the loop display character G4 executes one in-movement action during each in-movement unit period Tc1 from timing t1 to timing t2, from timing t2 to timing t3, and from timing t3 to timing t4. In this case, the next execution of the in-movement action begins at timing t2, when one execution of the in-movement action ends; the next execution of the in-movement action begins at timing t3, when one execution of the in-movement action ends; and the next execution of the in-movement action begins at timing t4, when one execution of the in-movement action ends. Furthermore, the display mode of the loop display character G4 at the start of each execution of the in-movement action is identical, and the display mode of the loop display character G4 at the same time after the start of each execution of the in-movement action is identical.
[0303] Furthermore, the loop display background G5 performs one scroll display of a series of background images during a background movement unit period Tc2 from timing t1 to timing t5. In this case, the next scroll display execution starts at timing t5 when one scroll display execution of the series of background images ends. The display mode of the loop display background G5 at the start of each scroll display execution is the same, and the display mode of the loop display background G5 at timings the same time have elapsed since the start of the scroll display execution is the same.
[0304] In the above configuration, the moving unit period Tc1 is shorter than the background moving unit period Tc2. Therefore, even if one execution of a moving action of the loop display character G4 and one execution of scrolling display of a series of background images in the loop display background G5 start simultaneously, the end timing of each execution will be different. Furthermore, the number of times one execution of a moving action is performed in one game session may differ from the number of times one execution of scrolling display of a series of background images in one game session.
[0305] Then, at timing t6, as shown in Figure 33(a), the game ends, and as shown in Figures 33(b) and 33(c), the loop display character G4 switches from a moving action to a stationary action, and as shown in Figure 33(d), the loop display background G5 switches from a scrolling display of a series of background images to a stationary display. In this case, although timing t6 is midway through one execution of the moving action of the loop display character G4, the moving action ends midway and a stationary action begins. Also, timing t6 is midway through one execution of the scrolling display of a series of background images in the loop display background G5, and the stationary display of the loop display background G5 begins in the state displayed at timing t6.
[0306] At time t6, the loop display character G4 starts a stopping action, and the stopping action is repeated until time t10, when the next game round starts. Specifically, the loop display character G4 executes one stopping action during each stopping unit period Tc3 from time t6 to time t7, from time t7 to time t8, and from time t8 to time t9. In this case, the next stopping action starts at time t7, when one stopping action ends; the next stopping action starts at time t8, when one stopping action ends; and the next stopping action starts at time t9, when one stopping action ends. The display mode of the loop display character G4 at the start of each stopping action is the same, and the display mode of the loop display character G4 at the same time after the start of each stopping action is the same. The stationary unit period Tc3 is shorter than the moving unit period Tc1. Therefore, when comparing the same execution periods, the number of executions of the stationary action is greater than the number of executions of the moving action.
[0307] After that, at timing t10, a new game round starts as shown in Figure 33(a). In this case, timing t10 is the timing in the middle of one execution of the stationary action of the loop display character G4 as shown in Figure 33(c), but the loop display character G4 starts the moving action from the state in the middle of the stationary action. Then, the loop display character G4 repeatedly executes the moving action in the same way as in the cases of timings t1 to t6.
[0308] On the other hand, as shown in Fig. 33(d), when the previous game round ends at time t6, the loop display background G5 is frozen with the background image content at that time, and this frozen state continues until time t10. Therefore, at time t10 when a new game round starts, the scrolling display of the series of background images resumes from the frozen state. In other words, the scrolling display of the series of background images is temporarily stopped from time t6 to time t10, and then resumes at time t10 in the state continuing from time t6.
[0309] When the scrolling display effect is executed as described above, both the loop display character G4 and the loop display background G5 are displayed behind the symbols G1 to G3, and while a game round is being played, a series of displays is repeated for a predetermined period on both the loop display character G4 and the loop display background G5. However, when a game round is not being played, the loop display character G4 repeats a stationary action, while the loop display background G5 displays a scrolling display of a series of background images in a stopped state. In this case, if the same table is set to display and control the loop display character G4 and the loop display background G5, it becomes necessary to prepare tables for non-game rounds and to prepare a number of such tables corresponding to all the timings at which the non-game rounds can be stopped on the loop display background G5, or to fix the timing at which the non-game rounds can be stopped on the loop display background G5. If an attempt is made to prepare a number of tables corresponding to all of the timings at which the tables can be stopped and displayed on the loop display background G5 during non-play turns, the number of tables will increase, which will put a strain on the storage capacity of the memory module 74, and if an attempt is made to fix the timing at which the tables are stopped and displayed on the loop display background G5, the display mode of the loop display background G5 during non-play turns will become uniform regardless of the timing at which the play turn ends.
[0310] In contrast to this, in this embodiment, a table for controlling the display of the loop display character G4 and a table for controlling the display of the loop display background G5 are prepared separately. The contents of the data pre-stored in the memory module 74 for executing the loop display performance will be explained below with reference to the explanatory diagram in Figure 34(a).
[0311] As shown in Fig. 34(a), the memory module 74 pre-stores a loop display image data group 121 as data for performing a loop display effect. The loop display image data group 121 includes image data for displaying the base pattern images G6 to G8, image data for displaying the patterns G1 to G3 in the base pattern images G6 to G8, image data for displaying the loop display character G4, and image data for displaying the loop display background G5. In this case, the image data for displaying the loop display character G4 includes multiple types of image data used when performing a stationary operation and multiple types of image data used when performing a moving operation. There are also multiple types of image data for displaying the loop display background G5.
[0312] In addition to the image data group 121 for loop display, the memory module 74 also stores in advance a character stopping table 122, a character moving table 123, and a background table 124. The character stopping table 122 is a table referenced to make the loop display character G4 repeatedly perform a stopping action. The character moving table 123 is a table referenced to make the loop display character G4 repeatedly perform a moving action. The background table 124 is a table referenced to scroll a series of background images when the loop display character G4 is performing a moving action.
[0313] Fig. 35(a) is an explanatory diagram for explaining character stopping table 122, Fig. 35(b) is an explanatory diagram for explaining character movement table 123, and Fig. 35(c) is an explanatory diagram for explaining background table 124. As shown in Figs. 35(a) to 35(c), pointer information corresponding to the update timing of one frame's worth of image is set in each of tables 122 to 124, and task content information is set corresponding to each pointer information. The task content information includes information for specifying the type of image data to be displayed in each corresponding frame, as well as parameter information such as coordinate information indicating the arrangement position of the image data set as the display target (i.e., the drawing position in frame areas 82a and 82b to be written in frame buffer 82) and scale information indicating the size of the image data set as the display target.
[0314] More specifically, the character stop table 122 has pointer information ("0" to "99") set for the number of frames corresponding to the stop unit period Tc3. The task content corresponding to each pointer information includes the type of image data of the loop display character G4 and parameter information to be applied to the image data, which are used to display the loop display character G4 at one timing of a stop action in the frame corresponding to the pointer information. When it is time to draw one frame of image, the next pointer information becomes the current reference target for the pointer information that was the reference target at the previous drawing timing, and display control of the loop display character G4 is executed according to the task content corresponding to that pointer information, thereby causing the loop display character G4 to perform a stop action. Furthermore, when display control corresponding to the last pointer information in the character stop table 122 is completed during the period in which the loop display character G4 is made to perform a stop action, the reference target pointer information returns to the first pointer information in the character stop table 122. This makes it possible to repeatedly execute the stationary action by utilizing the character stationary table 122 in which display control data corresponding to one execution of the stationary action is set.
[0315] The character movement table 123 is set with pointer information ("0" to "199") for the number of frames corresponding to the movement unit period Tc1. The content of the task corresponding to each pointer information includes the type of image data of the loop display character G4 and parameter information to be applied to the image data, which are used to display a movement action of the loop display character G4 at one timing in the frame corresponding to the pointer information. When the timing for drawing one frame of image arrives, the next pointer information becomes the current reference target for the pointer information that was the reference target at the previous drawing timing, and display control of the loop display character G4 is executed according to the content of the task corresponding to that pointer information, thereby causing the loop display character G4 to perform a movement action. Furthermore, when display control corresponding to the last pointer information in the character movement table 123 is completed during the period in which the loop display character G4 performs a movement action, the reference target pointer information returns to the first pointer information in the character movement table 123. This makes it possible to repeatedly execute a movement action by using the character movement table 123, in which display control data corresponding to one execution of a movement action is set.
[0316] The background table 124 is set with pointer information ("0" to "599") for the number of frames corresponding to the background movement unit period Tc2. The content of the task corresponding to each pointer information includes the type of image data of the loop display background G5 and parameter information to be applied to the image data, which are used to display the loop display background G5 at one timing of scrolling in the frame corresponding to the pointer information. When the timing for drawing one frame of image arrives, the next pointer information becomes the current reference target for the pointer information that was the reference target at the previous drawing timing. Display control of the loop display background G5 is executed according to the content of the task corresponding to the pointer information, thereby scrolling a series of background images in the loop display background G5. Furthermore, when display control corresponding to the last pointer information in the background table 124 is completed during the period in which the loop display background G5 performs the scrolling display, the reference target pointer information returns to the first pointer information in the background table 124. This makes it possible to repeatedly execute scrolling display using the background table 124, in which display control data corresponding to one execution of scrolling display is set.
[0317] In a configuration in which tables 122 and 123 for displaying and controlling the loop display character G4 and table 124 for displaying and controlling the loop display background G5 are separately provided, a linkage flag 125 is provided in the work RAM 73 to synchronize the start of a stationary movement of the loop display character G4 with the stop of scrolling of the loop display background G5, and to synchronize the start of a moving movement of the loop display character G4 with the start of scrolling of the loop display background G5, as shown in FIG. 34(b). A state in which the linkage flag 125 is set to "1" corresponds to a situation in which the loop display character G4 is performing a moving movement, and when the linkage flag 125 is set to "1," scrolling of the loop display background G5 is performed. On the other hand, a state in which the linkage flag is set to "0" corresponds to a situation in which the loop display character G4 is performing a stationary movement, and when the linkage flag 125 is set to "0," scrolling of the loop display background G5 is stopped.
[0318] As described above, by providing separate tables 122, 123 for controlling the display of the loop display character G4 and table 124 for controlling the display of the loop display background G5, when a game round ends, the background table 124 stops updating the pointer information to display the loop display background G5 in a static state, while the character stationary table 122 updates the pointer information to control the display of the loop display character G4, allowing the loop display character G4 to be displayed as stationary. This allows the scrolling display of the loop display background G5 to end and the stationary display to begin at any timing to coincide with the end of a game round. Furthermore, since there is no need to prepare multiple types of tables for non-game rounds corresponding to the desired timing, the number of tables for controlling the loop display effects is reduced, thereby reducing the storage capacity required to previously store these tables.
[0319] In addition, there are four or more types of timing at which the scrolling display of the loop display background G5 stops in relation to the timing at which the game round ends.
[0320] A specific processing configuration for executing a loop display effect will be described below. Fig. 36 is a flowchart showing the calculation processing for a character loop executed by the display CPU 72. The calculation processing for a character loop is executed in the calculation processing for effect in step S704 of the task processing (Fig. 19) in a situation where a loop display effect should be executed.
[0321] If it is determined that it is the timing to start a game round based on the currently read execution target table (step S1101: YES), the character movement table 123 is read from the memory module 74 to the work RAM 73 and set as the table to be used (step S1102). Then, the linkage flag 125 in the work RAM 73 is set to "1" (step S1103), and the reference target pointer information in the character movement table 123 is cleared to "0" (step S1104). In this case, in step S1112, the image data of the loop display character G4 set in the content of the task corresponding to the initial pointer information in the character movement table 123 is determined as the image data to be used this time. Furthermore, in step S1113, parameter information to be applied to the image data to be used this time is derived and determined using the information set in the content of the task corresponding to the initial pointer information in the character movement table 123.
[0322] If it is determined that the timing for the end of a game round has arrived based on the currently read execution table (step S1105: YES), the character stopping table 122 is read from the memory module 74 to the work RAM 73 and set as the table to be used (step S1106). Then, the linkage flag 125 in the work RAM 73 is cleared to "0" (step S1107), and the pointer information to be referenced in the character stopping table 122 is cleared to "0" (step S1108). In this case, in step S1112, the image data of the loop display character G4 set in the content of the task corresponding to the initial pointer information in the character stopping table 122 is determined as the image data to be used this time. Furthermore, in step S1113, parameter information to be applied to the image data to be used this time is derived and determined using the information set in the content of the task corresponding to the initial pointer information in the character stopping table 122.
[0323] If the current time is neither the start timing nor the end timing of a game round (steps S1101 and S1105: NO), the pointer information for the currently used table, either the character movement table 123 or the character stop table 122, is updated (step S1109). Specifically, an update process is performed to increment the value of the pointer information. If the updated pointer information exceeds the maximum value of the currently used table (step S1110: YES), the pointer information is reset to "0" to return it to its initial value (step S1111). In this case, in step S1112, the image data of the loop display character G4 set in the content of the task corresponding to the current pointer information for the currently used tables 122 and 123 is recognized as the currently used image data. In addition, in step S1113, parameter information to be applied to the currently used image data is derived and recognized using the information set in the content of the task corresponding to the current pointer information for the currently used tables 122 and 123.
[0324] 37 is a flowchart showing the calculation process for the background loop executed by the display CPU 72. The calculation process for the background loop is executed in the background calculation process of step S703 in the task processing (FIG. 19) in a situation where a loop display effect should be executed.
[0325] If the interlocking flag 125 in the work RAM 73 is set to "1" (step S1201: YES), the pointer information to be referenced in the background table 124 is updated (step S1202). Specifically, an update process is performed to increment the value of the pointer information by one. If the updated pointer information exceeds the maximum value of the pointer information in the background table 124 (step S1203: YES), the pointer information is cleared to "0" to return it to its initial value (step S1204). Thereafter, the image data of the loop display background G5 set in the content of the task corresponding to the current pointer information in the background table 124 is determined as the image data to be used this time (step S1205). Furthermore, parameter information to be applied to the image data to be used this time is derived and determined using the information set in the content of the task corresponding to the current pointer information in the background table 124 (step S1206).
[0326] If the interlocking flag is not set to "1" (step S1201: NO), the image data of the loop display background G5 set in the content of the task corresponding to the current pointer information in the background table 124 is recognized as the image data to be used this time, thereby recognizing the same image data of the loop display background G5 as the image data to be used this time (step S1207). Also, the parameter information set in the area for storing the parameter information to be applied to the image data in the work RAM 73 is recognized as the parameter information to be applied to the image data to be used this time, thereby recognizing the same parameter information of the loop display background G5 as the parameter information to be used this time (step S1208).
[0327] When the character loop calculation process and background loop calculation process are executed as described above, the image data grasped in step S1112 and step S1205 or step S1207 are set as the drawing target in the drawing list sent to the VDP 76 in the subsequent drawing list output process (step S605). Also, parameter information to be applied to that image data is set in the drawing list.
[0328] As described above, by providing separate tables 122, 123 for controlling the display of the loop display character G4 and table 124 for controlling the display of the loop display background G5, when a game round ends, the background table 124 stops updating the pointer information to display the loop display background G5 in a static state, while the character stationary table 122 updates the pointer information to control the display of the loop display character G4, allowing the loop display character G4 to be displayed as stationary. This allows the scrolling display of the loop display background G5 to end and the stationary display to begin at any timing to coincide with the end of a game round. Furthermore, since there is no need to prepare multiple types of tables for non-game rounds corresponding to the desired timing, the number of tables for controlling the loop display effects is reduced, thereby reducing the storage capacity required to previously store these tables.
[0329] Dedicated pointer information is set in tables 122 and 123 for displaying and controlling loop display character G4, and dedicated pointer information is set in table 124 for displaying and controlling loop display background G5. This makes it possible to not use one of tables 122, 123, and 124 while continuing to update the pointer information of the other or to hold the other pointer information as specified information.
[0330] As tables for controlling the display of the loop display character G4, a character stationary table 122 for displaying the loop display character G4 while stationary and a character movement table 123 for displaying the loop display character G4 while moving are separately provided. This allows the display mode of the loop display character G4 to be switched simply by switching between the tables 122 and 123, making it possible to switch between these display modes conveniently. Furthermore, it is possible to set any timing for the switching while minimizing the number of tables.
[0331] By repeatedly looping and using the character stopping table 122, the loop display character G4 is repeatedly displayed as being stopped, and by repeatedly looping and using the character moving table 123, the loop display character G4 is repeatedly displayed as being in motion. This makes it possible to reduce the data capacity of these tables 122 and 123.
[0332] The background table 124 is repeatedly used in a loop to repeatedly scroll the loop display background G5. In this case, the number of image update timings required for the loop display background G5 to complete one revolution is different from the number of image update timings required for the moving display of the loop display character G4 to complete one revolution. In this configuration, the character movement table 123 for displaying the moving loop display character G4 and the background table 124 for displaying the scrolling loop display background G5 are provided separately, so that it is possible to set only information corresponding to one revolution in each table 123, 124, and there is no need to set unnecessary information for more than one revolution.
[0333] When the character movement table 123 is used to start the moving display of the loop display character G4, the linkage flag 125 is set to "1," thereby starting the scrolling display of the loop display background G5 using the background table 124. When the moving display of the loop display character G4 is to end, the linkage flag 125 is cleared to "0," thereby ending the scrolling display of the loop display background G5 using the background table 124. As a result, the execution target table for controlling the overall flow of the loop display performance only needs to set information on the start and end timings of the moving display of the loop display character G4, and does not need to set information on the start and end timings of the scrolling display of the loop display background G5. This makes it possible to link the movements of the loop display character G4 and the loop display background G5 while minimizing the amount of data to be preset in the data table.
[0334] <Another form of loop display> When the loop display character G4 is performing a stationary action, the relative position of the building image to the loop display character G4 in the loop display background G5 does not change, but the display aspects such as the lighting of the building image, the color of the skyscape image, and the presence and display position of cloud images in the sky may be changed. In this case, since the display aspect of the loop display background G5 will be changed even when the scrolling display of the loop display background G5 is stopped, it is preferable to provide a separate table for display control of the loop display background G5 in this situation.
[0335] The scrolling display of the loop display background G5 may be continued regardless of whether the loop display character G4 is being displayed as moving. Even in this case, by using different tables for the loop display character G4 and the loop display background G5, it is possible to prepare tables corresponding to the movement of each individual image G4, G5 for one rotation, eliminating the need to set unnecessary information for more than one rotation. This is also true when the loop display character G4 continues to be displayed as moving and the loop display background G5 continues to be displayed as scrolling.
[0336] The type of loop display background G5 may be changed while the loop display character G4 continues to move. Even in this configuration, by providing separate tables for controlling the loop display character G4 and the loop display background G5, it is possible to switch the table for controlling the loop display background G5 when switching the loop display background G5, and the table for controlling the loop display character G4 can be used as is.
[0337] The linkage flag 125 may not be provided, and the execution target table for controlling the entire loop display performance may contain information on the timing of switching between stationary display and moving display in the loop display character G4, as well as information on the start and stop timing of the scrolling display in the loop display background G5.
[0338] <Configuration for performing group display effects> Next, the configuration for performing the group display effect will be described.
[0339] FIGS. 38(a) and 38(b) are explanatory diagrams for explaining the group display effect. The group display effect is an effect in which a large number of group display characters G11 are displayed as if they are moving in a group in a group display direction. The group display characters G11 are displayed so that the player recognizes them as representing a person with a face, torso, both hands, and both feet. Furthermore, the group display characters G11 are displayed so that the player recognizes them as the same or similar characters, although the movements of their limbs and other movements are different. These group display characters G11 are displayed as if they are moving in a group across the symbol display device 41 in one direction over the group display period (e.g., 3 seconds). Comparing the case of FIG. 38(a) with the case of FIG. 38(b), the display positions of the group display characters G11 shown in FIG. 38(a) are shifted to the left overall in FIG. 38(b). Furthermore, the group display characters G11 are displayed in a manner that the player recognizes them as moving in a group in the direction of movement.
[0340] In addition, the movement direction of the group display characters G11 is not limited to horizontal but may be vertical, and some of the group display characters G11 may be displayed moving from a specified end of the pattern display device 41 toward the center, while the remaining group display characters G11 may be displayed moving from the end opposite to the specified end of the pattern display device 41 toward the center.
[0341] In the group display performance, moving image data 131 for group display is used as image data for displaying the group display character G11. The moving image data is image data that has been inter-frame compressed to have multiple differential data based on one frame of still image data and coded using, for example, the MPEG2 format. When the moving image data is decoded, it is expanded into multiple frames of still image data.
[0342] 39 is an explanatory diagram illustrating moving image data 131 for group display. As shown in FIG. 39, the moving image data 131 for group display has file data set at the first address, followed by compressed data for each frame. Note that a frame header is attached to the compressed data for each frame. The compressed data includes one frame of I-picture data corresponding to the reference data, multiple frames of P-picture data corresponding to the first differential data, and multiple frames of B-picture data corresponding to the second differential data.
[0343] I-picture data is data that can be used alone to create one frame of still image data when decoded. P-picture data is data that can be used to create one frame of still image data when decoded by performing forward prediction with reference to I-picture data or P-picture data one frame or more frames before. B-picture data is data that can be used to create one frame of still image data when decoded by performing bidirectional prediction with reference to I-picture data or P-picture data one frame or more frames before and I-picture data or P-picture data one frame or more frames after.
[0344] In the compressed data of the moving image data 131 for group display, I-picture data is set as the data for the first frame. Also, B-picture data is set as the data for the second,...,m-1th frames. Also, P-picture data is set as the data for the mth frame. Also, B-picture data is set as the data for the (m+1),...,n-1th frames. Also, P-picture data is set as the data for the nth frame. Note that the arrangement pattern of the picture data is not limited to the above and can be any pattern.
[0345] By executing a decoding process on the moving image data 131 for group display, still image data (hereinafter also referred to as decoded image data) for a plurality of update timings is created from the moving image data 131 for group display. In this case, the period during which the decoded image data of the moving image data 131 for group display can be used is longer than the image update period of the pattern display device 41 due to the relationship with the compression rate of the image data.
[0346] The relationship between the image update period and the period when still image data can be used will be explained with reference to the time chart in Fig. 40(a). Fig. 40(a1) shows the image update timing in the pattern display device 41, Fig. 40(a2) shows the timing when image data pre-stored in the memory module 74 as still image data can be used, and Fig. 40(a3) shows the timing when decoded image data from moving image data 131 for group display can be used.
[0347] As already explained, the image update period Td1 in the pattern display device 41 is 20 msec, and as shown in Fig. 40(a1), the image in the pattern display device 41 is updated at each of the timings t1, t2, t3, t4, t5, t6, and t7. Also, image data pre-stored in the memory module 74 as still image data can be used as is, and therefore can be used at each of the timings t1 to t7, as shown in Fig. 40(a2).
[0348] On the other hand, as shown in Fig. 40(a3), the period Td2 during which the decoded image data from the moving image data 131 for group display can be used is twice the image update period Td1 in the pattern display device 41. Therefore, although the decoded image data can be used at times t1, t3, t5, and t7, new decoded image data cannot be used at times t2, t4, and t6.
[0349] In this case, at timings t2, t4, and t6, it is possible to use the same decoded image data as that used at the immediately preceding timings t1, t3, and t5, respectively. However, simply using the same decoded image data may result in image jitter, preventing smooth video display. In contrast, by using different ranges of the same decoded image data in the target frame areas 82a and 82b for the two consecutive update timings at which the same decoded image data is used, the occurrence of image jitter is reduced.
[0350] 40(b) and 40(c) are explanatory diagrams for explaining how the ranges to be drawn in the frame areas 82a and 82b of the drawing target are made different for the same decoded image data 132. FIG.
[0351] When the VDP 76 creates drawing data for the frame regions 82a and 82b to be drawn, the data is written to the entire unit area of the frame regions 82a and 82b, with each frame region 82a and 82b having a resolution of 800 x 600 dots. In contrast, the decoded image data 132 obtained by decoding the group display moving image data 131 has a larger number of pixels than the frame regions 82a and 82b at the initial magnification after the decoding process. The range that can be drawn using the decoded image data 132 at the initial magnification is larger than the frame regions 82a and 82b in both horizontal and vertical dimensions. This makes it possible to display the group display character G11 across the entire pattern display device 41, even when the drawing range of the frame regions 82a and 82b is changed in accordance with the direction of movement of the group display character G11 at two consecutive update times for the same decoded image data 132.
[0352] However, without being limited to this, the horizontal and vertical directions in the range that can be drawn by the decoded image data 132 in which the group display characters G11 move as a group are set wider than the corresponding directions in the frame areas 82a and 82b, but the horizontal and vertical directions that are different from the direction in which the group display characters G11 move as a group may be configured to be the same dimensions as or shorter than the corresponding directions in the frame areas 82a and 82b.
[0353] In the earlier of two consecutive update timings in which the same decoded image data 132 is used, the drawing range in the frame regions 82a and 82b is set to the leading end of the direction in which the group display characters G11 move as a group, i.e., the left end, as shown in FIG. 40(b). On the other hand, in the later update timing, the drawing range in the frame regions 82a and 82b is set to the trailing end of the direction in which the group display characters G11 move as a group, i.e., the right end, as shown in FIG. 40(c). In other words, in the later update timing compared to the earlier update timing, the drawing range in the frame regions 82a and 82b in the decoded image data 132 moves in the opposite direction from the direction in which the group display characters G11 move as a group. As a result, the group display character G11, which was displayed at a predetermined position in the earlier update timing, is displayed at a position moved to the left of that predetermined position in the later update timing. Therefore, even if the same decoded image data 132 is used at two consecutive update timings, it is possible to display the group display characters G11 as if they were moving in the direction of movement between those two update timings. Note that the range of the decoded image data 132 that is outside the drawing range of the frame areas 82a and 82b is excluded from the drawing target.
[0354] Here, when the same decoded image data 132 is used at two consecutive update timings, the movement amount of the group display character G11 at the later update timing relative to the group display character G11 at the earlier update timing is a predetermined movement amount. On the other hand, the movement amount of the group display character G11 at the earlier update timing in the decoded image data 132 corresponding to the next use timing relative to the group display character G11 at the later update timing is also the same predetermined movement amount.
[0355] In other words, the first decoded image data 132 at one use timing and the second decoded image data 132 at the next use timing are set so that the amount of movement of the group display character G11 between two update timings displayed using the decoded image data 132 at one use timing is the same as the amount of movement of the group display character G11 between the later update timing displayed using the first decoded image data 132 and the earlier update timing displayed using the second decoded image data 132, both of which are predetermined movement amounts. More specifically, when comparing the display positions of a predetermined group display character G11 to be displayed when the first decoded image data 132 and the second decoded image data 132 are used, the amount of movement from the display position of the predetermined group display character G11 at the previous update timing when the first decoded image data 132 is used to the display position of the predetermined group display character G11 at the previous update timing when the second decoded image data 132 is used is twice the amount of movement from the display position of the predetermined group display character G11 at the previous update timing when the first decoded image data 132 is used to the display position of the predetermined group display character G11 at the subsequent update timing when the first decoded image data 132 is used. In order to enable setting of such a movement amount, the dimension in at least the horizontal and vertical directions in which the group display characters G11 move as a group (specifically, the horizontal dimension) within the range that can be drawn using each decoded image data 132 at the initial magnification is set to be larger than the dimension in that direction within the drawing range of the frame regions 82a and 82b by at least the predetermined movement amount. With this configuration, it is possible to keep the amount of movement of the group display character G11 constant between one update timing and the next update timing, and it is possible to make the movement of the group display character G11 smooth.
[0356] A specific processing configuration for executing the group display effect will be described below. Fig. 41 is a flowchart showing the calculation processing for the group display effect executed by the display CPU 72. The calculation processing for the group display effect is executed in the calculation processing for effect in step S704 of the task processing (Fig. 19) in a situation where the group display effect should be executed.
[0357] If it is time to decode the group display moving image data 131 (step S1301: YES), the address of the group display moving image data 131 in the memory module 74 is determined (step S1302), and the address of the work RAM 73 for developing the group display moving image data 131 as decoded image data 132 is determined (step S1303). Furthermore, decode designation information is stored in a register of the display CPU 72 (step S1304). The same use flag provided in the work RAM 73 is cleared to "0" (step S1305). The same use flag is a flag that the display CPU 72 uses to determine whether or not to use the same decoded image data 132 at a given update timing as that used at the previous update timing. When the same use flag value is "0," it specifies that new decoded image data 132 will be used, and when the same use flag value is "1," it specifies that the same decoded image data 132 will be used at the previous update timing.
[0358] When the processing of steps S1302 to S1305 above has been executed, the drawing list transmitted to the VDP 76 in the subsequent drawing list output processing (step S605) contains address information for the group display video data 131, address information for the destination of the group display video data 131, and decoding specification information. When the drawing list is received, the video decoder 93 of the VDP 76 executes the decoding processing shown in the flowchart of FIG. 42(a). In detail, the address of the group display video data 131 is determined from the information specified in the drawing list (step S1401), and the address of the area where the group display video data 131 is to be rendered as decoded video data 132 is determined from the information specified in the drawing list (step S1402). The group display video data 131 is then read from the address of the memory module 74 determined in step S1401, and the group display video data 131 is decoded. Then, each decoded image data 132 resulting from the decoding is written into each area at the address determined in step S1402 (step S1403).
[0359] Returning to the explanation of the calculation process for the group display effect (FIG. 41), if a negative determination is made in step S1301 or if the process of step S1305 is executed, it is determined whether the value of the same use flag in the work RAM 73 is "0" (step S1306). If the value of the same use flag is "0" (step S1306: YES), this means that it is update time to use new decoded image data 132. In this case, first, the address in the work RAM 73 where the decoded image data 132 corresponding to the current use order among the multiple decoded image data 132 that have already been decoded is expanded is identified (step S1307).
[0360] Then, coordinates "A, A" are obtained as coordinate information (step S1308). Here, the coordinate information is information for determining the position of the center pixel in the image data to be used relative to the frame areas 82a, 82b to be drawn. If the coordinates are "A, B," the decoded image data 132 is set to the position shown in FIG. 40(b) relative to the frame areas 82a, 82b, and the drawing range of the frame areas 82a, 82b is set to a position shifted to the left in the decoded image data 132. Note that the values of A and B are the same regardless of the type of decoded image data 132. Then, parameter information other than the coordinate information is updated and obtained (step S1309), and the same use flag in the work RAM 73 is set to "1" (step S1310). As a result, the same decoded image data 132 as that used in the current update will be used at the next update timing.
[0361] If the same use flag is set to "1" (step S1306: NO), this means that the current update timing is to use the same decoded image data 132 as the previous update timing. In this case, the address of the work RAM 73 where the same decoded image data 132 as the previous one is expanded is determined (step S1311).
[0362] Then, the coordinates "A-1, B" are obtained as coordinate information (step S1312). If the coordinates are "A-1, B", the set position of the decoded image data 132 relative to the frame areas 82a, 82b is the position shown in FIG. 40(c), and the drawing range of the frame areas 82a, 82b is set to a position shifted to the right in the decoded image data 132. Then, after parameter information other than the coordinate information is obtained (step S1313), the same use flag in the work RAM 73 is cleared to "0" (step S1314). As a result, the new decoded image data 132 will be used at the next update timing.
[0363] When the processing of steps S1307 to S1310 or steps S1311 to S1314 has been executed, the drawing list sent to the VDP 76 in the subsequent drawing list output processing (step S605) contains information about the address in the work RAM 73 where the decoded image data 132 to be used this time is stored, as well as parameter information, including coordinate information, to be applied to the decoded image data 132. When the drawing list has been received, the VDP 76 executes group display setting processing as part of the content understanding processing executed in step S804 of the drawing processing (FIG. 21). FIG. 42(b) is a flowchart showing the group display setting processing.
[0364] In the group display setting process, first, address information at which the decoded image data 132 to be used this time is stored is obtained from the drawing list (step S1501). Then, coordinate information to be applied to the decoded image data 132 to be used this time is obtained from the drawing list (step S1502), and other parameter information to be applied to the decoded image data 132 is also obtained from the drawing list (step S1503).
[0365] As a result of the group display setting process being executed as described above, in the subsequent write process (step S805), the current decoded image data 132 is drawn with the parameters applied to the frame areas 82a and 82b to be drawn. In this case, if the coordinate information is "A, B", the range shown in FIG. 40(b) is drawn, and if the coordinate information is "A-1, B", the range shown in FIG. 40(c) is drawn. Then, an image signal is output to the symbol display device 41 based on the drawing data, and the group display performance is executed.
[0366] As described above, even if the cycle in which the decoded image data 132 from the moving image data 131 for group display can be used is twice the image update cycle in the pattern display device 41, the ranges drawn in the frame areas 82a and 82b for the same decoded image data 132 will be different at two consecutive update timings when the same decoded image data 132 is used. This makes it possible to reduce the occurrence of jerky images.
[0367] In two consecutive update timings that use the same decoded image data 132, the drawing range of the decoded image data 132 in the earlier update timing partially overlaps with the drawing range of the decoded image data 132 in the later update timing, which makes it possible to produce slight changes in the image between the two consecutive update timings while using the same decoded image data 132.
[0368] In two consecutive update timings using the same decoded image data 132, the range of drawing in the frame regions 82a and 82b to be drawn in the same decoded image data 132 is changed so that each group display character G11 is positioned further forward in its movement direction in the group display image in the later update timing compared to the group display image in the earlier update timing. This makes it possible to impart continuity to the movement of the group display character G11 even in a configuration in which the same decoded image data 132 is used in two consecutive update timings.
[0369] Of the horizontal and vertical directions within the range that can be drawn by each decoded image data 132 at the initial magnification, at least the direction in which the group display characters G11 move as a group is set wider than the corresponding direction in the frame areas 82a and 82b. This makes it possible to display the group display characters G11 over the entire pattern display device 41, even if the drawing range of the frame areas 82a and 82b is changed in accordance with the moving direction of the group display characters G11 at two consecutive update timings of the same decoded image data 132.
[0370] The first decoded image data 132 at one use timing and the second decoded image data 132 at the next use timing are set so that the amount of movement of the group display character G11 between two update timings displayed using the decoded image data 132 at one use timing is the same as the amount of movement of the group display character G11 between the later update timing displayed using the first decoded image data 132 and the earlier update timing displayed using the second decoded image data 132. This makes it possible to keep the amount of movement of the group display character G11 constant between one update timing and the next update timing, allowing the group display character G11 to move smoothly.
[0371] The image displayed by using the same decoded image data 132 at two consecutive update timings is an image in which many group display characters G11 move in the same direction, which makes it less noticeable that the same decoded image data 132 is used at two consecutive update timings.
[0372] <Another form of group display> The configuration is not limited to the horizontal and vertical dimensions of at least the specific direction in which the group display characters G11 move as a group within the range that can be rendered by each decoded image data 132 at the initial magnification (specifically, the horizontal dimension) being set larger by at least a predetermined amount than the dimension in that specific direction within the rendering range of the frame areas 82a and 82b, and may be such that at least the dimension in the specific direction is set larger by at least a predetermined amount than the dimension in that specific direction within the rendering range of the frame areas 82a and 82b by enlarging the size of the decoded image data 132 after decoding from the initial magnification. In this case, although it becomes necessary to perform size enlargement processing on the decoded image data 132, it becomes possible to change the display position of the group display characters G11 by the predetermined amount between two consecutive update timings that use the same decoded image data 132.
[0373] The movement direction of the group display character G11 is not limited to the horizontal direction and may be the vertical direction. In this case, at least the vertical dimension of the range that can be drawn using the decoded image data 132 at the initial magnification or the decoded image data 132 after enlargement processing from the size of the initial magnification must be set to be larger than the vertical dimension of the drawing range of the frame areas 82a and 82b by at least a predetermined movement amount.
[0374] The group display character G11 is not limited to a person, but may be other animals such as a cat, a fish, or a dog, or may be a representation of an object other than an animal.
[0375] The configuration in which the same image data is used at multiple consecutive update timings and the drawing range in the frame areas 82a, 82b is different at each update timing may be applied to images other than images in which multiple identical group display characters G11 move overall in the same direction. For example, the above configuration may be applied to a moving image display in which a large single image that exceeds the size of the liquid crystal display unit 41a of the pattern display device 41 moves in a predetermined direction.
[0376] The configuration in which the same image data is used at multiple consecutive update timings and the rendering range in the frame areas 82a, 82b is changed at each update timing may be applied to image data other than the decoded image data 132 obtained by decoding the moving image data 131. For example, the above configuration may be applied to still image data pre-stored in the memory module 74.
[0377] <Configuration for displaying validity period> Next, the configuration for displaying the validity period will be described.
[0378] 43(a) and 43(b) are explanatory diagrams for explaining the contents of the valid period display effect. The valid period display effect is an effect in which the valid period is displayed on the pattern display device 41 when an operation-responsive effect is performed in which the effect content changes depending on whether the operation of the operation device 48 for performance is operated or not during the valid period in which the operation of the operation device 48 for performance is enabled.
[0379] In the valid period display effect, an operation prompting image G21 is displayed on the symbol display device 41 to enable the player to recognize that the situation requires the operation of the effect operation device 48, and a valid period image G22 is displayed to enable the player to recognize the remaining period during which the operation of the effect operation device 48 is valid. Specifically, as the operation prompting image G21, an image representing the effect operation device 48 is displayed, and an image that enables the player to recognize that the effect operation device 48 is being operated is displayed, but the specific display content is arbitrary as long as the player can recognize that the situation requires the operation of the effect operation device 48.
[0380] The valid period image G22 includes a frame image G23, a band image G24, and a blinking image G25. The frame image G23 is an image for displaying the frame of the valid period image G22 and is displayed in the shape of a horizontally long rectangular frame. The band image G24 is displayed within the frame of the frame image G23, extending rightward from the left end of the frame as a base. Furthermore, when the valid period display effect is initiated as shown in FIG. 43(a), the band image G24 is displayed to fill the entire frame of the frame image G23. As the remaining valid period decreases, the leading edge position, which is the right edge position, gradually moves toward the left end, as shown in FIG. 43(b), narrowing the range of the frame of the frame image G23. The blinking image G25 is displayed as if it were attached to the leading edge position of the band image G24. When the leading edge position of the band image G24 gradually moves to the left end, the blinking image G25 is displayed to move in accordance with the leading edge position. The entire blinking image G25 is displayed as if it is blinking.
[0381] In a configuration in which the blinking image G25 moves and blinks in accordance with the movement of the band image G24, if the data for displaying and controlling the movement of the band image G24 and the data for controlling the blinking display of the blinking image G25 are set together using a single animation data, changing either the movement speed of the tip of the band image G24 or the blinking cycle of the blinking image G25 will result in the other being changed accordingly. A case in which this occurs will be described with reference to the time chart in Figure 44. Figure 44(a) shows how the movement speed of the tip of the band image G24 changes, and Figure 44(b) shows how the blinking cycle of the blinking image G25 changes.
[0382] When the valid period display effect starts, at timing t1, the tip of band image G24 starts moving as shown in Fig. 44(a), and blinking image G25 starts blinking as shown in Fig. 44(b). In this case, the tip of band image G24 moves at a first speed, and the blinking cycle of blinking image G25 is a first blinking cycle Te1. Then, from timing t1 to timing t5, band image G24 moves at the first speed, and blinking image G25 blinks at the first blinking cycle Te1.
[0383] Then, at timing t5, as shown in FIG. 44(a), the movement speed of the tip portion of the band image G24 is changed to a second speed, which is faster than the first speed. This speed change is achieved by shortening the time required to perform display control by referring to data in a predetermined order among reference data set in chronological order in data for display control of the movement of the band image G24, and then perform display control by referring to data in a specific order thereafter. Specifically, when the data for display control includes pointer information set in sequential order and task content information set in one-to-one correspondence with the pointer information, the movement speed of the tip portion of the band image G24 is changed by varying the number of image update timings that occur between performing display control of the band image G24 by referring to task content information corresponding to the pointer information in the predetermined order and performing display control of the band image G24 by referring to task content information corresponding to the pointer information in a specific order that is later than the predetermined order. In this case, if the display control data includes data for displaying and controlling the band image G24 and data for displaying and controlling the blinking image G25, then if the number of times that image update timing occurs between when display control is performed by referring to information on the content of the task corresponding to pointer information in a predetermined order and when display control is performed by referring to information on the content of the task corresponding to pointer information in a specific order that is later than the predetermined order in order to change the movement speed of the tip of the band image G24, the blinking period of the blinking image G25 will also be changed accordingly.
[0384] That is, when the moving speed of the tip portion of band image G24 is changed from the first speed to the second speed at timing t5 in Fig. 44(a), the blinking cycle of blinking image G25 is also changed from the first blinking cycle Te1 to the second blinking cycle Te2, as shown in Fig. 44(b). The same applies when the blinking cycle of blinking image G25 is changed; when the data for each display control is set together, changing the blinking cycle of blinking image G25 also changes the moving speed of the tip portion of band image G24.
[0385] In contrast to this, in the present pachinko machine 10, the data for displaying and controlling the display content of the band image G24 and the data for displaying and controlling the display content of the blinking image G25 are not provided together but are provided separately. Below, the contents of the data pre-stored in the memory module 74 for executing the valid period display performance will be explained with reference to the explanatory diagram of Figure 45.
[0386] As data for performing the valid period display effect, the memory module 74 pre-stores frame display image data 141 for displaying the frame image G23, band display image data 142 for displaying the band image G24, lighting image data 143 for displaying the blinking image G25 in the lighting state, and light-off image data 144 for displaying the blinking image G25 in the light-off state, as shown in Fig. 45. By drawing the frame display image data 141 in the frame areas 82a and 82b to be drawn in the VDP 76, it becomes possible to display the frame image G23 on the pattern display device 41.
[0387] The band display image data 142 is set to a size that allows it to fill the entire frame of the frame image G23 at the initial magnification, and coordinate information for the frame areas 82a and 82b of the band display image data 142 at the initial magnification is set so that the left edge of the band image G24 coincides with the left edge of the frame of the frame image G23, thereby displaying the band image G24 so that it fills the entire frame of the frame image G23. Then, while gradually reducing the horizontal size of the band display image data 142 from the initial magnification, coordinate information for the frame areas 82a and 82b of the band display image data 142 of that size is set so that the left edge of the band image G24 coincides with the left edge of the frame image G23, thereby displaying an image in which the leading edge of the band image G24 gradually moves toward the left edge.
[0388] The lighting image data 143 and the light-off image data 144 are both image data for displaying the blinking image G25, and the images displayed by these lighting image data 143 and light-off image data 144 have the same size and shape at the initial magnification. However, the lighting image data 143 displays a relatively bright blinking image G25, while the light-off image data 144 displays a relatively dark blinking image G25. Only one of the lighting image data 143 and the light-off image data 144 is used at each image update timing. For the image data 143 or 144 to be used, coordinate information for the frame regions 82a and 82b is set so that the blinking image G25 is displayed overlapping the leading edge of the band image G24 from the foreground. The periods during which the lighting image data 143 is used and the periods during which the light-off image data 144 is used alternate, resulting in the display of the blinking image G25 in the on state and the display of the blinking image G25 in the off state alternate. This makes it possible to display the blinking image G25 as if it were a blinking light.
[0389] In addition to the various image data 141-144, the memory module 74 also stores a band display table 145 and a blinking display table 146. The band display table 145 is data for controlling the display of the band image G24, and specifically, it is data that defines the horizontal size information of the band display image data 142 and the position information of the leading edge of the band image G24. The blinking display table 146 is data for controlling the display of the blinking image G25, and specifically, it is data that defines the image data to be used for the blinking image G25, out of the light-on image data 143 and the light-off image data 144. The band display table 145 and the blinking display table 146 will be described in detail.
[0390] FIG. 46(a) is an explanatory diagram for explaining the band display table 145. As shown in FIG. 46(a), the band display table 145 stores consecutive pointer information, and each pointer information item is associated with a combination of horizontal size information for the band display image data 142 and position information for the leading edge of the band image G24. The size of the band display image data 142 is reduced by the magnification factor of the size information corresponding to the referenced pointer information, thereby narrowing the horizontal display range of the band image G24. The band display image data 142 is then rendered in the frame regions 82a and 82b so that the left edge of the band image G24 overlaps with the left edge of the frame of the frame image G23, resulting in an image in which the leading edge of the band image G24 gradually moves toward the left edge. The leading edge position information corresponding to the referenced pointer information corresponds to the position of the leading edge of the band image G24 when the band display image data 142 is reduced and rendered by the magnification factor of the size information corresponding to the pointer information. Then, the image data to be used from the image data for turning on 143 and the image data for turning off 144 is drawn at a position corresponding to this tip position information, and the flashing image G25 is displayed so that it overlaps the tip portion of the band image G24 from the front side.
[0391] When the display of the band image G24 is controlled so that the leading edge of the band image G24 moves at a first speed, the same size information and leading edge position information corresponding to one pointer information are referenced over a specific number of band-side image update timings (e.g., five times). Then, at the next image update timing following the specific band-side image update timing, the pointer information is updated to the next pointer information in the order, and the size information and leading edge position information corresponding to that pointer information are referenced over the specific band-side image update timings. By updating the pointer information in this way each time the specific band-side image update timing has elapsed, the band image G24 is displayed so that its leading edge moves at a first speed, and a blinking image G25 is displayed so that it overlaps with the leading edge from the front.
[0392] On the other hand, when the display control of the band image G24 is performed so that the leading edge of the band image G24 moves at a second speed faster than the first speed, the same size information and leading edge position information corresponding to one pointer information are referenced over a predetermined number of band-side image update timings (for example, two times), which is a number less than the specific band-side number. Then, at the next image update timing following the predetermined number of band-side image update timings, the pointer information is updated to the next pointer information in the order, and the size information and leading edge position information corresponding to that pointer information are referenced over the predetermined number of band-side image update timings. In this way, by updating the pointer information each time the predetermined number of band-side image update timings have elapsed, the band image G24 is displayed so that its leading edge moves at the second speed faster than the first speed, and a blinking image G25 is displayed so as to overlap the leading edge from the front side.
[0393] Fig. 46(b) is an explanatory diagram for explaining the blinking display table 146. As shown in Fig. 46(b), pointer information is set in consecutive order in the blinking display table 146, and image data to be used from the light-on image data 143 and the light-off image data 144 is set corresponding to each pointer information. The image data 143, 144 set as the object to be used in the pointer information to be referenced is drawn at the position of the tip position information corresponding to the pointer information to be referenced in the band display table 145 at the image update timing, whereby a blinking image G25 in a state corresponding to the image data 143, 144 to be used is displayed superimposed from the front side on the tip portion of the band image G24.
[0394] In the blinking display table 146, image data for lighting 143 is set as image data to be used for pointer information "0" to "9," and image data for turning off 144 is set as image data to be used for pointer information "10" to "19." When display control is performed using the blinking display table 146, the pointer information to be referenced is incremented by 1 each time the pointer information is updated. If the value of the pointer information after the increment exceeds the maximum value of "19," the value of the pointer information to be referenced is cleared to "0." In other words, while the valid period display effect is being performed, the pointer information to be referenced in the blinking display table 146 is referenced multiple times, with one reference period starting from "0" and ending at "19." This makes it possible to reduce the amount of data in the blinking display table 146.
[0395] When the display of the blinking image G25 is controlled so that the blinking cycle of the blinking image G25 becomes the first blinking cycle Te1, the image data 143, 144 of the same use object corresponding to one pointer information is referenced over a specific number of image update timings on the blinking side (for example, two times). Then, at the image update timing following the specific number of image update timings on the blinking side, the pointer information is updated to the next pointer information in the order, and the image data 143, 144 of the same use object corresponding to that pointer information is referenced over the specific number of image update timings on the blinking side. By updating the pointer information in this way every time the specific number of image update timings on the blinking side elapses, the blinking image G25, which is displayed so as to overlap the leading edge of the band image G24 from the front side, is displayed blinking in the first blinking cycle Te1.
[0396] On the other hand, when the display control of the blinking image G25 is performed so that the blinking cycle of the blinking image G25 becomes the second blinking cycle Te2, the image data 143, 144 of the same use object corresponding to one pointer information is referenced over a predetermined number of image update timings on the blinking side (for example, o...
Claims
[Claim 1] A display means having a display unit; A display control means for displaying an image on the display unit; In a gaming machine equipped with The display unit includes an information storage means for storing in advance status determination table information in which data for determining the display status of the individual image at each image update timing is set when the individual image is caused to perform a specific variable display for a predetermined period of time on the display unit, The mode determination table information is A group of behavior information in which behavior information for determining the behavior of the specific variable display is set in chronological order; a group of target information in which information on the type of the individual image to which the aspect information is applied is set, the group of target information being set in a plurality of pieces in correspondence with the aspect information; Equipped with The display control means a target determination means for determining the type of the individual image to which each of the aspect information in the aspect determination table information is to be applied by setting information on the type of the individual image for each of the target information included in the target information group when starting to use the aspect determination table information; An application execution means for performing the specific variable display by applying the mode determination table information according to the contents determined by the object determination means; Equipped with A gaming machine characterized in that the target information in the target information group can be rewritten by setting information by the target determination means, whereas the behavior information in the behavior information group cannot be rewritten.
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