Pachinko machine
The gaming machine addresses the lack of control measures during forced termination by using detection and management systems to ensure seamless transitions and notifications, maintaining game integrity and player engagement.
Patent Information
- Application Number
- JP2021212887
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-12-27
- Publication Date
- 2025-07-01
- Estimated Expiration
- 2041-12-27
AI Technical Summary
Conventional gaming machines lack appropriate control measures before and after forced termination when the number of game value points reaches a certain level, affecting other game controls.
The gaming machine employs out detection means, winning detection means, a counting counter, command transmission means, and sub-control means to manage game states, including error notifications, ensuring appropriate processing during and after forced termination without impacting other game controls.
Enables appropriate control processing during and after forced termination, maintaining game integrity and player engagement by managing game states and notifications, thus reducing player dissatisfaction.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to gaming machines such as pachinko machines, arrangement ball machines, mahjong ball gaming machines, slots, and enclosed pachinko machines (regulated gaming machines) that circulate enclosed game balls internally. More specifically, even when the number of game value points obtained by a player reaches a certain level or more and the game is forcibly terminated, appropriate processing can be performed regarding the control until the forced termination and the control after the forced termination without affecting the control related to other games. The present invention relates to a gaming machine capable of doing so.
Background Art
[0002] As a conventional gaming machine such as a pachinko machine, for example, a gaming machine as described in Patent Document 1 is known. This gaming machine has a stop function that forcibly terminates the game when the number of prize balls (game value points) obtained by the player reaches a certain level or more.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the above - mentioned gaming machine, there is a problem that sufficient measures have not been taken regarding the control immediately before and after the forced termination when forcibly terminating the game.
[0005] Therefore, in view of the above problems, an object of the present invention is to provide a gaming machine that can perform appropriate processing regarding the control until the forced termination and the control after the forced termination without affecting the control related to other games even when the number of game value points obtained by a player reaches a certain level or more and the game is forcibly terminated.
Means for Solving the Problems
[0006] The object of the present invention is achieved by the following means. The reference numerals in parentheses are those of the embodiments described later, but the present invention is not limited thereto.
[0007] According to the gaming machine according to the invention of claim 1, out detection means (for example, the out port switch 50a shown in FIG. 4) for detecting a game ball that is launched into the game area (for example, the game area 40 shown in FIG. 2) or discharged from the game area to the outside of the game area, and winning detection means (for example, the special symbol 1 start port switch 44a, special symbol 2 start port switch 45a1, upper right general winning port switch 49a1, upper left general winning port switch 49b1, middle left general winning port switch 49c1, lower left general winning port switch 49d1, big winning port switch 46c shown in FIG. 4) for detecting a game ball that has passed through a winning port (for example, the special symbol 1 start port 44, special symbol 2 start port 45a, upper right general winning port 49a, upper left general winning port 49b, middle left general winning port 49c, lower left general winning port 49d, big winning port not shown in FIG. 2), and a counting counter (for example, a difference ball counter) that counts according to the number of outs based on the detection result of the out detection means and the number of game value balls based on the detection result of the winning detection means, and command transmission means (for example, the main control CPU 600a shown in FIG. 4) that transmits a specific command (for example, a game stop command) when the counting counter exceeds a predetermined value, and sub-control means (for example, the sub-control CPU 800a shown in FIG. 4) that receives the specific command transmitted by the command transmission means, and game stop means (for example, the main control CPU 600a shown in FIG. 4) that sets the game to a game stop state when the counting counter exceeds the predetermined value, and has According to the value of the counting counter (for example, the ball difference counter), it is configured to be shiftable to a plurality of game management states (for example, the operation state flag (refer to paragraph
[0203] of the specification)), Among the game management states, in a game management state where the counting counter is less than or equal to the predetermined value and the game does not stop (for example, the operation state flag = "0" or "1"), when power failure recovery occurs, it returns to the first game management state where the counting counter is initialized (for example, the operation state flag = "0"). On the other hand, when the counting counter exceeds the predetermined value and power failure recovery occurs in a game management state where the game state is a special game state, by checking the operation flag that manages the game management state or not initializing the counting counter, it returns to the second game management state (for example, the operation state flag = "2") that shifts to the game stop state after the end of the special game state, The sub-control means (for example, the sub-control CPU 800a shown in FIG. 4) has error notification means for performing error notification and When the error notification means gives an error notification in response to an error occurring before receiving the specific command, among the errors, if a first error (for example, an error with a low urgency) occurs before receiving the specific command and a first error notification has been given, shifting to the game stop state cancels the first error notification, while among the errors, if a second error (for example, a fraud error detected by the fraud detection board 55 shown in FIG. 4 for a player's fraudulent act) occurs before receiving the specific command and a second error notification has been given, even if shifting to the game stop state, the second error notification is continued, it is characterized in that the second error notification is given even when the second error has not occurred before the game stop state and the second error newly occurs after the game stop state (see paragraphs
[0278] to
[0280] of the specification).
Advantages of the Invention
[0008] According to the present invention, even if the number of game value points acquired by a player reaches a certain level or more and the game is forcibly ended, appropriate processing can be performed for the control until the forced end and the control after the forced end without affecting the control related to other games.
Brief Description of the Drawings
[0009]
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Embodiment for Carrying Out the Invention
[0010] Hereinafter, an embodiment of a gaming machine according to the present invention will be specifically described with reference to the drawings, taking a pachinko gaming machine as an example. In the following description, when indicating the up, down, left, and right directions, it shall refer to the up, down, left, and right as seen from the front shown in the drawing.
[0011] <Explanation of the External Appearance Configuration of the Pachinko Gaming Machine> First, with reference to FIGS. 1 to 3, the external appearance configuration of the pachinko gaming machine according to the present embodiment will be described.
[0012] <Explanation of the External Appearance Configuration of the Front of the Pachinko Gaming Machine>
[0013] As shown in FIG. 1, the pachinko gaming machine 1 has a rectangular front frame 3 detachably attached to the front of a wooden outer frame 2, and a game board 4 is mounted in a game board storage frame (not shown) attached to the back surface of the front frame 3. The game board 4 is mounted with the game area 40 shown in FIG. 2 facing the front, and as shown in FIG. 1, a glass door frame 5 supporting transparent glass is provided on the front side of the game area 40. The game area 40 is composed of an area surrounded by a ball guide rail 6 (see FIG. 2) disposed on the surface of the game board 4.
[0014] On the other hand, as shown in FIG. 1, a front operation panel 7 is disposed below a glass door frame 5 of the pachinko gaming machine 1. An upper tray unit 8 is provided on the front operation panel 7, and an upper tray 9 for storing discharged game balls is integrally formed on the upper tray unit 8. Further, a ball lending button 11 and a prepaid card ejection button 12 (card return button 12) are provided on the front operation panel 7. On the upper surface portion of the upper tray 9, a push button type effect button device 13 is provided, which can change the effect by being pressed by a player when a built-in lamp (not shown) is lit. Further, a ball extraction button 14 for extracting the game balls stored in the upper tray 9 downward is provided on the upper tray 9, and a setting button 15 composed of a substantially cross key is further provided. The setting button 15 can be operated by a player, and includes a circular determination key 15a provided at the center, a triangular upper key 15b provided above the determination key 15a in the drawing, a triangular left key 15c provided on the left side of the determination key 15a in the drawing, a triangular right key 15d provided on the right side of the determination key 15a in the drawing, and a triangular lower key 15e provided below the determination key 15a in the drawing.
[0015] On the other hand, as shown in FIG. 1, a firing handle 16 for operating a firing unit is provided on the right end side of the front operation panel 7, and speakers 17 for emitting BGM (Background music), sound effects, etc. are provided on both upper side surfaces of the upper part of the front frame 3 and in the vicinity of the firing handle 16. In addition, decorative lamps such as full-color LED lamps that exhibit an effect by light decoration are disposed on the peripheral frame of the front frame 3.
[0016] <Description of the external configuration of the game board> On the other hand, as shown in FIG. 2, in the game area 40 of the gaming board 4, a liquid crystal display device 41 made of an LCD (Liquid Crystal Display) or the like is disposed at substantially the center. This liquid crystal display device 41 divides the display area into three areas, namely, a left area, a middle area, and a right area, and is capable of independently displaying fluctuations of numbers, characters, letters (such as character conversations and lyric subtitles), or symbols (special symbols and normal symbols). Around such a liquid crystal display device 41, a decorative upper decoration 42a, a left decoration 42b, and a right decoration 42c are provided, and a movable accessory device 43 is disposed on the back side of the upper decoration 42a, the left decoration 42b, and the right decoration 42c. Note that the upper decoration 42a, the left decoration 42b, and the right decoration 42c are provided with decorative lamps such as full-color LED lamps that exhibit an effect by light decoration.
[0017] As shown in FIG. 2, this movable accessory device 43 includes a movable accessory 43a that performs a predetermined effect operation as the game progresses, a left movable accessory 43b, a right movable accessory 43c, and an upper left movable accessory 43d. Further, the upper, left, right, and upper left movable accessories 43a to 43d are each configured with a motor (not shown) such as a two-phase stepping motor that drives them. Note that the upper, left, right, and upper left movable accessories 43a to 43d are provided with decorative lamps such as full-color LED lamps that exhibit an effect by light decoration.
[0018] On one hand, directly below the liquid crystal display device 41, a special symbol 1 start port 44 is arranged, and inside it, a special symbol 1 start port switch 44a (see FIG. 4) for detecting winning balls is provided. Then, the number of valid winning balls detected by this special symbol 1 start port switch 44a (see FIG. 4), that is, the number of first start hold balls, will be displayed on the liquid crystal display device 41 when it reaches a predetermined number (for example, 4). Note that this number of first start hold balls is incremented by 1 (+1) when a game ball wins in the special symbol 1 start port 44 and is detected by the special symbol 1 start port switch 44a (see FIG. 4), and is decremented by 1 (-1) when the variable display of a special symbol such as numbers, characters, or patterns (decorative patterns) starts. Additionally, decorative lamps such as full-color LED lamps that exhibit an effect through light decoration are arranged around the special symbol 1 start port 44 and its surroundings.
[0019] On the other hand, as shown in FIG. 2, a special symbol 2 start device 45 is arranged on the lower right side of the liquid crystal display device 41. As shown in FIG. 3, this special symbol 2 start device 45 includes a special symbol 2 start port 45a, an opening / closing part 45b that can change between an "open state" in which the game ball YK can enter the special symbol 2 start port 45a and a "closed state" in which entry is impossible, a ball guiding part 45c that can change between a "guiding state" in which the game ball YK is guided toward the special symbol 2 start port 45a and a "non-guiding state" in which it is not guided, and a special symbol 2 start port switch 45a1 (see FIG. 4) for detecting the game ball YK that has entered the special symbol 2 start port 45a.
[0020] The special symbol 2 start port 45a opens substantially horizontally toward the right in the left - right direction of the front view shown in FIG. 2, and a special symbol 2 start port switch 45a1 (see FIG. 4) for detecting winning balls is provided inside the special symbol 2 start port 45a. The number of valid winning balls detected by this special symbol 2 start port switch 45a1 (see FIG. 4), that is, the number of second start - reserved balls, will be displayed on the liquid crystal display device 41 when it reaches a predetermined number (for example, 4). Note that this number of second start - reserved balls is incremented by 1 (+1) when a game ball wins in the special symbol 2 start port 45a and is detected by the special symbol 2 start port switch 45a1 (see FIG. 4), and is decremented by 1 (-1) when the variable display of special symbols such as numbers, characters, or patterns (decorative patterns) starts.
[0021] The opening - closing part 45b includes an opening - closing member 45b1 that can move in the left - right direction with respect to the special symbol 2 start port 45a, and a normal electric accessory solenoid 45b2 (see FIG. 4) for driving and controlling the opening - closing member 45b1. When in the closed state, as shown in FIG. 3(b), the opening - closing member 45b1 protrudes into the special symbol 2 start port 45a (moves to the left side in the figure) to prevent the entry of game balls YK into the special symbol 2 start port 45a. When in the open state, as shown in FIG. 3(a), it retracts to the right side in the figure to allow the entry of game balls YK into the special symbol 2 start port 45a.
[0022] The ball - guiding part 45c includes a guiding member 45c1 that slopes downward from the right side to the left side as shown in FIG. 2 (slopes downward toward the special symbol 2 start port 45a). And this guiding member 45c1 will be driven and controlled by the normal electric accessory solenoid 45b2 (see FIG. 4).
[0023] As shown in Fig. 3(a), when in the guiding state, the ball guiding member 45c1 of this ball guiding portion 45c slides forward (towards the glass door frame 5 shown in Fig. 1) in the game area 40 and protrudes, guiding the game ball YK on it to the special symbol 2 starting port 45a. When in the non-guiding state, as shown in Fig. 3(b), the ball guiding member 45c1 slides backward (towards the rear side of the game area 40) and retracts. Thus, even if a game ball YK is on the ball guiding member 45c1 when it is in the guiding state, if the game ball YK changes to the non-guiding state and the ball guiding member 45c1 slides backward before the game ball YK enters the special symbol 2 starting port 45a, the game ball YK will flow downstream without entering the special symbol 2 starting port 45a. Note that the ball guiding member 45c1 and the opening / closing member 45b1 operate in conjunction. That is, when the ball guiding member 45c1 is in the guiding state, the opening / closing member 45b1 retracts to the right side shown in Fig. 3(a) to allow the game ball YK to enter the special symbol 2 starting port 45a. When the ball guiding member 45c1 is in the non-guiding state, the opening / closing member 45b1 protrudes to the left side shown in Fig. 3(b) to prevent the game ball YK from entering the special symbol 2 starting port 45a.
[0024] Note that hereinafter, the special symbol 2 starting device 45 as described above may be referred to as a normal electric accessory. In addition, the special symbol 2 starting device 45 is provided with a decorative lamp such as a full-color LED lamp that exhibits an effect through light decoration.
[0025] On the other hand, as shown in Fig. 2, a winning device 46 is arranged on the right side of the special symbol 1 starting port 44. When winning in the lottery of the special symbol described later, that is, during the winning game state, the opening / closing door 46a is driven and controlled by a special electric accessory solenoid 46b (see Fig. 4) so that a large winning port (not shown) closed by the opening / closing door 46a is opened, and the game ball can enter the large winning port (not shown). Note that the game ball that enters the large winning port (not shown) is detected by a large winning port switch 46c (see Fig. 4) provided inside the large winning port (not shown).
[0026] On the other hand, when not winning the lottery for the special symbol, that is, when not in the winning game state, the opening / closing door 46a is driven and controlled by the special electric accessory solenoid 46b (see Fig. 4), and the big winning opening (not shown) is closed. As a result, game balls cannot enter the big winning opening (not shown). Hereinafter, the device combining such an opening / closing door 46a and the special electric accessory solenoid 46b may be referred to as a special electric accessory. In addition, the winning device 46 is provided with a decorative lamp such as a full-color LED lamp that exhibits an effect through light decoration.
[0027] By the way, a distributing device 47 having a conventionally well-known structure is provided in the winning device 46. As shown in Fig. 2, this distributing device 47 includes a V region 47a and an out port 47b. When a game ball enters the big winning opening (not shown), the game ball is distributed to either the V region 47a or the out port 47b. Note that the distributing device 47 distributes the game balls that enter the big winning opening (not shown) to the out port 47b instead of the V region 47a unless a predetermined game state is reached.
[0028] On the upper right part of the liquid crystal display device 41, as shown in FIG. 2, a normal symbol start port 48 composed of gates is arranged, and inside thereof, a normal symbol start port switch 48a (see FIG. 4) for detecting the passage of a game ball is provided. Further, general winning ports 49 are respectively arranged on the right side of the winning device 46 and on the left side of the special symbol 1 start port 44. This general winning port 49 is composed of an upper right general winning port 49a arranged on the right side of the winning device 46, an upper left general winning port 49b arranged on the left side of the special symbol 1 start port 44, a left middle general winning port 49c, and a lower left general winning port 49d. And inside the upper right general winning port 49a, an upper right general winning port switch 49a1 (see FIG. 4) for detecting the passage of a game ball is provided, inside the upper left general winning port 49b, an upper left general winning port switch 49b1 (see FIG. 4) for detecting the passage of a game ball is provided, inside the left middle general winning port 49c, a left middle general winning port switch 49c1 (see FIG. 4) for detecting the passage of a game ball is provided, and inside the lower left general winning port 49d, a lower left general winning port switch 49d1 (see FIG. 4) for detecting the passage of a game ball is provided. Note that decorative lamps such as full-color LED lamps that exhibit an effect by light decoration are arranged at the general winning port 49.
[0029] On the other hand, directly below the special symbol 1 start port 44, an out port 50 is arranged into which game balls (out balls) that have flowed down to the most downstream part of the game area 40 without winning are entered. Note that the game balls that enter the out port 50 are detected by an out port switch 50a (see FIG. 4) provided inside as non-winning balls. Further, since the above-described winning balls also flow down to the most downstream part through the back side of the game board 4, they will be detected by the out port switch 50a (see FIG. 4). Therefore, the out port switch 50a (see FIG. 4) will detect the total number of discharged out balls, that is, the same number of game balls as the game balls launched into the game area 40 by the launch handle 16. Also, when counting the game balls launched into the game area 40 by the launch handle 16, a switch may be provided at the location where the ball guide rail 6 enters the game area 40 for counting.
[0030] On the lower right peripheral portion of the game area 40 of the game board 4, there are three 7-segment displays arranged side by side. Among them, two 7-segment displays are special symbol display devices 51, and the other 7-segment display device 53a displays special symbol 1, special symbol 2, the number of starting balls held for the normal symbol, and the game state (for example, advantageous game state, etc.). As shown in FIG. 2, this special symbol display device 51 is composed of a special symbol 1 display device 51a and a special symbol 2 display device 51b. On the left side of the special symbol 1 display device 51a, there is a normal symbol display device 52 composed of one LED. Further, a round lamp 53b for notifying the number of rounds of the big win game and a right hit notification lamp 53c for notifying a right hit are provided.
[0031] In addition, an identification lamp device 51A for indicating identification information corresponding to special symbol 1 and special symbol 2 is provided on the upper end side of the left ornament 43b.
[0032] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab for notifying the player of information on whether special symbol 1 and special symbol 2 are in the process of changing or whether they are a hit or a miss. This first identification lamp 51Aa corresponds to special symbol 1, and the second identification lamp 51Ab corresponds to special symbol 2. When special symbol 1 is in the process of changing, the first identification lamp 51Aa blinks. When special symbol 1 is a hit, the first identification lamp 51Aa lights up. When special symbol 1 is a miss, the first identification lamp 51Aa goes out. Further, when special symbol 2 is in the process of changing, the second identification lamp 51Ab blinks. When special symbol 2 is a hit, the second identification lamp 51Ab lights up. When special symbol 2 is a miss, the second identification lamp 51Ab goes out.
[0033] Although not shown in the figure, a plurality of game pins are arranged in the game area 40 of the game board 4, and a windmill 54 as a member for changing the falling direction of the game ball is arranged.
[0034] <Description of the control device> Next, a control device that performs electronic control according to the progress of the game provided in the pachinko game machine 1 having the above-described appearance configuration will be described with reference to FIG. 4. As shown in FIG. 4, this control device mainly includes a main control board 60 that controls the entire game operation, a payout / firing control board 70 that pays out game balls based on control commands from the main control board 60, and a sub-control board 80 that controls images, lights, and sounds.
[0035] <Explanation regarding the main control board> The main control board 60 mainly includes a one-chip microcomputer 600 composed of a main control CPU 600a, a main control ROM 600b that stores a game program and the like describing a series of game control procedures, and a main control RAM 600c that functions as a work area, buffer memory, etc., a measurement / setting display device 610 composed of seven segments that also serves as a display of the content regarding the ratio of the number of winning balls in the low-probability timing (when the winning lottery probability is in the normal low-probability state), etc. (performance display), and a display of the setting content of the probability of generating a game state advantageous to the player, a RAM clear switch 620, and a setting key switch 630.
[0036] And connected to the main control board 60 configured in this way is a payout / firing control board 70 that controls the payout motor M to payout game balls. Furthermore, a special symbol 1 start port switch 44a that detects winning in the special symbol 1 start port 44, a special symbol 2 start port switch 45a1 that detects winning in the special symbol 2 start port 45a, a normal symbol start port switch 48a that detects passage through the normal symbol start port 48, upper right general winning port switches 49a1, upper left general winning port switches 49b1, middle left general winning port switches 49c1, lower left general winning port switches 49d1 that detect winning in the general winning ports 49 (upper right general winning port 49a, upper left general winning port 49b, middle left general winning port 49c, lower left general winning port 49d), a big winning port switch 46c that detects winning in a big winning port (not shown) opened or closed by the opening / closing door 46a, and an out port switch 50a capable of detecting the same number of game balls as the game balls fired into the game area 40 by the firing handle 16 are connected. Additionally, a normal electric accessory solenoid 45b2 that drive-controls the opening / closing member 45b1 and the guide member 45c1, a special electric accessory solenoid 46b that controls the operation of the opening / closing door 46a, a distributing device 47, a special symbol 1 display device 51a, a special symbol 2 display device 51b, a normal symbol display device 52, a 7-segment display device 53a, a round lamp 53b, and a right hitting notification lamp 53c are connected. Additionally, a fraud detection board 55 that detects a player's fraudulent behavior is connected.
[0037] When the main control board 60 configured as described above receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, or the normal symbol start port switch 47a, the main control CPU 600a conducts a lottery, determines the variation pattern of the special symbol, the stop symbol, or the display content of the normal symbol according to the winning or losing information that is the result of the lottery, and transmits the determined information to the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. As a result, the lottery result is displayed on the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. Further, the main control board 60, that is, the main control CPU 600a generates an effect control command DI_CMD including the determined information and transmits it to the sub-control board 80. When the main control board 60, that is, the main control CPU 600a receives signals from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a, the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, the lower left general winning port switch 49d1, and the big winning port switch 46c, it determines how many game balls to pay out to the player, and transmits a payout control command PAY_CMD including the determined information to the payout / firing control board 70, so that the payout / firing control board 70 pays out game balls to the player.
[0038] Also, as a result of the lottery, when winning the lottery for the normal symbol, the normal electric accessory solenoid 45b2 is driven and controlled so that the opening / closing member 45b1 is in the open state and the guiding member 45c1 is in the guiding state for a predetermined time. When winning the lottery for the special symbol, the special electric accessory solenoid 46b is controlled to open the big winning port (not shown).
[0039] In a one-type or two-type mixed type gaming machine, when it enters the small winning gaming state, it is controlled so that the opening / closing door 46a repeatedly opens and closes the big winning port (not shown). When a game ball enters the big winning port (not shown), the sorting device 47 is controlled so that the game ball is sorted into the V area 47a.
[0040] On the other hand, the main control board 60, that is, the main control CPU 600a, measures the number of prize balls every time it receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, the lower left general winning port switch 49d1, and the big winning port switch 46c, and measures the total number of discharged game balls every time it receives a signal from the out port switch 50a. Then, the main control board 60, that is, the main control CPU 600a, outputs to the measurement / setting display device 610 the content (performance display) regarding, for example, the ratio of the number of prize balls given in a low-probability situation based on the measured number of prize balls and the total number of discharged game balls. As a result, the content (performance display) regarding the ratio of the number of prize balls given in a low-probability situation and the like is displayed on the measurement / setting display device 610.
[0041] Furthermore, the measurement / setting display device 610 can display the setting content of the probability of generating a game state advantageous to the player in, for example, six levels from "1" to "6". When changing such setting content, a dedicated key is inserted into the setting key switch 630 and when it is turned on, the setting content of the probability of generating a game state advantageous to the player can be changed in six levels from, for example, "1" to "6" by the RAM clear switch 620 (for example, setting "6" has the highest probability of generating a game state advantageous to the player, and setting "1" has the lowest probability of generating a game state advantageous to the player). Then, the changed setting content is displayed on the measurement / setting display device 610, and when the changed setting content is confirmed, a dot on the lower right side of the 7-segment display lights up, indicating that the setting content has been confirmed.
[0042] On the other hand, when the RAM clear switch 620 is pressed except when a dedicated key is inserted into the setting key switch 630 and it is turned on, only a part of the memory area of the main control RAM 600c is cleared instead of clearing all the memory areas.
[0043] On the other hand, when the main control board 60, that is, the main control CPU 600a, receives a fraud detection signal detecting a player's fraud by a magnetic sensor, a radio wave sensor, or a vibration sensor mounted on the fraud detection board 55, it generates a fraud error command (production control command DI_CMD) and transmits it to the sub-control board 80.
[0044] <Explanation of the payout and launch control board> The payout and launch control board 70 receives the payout control command PAY_CMD from the main control board 60 (main control CPU 600a), and generates a payout motor signal based on the received payout control command PAY_CMD. Then, it controls the payout motor M with the generated payout motor signal to payout a game ball to the player. Furthermore, the payout and launch control board 70 performs a process of starting or stopping the operation of launching a game ball in response to the player's operation based on a bonus ball count signal indicating the payout operation of the game ball and a status signal related to an abnormality in the payout operation.
[0045] On the other hand, a touch sensor is provided at the peripheral edge of the launch handle 16 shown in FIG. 1. When the player's hand touches the touch sensor of the launch handle 16, the touch sensor outputs a detection signal to the payout and launch control board 70 as shown in FIG. 4. In response to this, the payout and launch control board 70 transmits the detection signal to the main control board 60 (main control CPU 600a). Then, the main control board 60 (main control CPU 600a) transmits the detection signal to the sub-control board 80 as a production control command DI_CMD. As a result, it becomes possible to transmit information on whether or not the player has touched the handle 16 to play the game to the sub-control board 80.
[0046] Incidentally, the payout / firing control board 70 also performs a ball lending process for the player. That is, when the ball lending button 11 shown in FIGS. 1 and 4 is pressed, a ball lending signal is transmitted to a CR unit (not shown) arranged adjacent to the pachinko game machine 1. In response to this, the CR unit transmits a ball lending request signal to the payout / firing control board 70. Then, upon receiving this signal, the payout / firing control board 70 pays out a game ball to the player, and upon completion of the payout, transmits a ball lending completion signal to the CR unit. Thus, in this manner, the payout / firing control board 70 performs the ball lending process for the player.
[0047] <Explanation of the sub-control board> The sub-control board 80 includes a sub one-chip microcomputer 800 composed of a sub-control CPU 800a that receives an effect control command DI_CMD from the above main control board 60 (main control CPU 600a) and executes and controls various effects, and controls the display image displayed on the liquid crystal display device 41, a sub-control ROM 800b in which a control program describing the effect control procedure and the like are stored, and a sub-control RAM 800c that functions as a work area, buffer memory, etc.
[0048] Furthermore, the sub-control board 80 includes a sound LSI 801 that generates a desired BGM, sound effects, etc., a sound RAM 802 that functions as a work area, buffer memory, etc., a VDP 803 that generates image data to be displayed on the liquid crystal display device 41 based on an instruction from the sub one-chip microcomputer 800, a work area for decompressing video compressed data, and a frame buffer area for temporarily storing the image data to be displayed on the liquid crystal display device 41, a DDR2 SDRAM 804, a game ROM 805 in which still image compressed data, video compressed data CG data, and sound data such as BGM and sound effects are stored in advance. Note that a still image is a so-called sprite image, which indicates a single image such as text data like characters, background images, or special symbols. Also, a video means a collection of a plurality of (for a plurality of frames) still images that change continuously, and smooth motion is reproduced by continuously drawing a plurality of still images on the liquid crystal display device 41.
[0049] Connected to the sub-control board 80 configured as described above is a decorative lamp board 90 on which decorative lamps such as full-color LED lamps that exhibit a lamp production effect are mounted. Further connected is a push-button type production button device 13 that can change the production effect when a player presses it when a built-in lamp (not shown) is lit, and a speaker 17 that emits BGM, sound effects, etc. is connected. And further, connected to the sub-control board 80 is a movable accessory device 43 that performs a predetermined production operation as the game progresses, an identification lamp device 51A for notifying the player of the information on whether the special symbol 1 and the special symbol 2 are winning or losing while the special symbol 1 and the special symbol 2 are changing, a setting button 15 that enables various settings, and a liquid crystal display device 41 is connected.
[0050] Thus, the sub-control board 80 configured as described above receives, by the sub-control CPU 800a, a production control command DI_CMD including basic information necessary for a special symbol variation pattern, the current game state, the number of starting reserved balls, a decorative pattern to be stopped based on the lottery result, etc., based on the lottery result transmitted from the main control board 60 (main control CPU 600a). Then, the sub-control CPU 800a determines, by lottery, a production pattern corresponding to the received production control command DI_CMD from among a number of production patterns stored in advance in the sub-control ROM 800b, and temporarily stores, in the sub-control RAM 800c, a control signal for instructing the execution of the determined production pattern.
[0051] The sub-control CPU 800a transmits, to the sound LSI 801, a control signal related to sound among the control signals for instructing the execution of the production pattern stored in the sub-control RAM 800c. In response to this, the sound LSI 801 reads out sound data corresponding to the control signal from the game ROM 805 or the sound RAM 802 and outputs it to the speaker 17. As a result, BGM and sound effects corresponding to the determined production pattern are emitted from the speaker 17.
[0052] Also, the sub-control CPU 800a transmits, among the control signals for instructing the execution of the production patterns stored in the sub-control RAM 800c, the control signals related to light to the decoration lamp board 90. As a result, the decoration lamp board 90 controls the lighting or extinguishing of decoration lamps such as full-color LED lamps that exhibit a lamp production effect, so that a lamp production corresponding to the determined production pattern is executed.
[0053] And the sub-control CPU 800a transmits, among the control signals for instructing the execution of the production patterns stored in the sub-control RAM 800c, the command list related to the image to the VDP 803. As a result, the VDP 803 generates image data so as to display an image based on the command list, and transmits the generated image data to the liquid crystal display device 41, so that an image corresponding to the determined production pattern is displayed on the liquid crystal display device 41. Note that the image data displayed on the liquid crystal display device 41 is updated every frame, but the sub-control CPU 800a (sub-control CPU 800a) can grasp that the display operation of this one frame has ended. The VSYNC (vertical synchronization signal) shown in FIG. 4 is transmitted from the VDP 803 to the sub-control CPU 800a as an interrupt signal. As a result, the sub-control CPU 800a can grasp that the image data for one frame has been displayed on the liquid crystal display device 41. Note that this VSYNC interrupt signal is generated, for example, every 33 ms.
[0054] Furthermore, the sub-control CPU 800a transmits, among the control signals for instructing the execution of the production patterns stored in the sub-control RAM 800c, the control signals related to the movable props to the movable prop device 43. As a result, the movable prop device 43 will move corresponding to the determined production pattern.
[0055] <Explanation of the power supply board> Incidentally, the power supply to each of the substrates described above is supplied from the power supply board 130 shown in FIG. 4. This power supply board 130 is configured to include a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. This voltage generation unit 1300 receives an AC voltage AC24V, which is an external power supply supplied from a transformer (not shown) installed in the game parlor, and generates a plurality of types of DC voltages. The generated DC voltages are supplied to each substrate (not shown).
[0056] Also, the voltage monitoring unit 1310 monitors the voltage of the AC voltage AC24V, and when a voltage abnormality is detected due to the interruption of this voltage or the occurrence of a power failure, it outputs a voltage abnormality signal ALARM to the main control board 60. Note that the voltage abnormality signal ALARM outputs a signal at the "L" level during a voltage abnormality and a signal at the "H" level during normal operation.
[0057] On the other hand, the system reset generation unit 1320 generates a system reset signal RST at the time of power-on, and the generated system reset signal RST is output to each substrate.
[0058] <Explanation of the suppression device (saving function)> Incidentally, the pachinko game machine 1 as described above is equipped with a suppression device (saving function) that stops the game when the player obtains a certain number of prize balls. Hereinafter, this suppression device (saving function) will be described.
[0059] <Overview explanation of the suppression device (saving function)> The suppression device (saving function) stops the game when the difference balls exceed 95,000. The difference balls are defined as "the number of game balls paid out to the player" - "the number of game balls the player launched into the game area 40 using the launch handle 16" = "the number of bonus balls the player actually obtained". This difference in balls is counted by the main control CPU 600a using a difference ball counter. This difference ball counter is set (cleared) to 100,000 at power-on. Each time the player launches a game ball into the game area 40 using the launch handle 16, it is decremented by 1 (-1). Each time a game ball enters the special symbol 1 start port 44, special symbol 2 start port 45a, upper right general winning port 49a, upper left general winning port 49b, middle left general winning port 49c, lower left general winning port 49d, and the big winning port (not shown) as shown in Figure 2, the number of bonus balls is incremented (+). Therefore, each time a game ball is launched, it is decremented by 1 (-1), so the difference ball counter starts from a state of 100,000 when the game begins. When the business of the hall (pachinko parlor) ends on the same day without the suppression device (saving function) being activated, the next day, an employee of the hall (pachinko parlor) etc. turns the power of the pachinko game machine 1 on / off, and 100,000 is set (cleared) in the difference ball counter.
[0060] Thus, as a result of counting using such a difference ball counter, when the difference balls exceed 95,000 (when the difference ball counter > 195,000), the game enters a stopped state. This game stopped state is released by pressing the RAM clear switch 620 (see Figure 4) and clearing the main control RAM 600c. If the pachinko game machine 1 is powered off and then restored without pressing the RAM clear switch 620 and without clearing the main control RAM 600c, the game remains in the stopped state.
[0061] By the way, when the difference balls exceed 95,000, the process until the game is stopped is different between the normal game state and the big win game state. That is, during normal gameplay (a state where symbol variation without a big win is possible, including during probability variation states and symbol variation during time shortening), when the difference balls exceed 95,000, the game is immediately stopped.
[0062] On the other hand, if it is during a big win game, when the big win game ends, the game is stopped.
[0063] <Explanation of the control of the suppression device (saving function)> Next, the control of the suppression device (saving function) will be explained.
[0064] The control of this suppression device (saving function) is provided with stages according to the state of the balls before the suppression device (saving function) operates. When it changes to each state, the main control board 60 (main control CPU 600a) sends an effect control command DI_CMD to the sub-control board 80 to notify the sub-control board 80 of the state. Specifically, the following four basic states will be notified.
[0065] (1) When the suppression device (saving function) is not operating This state indicates that there is a margin until the game stops, and how much longer until the game stops is not graspable by the player.
[0066] (2) When the suppression device (saving function) is in a pre-operation notice state This state is when the number of balls exceeds 90,000 and there are 5,000 balls left until the game stops. At this time, the main control board 60 (main control CPU 600a) sends a suppression device operation notice command (effect control command DI_CMD) to the sub-control board 80.
[0067] By the way, the states (1) and (2) above occur alternately. Therefore, every time the state changes from (1) to (2) above, the main control board 60 (main control CPU 600a) sends a suppression device operation notice command (effect control command DI_CMD) to the sub-control board 80.
[0068] On the other hand, when the number of balls in the difference decreases from the state of (2) and the state shifts to (1), the main control board 60 (main control CPU 600a) transmits a suppression device inoperative state command (production control command DI_CMD) to the sub-control board 80.
[0069] By the way, even when the number of balls in the difference changes by even one and the state shifts between (1) and (2), depending on the state, the main control board 60 (main control CPU 600a) transmits a suppression device operation notice command (production control command DI_CMD) or a suppression device inoperative state command (production control command DI_CMD) to the sub-control board 80. Therefore, the sub-control board 80 (sub-control CPU 800a) does not perform notification (or cancellation of notification) according to the command even if it receives a suppression device inoperative state command (production control command DI_CMD) or a suppression device operation notice command (production control command DI_CMD) within a predetermined period after receiving the suppression device operation notice command (production control command DI_CMD).
[0070] (3) In the case of the suppression device (saving function) operation warning state This state is a state before the game stop state when the number of balls in the difference exceeds 95,000. When the player is in a state where they can obtain a profit, such as during a big win, the game is not stopped immediately, and the game is stopped after the state where the player can obtain a profit, such as during a big win, ends. Therefore, when shifting to this state, the main control board 60 (main control CPU 600a) transmits a suppression device operation warning command (production control command DI_CMD) to the sub-control board 80.
[0071] Note that the transition from (2) to (3) is one-way, and the state does not shift from (3) to (2) or (1).
[0072] (4) In the case of the suppression device (saving function) operation state This state is during a game stop state with more than 95,000 difference balls. When a game ball launched during a variation or at the end of a variation other than during a big win enters a winning port (special symbol 1 start port 44 shown in Figure 2, special symbol 2 start port 45a, upper right general winning port 49a, upper left general winning port 49b, middle left general winning port 49c, lower left general winning port 49d, big winning port (not shown)), the number of difference balls exceeds 95,000, resulting in a game stop state, or after a state where the player can obtain benefits such as during a big win ends and transitions from the above (3) state to a game stop state. Therefore, when transitioning to this state, the main control board 60 (main control CPU 600a) sends a game stop command (production control command DI_CMD) to the sub-control board 80.
[0073] In addition, when the number of difference balls exceeds 95,000 during a variation, it will transition from the above (2) state directly to the (4) state without passing through the above (3) state.
[0074] <Explanation of the image until the operation of the suppression device (saving function)> Next, an image until the operation of the suppression device (saving function) will be explained. Figure 5 shows the case where during a variation, when more than 90,000 difference balls have been exceeded and a suppression device operation notice command (production control command DI_CMD) is sent to the sub-control board 80.
[0075] First, as shown in Figure 5(a), on the liquid crystal display device 41, a decorative symbol has stopped (refer to image P1, shown as "767" in the illustration), and further, a resident symbol has stopped (refer to image P2, shown as "767" in the illustration) and is displayed.
[0076] Next, in the liquid crystal display device 41 shown in FIG. 5(b), a decorative pattern rapidly changes (see image P1), and further, a stationary pattern rapidly changes (see image P2) and is displayed. At this time, when the player obtains a winning ball and exceeds 90,000 additional balls, the main control board 60 (main control CPU 600a) transmits a suppression device activation notice command (production control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits a command list regarding an image (video) for causing the liquid crystal display device 41 to display a suppression device activation notice to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby, as shown in FIG. 5(c), the liquid crystal display device 41 displays a message stating that there are approximately 5,000 shots remaining until the saving function is activated (see image P3).
[0077] Next, when the change of the decorative pattern stops and further the change of the stationary pattern stops, as shown in FIG. 5(d), the liquid crystal display device 41 displays a stop pattern of the decorative pattern (see image P1, shown as "567" in the illustration), and a stop pattern of the stationary pattern (see image P2, shown as "567" in the illustration). And at this time, even if the change of the decorative pattern stops and further the change of the stationary pattern stops, in the case of the above (2) suppression device (saving function) activation notice state, the display stating that there are approximately 5,000 shots remaining until the saving function is activated (see image P3) continues. At this time, the display stating that there are approximately 5,000 shots remaining until the saving function is activated (see image P3) is displayed on the back side of the decorative pattern or is displayed so as not to overlap the characters of the decorative pattern and image P3. At this time, voice guidance may be performed in parallel, or it may be notified simultaneously with the sound effects of the change production and the notice production.
[0078] Next, when the decoration pattern starts to change and further the stationary pattern starts to change, as shown in FIG. 5(e), on the liquid crystal display device 41, a decoration pattern that changes rapidly (see image P1) and further a stationary pattern that changes rapidly (see image P2) are displayed. At this time, if it is the case of the above (2) suppression device (saving function) operation notice state on the liquid crystal display device 41, a display (see image P3) indicating that there are approximately 5,000 more shots until the saving function operates will continue. As described above, in order to be able to handle the cases of going back and forth between the above (1) and (2) states, the sub-control board 80 (sub-control CPU 800a) receives a suppression device operation notice command (production control command DI_CMD), and within a predetermined period after that, even if it receives a suppression device non-operation state command (production control command DI_CMD) or a suppression device operation notice command (production control command DI_CMD), it erases the display (see image P3) indicating that there are approximately 5,000 more shots until the saving function operates, or does not perform the display. Instead of erasing the display (see image P3) indicating that there are approximately 5,000 more shots until the saving function operates or not performing the display, the size of the display indicating that there are approximately 5,000 more shots until the saving function operates may be reduced or the display position may be changed. Specifically, since it is sufficiently conveyed to the player during the game that there is a possibility that the saving function will operate if notified for a predetermined period, after the predetermined period has elapsed, it may be reduced to such an extent that it does not interfere with the game, or the display position may be set at the corner of the liquid crystal display device 41. Further, after reducing or changing the display position, when the player finishes the game and enters the customer waiting state via the variable stop state, the display indicating that there are approximately 5,000 more shots until the saving function operates may be restored to the original size or may be made into a display for during the customer waiting demo. This is to prevent the player who will play the next game from overlooking the fact that there are approximately 5,000 more shots until the saving function operates.
[0079] FIG. 6 shows a case where, during fluctuations, a game stop command (production control command DI_CMD) is transmitted to the sub-control board 80 exceeding 95,000 bad balls. In FIG. 6, it is assumed that the display content displayed on the liquid crystal display device 41 is changed as the number of bad balls approaches 95,000. That is, as the number of bad balls increases to 91,000, 92,000, 93,000, and 94,000, accordingly, the main control board 60 (main control CPU 600a) transmits a suppression device operation notice command 2 (production control command DI_CMD), a suppression device operation notice command 3 (production control command DI_CMD), a suppression device operation notice command 4 (production control command DI_CMD), and a suppression device operation notice command 5 (production control command DI_CMD) to the sub-control board 80.
[0080] As shown in FIG. 6(a), on the liquid crystal display device 41, a decorative pattern has stopped (see image P1, “567” in the illustration), and further, a resident pattern has stopped (see image P2, “567” in the illustration). At this time, when exceeding 94,000 bad balls, the main control board 60 (main control CPU 600a) transmits a suppression device operation notice command 5 (production control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits a command list regarding an image (video) for causing the liquid crystal display device 41 to display a suppression device operation notice to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. As a result, as shown in FIG. 6(a), the liquid crystal display device 41 will display a message that the saving function will soon be activated (see image P4).
[0081] Next, when the variation of the decorative symbol starts and further the variation of the resident symbol starts, as shown in FIG. 6(b), on the liquid crystal display device 41, a decorative symbol that rapidly varies (see image P1) and further a resident symbol that rapidly varies (see image P2) are displayed. Then, a display indicating that the saving function will soon operate (see image P4) will also be continuously displayed. At this time, when the player obtains a winning ball and exceeds 95,000 balls, the main control board 60 (main control CPU 600a) will send a game stop command (production control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display a game stop to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and by transmitting the generated image (video) data to the liquid crystal display device 41, on the liquid crystal display device 41, as shown in FIG. 6(c), a display of "[During game stop] Saving achieved. Pause [During game stop]" (see image P5) will be made.
[0082] By the way, when the game stops during such variation, the game is stopped without notifying the player of the lottery result. Further, no symbol variation production for stopping the variation of the decorative symbol is performed at all, and the output ports of the main control CPU 600a that outputs signals to the special symbol display device 51, the normal symbol display device 52, and the 7-segment display device 53a are also cleared. Therefore, the special symbol display device 51, the normal symbol display device 52, and the 7-segment display device 53a turn off, and thus the display of the number of balls on hold for start is also made non-displayed. This is because if it is notified that the symbol variation during execution is a big win, the player may feel disadvantaged, and further, it may cause trouble with the hall (gambling house) side.
[0083] FIG. 7 shows a case where during a big win, when a suppression device operation warning command (production control command DI_CMD) is sent to the sub-control board 80 after exceeding 95,000 balls.
[0084] As shown in FIG. 7(a), in the center of the screen of the liquid crystal display device 41, the characters "Big Hit!" (see image P6) indicating that the game is in the big hit state are displayed. At the lower right end of the screen, the characters "Right Hit" (see image P7) are displayed in a small size to prompt the player to hit the ball to the right (the player uses the firing handle 16 to hit the game ball to the right side of the game area 40 of the game board 4). At this time, a display indicating that the saving function will soon be activated (see image P8) is shown at the upper part of the screen of the liquid crystal display device 41.
[0085] Next, when the big hit game starts, as shown in FIG. 7(b), instead of the characters "Big Hit!" (see image P6), a character saying the line "Well done!" is displayed on the liquid crystal display device 41 (see image P9), and at the upper left corner of the screen of the liquid crystal display device 41, a display "Round1" (see image P10) indicating the round of the big hit game is shown. At this time, when the player obtains a prize ball and exceeds 95,000 balls, since the game state is in the big hit game, the main control board 60 (main control CPU 600a) will send a suppression device activation warning command (production control command DI_CMD) to the sub-control board 80. Upon receiving this, the sub-control CPU 800a sends a command list regarding an image (video) for displaying a warning of the activation of the suppression device to the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, as shown in FIG. 7(c), a display indicating that the saving function will be activated after the hit (see image P11) is shown on the liquid crystal display device 41. At this time, in order to let the player recognize that the saving function is activated, a display indicating that the saving function will be activated after the hit (see image P11) is made with a higher display priority than the production display during the round.
[0086] However, while such a display indicating that the saving function will operate after the hit ends (see image P11) is shown, the jackpot game proceeds. Then, as shown in FIG. 7(d), when a character saying the line "RUSH entry!" indicating that the jackpot game has ended and the special game state after the jackpot game has been reached is displayed on the liquid crystal display device 41 (see image P9), since the jackpot game has ended, the main control board 60 (main control CPU 600a) will send a game stop command (production control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display game stop to the VDP 803. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, as shown in FIG. 7(e), the liquid crystal display device 41 will display "[Game stopped] Saving achieved. Pause [Game stopped]" (see image P12).
[0087] By the way, when operating the suppression device (saving function) described above, if the game is stopped even though the character saying the line "RUSH entry!" shown in FIG. 7(d) is displayed (see image P9), the player will not be able to obtain the profit that should be obtained, which not only reduces the interest of the game but also causes trouble. Therefore, in the present embodiment, the following processing is performed.
[0088] <Explanation of the case of changing the production during the jackpot when the suppression device (saving function) operates to stop the game> First, the prior art will be described.
[0089] The pre-reading determination of the main control board 60 (main control CPU 600a) is mechanically processed until immediately before the suppression device (saving function) operates, and a pre-reading command (production control command DI_CMD) based on the pre-reading determination result is transmitted to the sub-control board 80. In response to this, the sub-control CPU 800a executes a pre-reading effect during a variation or a big win according to the pre-reading command.
[0090] However, when actually performing the pre-reading effect, if it is not determined whether to execute the pre-reading effect assuming that the suppression device (saving function) may operate and stop the game, although the pre-reading effect is executed to give the player a sense of expectation, there is a possibility that the game will be stopped before seeing the result derived from the pre-reading effect. Also, when the sub-control CPU 800a executes an upgrade effect to a special game state after a big win, such as a probability variation or a RUSH state, there is a possibility that the game will be stopped after the big win game. This will be explained using a specific example.
[0091] As shown in FIG. 8(a), in the center of the screen of the liquid crystal display device 41, the character "Big Win!" (see image P20) indicating that the game is in a big win state is displayed, and at the lower right end of the screen, the character "Right Shot" (see image P21) which is small and prompts the player to make a right shot (the player uses the firing handle 16 to hit the game ball to the right side of the game area 40 of the game board 4) is displayed. And at this time, a display (see image P22) saying that the saving function will operate soon is displayed at the upper part of the screen of the liquid crystal display device 41.
[0092] Next, when the upgrade challenge effect is executed during the round game, as shown in FIG. 8(b), instead of the characters "Big Win!" (see image P20), a character saying the line "RUSH Upgrade Challenge" is displayed on the liquid crystal display device 41 (see image P23), and a square box image with "?" written on it is displayed (see image P24). At the upper left corner of the screen of the liquid crystal display device 41, a display saying "Round1" (see image P10) indicating the round of the big win game is shown. Whether or not to perform such an upgrade effect during the round of the big win game is determined by a lottery as to whether or not to perform such an upgrade effect during the round of the big win game when the sub-control CPU 800a receives the variation pattern command (effect control command DI_CMD) at the start of the variation when a big win occurs, which is transmitted from the main control board 60 (main control CPU 600a), or when the sub-control CPU 800a receives the big win start fanfare command (effect control command DI_CMD) transmitted from the main control board 60 (main control CPU 600a).
[0093] Next, as shown in FIG. 8(c), even if the player wins the RUSH upgrade and the liquid crystal display device 41 displays "RUSH GET!" (see image P26), if the player obtains a prize ball and exceeds 95,000 balls at this time, the main control board 60 (main control CPU 600a) will send a suppression device activation warning command (production control command DI_CMD) to the sub-control board 80 because the game state is in a big win game. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display a warning of the activation of the suppression device to the VDP 803. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. Thus, as shown in FIG. 8(c), the liquid crystal display device 41 will display a message that the saving function will operate after the win ends (see image P27). At this time, in order to make the player recognize that the saving function operates, a display that the saving function will operate after the win ends (see image P27) is made with a higher display priority than the production display during the round.
[0094] However, while such a display indicating that the saving function will operate after the hit (see image P27) is shown, the jackpot game proceeds. Then, as shown in FIG. 8(d), even if a character saying the phrase "RUSH entry!" indicating that the jackpot game has ended and the player has won the RUSH upgrade, thus entering the special game state after the jackpot game, is displayed on the liquid crystal display device 41 (see image P23), since the jackpot game has ended, the main control board 60 (main control CPU 600a) will send a game stop command (production control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display game stop to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, as shown in FIG. 8(e), a display saying "[During game stop] Saving achieved. Pause [During game stop]" (see image P28) will be shown on the liquid crystal display device 41.
[0095] However, this way, the player cannot obtain the profit that should be obtained, which not only reduces the player's interest in the game but also causes trouble. The same applies to the reserved continuous production during the jackpot (production that notifies that a jackpot is included in the current starting reserved balls). Whether or not to perform this reserved continuous production is determined by lottery when the sub-control CPU 800a receives the variation pattern command (production control command DI_CMD) at the start of the variation when a jackpot occurs, which is sent from the main control board 60 (main control CPU 600a), or when the sub-control CPU 800a receives the jackpot start fanfare command (production control command DI_CMD) sent from the main control board 60 (main control CPU 600a), similar to the upgrade production.
[0096] Therefore, in the present embodiment, when the sub-control CPU 800a receives a prefetch command (production control command DI_CMD), before and after that, when a game stop such as a suppression device operation command or a suppression device operation warning command is approaching, or when a game stop command has been received, etc., the prefetch production or the promotion production is restricted or aborted according to the state. As a result, unlike the prior art, even though the profit that should have been obtained is notified to the player, it is possible to eliminate a decrease in the player's interest in the game due to the fact that it was not obtained and the cause of the trouble, and thus, appropriate processing can be performed for the control until forced termination and the control after forced termination without affecting the control related to other games.
[0097] In this regard, to explain using a specific example, when the sub-control CPU 800a receives a jackpot start fanfare command (production control command DI_CMD) transmitted from the main control board 60 (main control CPU 600a), it checks the content of the suppression device operation warning command that has already been received. In the present embodiment, it is assumed that every time the number of difference balls increases to 91,000, 92,000, 93,000, and 94,000, the main control board 60 (main control CPU 600a) accordingly transmits a suppression device operation warning command 2 (production control command DI_CMD), a suppression device operation warning command 3 (production control command DI_CMD), a suppression device operation warning command 4 (production control command DI_CMD), and a suppression device operation warning command 5 (production control command DI_CMD) to the sub-control board 80. Here, an example where the suppression device operation warning command 5 indicating the remaining 1,000 balls has been received will be used for explanation.
[0098] The sub-control CPU 800a checks whether the received jackpot start fanfare command (performance control command DI_CMD) is a jackpot that can win 1,000 or more bonus balls. Here, it is assumed that there are two types of jackpots: a 10R jackpot (a jackpot where the number of extra balls can increase by 1,300) or a 4R jackpot (a jackpot where the number of extra balls can increase by 400), and the sub-control CPU 800a checks whether the received jackpot start fanfare command is a 10R jackpot or a 4R jackpot.
[0099] Incidentally, at this time, as shown in Fig. 9(a), on the liquid crystal display device 41, in the center of the screen, the character "JACKPOT!" (refer to image P30), which indicates that the game state is a jackpot, is displayed. At the lower right end of the screen, the character "Right Shot" (refer to image P31), which is small and prompts the player to make a right shot (the player uses the firing handle 16 to hit the game ball to the right side of the game area 40 of the game board 4), is displayed. At the upper part of the screen, a display (refer to image P32) indicating that the saving function will soon operate is shown.
[0100] Next, when the sub-control CPU 800a confirms that it is a 10R jackpot, since there is a possibility that the suppression device (saving function) will operate during the jackpot, when receiving the variation pattern command at the start of the variation when a jackpot occurs, which is transmitted from the main control board 60 (main control CPU 600a), or when receiving the jackpot start fanfare command and it is confirmed that it is a 10R jackpot, the sub-control CPU 800a does not execute the promotion performance or the held continuous performance during the jackpot, or does not conduct a lottery. As a result, the sub-control CPU 800a will perform normal performances during the jackpot round. Specifically, as shown in Fig. 9(b), on the liquid crystal display device 41, instead of the character "JACKPOT!" (refer to image P30), a character saying the phrase "You did it!" is displayed (refer to image P33), and at the upper left corner of the screen of the liquid crystal display device 41, a display "Round1" (refer to image P34), which indicates the round of the jackpot game, is shown. That is, by executing the normal round performance, it is kept in a state where the suppression device (saving function) may operate at any time.
[0101] Next, when the player obtains a prize ball and exceeds 95,000 balls in deficit, since the game state is in a big win game, the main control board 60 (main control CPU 600a) will send a suppression device operation warning command (production control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display a warning of the operation of the suppression device to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and by transmitting the generated image (video) data to the liquid crystal display device 41, as shown in FIG. 9(c), the liquid crystal display device 41 will display a message that the saving function will operate after the win (see image P35). At this time, in order to make the player recognize that the saving function operates, a display that the saving function will operate after the win (see image P35) is made with a higher display priority than the production display during the round.
[0102] By the way, this round production will perform a round production corresponding to the operation of the suppression device (saving function). For example, as shown in FIG. 9(c), a character saying the line "Great!" will be displayed on the liquid crystal display device 41 (see image P33).
[0103] Next, when the sub-control CPU 800a receives the big win end ending command (production control command DI_CMD) transmitted from the main control board 60 (main control CPU 600a), it will perform a production in accordance with the game stop after the big win. For example, as shown in FIG. 9(d), the characters "Congratulation" will be displayed on the liquid crystal display device 41 (see image P36). Thus, in this way, the player can obtain a sense of satisfaction that all the benefits have been obtained, and thereby, the player's interest in the game can be improved.
[0104] Next, since the jackpot game has ended, the main control board 60 (main control CPU 600a) will send a game stop command (performance control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display game stop to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. As a result, as shown in FIG. 9(e), the liquid crystal display device 41 will display a message stating "[During game stop] Saving achieved. Pause [During game stop]" (see image P37).
[0105] However, if the upgrade performance or the consecutive hold performance during the jackpot is not executed in this way, the player is not informed of the profit that should have been obtained. Therefore, it is possible to reduce the player's interest in the game due to the non - attainment and eliminate the cause of trouble. Therefore, appropriate processing can be performed for the control until forced termination and the control after forced termination without affecting the control related to other games.
[0106] On the other hand, when the sub-control CPU 800a confirms that it is a 4R jackpot, as in the past, when receiving the variation start pattern command (performance control command DI_CMD) at the start of the variation when the jackpot has been determined and transmitted from the main control board 60 (main control CPU 600a), or when receiving the jackpot start fanfare command (performance control command DI_CMD) transmitted from the main control board 60 (main control CPU 600a), a lottery is conducted to determine whether to perform an upgrade performance or a consecutive hold performance during the rounds of the jackpot game. This is because even if the number of difference balls increases by 400, the suppression device (saving function) still does not operate, so there is no problem in executing the upgrade performance or the consecutive hold performance.
[0107] However, after the sub-control CPU 800a receives the suppression device activation notice command 5, there may be an increase in the number of balls out. Therefore, considering such a case, it may be possible to send the number of balls out and the planned number of prize balls command (production control command DI_CMD) from the main control board 60 (main control CPU 600a) to the sub-control CPU 800a. By doing so, the sub-control CPU 800a can manage the detailed number of balls out, and thus it becomes possible to determine whether the suppression device (saving function) will operate even in the case of a 4R jackpot. Therefore, appropriate production can be executed.
[0108] <Explanation of the payout process of game balls when the suppression device (saving function) operates and the game stops> Incidentally, the number of balls out described above is based on the number of prize balls counted by the main control CPU 600a when game balls enter the special symbol 1 start port 44, special symbol 2 start port 45a, upper right general winning port 49a, upper left general winning port 49b, middle left general winning port 49c, lower left general winning port 49d, and the big winning port (not shown) shown in FIG. 2. Therefore, it is not the actual number of game balls paid out. Therefore, when the suppression device (saving function) operates and the game stops, the actual payout process of game balls may not be caught up.
[0109] Therefore, in this embodiment, even when the game is in a stopped state, the communication of the payout control command PAY_CMD regarding the payout of game balls between the main control board 60 (main control CPU 600a) and the payout / firing control board 70 is continued. That is, only the main control board 60 (main control CPU 600a) stops the game, and the payout / firing control board 70 only operates in response to the payout control command PAY_CMD from the main control board 60 (main control CPU 600a), so there is no need to put the payout / firing control board 70 itself in a game stopped state. Therefore, even when the game is in a stopped state, the communication of the payout control command PAY_CMD regarding the payout of game balls between the main control board 60 (main control CPU 600a) and the payout / firing control board 70 is continued.
[0110] Regarding this point, to explain in more detail, when the main control board 60 (main control CPU 600a) and the sub-control board 80 (sub-control CPU 800a) send a game stop command (performance control command DI_CMD) from the main control board 60 (main control CPU 600a) to the sub-control board 80 (sub-control CPU 800a) during game stop, thereafter, the main control board 60 (main control CPU 600a) will not send the performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a). And when the power of the pachinko gaming machine 1 is cut off in the game stop state, without pressing the RAM clear switch 620 and without clearing the main control RAM 600c, if the pachinko gaming machine 1 is restored from power-off, it will remain in the game stop state. Even in that case, in order for the payout process regarding the prize balls for which the payout has not yet been completed to be performed, a payout control command PAY_CMD is sent from the main control board 60 (main control CPU 600a) to the payout / firing control board 70. As a result, the payout / firing control board 70 will execute the payout of the game balls regarding the prize balls for which the payout has not yet been completed.
[0111] Thus, by doing so, it is possible to eliminate the situation where the game balls that should originally be paid out are not paid out due to game stop. Therefore, for the control until forced termination and the control after forced termination, appropriate processing can be performed without affecting the control related to other games.
[0112] <Explanation of providing stages according to the state of the difference balls until the suppression device (saving function) operates> Incidentally, as described above, depending on the state of the balls before the saving function of the suppression device activates, it is divided into the following four stages: (1) when the suppression device (saving function) is in an inoperative state, (2) when the suppression device (saving function) is in a pre-operation notice state, (3) when the suppression device (saving function) is in an operation warning state, and (4) when the suppression device (saving function) is in an operative state. This is because if the game is suddenly stopped during a big win game just because the number of balls exceeds 95,000, the player will strongly feel disadvantaged, and thus there is a risk of reducing the interest of the game. Therefore, in the present embodiment, depending on whether the game state when the number of balls exceeds 95,000 is during symbol variation or during a big win, the change in the state leading to game stop is made different. Thereby, the risk of reducing the interest of the game can be reduced, and thus appropriate processing can be performed for the control until forced termination and the control after forced termination without affecting the control related to other games.
[0113] Incidentally, in the present embodiment, even if the number of balls exceeds 95,000 during a big win game, the game is not immediately stopped. Therefore, if the power supply of the pachinko gaming machine 1 is cut off for some reason before the game stops and the pachinko gaming machine 1 is restored from power-off, as described above, the ball counter will be initialized (set (cleared) to 100,000 balls). Thus, even if the big win game ends, the game will not stop. Therefore, in the present embodiment, to avoid such a situation, when the power supply of the pachinko gaming machine 1 is cut off for some reason before the game stops and the pachinko gaming machine 1 is restored from power-off, the ball counter is not initialized. By doing so, it is possible to prevent a situation where the game does not stop even though it should originally stop.
[0114] <Explanation of the Relevance with the Suppression Device (Saving Function) When an Illegal Error Occurs> By the way, when an illegal act of a player is detected by a magnetic sensor, a radio wave sensor, or a vibration sensor mounted on the fraud detection board 55, there are cases where a high-priority error notification is given without stopping the game and cases where the game is stopped.
[0115] First, the case where an illegal act of a player is detected by a magnetic sensor, a radio wave sensor, or a vibration sensor mounted on the fraud detection board 55 and an illegal error notification is given without stopping the game will be described.
[0116] When an illegal act of a player is detected by the fraud detection board 55, the main control CPU 600a transmits an illegal error command (production control command DI_CMD) to the sub-control board 80 (sub-control CPU 800a). In response to this, the sub-control CPU 800a transmits a command list regarding an image (video) for displaying an illegal error on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the content of the illegal error is displayed on the liquid crystal display device 41. Further, the sub-control CPU 800a transmits a signal for notifying an illegal error by voice to the audio LSI 801 in order to give an illegal error by voice. In response to this, the audio LSI 801 reproduces voice from the speaker 17 so that an illegal error by voice is issued.
[0117] On the other hand, when the number of difference balls exceeds 95,000, the main control board 60 (main control CPU 600a) will send a game stop command (production control command DI_CMD) to the sub-control board 80. Upon receiving this, the sub-control CPU 800a sends a command list regarding an image (video) that causes the game stop to be displayed on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, the liquid crystal display device 41 will display the displays as shown in FIGS. 6(c), 7(e), 8(e), and 9(e). Furthermore, the sub-control CPU 800a sends a signal to the audio LSI 801 to give an audio game stop notification in order to give an audio game stop notification. Upon receiving this, the audio LSI 801 will reproduce an audio so that an audio game stop is emitted from the speaker 17.
[0118] By the way, when the illegal behavior of the player is detected by the illegal detection board 55 and when the game stop due to exceeding 95,000 difference balls is combined, in both cases, since the necessary information is involved, it is necessary to give a notification. However, on the one hand, for the error notification due to illegal behavior, while the suppression device (saving function) operates to give a notification of the game stop state, on the side of the hall (game hall), it is necessary to give an error notification due to illegal behavior so that the hall side can notice that illegal behavior by the player has been committed before the game stop.
[0119] Therefore, in this embodiment, even if the suppression device (saving function) is activated and the sub-control CPU 800a receives a game stop command (presentation control command DI_CMD), the sub-control CPU 800a displays an error notification due to fraud on the liquid crystal display device 41 together with the display shown in FIG. 6(c), FIG. 7(e), FIG. 8(e), and FIG. 9(e), and prioritizes the sound emitted from the speaker 17 to notify the error notification due to fraud. Also, errors with a lower degree of urgency compared to fraud errors such as a launch position warning notification such as a right hit warning notification or a left hit warning notification are erased when the game is stopped. To explain this in detail, in the normal game state, the presentation control command DI_CMD corresponding to the error occurrence / cancellation is transmitted to the sub-control board 80 (sub-control CPU 800a) in the error management process of the timer interrupt process described later in the main control board 60 (main control CPU 600a). In addition, at this time, when the game is stopped, the error with a low urgency is erased. Therefore, in this embodiment, the sub-control board 80 (sub-control CPU 800a) erases the error with a low urgency when the sub-control board 80 (sub-control CPU 800a) receives a game stop command or an error erasure command transmitted together with the game stop command.
[0120] Incidentally, regarding the ball jamming error related to the prize balls or the replenishment shortage error due to insufficient game balls in the pachinko machine 1, as described above, even when the game is in a stopped state, there may be cases where the payout process for the prize balls for which the payout has not yet been completed is carried out. Therefore, regarding the error related to the prize balls obtained by the player, the sub-control CPU 800a gives priority over the game stop notification. However, in this case, even when the game is in a stopped state, since the error management process of the timer interrupt process is executed, the production control command DI_CMD corresponding to the occurrence of the error is transmitted to the sub-control board 80 (sub-control CPU 800a). However, at this time, as described above, for errors with a low urgency level, they are erased (no error notification is made) by the sub-control board 80 (sub-control CPU 800a). Note that since the illegal error notification is performed on the sub-control CPU 800a side, it will be erased when the pachinko machine 1 is powered off and restored.
[0121] Thus, in this way, for the control until forced termination and the control after forced termination, appropriate processing can be performed without affecting the control related to other games.
[0122] Next, the case of stopping the game when an illegal act of the player is detected by the magnetic sensor, radio wave sensor, or vibration sensor mounted on the illegal detection board 55 will be described.
[0123] When the game is stopped due to an illegal error, it is stopped based on an illegal game stop flag different from the game stop flag indicating that the game is stopped by the operation of the suppression device (saving function). Note that this illegal error will cause the game stop state of the main control board 60 (main control CPU 600a) to be canceled when the pachinko machine 1 is powered off and restored. In this case, unlike the power-off restoration by the operation of the suppression device (saving function), even if the pachinko machine 1 is powered off and restored without pressing the RAM clear switch 620 and without clearing the main control RAM 600c, the game stop state will be canceled.
[0124] Incidentally, when the pachinko gaming machine 1 is restored from a power cut, as described above, the difference ball counter is initialized (set (cleared) to 100,000 shots). However, in the present embodiment, when the pachinko gaming machine 1 is restored from a power cut due to an illegal error, the difference ball counter is not initialized. This is because if the difference balls that should originally be initialized every time the business of the hall (gambling house) ends in a day are initialized during business hours due to an illegal error, a malicious player can deliberately cause an illegal error by magnetism or vibration and make the hall (gambling house) side restore the pachinko gaming machine 1 from a power cut, then the difference ball counter will be initialized. This will prevent the operation of the suppression device (saving function). Therefore, in the present embodiment, when the pachinko gaming machine 1 is restored from a power cut due to an illegal error, the difference ball counter is not initialized. Incidentally, even if an illegal act of a player is detected by the magnetic sensor, radio wave sensor, or vibration sensor mounted on the illegal detection board 55 after the game stops, no new profit such as bonus balls is generated, so even if an illegal act is committed, the hall (gambling house) will not suffer losses.
[0125] <Explanation of the case where reset is applied due to an illegal error after the game stops due to the operation of the suppression device (saving function)> After the game machine enters the game stop state due to the operation of the suppression device (saving function), an illegal error may occur, generating an abnormal reset signal and resetting the main control CPU 600a. An illegal error occurs, for example, when an unexpected access occurs, such as specifying an address beyond the final address of the program area of the main control ROM 600b and accessing that area. When such an illegal error occurs, an abnormal reset signal is generated, and only the main control CPU 600a is reset, and the control process resumes from the start address of the program stored in the main control ROM 600b. However, the main control RAM 600c is not cleared. Therefore, since the values stored in the main control RAM 600c are maintained, the game stop flag indicating that the game has stopped due to the operation of the suppression device (saving function) is likely to hold a value indicating that the game is still stopped (for example, 5AH). However, in this case, since the backup process at power-off is not executed, normal backup information such as the backup flag is not set in the main control RAM 600c. Therefore, even if the pachinko game machine 1 is restored after a power-off, no backup restoration will be performed.
[0126] Therefore, in the present embodiment, in a situation where an illegal error occurs, even if the game is in a stopped state before reset due to the illegal error, the main control RAM 600c is cleared due to backup abnormality, or as an abnormality of the main control RAM 600c, through a setting change process for the setting content of the probability of generating a game state advantageous to the player, the main control RAM 600c is cleared and the game program is started. This is because when the game is resumed while in the game stopped state, due to the influence of the occurrence of an illegal error, the value related to the prize balls stored in the main control RAM 600c may be rewritten. At this time, as described above, since the payout process for the prize balls for which the payout has not been completed yet is performed, the value stored in the rewritten main control RAM 600c is treated as if it was won before the game stopped, and unexpected prize balls may be paid out to the player, thus the hall (game parlor) side may suffer disadvantages. Therefore, in the present embodiment, the main control RAM 600c is cleared and the game program is started. This can reduce the situation where the hall (game parlor) side suffers disadvantages, and thus appropriate processing can be performed for the control until forced termination and the control after forced termination without affecting the control related to other games.
[0127] <Explanation of the ball lending button when the game stops due to the operation of the suppression device (saving function)> When there is a small amount of money remaining on the lending card, considering the case where the player wants to clear it after converting all of it into game balls, in this embodiment, the ball lending operation by the ball lending button 11 is enabled. That is, as shown in FIG. 4, the ball lending button 11 is configured such that the ball lending signal is transmitted to a CR unit (not shown) arranged adjacent to the pachinko gaming machine 1 without passing through the payout / firing control board 70. Then, upon receiving this, the CR unit transmits a ball lending request signal to the payout / firing control board 70. Upon receiving this signal, the payout / firing control board 70 pays out game balls to the player, and upon completion of the payout, transmits a ball lending completion signal to the CR unit. Therefore, even if the main control board 60 (main control CPU 600a) stops the game, the ball lending process will be performed.
[0128] Thus, in this way, for the control until forced termination and the control after forced termination, appropriate processing can be performed without affecting the control related to other games.
[0129] Incidentally, when the game stops, the switch management process of the timer interrupt process described later in the main control board 60 (main control CPU 600a) is not executed. Therefore, it is impossible to obtain information on whether the special symbol 1 start port switch 44a, special symbol 2 start port switch 45a1, upper right general winning port switch 49a1, upper left general winning port switch 49b1, middle left general winning port switch 49c1, lower left general winning port switch 49d1, and big winning port switch 46c shown in FIG. 4 are turned on. Therefore, when the game stops, if the game ball launched into the game area 40 using the launch handle 16 before the game stop still exists in the game area 40, even if the game ball enters the special symbol 1 start port switch 44a, special symbol 2 start port switch 45a1, upper right general winning port switch 49a1, upper left general winning port switch 49b1, middle left general winning port switch 49c1, lower left general winning port switch 49d1 shown in FIG. 4, the game ball cannot be detected. Thus, the winning is invalidated and no prize balls are generated. This is because if radio wave interference or other irregularities affect the ON / OFF state of the switch and cause prize balls to be generated, if the switch management process of the timer interrupt process described later in the main control board 60 (main control CPU 600a) is executed even after the game stops, there is a possibility of illegally obtaining prize balls during the game stop. This may cause damage to the hall (game arcade) side. Therefore, in the present embodiment, when the game stops, even if the game balls still existing in the game area 40 enter the special symbol 1 start port switch 44a, special symbol 2 start port switch 45a1, upper right general winning port switch 49a1, upper left general winning port switch 49b1, middle left general winning port switch 49c1, lower left general winning port switch 49d1 shown in FIG. 4, the game balls are not detected.
[0130] <Explanation of the decoration lamp when the game stops due to the operation of the suppression device (saving function)> Incidentally, when the game stops, it is preferable to lower the brightness of the decoration lamp, or turn off all the decoration lamps, or turn on some of them and turn off the rest. This is because the game has stopped and it is better to suppress power consumption.
[0131] <Main control: Program description> Here, the processing methods of the various contents described above will be described in detail below. First, the outline of the program stored in the main control ROM 600b (see FIG. 4) processed by the main control board 60 will be described in detail by referring to FIGS. 10 to 29.
[0132] First, when the pachinko gaming machine 1 is powered on, a power-on signal indicating that the DC voltage generated by the voltage generation unit 1300 of the power supply board 130 (see FIG. 4) is input to each control board is sent. In response to this signal, the main control CPU 600a (see FIG. 4) reads the program stored in the main control ROM 600b and performs the main control main process shown in FIG. 10. At this time, the main control CPU 600a first sets itself to the interrupt prohibition state (step S1).
[0133] Next, the main control CPU 600a performs a stack pointer setting process of setting the value of the stack pointer inside the main control CPU 600a corresponding to the final address of the normal use stack area (step S2).
[0134] Next, the main control CPU 600a clears the watchdog timer (WDT) (not shown) built in the main control CPU 600a (step S3), and clears the output port that outputs the emission control signal (step S4).
[0135] Subsequently, the main control CPU 600a sets the startup waiting time of the sub-control board 80 (step S5), decrements (-1) the set waiting time (step S6), and clears the watchdog timer (WDT) (not shown) (step S7).
[0136] Next, the main control CPU 600a checks whether the set waiting time has become "0" (step S8). If it has not become "0" (step S8: ≠ 0), the process returns to the process of step S7. If it has become "0" (step S8: = 0), the process proceeds to the process of step S9.
[0137] Next, the main control CPU 600a acquires the voltage abnormality signal ALARM (see FIG. 4) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 4) twice, and checks whether the levels of the voltage abnormality signals ALARM acquired twice match, and then stores them in an internal register (not shown) of the main control CPU 600a, and checks the level of the voltage abnormality signal ALARM (step S9). If the level of the voltage abnormality signal ALARM is at the "L" level (step S10: YES), the process returns to step S9. If the level of the voltage abnormality signal ALARM is at the "H" level (step S10: NO), the process proceeds to step S11. That is, the main control CPU 600a repeats the same process until the voltage abnormality signal ALARM changes to the normal level (i.e., the "H" level) (steps S9 to S10). In this way, by acquiring the voltage abnormality signal ALARM twice, an accurate signal can be read.
[0138] Next, the main control CPU 600a permits data writing to the main control RAM 600c (step S11), and initializes the working area of the main control RAM 600c (step S12). Specifically, 00H is set in the power supply abnormality confirmation counter, and 01H is set in the system operation status.
[0139] Next, the main control CPU 600a transmits a processing command (production control command DI_CMD) for causing the sub-control board 80 to display a standby screen on the liquid crystal display device 41 (step S13).
[0140] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) (step S14), and checks whether a signal (power-on signal) indicating that power has been supplied from the dispensing control board 70 has been received (step S15). If the power-on signal has not been received (step S15: OFF), the process returns to step S14. If the power-on signal has been received (step S15: ON), the process proceeds to step S16.
[0141] Next, the main control CPU 600a acquires the level data of the RAM clear switch 620 and the setting key switch 630, and saves it in the working area of the main control RAM 600c (step S16).
[0142] Next, the main control CPU 600a acquires the door open signal indicating whether the glass door frame 5 shown in FIG. 1 is open, the signal of the RAM clear switch 620 saved in the working area of the main control RAM 600c, and the signal of the setting key switch 630 (step S17), and checks whether all of them are ON (step S18). If all are ON (step S18: YES), the main control CPU 600a performs setting switching processing (step S19).
[0143] <Main control: Main process: Explanation regarding setting switching processing> Here, this setting switching processing will be specifically described with reference to FIG. 12.
[0144] First, the main control CPU 600a sends a setting switch start command (production control command DI_CMD) indicating that setting changes are in progress to the sub-control board 80 (step S50).
[0145] Next, the main control CPU 600a clears the backup flag (step S51). Note that this backup flag is data indicating whether backup processing has been executed when a voltage drop due to a power failure or the like is detected in the power failure check processing shown in FIG. 11. Also, the reason for clearing this backup flag is to detect, in step S21 shown in FIG. 11 described later, the case where a power cut occurs due to some factor during the setting switching process and the main control RAM 600c is not normally backed up.
[0146] Next, the main control CPU 600a sets 02H in the system operation status (step S52), acquires the set value of the probability of generating a special game state advantageous to the player stored in the main control RAM 600c (see FIG. 4), and sets it in the W register (step S53). Specifically, when the set value is, for example, from "1" to "6", in the program, the set values "1" to "6" are made to correspond to the values from "00H" to "05H" and set in the W register.
[0147] Next, the main control CPU 600a compares the value set in the W register with the maximum set value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S54). Then, if the value set in the W register is greater than the maximum set value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: YES), the main control CPU 600a determines that it is an abnormal value and sets 00H in the W register (step S56).
[0148] On the other hand, if the value set in the W register is less than the maximum set value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: NO), the main control CPU 600a determines that it is a normal value and proceeds to the process of step S57.
[0149] Next, the main control CPU 600a sets the security signal output to the hall computer (not shown) used for the management of the game island in the hall (game hall) to ON via an external terminal (not shown), and outputs the security signal to the hall computer (not shown) via an external terminal (not shown) (step S57).
[0150] Next, the main control CPU 600a sets 00H in the LED common port (step S58).
[0151] Next, the main control CPU 600a outputs the value set in the W register to the LED data port (step S59).
[0152] Next, the main control CPU 600a sets the LED common port for displaying the set value to ON (step S60).
[0153] Next, the main control CPU 600a sets a predetermined value in a register in the main control CPU 600a so as to take a 4 ms wait, and performs a countdown process (step S61). Note that this process is to confirm that the change in the level data of the RAM clear switch 620 (see FIG. 4) and the setting key switch 630 (see FIG. 4) is not due to irregularities such as noise by allowing at least 4 ms from the acquisition of the previous switch level. Furthermore, when confirming the change in the voltage abnormality signal in the subsequent power supply abnormality check process and counting the power supply abnormality confirmation counter, by allowing 4 ms, it is also a process for confirming that the "L" level of the voltage abnormality signal is not level data due to irregularities such as noise.
[0154] Next, the main control CPU 600a performs a power supply abnormality check process (step S62). This power supply abnormality check process will be specifically described with reference to FIG. 13.
[0155] <Explanation regarding the main control: main process: power supply abnormality check process> As shown in FIG. 13, the main control CPU 600a acquires the voltage abnormality signal ALARM (see FIG. 4) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 4) twice (step S80), and checks whether the levels of the voltage abnormality signals ALARM acquired twice match (step S81). If they match (step S81: YES), the main control CPU 600a checks the level of the voltage abnormality signal ALARM (step S82), and if they do not match (step S81: NO), it returns to the process of step S80.
[0156] Next, if the level of the voltage abnormality signal ALARM is at the "H" level (step S82: OFF), the main control CPU 600a clears the power supply abnormality confirmation counter (step S83) and ends the power supply abnormality check process.
[0157] On the other hand, if the level of the voltage abnormality signal ALARM is at the "L" level (step S82: ON), the main control CPU 600a increments (+1) the power supply abnormality confirmation counter (step S84) and checks the value of the power supply abnormality confirmation counter (step S85). If the value of the power supply abnormality confirmation counter is not 2 or more (step S85: NO), the power supply abnormality check process ends.
[0158] On the other hand, if the value of the power supply abnormality confirmation counter is 2 or more (step S85: YES), the main control CPU 600a transmits a power-off command (production control command DI_CMD) indicating that the power supply to the sub-control board 80 has been cut off (step S86).
[0159] Next, the main control CPU 600a checks the value of the system operation status (step S87). If the value of the system operation status is 02H, it is determined that the setting change process is in progress (step S87: YES), the backup flag is not set to ON, and the process proceeds to step S89. In this way, if the power is cut off due to some factor during the setting switching process and the main control RAM 600c is not normally backed up, it can be detected in step S21 shown in FIG. 11 described later.
[0160] On the other hand, if the value of the system operation status is not 02H, it is determined that the setting change process is not in progress (step S87: NO), and the backup flag is set to ON (step S88).
[0161] Next, the main control CPU 600a sets the data writing to the main control RAM 600c to the prohibited state (step S89), clears the output data of all output ports (step S90), prohibits the timer interrupt (step S91), and repeats the infinite loop process to wait for the voltage to drop.
[0162] <Explanation of Main Control: Main Processing: Setting Switching Processing> Thus, after completing the power failure check process (step S62) through the above processes, the main control CPU 600a creates switch edge data of the RAM clear switch 620 signal and switch edge data of the setting key switch 630 signal from the level data of the RAM clear switch 620 and the level data of the setting key switch 630 for the previous and current times (step S63). Note that the main control CPU 600a stores the created edge data in the main control RAM 600c.
[0163] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c. If the setting key switch 630 is ON (step S64: NO), the process proceeds to step S65. If the setting key switch 630 is OFF (step S64: YES), the process proceeds to step S67.
[0164] Next, if the RAM clear switch 620 is ON (step S65: NO), the main control CPU 600a increments (+1) the value of the W register (step S66) and returns to the process of step S54.
[0165] On the other hand, if the RAM clear switch 620 is OFF (step S65: NO), the process returns to the process of step S57.
[0166] Thus, the above process is repeated until the setting key switch 630 is turned OFF. When the setting key switch 630 is turned OFF, the main control CPU 600a overwrites and stores the value of the W register with the setting value (for example, the setting values corresponding to "00H" to "05H" for "1" to "6") of the probability of generating a special game state advantageous to the player stored in the main control RAM 600c (see FIG. 4) (step S67).
[0167] Next, the main control CPU 600a outputs the setting confirmation display to the LED data port (step S68).
[0168] Next, the main control CPU 600a transmits a setting change completion command (production control command DI_CMD) reflecting the set value to the sub-control board 80 (step S69).
[0169] <Main control: Explanation of main processing> Thus, after completing the setting change process (step S19) shown in FIG. 10 through the above-described process, the main control CPU 600a proceeds to the process of step S26 shown in FIG. 11.
[0170] On the other hand, the main control CPU 600a checks whether the signals of the RAM clear switch 620 and the setting key switch 630 are all ON (step S18). If they are not all ON (step S18: NO), the main control CPU 600a performs the process of step S20 shown in FIG. 11.
[0171] That is, the main control CPU 600a acquires the set value of the probability of generating a special game state advantageous to the player stored in the main control RAM 600c (see FIG. 4) (for example, the set value of "00H" to "05H" corresponding to "1" to "6"), and checks whether it is less than or equal to the set maximum value (for example, "05H" corresponding to "6") (step S20). If it is less than or equal to the set maximum value (step S20: YES), it checks whether the backup flag is set to ON (step S21).
[0172] <Main control: Main processing: Explanation regarding RAM error processing> If it is not less than or equal to the set maximum value (step S20: NO), or if the backup flag is not set to ON (step S21: NO), the main control CPU 600a transmits a RAM error command (production control command DI_CMD) indicating that there is a RAM error to the sub-control board 80 (step S22).
[0173] Next, the main control CPU 600a outputs an error display to the LED data port (step S23).
[0174] Next, the main control CPU 600a performs a power failure check process (step S24), returns to the process of step S23, and repeats the process. Note that this power failure check process is the same as the power failure check process shown in FIG. 13.
[0175] <Explanation of the main control: main process> On the other hand, if the backup flag is set to ON (step S21: YES), the signal of the RAM clear switch 620 is confirmed (step S25).
[0176] <Explanation of the main control: main process: RAM clear process> When the signal of the RAM clear switch 620 is ON (step S25: YES), or when the setting switching process shown in FIG. 10 (step S19) is performed, the main control CPU 600a does not clear the measurement RAM area and measurement stack area of the main control RAM 600c, but clears the normal RAM area and normal stack area of the main control RAM 600c (step S26). Since the normal RAM area and normal stack area of the main control RAM 600c are cleared, the game state becomes the normal game state. Therefore, at this time, since the game stop flag indicating that the game is stopped by the operation of the suppression device (saving function) is cleared, the game stop state is released. Also, when the game is stopped due to an illegal error, the illegal game stop flag is also cleared.
[0177] Next, the main control CPU 600a sets the RAM clear notification timer to 30 seconds (30 s) (step S27), and sets the timer for outputting the security signal output to a hall computer (not shown) used for hall game island management in the hall (game hall) via an external terminal (not shown) to 30 seconds (30 s) (step S28).
[0178] Next, the main control CPU 600a performs initial value setting on a part of the main control RAM 600c (step S29), and proceeds to the process of step S41.
[0179] <Main Control: Explanation of Main Processing> On the other hand, if the signal of the RAM clear switch 620 is OFF (step S25: NO), the main control CPU 600a acquires the door open signal indicating whether the glass door frame 5 shown in FIG. 1 is open and the signal of the setting key switch 630 (step S30), and checks whether all of them are ON (step S31). If not all of them are ON (step S31: NO), the process proceeds to the process of step S40.
[0180] <Main Control: Main Processing: Explanation of Setting Confirmation Processing> On the other hand, if all of them are ON (step S31: YES), the main control CPU 600a transmits a setting value command (production control command DI_CMD) reflecting the setting value to the sub-control board 80 (step S32).
[0181] Next, the main control CPU 600a sets a timer for outputting a security signal output to a hall computer (not shown) used for hall (game hall) game island management via an external terminal (not shown) to 30 seconds (30s) (step S33).
[0182] Next, the main control CPU 600a sets the security signal output to a hall computer (not shown) used for hall (game hall) game island management via an external terminal (not shown) to ON, and outputs the security signal to the hall computer (not shown) via the external terminal (not shown) for 30 seconds (30s) set by the above timer (step S34).
[0183] Next, the main control CPU 600a outputs the setting value to the LED data port (step S35).
[0184] Next, the main control CPU 600a sets a predetermined value in a register in the main control CPU 600a so as to take a 4 ms wait, and performs a countdown process (step S36).
[0185] Next, the main control CPU 600a performs a power failure check process (step S37). Note that this power failure check process is the same as the power failure check process shown in FIG. 13.
[0186] Next, the main control CPU 600a creates switch edge data of the setting key switch 630 signal from the level data of the setting key switch 630 for the previous time and this time (step S38). Note that the main control CPU 600a stores the created edge data in the main control RAM 600c (see FIG. 4).
[0187] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c (see FIG. 4) (step S39). If the setting key switch 630 is ON (step S39: NO), the process returns to the process of step S34.
[0188] <Explanation of the main control: main process> On the other hand, if the setting key switch 630 is OFF (step S39: YES), initial values such as a backup flag and an error detection timer are set in a part of the main control RAM 600c (step S40). Note that at this time, when the game is stopped due to an illegal error, the initial value is set (cleared) in the illegal game stop flag. Therefore, even if the pachinko gaming machine 1 is powered off and restored without pressing the RAM clear switch 620 and without clearing the main control RAM 600c, the game stop state due to the illegal error is resolved.
[0189] Thus, in this embodiment, by clearing the main control RAM 600c due to backup abnormality or by performing a setting change process for the setting content of the probability of generating a game state advantageous to the player as an abnormality of the main control RAM 600c, the main control RAM 600c is cleared and the game program is started. As a result, even if the value related to the bonus balls stored in the main control RAM 600c has been rewritten due to the influence of an illegal error, it is possible to reduce the situation where the hall (game arcade) side suffers disadvantages, and thus, appropriate processing can be performed for the control until forced termination and the control after forced termination without affecting the control related to other games.
[0190] Next, the main control CPU 600a transmits a command (production control command DI_CMD) indicating whether it is a power-off recovery by RAM clearing or a power-off recovery by backup to the sub-control board 80 (step S41).
[0191] Next, the main control CPU 600a performs a game state notification information update process for updating the game state notification information (step S42).
[0192] Next, the main control CPU 600a performs an out-of-area game start setting (step S43).
[0193] <Explanation of out-of-area game start setting in main control> Here, with reference to FIGS. 14 to 15, the out-of-area game start setting will be described in detail.
[0194] As shown in FIG. 14, for the out-of-area game start setting, first, the stack pointer in the used area (during normal processing) is saved to the measurement stack area of the main control RAM 600c (step S100).
[0195] Next, the main control CPU 600a checks a game stop flag indicating that the game is stopped due to the operation of the suppression device (saving function) (step S101). If 5AH is set in the game stop flag (step S101 := 5AH), the main control CPU 600a determines that the game is in a stopped state and proceeds to the processing of the game stop process (step S102).
[0196] <Explanation of the main control: Game stop process> Regarding this game stop process, referring to FIG. 15 for specific explanation, the main control CPU 600a first sets 5AH in the game stop flag (step S110).
[0197] Next, the main control CPU 600a sets the security signal output to the hall computer (not shown) used for hall island management in the hall (game hall) to ON via an external terminal (not shown), and outputs the security signal to the hall computer (not shown) via the external terminal (not shown) (step S111).
[0198] Next, the main control CPU 600a sends a game stop command (production control command DI_CMD) to the sub-control board 80 (step S112). As a result, the sub-control CPU 800a sends a command list regarding an image (video) for displaying the game stop on the liquid crystal display device 41 to the VDP 803. In response to this, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, the liquid crystal display device 41 will be displayed as shown in FIGS. 6(c), 7(e), 8(e), and 9(e).
[0199] Next, the main control CPU 600a transmits an error erasure command (production control command DI_CMD) to the sub-control board 80 (step S113). As a result, the sub-control CPU 800a stops notifying errors with a lower urgency compared to illegal errors such as firing position warning notifications like right punch warning notifications and left punch warning notifications. If the sub-control CPU 800a stops notifying errors with a lower urgency upon receiving the above game stop command (production control command DI_CMD), the processing of this step S113 becomes unnecessary.
[0200] Next, the main control CPU 600a transmits a command to stop the firing of game balls to the payout / firing control board 70 (step S114), and ends the game stop process. When the payout / firing control board 70 receives this command, it will invalidate and process the signal received from the firing handle 16 even if it is received.
[0201] <Explanation of the start setting of out-of-area game by the main control> Thus, after finishing such a game stop process, as shown in FIG. 14, the main control CPU 600a restores the stack pointer of the used area (during normal processing) that was saved in the measurement stack area of the main control RAM 600c (step S108), and ends the process of starting the out-of-area game setting.
[0202] On the other hand, if 5AH is not set in the game stop flag (step S101: ≠ 5AH), the main control CPU 600a determines that it is not in the game stop state and checks the operation state flag (step S103).
[0203] This operation state flag manages the state until the game stop by values. The cases are as follows: (1) When the suppression device (saving function) is not operating, it is "0"; (2) When the suppression device (saving function) is in the operation notice state, it is "1"; (3) When the suppression device (saving function) is in the operation warning state, it is "2"; (4) When the suppression device (saving function) is in the operation state, it is "3".
[0204] Thus, if the number “2” is not set in such an operation state flag (step S103: ≠ 2), the main control CPU 600a sets an initial value in the difference ball counter (sets 100,000 shots (clears)) (step S104). That is, (1) in the case of the suppression device (saving function) being in the non-operating state, (2) only in the case of the suppression device (saving function) being in the pre-operation notice state ((4) in the case of the suppression device (saving function) being in the operating state, since 5AH is set in the game stop flag, no initial value is set in the difference ball counter), an initial value is set in the difference ball counter. By doing so, (3) even if the pachinko gaming machine 1 is powered off and restored in the case of the suppression device (saving function) being in the operation warning state, it is possible not to set an initial value in the difference ball counter. Thus, in this way, it is possible to prevent a situation where the game does not stop even though it should originally stop.
[0205] Note that when the game is stopped due to an illegal error, do not set an initial value in the difference ball counter of the pachinko gaming machine 1 that has been powered off and restored. Thereby, it is possible to eliminate a situation that hinders the operation of the suppression device (saving function).
[0206] By the way, at this time, as described above, when the pachinko gaming machine 1 is powered off and restored, the illegal game stop flag is cleared. At that time, a value may be set in the flag for not setting an initial value in the difference ball counter, and when setting an initial value in the difference ball counter, it is sufficient to check that value and determine whether to set the initial value. Then, after the determination, it is sufficient to clear the flag for not setting an initial value in the difference ball counter.
[0207] Next, after finishing the process of step S104, the main control CPU 600a sets the initial value “0” in the operation state flag, sets the initial value “0” in the operation state command flag (step S106), performs the process of step S108, and finishes the process of setting the start of out-of-area game.
[0208] This operation state command flag manages whether a command has been sent to the sub-control board 80 (sub-control CPU 800a) when the operation state changes. That is, it is managed such that the state where no command has been sent is "0", the state where a suppression device operation notice command has been sent is "1", and the state where a suppression device operation warning command has been sent is "2".
[0209] On the other hand, if "2" is set in the operation state flag (step S103 := 2), the main control CPU 600a sends a suppression device operation warning command (production control command DI_CMD) to the sub-control board 80 (step S105). As a result, the sub-control CPU 800a sends a command list regarding an image (video) for causing the liquid crystal display device 41 to display a warning of the operation of the suppression device to the VDP 803. In response to this, the VDP 803 generates image (video) data so as to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, the liquid crystal display device 41 will display as shown in FIGS. 7(c), (d), FIGS. 8(c), (d), and FIGS. 9(c), (d).
[0210] Next, the main control CPU 600a sets the value set in the operation state flag in the operation state command flag (step S107), performs the process of step S108, and ends the process of setting the start of out-of-area game.
[0211] By the way, the operation state flag and the operation state command flag are cleared when the game stop flag is cleared during the process shown in step S26 shown in FIG. 11, and the operation state flag and the operation state command flag are also cleared.
[0212] <Explanation of main control: Main process> Thus, after finishing the process of the out-of-area game start setting (step S43) shown in FIG. 11 in this way, the main control CPU 600a performs the setting of the internal function register (step S44). Specifically, the emission control signal is set to ON and transmitted to the payout / emission control board 70. Thereby, the payout / emission control board 70 controls to start the operation of emitting the game balls. Also, the setting of the CTC (Counter Timer Circuit) having functions such as creating a pulse output with a fixed period provided inside the main control CPU 600a and a time measurement function is performed. That is, the main control CPU 600a sets the time constant register of the CTC so that a timer interrupt is periodically applied every 4 ms.
[0213] Next, the main control CPU 600a performs the process of the prize ball winning number management process 1 that calculates the performance such as the total number of game balls launched into the game area 40 including the number of prize balls and the number of non-winning in a state where the interrupt to itself is set to the prohibited state (step S45) (step S46). Then, after the main control CPU 600a performs the update process of various random number counters (step S47), it returns to the interrupt permission state (step S48), returns to step S45, and performs a loop process of repeatedly performing the processes of steps S45 to S48.
[0214] <Main control: Explanation of the prize ball winning number management process 1> Here, with reference to FIGS. 16 to 20, the above-mentioned prize ball winning number management process 1 will be described in detail.
[0215] As shown in FIG. 16, the prize ball winning number management process 1 first executes a save process of saving the contents of the register group in the main control CPU 600a to the measurement stack area of the main control RAM 600c (step S120).
[0216] Next, the main control CPU 600a performs the initial setting of the measurement RAM area of the main control RAM 600c (step S121).
[0217] <Main control: Explanation of the initial setting of the measurement RAM area> Regarding this point, referring to FIG. 17 for a more detailed explanation, as shown in FIG. 17, first, the main control CPU 600a (see FIG. 4) checks the RAM error flag (step S130). If the RAM error flag is set to ON, it is determined that none of the values from "1" to "6" are indicated (step S130: YES), and an abnormality (RAM error) is considered to have occurred in the main control RAM 600c. Without performing the processes of step S131 and step S132, the process proceeds to step S133.
[0218] On the other hand, if the RAM error flag is set to OFF, the main control CPU 600a determines that one of the values from "1" to "6" is indicated (step S130: NO), and acquires the value of the initialized flag (step S131). Next, the main control CPU 600a checks whether the acquired value of the initialized flag is 5AH (step S132). If it is not 5AH (step S132: NO), 5AH is set in the initialized flag (step S133), the measurement RAM area is initialized (cleared) (step S134), and the initial setting process for the measurement RAM area is completed. On the other hand, if it is 5AH (step S132: YES), it is determined that the measurement RAM area has already been initialized, and the initial setting process for the measurement RAM area is completed.
[0219] Thus, when the acquired set value does not indicate any of the values from "1" to "6", since there is a possibility that the measurement (described later) according to the current set value is not being performed normally, even if it has been initialized, the measurement RAM area of the main control RAM 600c may be cleared.
[0220] <Explanation of the main control: Prize ball winning count management process 1> Thus, as shown in FIG. 16, after the main control CPU 600a initializes the measurement RAM area of the main control RAM 600c (step S121), it executes a count process (step S122).
[0221] <Explanation of the main control: Count process> Regarding this point, referring to FIG. 18 for a more detailed explanation, as shown in FIG. 18, the main control CPU 600a acquires a set value (for example, a set value from "1" to "6") of the probability of generating a special game state advantageous to the player, which is stored in the main control RAM 600c (refer to FIG. 4), and selects a count counter table corresponding to the set value with the current set value as an offset (step S140).
[0222] By the way, the content corresponding to the set values 1 to 6 is stored in this count counter table.
[0223] That is, in the count counter table for set value 1, Total prize ball counter 1 for set value 1, Total prize ball counter 2 for set value 1, First accessory cumulative prize ball counter 1 for set value 1, First accessory cumulative prize ball counter 2 for set value 1, Second accessory cumulative prize ball counter 1 for set value 1, Second accessory cumulative prize ball counter 2 for set value 1, Cumulative out counter 1 for set value 1, Cumulative out counter 2 for set value 1, are stored.
[0224] In the count counter table for set value 2, Total prize ball counter 1 for set value 2, Total prize ball counter 2 for set value 2, First accessory cumulative prize ball counter 1 for set value 2, First accessory cumulative prize ball counter 2 for set value 2, Second accessory cumulative prize ball counter 1 for set value 2, Second accessory cumulative prize ball counter 2 for set value 2, Cumulative out counter 1 for set value 2, Cumulative out counter 2 for set value 2, are stored.
[0225] In the count counter table for set value 3, Total prize ball counter 1 for set value 3, Total prize ball counter 2 for set value 3, The first accessory cumulative prize ball counter 1 for setting value 3, The first accessory cumulative prize ball counter 2 for setting value 3, The second accessory cumulative prize ball counter 1 for setting value 3, The second accessory cumulative prize ball counter 2 for setting value 3, The cumulative output counter 1 for setting value 3, The cumulative output counter 2 for setting value 3, are stored.
[0226] In the counter table for setting value 4, The total prize ball counter 1 for setting value 4, The total prize ball counter 2 for setting value 4, The first accessory cumulative prize ball counter 1 for setting value 4, The first accessory cumulative prize ball counter 2 for setting value 4, The second accessory cumulative prize ball counter 1 for setting value 4, The second accessory cumulative prize ball counter 2 for setting value 4, The cumulative output counter 1 for setting value 4, The cumulative output counter 2 for setting value 4, are stored.
[0227] In the counter table for setting value 5, The total prize ball counter 1 for setting value 5, The total prize ball counter 2 for setting value 5, The first accessory cumulative prize ball counter 1 for setting value 5, The first accessory cumulative prize ball counter 2 for setting value 5, The second accessory cumulative prize ball counter 1 for setting value 5, The second accessory cumulative prize ball counter 2 for setting value 5, The cumulative output counter 1 for setting value 5, The cumulative output counter 2 for setting value 5, are stored.
[0228] In the counter table for setting value 6, The total prize ball counter 1 for setting value 6, The total prize ball counter 2 for setting value 6, The first accessory cumulative prize ball counter 1 for setting value 6, The first accessory cumulative prize ball counter 2 for setting value 6, The second accessory cumulative prize ball counter 1 for setting value 6, The second accessory cumulative prize ball counter 2 for setting value 6, The cumulative out counter 1 for setting value 6, The cumulative out counter 2 for setting value 6, are stored.
[0229] Therefore, for example, if the current setting value is "2", the counter table for setting value 2 will be selected. The counter table corresponding to the above-described setting value is stored in the measurement RAM area of the main control RAM 600c.
[0230] Next, the main control CPU 600a obtains the input flags of the upper right general winning opening switch 49a1, the upper left general winning opening switch 49b1, the left middle general winning opening switch 49c1, the lower left general winning opening switch 49d1, and the special symbol 1 start opening switch 44a stored in the main control RAM 600c in step S507 shown in FIG. 29 described later (step S141). Then, these input flags are confirmed (step S142). If all the input flags are in the OFF state (step S142: NO), the process proceeds to the process of step S146. If any one of the input flags is in the ON state (step S142: YES), it is added to the value of the total prize ball counter 1 for setting values 1 to 6 of the counting counter table for setting values 1 to 6 selected in step S140 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2) (step S143). Specifically, if the input flag of the upper right general winning opening switch 49a1 is in the ON state, 5 prize balls are awarded, so +5 is added to the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2). If the input flags of the upper left general winning opening switch 49b1, the left middle general winning opening switch 49c1, and the lower left general winning opening switch 49d1 are in the ON state, 10 prize balls are awarded for each ON input flag. Therefore, +10 (× the number of ON input flags) is added to the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2). Furthermore, if the input flag of the special symbol 1 start opening switch 44a is in the ON state, 3 prize balls are awarded. Therefore, +3 (× the number of ON input flags) is added to the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2).
[0231] Next, the main control CPU 600a checks whether the game state is a low-probability (the winning lottery probability is in the normal low-probability state) game state (step S144). If the game state is not a low-probability state (step S144: NO), the process proceeds to the process of step S146.
[0232] On the one hand, if the game state is in the low-probability state (step S144: YES), the main control CPU 600a adds it to the value of the cumulative bonus ball counter (step S145). Specifically, if the input flag of the upper right general winning port switch 49a1 is in the ON state, 5 bonus balls are awarded, so +5 is added to the value of the cumulative bonus ball counter. And if the input flags of the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, and the lower left general winning port switch 49d1 are in the ON state, 10 bonus balls are awarded for each ON input flag, so +10 (× the number of ON input flags) is added to the value of the cumulative bonus ball counter. And further, if the input flag of the special symbol 1 start port switch 44a is in the ON state, 3 bonus balls are awarded, so +3 (× the number of ON input flags) is added to the value of the cumulative bonus ball counter. Note that this cumulative bonus ball counter will be stored in the measurement RAM area of the main control RAM 600c.
[0233] Next, the main control CPU 600a obtains the input flag of the special symbol 2 start port switch 45a1 stored in the main control RAM 600c in step S507 shown in FIG. 29 to be described later (step S146). If this input flag is in the OFF state (step S147: NO), the process proceeds to the process of step S152. If this input flag is in the ON state (step S147: YES), it is added to the value of the first accessory cumulative bonus ball counter 1 for setting values 1 to 6 in the counter table for setting values 1 to 6 selected in step S140 (for example, if the current setting value is "2", the first accessory cumulative bonus ball counter 1 for setting value 2) (step S148), and is added to the value of the total bonus ball counter 1 for setting values 1 to 6 in the counter table for setting values 1 to 6 selected in step S140 (for example, if the current setting value is "2", the total bonus ball counter 1 for setting value 2) (step S149). Specifically, if the input flag of the special symbol 2 start port switch 45a1 is in the ON state, 3 bonus balls are awarded, so +3 is added to the value of the first accessory cumulative bonus ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the first accessory cumulative bonus ball counter 1 for setting value 2), and +3 is added to the value of the total bonus ball counter 1 for setting values 1 to 6 in the counter table for setting values 1 to 6 (for example, if the current setting value is "2", the total bonus ball counter 1 for setting value 2).
[0234] Next, the main control CPU 600a checks whether the game state is a low-probability state (the winning lottery probability is in the normal low-probability state) (step S150). If the game state is not the low-probability state (step S150: NO), the process proceeds to the process of step S152.
[0235] On the other hand, if the game state is the low-probability state (step S150: YES), the main control CPU 600a adds to the value of the first accessory cumulative prize ball counter (step S151). Specifically, if the input flag of the special symbol 2 start port switch 45a1 is in the ON state, 3 prize balls are awarded, so +3 is added to the value of the first accessory cumulative prize ball counter. This first accessory cumulative prize ball counter will be stored in the measurement RAM area of the main control RAM 600c.
[0236] Next, the main control CPU 600a acquires the input flag of the big winning port switch 46c stored in the main control RAM 600c in step S507 shown in FIG. 29 described later (step S152). If this input flag is in the OFF state (step S153: NO), the process proceeds to the process of step S158. If this input flag is in the ON state (step S153: YES), it adds to the value of the second accessory cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 1 for setting value 2) in the counter table for setting values 1 to 6 selected in step S140 (step S154), and adds to the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2) in the counter table for setting values 1 to 6 selected in step S140 (step S155). Specifically, if the input flag of the big winning port switch 46c is in the ON state, 15 prize balls are awarded, so +15 is added to the value of the second accessory cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 1 for setting value 2), and +15 is added to the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2).
[0237] Next, the main control CPU 600a checks whether the game state is a low-probability (the winning lottery probability is in the normal low-probability state) game state (step S156). If the game state is not a low-probability state (step S156: NO), the process proceeds to the process of step S158.
[0238] On the other hand, if the game state is a low-probability state (step S156: YES), the main control CPU 600a adds to the value of the second accessory cumulative prize ball counter (step S157). Specifically, if the input flag of the big winning opening switch 46c is in the ON state, 15 prize balls are awarded, so +15 is added to the value of the second accessory cumulative prize ball counter. This second accessory cumulative prize ball counter will be stored in the measurement RAM area of the main control RAM 600c.
[0239] Next, the main control CPU 600a obtains the input flag of the output port switch 50a stored in the main control RAM 600c in step S507 shown in FIG. 29 described later (step S158). If this input flag is in the OFF state (step S159: NO), the process proceeds to the process of step S162. If this input flag is in the ON state (step S159: YES), the value of the cumulative output counter is incremented (+1) (step S160), and the value of the cumulative output counter 1 for setting values 1 to 6 of the counter table for setting values 1 to 6 selected in step S140 (for example, if the current setting value is "2", the cumulative output counter 1 for setting value 2) is incremented (+1) (step S141). The cumulative output counter will be stored in the measurement RAM area of the main control RAM 600c.
[0240] Next, the main control CPU 600a checks the value of the cumulative out-counter (step S162). If the total cumulative out count has not reached the predetermined value (60,000) (step S162: NO), the process proceeds to the process of step S168. If the total cumulative out count has reached the predetermined value (60,000) (step S162: YES), the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S140 is stored in the total prize ball counter 2 for setting values 1 to 6 (for example, if the current setting value is "2", the total prize ball counter 2 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S140 (step S163). The value of the first accessory cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the first accessory cumulative prize ball counter 1 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S140 is stored in the first accessory cumulative prize ball counter 2 for setting values 1 to 6 (for example, if the current setting value is "2", the first accessory cumulative prize ball counter 2 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S140 (step S164). The value of the second accessory cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 1 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S140 is stored in the second accessory cumulative prize ball counter 2 for setting values 1 to 6 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 2 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S140 (step S165). The value of the cumulative out-counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the cumulative out-counter 1 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S140 is stored in the cumulative out-counter 2 for setting values 1 to 6 (for example, if the current setting value is "2", the cumulative out-counter 2 for setting value 2) in the counting counter table for setting values 1 to 6 selected in step S140 (step S166).
[0241] Next, the main control CPU 600a clears the values of the total prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2), the first accessory cumulative prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 (for example, if the current setting value is "2", the first accessory cumulative prize ball counter 1 for setting value 2), the second accessory cumulative prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 1 for setting value 2), and the cumulative out counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 (for example, if the current setting value is "2", the cumulative out counter 1 for setting value 2) (step S167).
[0242] Next, the main control CPU 600a checks whether the game state is a low-probability (normal low-probability state for winning lottery probability) game state (step S168). If the game state is not a low-probability state (step S168: NO), the counting process ends. If the game state is a low-probability state (step S168: YES), the low-probability cumulative out counter is incremented (+1) (step S169), and the counting process ends. Note that the low-probability cumulative out counter will be stored in the measurement RAM area of the main control RAM 600c.
[0243] <Main control: Explanation of prize ball winning number management process 1> Thus, as shown in FIG. 16, after the main control CPU 600a executes the counting process (step S122), it executes the counting process (step S123).
[0244] <Main control: Explanation of counting process> Regarding this point, referring to FIG. 19 for a more detailed explanation, as shown in FIG. 19, the main control CPU 600a checks the value of the low-probability cumulative out counter (step S170). If the value of the low-probability cumulative out counter is 0 (step S170: YES), the counting process ends.
[0245] On the other hand, if the value of the low-probability cumulative out-counter is not 0 (step S170: NO), the main control CPU 600a adds the values of the cumulative prize ball counter, the first accessory cumulative prize ball counter, and the second accessory cumulative prize ball counter, and divides the added value by the value of the low-probability cumulative out-counter to calculate the base value of how many prize balls were awarded during the low-probability period, and stores it in the bL base monitor work area of the measurement RAM area of the main control RAM 600c (step S171).
[0246] Next, the main control CPU 600a checks the value of the cumulative out-counter (step S172). If the value of the cumulative out-counter is 0 (step S172: YES), the counting process ends.
[0247] On the other hand, if the cumulative out-counter is not 0 (step S172: NO), the main control CPU 600a adds the values of the cumulative prize ball counter, the first accessory cumulative prize ball counter, and the second accessory cumulative prize ball counter, and divides the added value by the value of the cumulative out-counter to calculate the base value of how many prize balls were awarded, and stores it in the b6 base monitor work area of the measurement RAM area of the main control RAM 600c (step S173).
[0248] Next, the main control CPU 600a checks the value of the cumulative out-counter 2 for setting values 1 to 6 of the counting counter table for setting values 1 to 6 selected in step S140 shown in FIG. 18 (for example, if the current setting value is "2", the cumulative out-counter 2 for setting value 2) (step S174).
[0249] If the value of the cumulative output counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 shown in FIG. 18 (for example, if the current setting value is "2", the cumulative output counter 2 for setting value 2) reaches 60000 (step S174: YES), the main control CPU 600a adds the value of the first accessory cumulative prize ball counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 shown in FIG. 18 (for example, if the current setting value is "2", the first accessory cumulative prize ball counter 2 for setting value 2) and the value of the second accessory cumulative prize ball counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 shown in FIG. 18 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 2 for setting value 2), and divides the added value by the value of the total prize ball counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 shown in FIG. 18 (for example, if the current setting value is "2", the total prize ball counter 2 for setting value 2) to calculate the accessory ratio, and stores it in the y6 accessory ratio work area in the measurement RAM area of the main control RAM 600c (step S175).
[0250] Next, the main control CPU 600a divides the value of the second accessory cumulative prize ball counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 shown in FIG. 18 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 2 for setting value 2) by the value of the total prize ball counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. 18 (for example, if the current setting value is "2", the total prize ball counter 2 for setting value 2) to calculate the accessory ratio related to the big winning opening, stores it in the yA accessory ratio work area in the measurement RAM area of the main control RAM 600c (step S176), and ends the counting process.
[0251] On the other hand, if the value of the cumulative output counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 shown in FIG. 18 (for example, if the current setting value is "2", the cumulative output counter 2 for setting value 2) has not reached 60,000 (step S174: NO), the main control CPU 600a will add the value of the first accessory cumulative prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 shown in FIG. 18 (for example, if the current setting value is "2", the first accessory cumulative prize ball counter 1 for setting value 2) and the value of the second accessory cumulative prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 shown in FIG. 18 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 1 for setting value 2), and divide the added value by the value of the total prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 shown in FIG. 18 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2) to calculate the accessory ratio, and store it in the y6 accessory ratio work area in the measurement RAM area of the main control RAM 600c (step S177).
[0252] Next, the main control CPU 600a divides the value of the second accessory cumulative prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 shown in FIG. 18 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 1 for setting value 2) by the value of the total prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S140 shown in FIG. 18 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2) to calculate the accessory ratio related to the big winning opening, and stores it in the yA accessory ratio work area in the measurement RAM area of the main control RAM 600c (step S178), and ends the counting process.
[0253] <Explanation of the prize ball winning count management process 1 of the main control> Thus, after finishing the above processing, as shown in FIG. 16, the main control CPU 600a executes the suppression device counting process (step S124) after executing the counting process (step S123).
[0254] <Main control: Explanation of suppression device counting process> In this regard, referring to FIG. 20 for a more detailed explanation, as shown in FIG. 20, the main control CPU 600a checks the value of the game stop flag (step S180). If 5AH is set in the game stop flag (step S180 := 5AH), the main control CPU 600a ends the suppression device counting process.
[0255] On the other hand, if 5AH is not set in the game stop flag (step S180 ≠ 5AH), the main control CPU 600a checks the value of the operation state flag (step S181). If the value of the operation state flag is 2 or more (step S181 ≥ 2), the main control CPU 600a checks whether it is during a big win game (step S182). If it is during a big win game (step S182: YES), the suppression device counting process is ended.
[0256] On the other hand, if it is not during a big win game (step S182: NO), the main control CPU 600a sets "3" in the operation state flag (step S183) and ends the suppression device counting process.
[0257] On the other hand, if the value of the operation state flag is less than 2 (step S181 < 2), the main control CPU 600a subtracts the out count from the foul ball counter (step S184). Specifically, the main control CPU 600a reads the ON signal of the out port switch 50a (see FIG. 4) stored in the main control RAM 600c in the process of step S206 shown in FIG. 21 described later and subtracts it from the foul ball counter. Note that, separately from such a foul ball counter, a counter that reads the ON signal of the out port switch 50a (see FIG. 4) and counts the out count may be provided. In that case, since the count value becomes larger than the cumulative out counter for measurement described above (for example, 2 bytes), it is better to increase the size of the main control RAM 600c (for example, 3 bytes).
[0258] Next, the main control CPU 600a adds the number of bonus balls to the difference ball counter (step S185). Specifically, in the process of step S206 shown in FIG. 21 described later, the main control CPU 600a reads the ON signals of the special symbol 1 start port switch 44a (see FIG. 4), the special symbol 2 start port switch 45a1 (see FIG. 4), the upper right general winning port switch 49a1 (see FIG. 4), the upper left general winning port switch 49b1 (see FIG. 4), the middle left general winning port switch 49c1 (see FIG. 4), the lower left general winning port switch 49d1 (see FIG. 4), and the big winning port switch 46c (see FIG. 4) stored in the main control RAM 600c, calculates the number of bonus balls corresponding to these switches, and then adds the number of bonus balls to the difference ball counter. Note that since the difference ball counter has a larger count value than the measurement bonus ball counter (for example, 2 bytes) described above, it is better to increase the size of the main control RAM 600c (for example, 3 bytes).
[0259] Next, the main control CPU 600a checks whether the difference ball counter is equal to or greater than the second reference value. That is, it checks whether the difference ball counter exceeds 95,000 difference balls (difference ball counter > 195,000) (step S186). If the difference ball counter is equal to or greater than the second reference value (step S186: YES), the main control CPU 600a checks whether it is during a big win game (step S187). If it is during a big win game (step S187: YES), it sets "2" in the operation state flag (step S188) and ends the suppression device counting process.
[0260] On the other hand, if it is not during a big win game (step S187: NO), it sets "3" in the operation state flag (step S183) and ends the suppression device counting process.
[0261] If the difference ball counter is not equal to or greater than the second reference value (step S186: NO), the main control CPU 600a checks whether the difference ball counter is equal to or greater than the first reference value. That is, it checks whether the value of the difference ball counter exceeds 90,000 difference balls (step S189). If the difference ball counter is equal to or greater than the first reference value (step S189: YES), the main control CPU 600a sets "1" in the operation status flag (step S190) and ends the suppression device counting process.
[0262] On the other hand, if the difference ball counter is not equal to or greater than the first reference value (step S189: NO), the main control CPU 600a sets "0" in the operation status flag (step S191) and ends the suppression device counting process.
[0263] <Explanation of the main control: bonus ball winning count management process 1> Thus, after finishing the above-mentioned process, as shown in FIG. 16, the main control CPU 600a restores the content of the register saved in the measurement stack area of the main control RAM 600c (step S125) and ends the bonus ball winning count management process 1.
[0264] <Explanation of the main control: timer interrupt process> Next, referring to FIG. 21, the above-mentioned main process is interrupted, and the timer interrupt program that starts every 4 ms will be described.
[0265] When this timer interrupt occurs, a save process is executed to save the content of the register group in the main control CPU 600a to the normal stack area of the main control RAM 600c (step S200). After that, a voltage abnormality check process is executed (step S201). This voltage abnormality check process is the same as the power supply abnormality check process shown in FIG. 13.
[0266] Next, the main control CPU 600a checks a game stop flag indicating that the game is stopped due to the operation of the suppression device (saving function) (step S202). If 5AH is set in the game stop flag (step S202 := 5AH), the main control CPU 600a turns off the solenoid port (step S203), turns off the LED common port (step S204), and proceeds to the process of step S216. As a result, when the game stops during the variation, no pattern variation effect that stops the variation of the decorative pattern is performed. Further, the special pattern display device 51, the normal pattern display device 52, and the 7-segment display device 53a are turned off, and thus the display of the number of balls on hold for start is also turned off. When an illegal act is detected, even when the game stops, the main control CPU 600a may be made to check an illegal game stop flag used when the illegal act is detected, and if 5AH is set, the main control CPU 600a may be made to perform the same process.
[0267] On the other hand, if 5AH is not set in the game stop flag (step S202: ≠ 5AH), the main control CPU 600a performs a suppression device operation management process regarding the operation of the suppression device (saving function) (step S205). The details of this process will be described later.
[0268] Next, the main control CPU 600a receives ON / OFF signals of various switches including the special symbol 1 start port switch 44a (see FIG. 4), the special symbol 2 start port switch 45a1 (see FIG. 4), the normal symbol start port switch 48a (see FIG. 4), the upper right general winning port switch 49a1 (see FIG. 4), the upper left general winning port switch 49b1 (see FIG. 4), the middle left general winning port switch 49c1 (see FIG. 4), the lower left general winning port switch 49d1 (see FIG. 4), the out port switch 50a (see FIG. 4), and the big winning port switch 46c (see FIG. 4). The ON / OFF signal levels and their rising states are stored in the main control RAM 600c (step S206). Note that, as shown in FIG. 21, this process is not executed when 5AH is set in the game stop flag (step S202 := 5AH). Therefore, if a game ball launched into the game area 40 using the firing handle 16 before the game stop still exists in the game area 40 after the game stop, even if the game ball enters the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, or the lower left general winning port switch 49d1, the game ball will not be detected. This is because if fraud such as radio interference affects the ON / OFF state of the switches and causes bonus balls to occur, and this switch management process is executed even after the game stop, there is a possibility of illegally obtaining bonus balls during the game stop. Therefore, by doing so, the risk of causing damage to the hall (game arcade) side can be reduced.
[0269] Next, the main control CPU 600a performs a timer subtraction process on various timers (such as the normal symbol variation timer and the normal symbol accessory timer) that manage the time of each game operation (step S207).
[0270] Next, the main control CPU 600a performs a random number management process (step S208). Specifically, it updates the random numbers for the normal symbols, special symbols, etc. used in the success / failure lottery.
[0271] Next, the main control CPU 600a executes normal symbol processing (step S209). This normal symbol processing performs a winning or losing lottery for the normal symbols, and determines the variation pattern of the normal symbols and the stopped display state of the normal symbols based on the lottery result. Note that the details of this processing will be described later.
[0272] Next, the main control CPU 600a executes normal electric accessory management processing (step S210). This normal electric accessory management processing generates a signal related to the control of the normal electric accessory solenoid 45b2 (see FIG. 4) necessary for the occurrence of a normal electric accessory release game based on the lottery result of the normal symbol processing (step S209).
[0273] Next, the main control CPU 600a executes special symbol processing (step S211). In this special symbol processing, a winning or losing lottery for the special symbols is executed, and the variation pattern of the special symbols and the stopped display mode of the special symbols are determined based on the result of the lottery. Note that the details of this processing will be described later.
[0274] Next, the main control CPU 600a executes special electric accessory management processing (step S212). In this special electric accessory management processing, mainly when the jackpot lottery result is "jackpot" or "minor jackpot", setting processing necessary for executing and controlling the corresponding winning game is performed. At this time, a signal related to the control of the special electric accessory solenoid 46b (see FIG. 4) is also generated. When the jackpot lottery result is "jackpot" or "minor jackpot", a command (production control command DI_CMD) related to this is transmitted to the sub-control board 80. Specifically, a jackpot start fanfare command (production control command DI_CMD) and a jackpot end ending command (production control command DI_CMD) are transmitted to the sub-control board 80. Thereby, the sub-control CPU 800a will execute the processing described with reference to FIG. 9.
[0275] Next, the main control CPU 600a performs right-handed notification information management processing (step S213). In this right-handed notification information management processing, when the time during which the opening / closing member 45b1 of the pachinko machine (ordinary electric accessory) is in the open state and the guide member 45c1 is in the guiding state is in an extended state, or when the opening / closing door 46a is opened and the big winning opening (not shown) is opened, etc., processing is performed to present a "launch position guidance effect (right-handed notification effect)" that performs right-handed instruction notification in a situation where right-handed is advantageous. When the right-handed notification effect is performed, in this right-handed notification information management processing, a command (effect control command DI_CMD) regarding the right-handed notification effect is transmitted to the sub-control board 80 (sub-control CPU 800a). In response to this, the sub-control CPU 800a transmits a command list regarding an image (video) for causing the determined stop symbol (ordinary symbol stop symbol) to be displayed on the liquid crystal display device 41 to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. As a result, as shown in FIGS. 7 to 9, the liquid crystal display device 41 will display "right-handed".
[0276] Next, the main control CPU 600a executes LED management processing (step S214).
[0277] Next, the main control CPU 600a performs solenoid management processing (step S215). At this time, the main control CPU 600a confirms a signal regarding the control of the ordinary electric accessory solenoid 45b2 (see FIG. 4) generated in the ordinary electric accessory management processing (step S210), and also confirms a signal regarding the control of the special electric accessory solenoid 46b (see FIG. 4) generated in the special electric accessory management processing (step S212). Then, based on this signal, the operation / stop of the ordinary electric accessory solenoid 45b2 or the special electric accessory solenoid 46b is controlled, and the time during which the opening / closing member 45b1 of the pachinko machine (ordinary electric accessory) is in the open state and the guide member 45c1 is in the guiding state becomes an extended state / non-extended state, or the opening / closing door 46a (see FIG. 2) operates so that the big winning opening (not shown) is opened or closed.
[0278] Next, the main control CPU 600a performs error management processing (step S216). The error management processing determines whether there is an abnormality inside the device, such as when the supply of game balls stops, or when the game balls jam, or when there is a disconnection in the special symbol 1 start port switch 44a (see FIG. 4), special symbol 2 start port switch 45a1 (see FIG. 4), normal symbol start port switch 48a (see FIG. 4), upper right general winning port switch 49a1 (see FIG. 4), upper left general winning port switch 49b1 (see FIG. 4), middle left general winning port switch 49c1 (see FIG. 4), lower left general winning port switch 49d1 (see FIG. 4), out port switch 50a (see FIG. 4), big winning port switch 46c (see FIG. 4). When any error occurs (this error includes the case where the cheating behavior of the player is detected by the cheating detection board 55), a command (effect control command DI_CMD) corresponding to the error is transmitted to the sub-control board 80. In addition, when other errors are cleared except for the case where the cheating behavior of the player is detected by the cheating detection board 55, the main control CPU 600a transmits a command (effect control command DI_CMD) corresponding to the clearing of the error to the sub-control board 80.
[0279] By the way, when the cheating behavior of the player is detected by the cheating detection board 55 and a high-priority error notification is performed without stopping the game, the sub-control CPU 800a causes the suppression device (saving function) to operate, and even if a game stop command (effect control command DI_CMD) is received, the error notification due to cheating is displayed on the liquid crystal display device 41 together with the display as shown in FIGS. 6(c), 7(e), 8(e), 9(e), and the sound emitted from the speaker 17 gives priority to the error notification due to cheating.
[0280] Incidentally, as shown in FIG. 21, this error management process will be processed even if 5AH is set in the game stop flag (step S202 := 5AH). Therefore, as described above, even if the game is in the stopped state, the effect control command DI_CMD corresponding to the error regarding the prize balls acquired by the player will also be transmitted to the sub-control board 80. Therefore, when the sub-control CPU 800a receives the effect control command DI_CMD corresponding to the error regarding the prize balls acquired by the player, it will be given priority over the game stop notification.
[0281] Next, the main control CPU 600a executes a prize ball management process (step S217). This prize ball management process outputs a payout control command PAY_CMD for causing the payout control board 70 (see FIG. 4) to perform a payout operation. Also, in this prize ball management process, the main control CPU 600a transmits a prize ball planned number command (effect control command DI_CMD) to the sub-control board 80.
[0282] Incidentally, as shown in FIG. 21, this prize ball management process will be processed even if 5AH is set in the game stop flag (step S202 := 5AH). Therefore, as described above, even if the game is in the stopped state, the payout / firing control board 70 will execute the payout of game balls regarding the prize balls for which the payout has not yet been completed. By doing so, it is possible to eliminate the situation where the game balls that should originally be paid out are not paid out due to the game stop, so that appropriate processing can be performed for the control until forced termination and the control after forced termination without affecting the control related to other games.
[0283] Next, the main control CPU 600a executes an external terminal management process (step S218). In this external terminal management process, predetermined game information such as the number of occurrences of wins, the number of fluctuations of special symbols, prize ball detection information at the winning port, time shortening game state information, security information, etc. during a winning game is output from an external terminal (not shown) to a hall computer (not shown) used for game island management in the game arcade.
[0284] Next, the main control CPU 600a performs out-of-use area processing (step S219). The details of this processing will be described later.
[0285] Next, the main control CPU 600a performs out-command transmission processing (step S220). In this out-command transmission processing, the main control CPU 600a checks whether or not the entry of a game ball is detected at the out-port switch 50a (see FIG. 4) of the out-port 50 (see FIG. 2), and each time it detects, it transmits an out-ball number command (production control command DI_CMD) to the sub-control board 80.
[0286] Thus, since the sub-control CPU 800a can manage the detailed difference in the number of balls by receiving the out-ball number command and the number of planned prize balls command, it becomes possible to determine whether or not the suppression device (saving function) operates, and thus an appropriate production can be executed.
[0287] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) (step S221), returns to the interrupt permission state (step S222), restores the contents of the registers saved in the normal stack area of the main control RAM 600c, and ends the timer interrupt (step S223). As a result, the process returns from the interrupt processing routine to the main process (see FIG. 32).
[0288] <Explanation of the suppression device operation management process of the main control> Next, with reference to FIG. 22, the suppression device operation management process will be described in detail.
[0289] As shown in FIG. 22, first, the main control CPU 600a checks a game stop flag indicating that the game is stopped due to the operation of the suppression device (saving function) (step S230). If 5AH is set in the game stop flag (step S230 := 5AH), the suppression device operation management process ends. When detecting an illegal act, even if the game is to be stopped, the main control CPU 600a checks the illegal game stop flag used when detecting the illegal act, and if 5AH is set, the main control CPU 600a may end the suppression device operation management process.
[0290] On the other hand, if 5AH is not set in the game stop flag (step S230 ≠ 5AH), the main control CPU 600a checks the operation status flag (step S231). If "3" is set in the operation status flag (step S231: YES), the main control CPU 600a performs a game stop process (step S232) and ends the suppression device operation management process. This game stop process is the same as the process shown in FIG. 15.
[0291] On the other hand, if "3" is not set in the operation status flag (step S231: NO), the main control CPU 600a checks the operation status flag again (step S233). If "2" is set in the operation status flag (step S233: YES), the main control CPU 600a checks whether the value set in the operation status flag matches the value set in the operation status command flag (step S234). If they match (step S234: YES), the main control CPU 600a determines that the command (production control command DI_CMD) corresponding to the operation status has been sent to the sub-control CPU 800a and ends the suppression device operation management process.
[0292] On the other hand, if they do not match (step S234: NO), the main control CPU 600a sends a suppression device operation warning command (production control command DI_CMD) to the sub-control board 80 (step S235).
[0293] Next, the main control CPU 600a sets the value of the operation state flag in the operation state command flag (step S236). That is, in this case, "2" will be set in the operation state command flag.
[0294] Then, thereafter, the main control CPU 600a will end the suppression device operation management process.
[0295] On the other hand, if "2" is not set in the operation state flag (step S233: NO), the main control CPU 600a checks the operation state flag again (step S237). If "1" is set in the operation state flag (step S237: YES), the main control CPU 600a checks whether the value set in the operation state flag matches the value set in the operation state command flag (step S238). If they match (step S238: YES), the main control CPU 600a determines that the command (production control command DI_CMD) corresponding to the operation state has been sent to the sub-control CPU 800a, and ends the suppression device operation management process.
[0296] On the other hand, if they do not match (step S238: NO), the main control CPU 600a sends a suppression device operation notice command (production control command DI_CMD) to the sub-control board 80 (step S239).
[0297] Next, the main control CPU 600a sets the value of the operation state flag in the operation state command flag (step S240). That is, in this case, "1" will be set in the operation state command flag.
[0298] Then, thereafter, the main control CPU 600a will end the suppression device operation management process.
[0299] On the other hand, if "1" is not set in the operation state flag (step S237: NO), the main control CPU 600a checks whether the value set in the operation state flag matches the value set in the operation state command flag (step S241). If they match (step S241: YES), the main control CPU 600a determines that the command (production control command DI_CMD) corresponding to the operation state has been sent to the sub-control CPU 800a, and ends the suppression device operation management process.
[0300] On the other hand, if they do not match (step S241: NO), the main control CPU 600a sends a suppression device non-operation state command (production control command DI_CMD) to the sub-control board 80 (step S242).
[0301] Next, the main control CPU 600a sets the value of the operation state flag in the operation state command flag (step S243). That is, in this case, since the operation state flag is not "1" to "3", it is "0", so "0" is set in the operation state command flag.
[0302] Then, afterwards, the main control CPU 600a ends the suppression device operation management process.
[0303] Incidentally, in the present embodiment, as the operation state flag, the cases are managed as follows: (1) when the suppression device (saving function) is not operating, it is "0"; (2) when the suppression device (saving function) is in a pre-operation notice state, it is "1"; (3) when the suppression device (saving function) is in an operation warning state, it is "2"; and (4) when the suppression device (saving function) is in an operation state, it is "3". However, as described above, every time the number of difference balls increases by 91,000, 92,000, 93,000, or 94,000, the main control CPU 600a accordingly sends the suppression device pre-operation notice command 2 (production control command DI_CMD), the suppression device pre-operation notice command 3 (production control command DI_CMD), the suppression device pre-operation notice command 4 (production control command DI_CMD), and the suppression device pre-operation notice command 5 (production control command DI_CMD) to the sub-control board 80. In such a case, the state of "2" in the case of (3) the suppression device (saving function) being in an operation warning state may be further divided in more detail. For example, when it is "2", the suppression device pre-operation notice command (production control command DI_CMD) is sent; when it is "2A", the suppression device pre-operation notice command 2 (production control command DI_CMD) is sent; when it is "2B", the suppression device pre-operation notice command 3 (production control command DI_CMD) is sent; when it is "2C", the suppression device pre-operation notice command 4 (production control command DI_CMD) is sent; and when it is "2D", the suppression device pre-operation notice command 5 (production control command DI_CMD) is sent. That is, the value managed by the operation state flag may be increased in this way. Also, in this case, the state of the operation state command flag may be increased accordingly. Thereby, the branches in the flows shown in FIGS. 14, 20, and 22 may be increased. That is, the processing for the operation state flags "2A" to "2D" may be added to the part related to the operation state flag "2". Thus, in this way, the sub-control CPU 800a can execute the processing described with reference to FIGS. 6 and 9.
[0304] <Main control: Explanation of normal symbol processing> Next, with reference to FIG. 23, the above normal symbol processing will be described in detail.
[0305] As shown in FIG. 23, in the normal symbol start port 48 (see FIG. 2) composed of gates for normal symbol processing, it is first confirmed whether the passage of a game ball is detected, that is, the signal level of the normal symbol start port switch 48a (see FIG. 4) of the normal symbol start port 48 is confirmed (step S250). And when the passage of a game ball is detected (step S250: YES), the main control CPU 600a checks the main control RAM 600c (see FIG. 4) in which the number of balls reserved for starting the normal symbol is stored, in order to determine whether the number of balls reserved for starting the normal symbol is, for example, 4 or more (step S251). At that time, if the number of balls reserved for starting the normal symbol is less than 4 (step S251: ≠ MAX), the number of balls reserved for starting the normal symbol is incremented by 1 (step S252). After that, the main control CPU 600a stores the random number value for normal symbol hit determination used for the normal symbol hit or miss lottery in the main control RAM 600c (see FIG. 4) in which the number of balls reserved for starting the normal symbol is stored (step S253), and then proceeds to the process of step S254.
[0306] On the other hand, if the passage of a game ball is not detected in step S250 (step S250: NO), or if it is determined in step S251 that the number of balls reserved for starting the normal symbol is 4 or more (step S251: = MAX), the processes of steps S252 to S253 are not performed, and the process proceeds to the process of step S254.
[0307] When the main control CPU 600a proceeds to the process of step S254, it checks whether the normal symbol hit operation flag is set to ON, that is, whether 5AH is set in the normal symbol hit operation flag (step S254). If 5AH is set in the normal symbol hit operation flag (step S254: ON), it is determined that the normal symbol is a winning symbol. After updating the display data of the normal symbol (step S263), the normal symbol processing ends.
[0308] On the other hand, if 5AH is not set in the operation flag per normal symbol (step S254: OFF), the processing state indicating the behavior of the normal symbol, that is, the value of the normal symbol operation status flag is confirmed (step S255). If the normal symbol operation status flag is 00H, the main control CPU 600a determines that it is in the state before the start of the variation of the normal symbol, proceeds to step S256, and checks whether the number of balls on hold for starting the normal symbol is 0 (step S256).
[0309] After checking the main control RAM 600c (see FIG. 4) in which the number of balls on hold for starting the normal symbol is stored, if the main control CPU 600a determines that it is 0 (step S256: = 0), after updating the display data of the normal symbol (step S263), the normal symbol process ends. On the other hand, if it is determined that it is not 0 (step S256: ≠ 0), the number of balls on hold for starting the normal symbol is decremented by 1 (step S257).
[0310] Thereafter, the main control CPU 600a performs a winning determination of a random number value corresponding to the number of balls on hold for starting the normal symbol stored in the main control RAM 600c using a normal symbol winning determination table (not shown). At this time, if it is a winner, 5AH is set in the normal symbol winning determination flag to turn it ON. In the case of non-winning, the normal symbol winning determination flag is turned OFF.
[0311] Next, the main control CPU 600a determines a stop symbol (normal symbol stop symbol) based on the lottery result determined in the above random number lottery process (step S259). Thereby, the main control CPU 600a transmits the determined stop symbol (normal symbol stop symbol) as an effect control command DI_CMD to the sub-control CPU 800a.
[0312] Next, the main control CPU 600a checks whether the normal symbol time shortening flag for shortening the variation time of the normal symbol is set to ON. If it is set to ON, a variation time corresponding thereto is set in the normal symbol variation timer. If it is set to OFF, a process of setting the normal variation time in the normal symbol variation timer is performed (step S260).
[0313] Next, the main control CPU 600a shifts the storage area of the main control RAM 600c (see FIG. 4) in which the random number value used for the winning / losing lottery of the normal symbol corresponding to the number of balls held at the start of the normal symbol is stored (step S261). That is, assuming that the maximum number of balls held at the start of the normal symbol can be 4, the random number value used for the winning / losing lottery of the normal symbol corresponding to 4 balls held at the start of the normal symbol is shifted to the main control RAM 600c (see FIG. 4) in which the random number value used for the winning / losing lottery of the normal symbol corresponding to 3 balls held at the start of the normal symbol was stored, and the random number value used for the winning / losing lottery of the normal symbol corresponding to 3 balls held at the start of the normal symbol is shifted to the main control RAM 600c (see FIG. 4) in which the random number value used for the winning / losing lottery of the normal symbol corresponding to 2 balls held at the start of the normal symbol was stored, and the random number value used for the winning / losing lottery of the normal symbol corresponding to 2 balls held at the start of the normal symbol is shifted to the main control RAM 600c (see FIG. 4) in which the random number value used for the winning / losing lottery of the normal symbol corresponding to 1 ball held at the start of the normal symbol was stored, and the above-described process is performed.
[0314] After this process, the main control CPU 600a sets 01H in the normal symbol operation status flag used in step S255, and performs a process of setting 00H in the main control RAM 600c (see FIG. 4) in which the random number value used for the winning / losing lottery of the normal symbol corresponding to 4 balls held at the start of the normal symbol was stored (step S262).
[0315] Then, after finishing the process of step S262, the main control CPU 600a updates the display data of the normal symbol (step S263), and ends the normal symbol process.
[0316] On the other hand, in step S255 above, if the main control CPU 600a is in the processing state indicating the behavior of the normal symbol, that is, if the value of the normal symbol operation status flag is 01H, the main control CPU 600a determines that the normal symbol is changing and proceeds to step S264 to check whether the normal symbol change timer is 0 (step S264). If the normal symbol change timer is not 0 (step S164: ≠ 0), the display data of the normal symbol is updated (step S263), and the normal symbol process ends. If the normal symbol change timer is 0 (step S264: = 0), the main control CPU 600a sets 02H in the normal symbol operation status flag used in step S255 above, and for maintaining the winning or losing lottery result of the normal symbol for a certain period of time, for example, about 600 ms is set in the normal symbol change timer (step S265).
[0317] After the main control CPU 600a finishes the process of step S265 above, it updates the display data of the normal symbol (step S263), and the normal symbol process ends.
[0318] On the other hand, in step S255 above, if the main control CPU 600a is in the processing state indicating the behavior of the normal symbol, that is, if the value of the normal symbol operation status flag is 02H, the main control CPU 600a determines that the normal symbol is during the confirmation time (the change of the normal symbol has ended and it is stopped), and proceeds to step S266 to check whether the normal symbol change timer is 0 (step S266). If the normal symbol change timer is not 0 (step S266: ≠ 0), the display data of the normal symbol is updated (step S263), and the normal symbol process ends. If the normal symbol change timer is 0 (step S266: = 0), the main control CPU 600a sets 00H in the normal symbol operation status flag used in step S255 above (step S267), and checks whether the normal symbol winning determination flag is set to ON (5AH is set) (step S268).
[0319] Accordingly, if the normal symbol winning determination flag is set to OFF (5AH is not set) (step S268: OFF), the main control CPU 600a updates the display data of the normal symbol (step S263) and ends the normal symbol process. And if the normal symbol winning determination flag is set to ON (5AH is set) (step S268: ON), the main control CPU 600a sets the normal symbol winning operation flag used in step S254 to ON (sets 5AH) (step S269), and then ends the normal symbol process.
[0320] <Main control: Explanation of special symbol process> Next, with reference to FIGS. 24 to 28, the above special symbol process will be described in detail.
[0321] As shown in FIG. 24, in the special symbol process, first, at the special symbol 1 start port switch 44a (see FIG. 4) of the special symbol 1 start port 44 (see FIG. 2), it is confirmed whether a game ball has entered (a winning ball) (step S300). Further, at the special symbol 2 start port switch 45a1 (see FIG. 4) of the special symbol 2 start port 45a (see FIG. 2), it is confirmed whether a game ball has entered (a winning ball) (step S301).
[0322] <Main control: Special symbol process: Explanation of start port check process> Regarding this process, explaining in detail with reference to FIG. 25, the main control CPU 600a confirms whether a game ball has entered (won) the special symbol 1 start port 44 or the special symbol 2 start port 45a, that is, confirms the level of the special symbol 1 start port switch 44a of the special symbol 1 start port 44 or the special symbol 2 start port switch 45a1 of the special symbol 2 start port 45a (step S350). Accordingly, if a game ball entering (winning) is not detected (step S350: NO), the special symbol process ends.
[0323] On the other hand, if the entry (winning) of a game ball is detected (step S350: YES), the main control CPU 600a checks whether the number of start-hold balls that trigger the variation of the special symbol is a predetermined number and is stored in the main control RAM 600c (see FIG. 4) (step S351). If the number of start-hold balls is less than 4 (step S351: ≠ MAX), the number of start-hold balls is incremented by 1 (+1) (step S352).
[0324] Next, the main control CPU 600a stores the random number value used when the special symbol stops, the random number value for the variation pattern, and the random number value for the jackpot determination in the main control RAM 600c (see FIG. 4) where the number of start-hold balls that trigger the variation of the special symbol is stored (step 353).
[0325] Next, the main control CPU 600a checks the current game state (such as whether the special symbol jackpot determination flag is set to ON) and determines whether it is in the pre-reading prohibited state (step S354). If it is not in the pre-reading prohibited state (step S354: NO), the main control CPU 600a obtains the random number value for the jackpot determination used for the winning or losing lottery of the special symbol stored in the main control RAM 600c (see FIG. 4) in step S353 (step S355), and further obtains a start-port winning random number determination table (not shown) (step S356).
[0326] Next, the main control CPU 600a performs a jackpot lottery using the jackpot determination random number value acquired in step S355 and the start port winning random number determination table (not shown) acquired in step S356. Further, using the special symbol random number value stored in the main control RAM 600c (see FIG. 4) in step S353, the type of jackpot (such as rank-up bonus win, normal jackpot, etc.) is determined, and using the random number value for the variation pattern, the variation pattern is determined, and a special symbol start port winning command corresponding thereto is generated (step S357). At this time, not only the jackpot lottery but also the small win lottery and the special short symbol lottery are performed. The type of small win or the type of special short symbol is determined using the above-described special symbol random number value or a random number value different from the special symbol random number value, and using the random number value for the variation pattern, the variation pattern is determined, and a special symbol start port winning command corresponding thereto may be generated.
[0327] Next, the main control CPU 600a generates a start hold addition command for the lower byte corresponding to the generated special symbol start port winning command (step S358).
[0328] On the other hand, the main control CPU 600a generates a start hold addition command for the upper byte corresponding to the increased number of start hold balls when the process of step S358 is completed, or when the number of start hold balls for special symbol 1 or 2 is 4 or more in step S351 (step S351 := MAX), or if it is in the pre-reading prohibited state (step S354: YES) (step S359).
[0329] Next, the main control CPU 600a combines the start hold addition command for the lower byte generated in step S358 and the start hold addition command for the upper byte generated in step S359, and then transmits the combined start hold addition command (production control command DI_CMD) to the sub-control board 80 (step S360).
[0330] <Main control: Explanation of special symbol processing> Thus, after finishing the processes of step S300 and step S301 shown in FIG. 24, the main control CPU 600a checks whether the special symbol small hit operation flag is set to ON, that is, whether 5AH is set in the special symbol small hit operation flag (step S302). If 5AH is set in the special symbol small hit operation flag (step S302: ON), it is determined that the special symbol is in a small hit state. After updating the display data of the special symbol (step S308), the special symbol process ends.
[0331] On the other hand, if 5AH is not set in the special symbol small hit operation flag (step S302: OFF), the main control CPU 600a checks whether the special symbol big hit operation flag is set to ON, that is, whether 5AH is set in the special symbol big hit operation flag (step S303). If 5AH is set in the special symbol big hit operation flag (step S303: ON), it is determined that the special symbol is in a big hit state. After updating the display data of the special symbol (step S308), the special symbol process ends.
[0332] On the other hand, if 5AH is not set in the special symbol big hit operation flag (step S303: OFF), the main control CPU 600a checks the processing state indicating the behavior of the special symbol, that is, the value of the special symbol operation status flag (step S304). More specifically, if the value of the special symbol operation status flag is 00H or 01H, the main control CPU 600a determines that the special symbol is waiting for variation (indicating that the variation of the special symbol has not occurred and it is in a waiting state for the next variation), and performs the special symbol variation start process (step S305).
[0333] <Main control: Special symbol process: Explanation of special symbol variation start process> Regarding this process, a detailed explanation will be given with reference to FIG. 26. The main control CPU 600a checks whether the number of start-hold balls that trigger the special symbol variation is 0 (step S400). That is, the main control CPU 600a checks whether it is stored in the main control RAM 600c (see FIG. 4). If it is determined that the number of start-hold balls is 0 (step S400 := 0), the main control CPU 600a checks whether the value of the special symbol operation status flag is 00H (step S401). If the value of the special symbol operation status flag is 00H (step S401: YES), the special symbol variation start process ends.
[0334] On the other hand, if the value of the special symbol operation status flag is not 00H (step S401: NO), the main control CPU 600a transmits the customer waiting demo command as the production control command DI_CMD to the sub-control board 80 (see FIG. 4) (step S402).
[0335] Next, the main control CPU 600a sets 00H in the special symbol operation status flag (step S403) and ends the special symbol variation start process.
[0336] On the other hand, if the main control CPU 600a determines that the number of start-hold balls is not 0 (step S400: ≠ 0), it subtracts 1 (-1) from the number of start-hold balls (step S404) and transmits the start-hold subtraction command as the production control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S305).
[0337] Next, the main control CPU 600a shifts the storage area in the main control RAM 600c (see FIG. 4) where the random number value used when the special symbol stops, the random number value for the variation pattern, and the random number value for the jackpot determination (see step S353 in FIG. 25) are stored (step S406), and sets 0 in the area in the main control RAM 600c (see FIG. 4) where the random number value used for the win / loss lottery of the special symbol corresponding to start-hold 4 was stored (step S407).
[0338] Next, the main control CPU 600a performs a hit determination process (step S408). Specifically, the main control CPU 600a executes a win / loss lottery for the special symbol 1 and a win / loss lottery for the special symbol 2. If a big win is selected, 5AH is set in the special symbol big win determination flag to turn it ON. If a small win is selected, 5AH is set in the special symbol small win determination flag to turn it ON.
[0339] Next, after the main control CPU 600a finishes the above-described hit determination process (step S408), it performs a special short symbol hit determination process (step S409). Specifically, the main control CPU 600a executes a win / loss lottery for the special short symbol. If a win is selected, 5AH is set in the special short symbol hit determination flag to turn it ON.
[0340] Next, after the main control CPU 600a finishes the above-described special short symbol hit determination process (step S409), it generates a stop symbol for the special symbol using the random number value stored in the main control RAM 600c (see FIG. 4) at step S353 of FIG. 25 (step S410).
[0341] Next, the main control CPU 600a prepares to shift to game states such as the normal state, the short-time state, the latent probability variation state, the probability variation state, and the advantageous game (step S411).
[0342] Next, the main control CPU 600a generates a variation pattern for the special symbol using the random number value for the variation pattern stored in the main control RAM 600c (see FIG. 4) at step S353 of FIG. 23, and transmits the variation pattern command of the generated special symbol variation pattern as an effect control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S412).
[0343] Next, the main control CPU 600a sets 5AH in the special symbol variation in progress flag to turn it ON (step S413).
[0344] Next, the main control CPU 600a generates a symbol designation command for designating a special symbol to be displayed on the liquid crystal display device 41 (step 414), and performs a process of transmitting the generated symbol designation command to the sub-control board 80 (sub-control CPU 800a) as an effect control command DI_CMD (step S415).
[0345] Next, the main control CPU 600a sets 02H in the special symbol operation status flag (step S416), and ends the special symbol variation start process.
[0346] <Main control: Explanation of special symbol processing> On the other hand, as shown in FIG. 24, when the value of the special symbol operation status flag is 02H, the main control CPU 600a determines that the special symbol is in the process of variation (indicating that the special symbol is currently in the process of variation), and performs the process during the special symbol variation (step S306).
[0347] <Main control: Special symbol processing: Explanation of the process during special symbol variation> Regarding this process, when explained in detail with reference to FIG. 27, the main control CPU 600a first checks whether the variation time set in the special symbol variation timer at step S412 in FIG. 26 has elapsed, that is, whether it has become 0 (step S420). If the special symbol variation timer is not 0 (step S420: NO), the main control CPU 600a ends the process during the special symbol variation.
[0348] On the other hand, if the special symbol variation timer is 0 (step S420: YES), the main control CPU 600a transmits a symbol determination command to the sub-control board 80 (sub-control CPU 800a) as an effect control command DI_CMD (step S421). In response to this, the sub-control CPU 800a transmits a command list for determining the symbol to the VDP 803. In response to this, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. As a result, the liquid crystal display device 41 is displayed as shown in FIGS. 5(a), (d), and 6(a).
[0349] Next, the main control CPU 600a sets 03H in the special symbol operation status flag and sets 00H in the special symbol variation in progress flag. Then, in order to maintain the winning or losing lottery result of the special symbol for a certain period of time, the main control CPU 600a sets, for example, a time of about 500 ms in the special symbol variation timer (step S422). After that, the main control CPU 600a ends the process during the special symbol variation.
[0350] <Explanation of main control: special symbol processing> On the other hand, as shown in FIG. 24, when the value of the special symbol operation status flag is 03H, the main control CPU 600a determines that the special symbol is being confirmed (indicating that the variation of the special symbol has ended and it is in a stopped state), and performs the process during the special symbol confirmation time (step S307).
[0351] <Explanation of main control: special symbol processing: process during special symbol confirmation> Explaining this process in detail with reference to FIG. 28, the main control CPU 600a first checks whether the variation time set in the special symbol variation timer in step S412 of FIG. 26 has elapsed, that is, whether it has become 0 (step S450). If the special symbol variation timer is not 0 (step S450: ≠ 0), the main control CPU 600a ends the process during the special symbol confirmation time.
[0352] On the one hand, if the special symbol variation timer is 0 (step S450 := 0), the main control CPU 600a sets 01H in the special symbol operation status flag (step S451), and checks whether the special symbol jackpot determination flag is set to ON (whether 5AH is set) (step S452). If the special symbol jackpot determination flag is set to ON (if 5AH is set) (step S452: YES), the main control CPU 600a sets 00H in the special symbol jackpot determination flag, sets 5AH in the special symbol jackpot operation flag, sets 00H in the special symbol time shortening flag, sets 00H in the special symbol certain change flag, and performs the process of setting 00H in the special symbol time shortening count counter and the special symbol certain change count counter described later (step S453). Then, the main control CPU 600a ends the process during the special symbol confirmation time.
[0353] On the other hand, if the special symbol jackpot determination flag is not set to ON (if 5AH is not set) (step S452: NO), the main control CPU 600a checks whether the special symbol minor jackpot determination flag is set to ON (whether 5AH is set) (step S454). If the special symbol minor jackpot determination flag is set to ON (if 5AH is set) (step S454: YES), the main control CPU 600a sets 00H in the special symbol minor jackpot determination flag and sets 5AH in the special symbol minor jackpot operation flag (step S455).
[0354] After the main control CPU 600a finishes the process of step S455, or if the special symbol minor jackpot determination flag is not set to ON (if 5AH is not set) (step S454: NO), the main control CPU 600a checks whether the value of the special symbol time shortening count counter is 0 (step S456).
[0355] If the value of the special symbol short-time count counter is not 0 (step S456: NO), the value of the special symbol short-time count counter is decremented by 1 (-1) (step S457), and the main control CPU 600a checks again whether the value of the special symbol short-time count counter is 0 (step S458). If the value of the special symbol short-time count counter is 0 (step S458: YES), various settings at the end of the special symbol short-time are performed (step S459).
[0356] After finishing the process of step S459 above, or if the value of the special symbol short-time count counter is 0 (step S456: YES), or if the value of the special symbol short-time count counter is not 0 (step S458: NO), the main control CPU 600a checks whether the value of the special symbol sure-variable count counter is 0 (step S460). If the value of the special symbol sure-variable count counter is 0 (step S460: YES), the main control CPU 600a ends the process during the special symbol confirmation time.
[0357] On the other hand, if the value of the special symbol sure-variable count counter is not 0 (step S460: NO), the main control CPU 600a decrements the value of the special symbol sure-variable count counter by 1 (-1) (step S461) and checks again whether the value of the special symbol sure-variable count counter is 0 (step S462). If the value of the special symbol sure-variable count counter is not 0 (step S462: NO), the main control CPU 600a ends the process during the special symbol confirmation time.
[0358] On the other hand, if the value of the special symbol sure-variable count counter is 0 (step S462: YES), the main control CPU 600a sets 00H in the special symbol short-time flag and sets 00H in the special symbol sure-variable flag (step S463) and ends the process during the special symbol confirmation time.
[0359] <Main control: Explanation of special symbol processing> Thus, after finishing any one of the processes of step S305, step S306, and step S307 shown in FIG. 24, the main control CPU 600a updates the display data of the special symbol (step S308) and then ends the special symbol processing.
[0360] <Main control: Explanation of processing outside the usage area> Next, with reference to FIG. 29, the above-described processing outside the usage area will be described in detail.
[0361] The main control CPU 600a saves all registers to the measurement stack area of the main control RAM 600c (step S500), and saves the stack pointer during normal processing to the measurement stack area of the main control RAM 600c (step S501).
[0362] Next, the main control CPU 600a sets the stack pointer address outside the usage area to the stack pointer inside the main control CPU 600a (step S502).
[0363] Next, the main control CPU 600a checks the game stop flag indicating that the game is stopped by the operation (step S503). If 5AH is set in the game stop flag (step S503 := 5AH), the main control CPU 600a performs a process of causing the measurement / setting display device 610 (see FIG. 4) to display "E" indicating an error state (step S504), and proceeds to the process of step S508.
[0364] On the other hand, if 5AH is not set in the game stop flag (step S503 ≠ 5AH), the main control CPU 600a performs the prize ball winning count management process 2 (step S505). In this prize ball winning count management process 2, a process of causing the measurement / setting display device 610 (see FIG. 4) to display the value of the performance display calculated in the prize ball winning count management process 1 of step S46 shown in FIG. 11 is performed.
[0365] Next, the main control CPU 600a performs the LED update process outside the usage area (step S506).
[0366] Next, the main control CPU 600a stores input flags, which are switch detection information for switches outside the usage area such as the special symbol 1 start port switch 44a (see FIG. 4), the special symbol 2 start port switch 45a1 (see FIG. 4), the normal symbol start port switch 48a (see FIG. 4), the upper right general winning port switch 49a1 (see FIG. 4), the upper left general winning port switch 49b1 (see FIG. 4), the middle left general winning port switch 49c1 (see FIG. 4), the lower left general winning port switch 49d1 (see FIG. 4), the out port switch 50a (see FIG. 4), and the big winning port switch 46c (see FIG. 4), in the measurement RAM area of the main control RAM 600c (step S507). Note that each of the switches described above is the same switch detected in the switch input management process (S206) of the timer interrupt process shown in FIG. 21. In this process, however, the switches are stored in the measurement RAM area of the main control RAM 600c, which is different from the main control RAM 600c within the usage area, such as for differential ball counting. This is because data used in the process outside the usage area must use a main control RAM 600c outside the usage area, which is prepared separately from the main control RAM 600c within the usage area.
[0367] Next, after the process of step S507 or after the process of step S50, the main control CPU 600a performs a process of updating the firing test signal used when outputting various signals related to the game to the testing machine in the calibration test (firing test) of the gaming machine (step S508), restores the stack pointer during normal processing that was saved in the measurement stack area of the main control RAM 600c (step S509), and restores all registers (step S510). Then, the main control CPU 600a ends the process outside the usage area.
[0368] <Processing Contents of Sub-Control Board> Next, a specific explanation will be given with reference to the processing contents (outline of the program) of the sub-control board 80 shown in FIGS. 30 to 34.
[0369] First, when power is supplied to the pachinko gaming machine 1, a power-on signal indicating that power has been supplied to each control board is sent from the power supply board 130 (see FIG. 4). In response to that signal, the sub-control CPU 800a performs the main process shown in FIG. 30.
[0370] <Sub-control: Main process> As shown in FIG. 30, first, the sub-control CPU 800a initializes the registers provided therein and sets the input / output directions of the input / output ports. Then, further, it is set so that the data transmitted from the output ports set to the output direction becomes serial transfer (step S1000).
[0371] Next, the sub-control CPU 800a initializes the memory area in the sub-control RAM 800c that stores the production control command DI_CMD received from the main control board 60 (see FIG. 4) (step S1001). Then, the sub-control CPU 800a performs an interrupt permission setting process for the input port that receives the interrupt signal from the main control board 60 (step S1002).
[0372] Next, the sub-control CPU 800a initializes the memory area in the sub-control RAM 800c used as the work area and the stack area (step S1003), and issues an initialization command to the sound LSI 801 (see FIG. 4). As a result, the sound LSI 801 initializes the registers provided therein (step S1004).
[0373] Next, the sub-control CPU 800a checks whether there is an abnormality in the motors (not shown) that operate the upper, left, right, and upper left movable props 43a to 43d (see FIG. 2), and checks the memory area in the sub-control RAM 800c where the motor data for operating the motors (not shown) is stored. If abnormal data is stored, the sub-control CPU 800a issues a command to return the motor to the origin position. As a result, the upper, left, right, and upper left movable props 43a to 43d return to the initial positions (step S1005).
[0374] Next, the sub-control CPU 800a sets a CTC (Counter Timer Circuit) that has functions such as creating a pulse output with a fixed period and time measurement functions provided inside it. That is, the sub-control CPU 800a sets the time constant register of the CTC so that a timer interrupt occurs periodically every 1 ms (step S1006).
[0375] Next, the sub-control CPU 800a performs a checksum operation, which is an 8-bit addition operation targeting the work area of the sub-control RAM 800c (step S1007), and compares the checksum operation value with the checksum operation value calculated in the memory backup (see step S1015) described later and stored in the sub-control RAM 800c to confirm whether they match (step S1008). If they do not match (step S1008: NO), a process of clearing all areas in the sub-control RAM 800c is performed (step S1009).
[0376] On the other hand, when they match (step S1008: YES), or after the process of step S1009 is completed, the sub-control CPU 800a releases a watchdog timer function (not shown) (step S1010) and performs a hardware refresh of the sub-control CPU 800a, VDP 803, etc. (step S1011).
[0377] Next, the sub-control CPU 800a reads out the effect control command DI_CMD received from the main control board 60 (see FIG. 4) stored in the memory area in the sub-control RAM 800c, and determines an effect pattern corresponding to the content by lottery from among a number of effect patterns stored in advance in the sub-control ROM 800b (step S1012). At this time, when there is no customer waiting demo command and the game state shifts to the customer waiting demo state triggered by the symbol determination command, when the symbol determination command is received, the timer is started and counts for a predetermined time.
[0378] Next, the sub-control CPU 800a performs a process of analyzing the input content of the setting button 15 or the effect button device 13 obtained in the timer interrupt process described later (step S1013). Specifically, it analyzes whether the setting button 15 or the effect button device 13 has been pressed, released, or is in a pressed state by the player, etc.
[0379] Next, the sub-control CPU 800a performs control of the operations of the upper, left, right, and upper-left movable accessory devices 43a to 43d (see FIG. 2), control of lighting or extinguishing of decorative lamps such as LED lamps mounted on the decorative lamp board 90 (see FIG. 4), control of the speaker 17, and control of the image displayed on the liquid crystal display device 41 based on the effect pattern determined by lottery in step S1012 above (step S1014).
[0380] Next, the sub-control CPU 800a performs a checksum operation, which is an 8-bit addition operation on the work area of the sub-control RAM 800c, and stores the checksum operation value in the sub-control RAM 800c to perform a memory backup process (step S1015).
[0381] Next, the sub-control CPU 800a checks whether a VSYNC interrupt signal has been transmitted from the VDP803 to the sub-control CPU 800a (step S1016). If the VSYNC interrupt signal has not been transmitted (step S1016: NO), the sub-control CPU 800a repeatedly executes the process of step S1016 until the VSYNC interrupt signal is transmitted. When the VSYNC interrupt signal is transmitted (step S1016: YES), it returns to the process of step S1007 again and repeats the processes of steps S1007 to S1016.
[0382] <Sub-control: Data analysis process> Next, referring to FIG. 31, the data analysis process in step S1014 of the main process will be described in detail. First, the sub-control CPU 800a generates a command list for generating image data to be displayed on the liquid crystal display device 41 by the VDP 803 based on the effect pattern determined by lottery in step S1012 (step S1050). At this time, when the sub-control CPU 800a receives the suppression device activation notice command, it generates a command list for generating image data for displaying the suppression device activation notice on the liquid crystal display device 41. Then, when the sub-control CPU 800a receives the suppression device activation warning command, it generates a command list for generating image data for displaying the suppression device activation warning on the liquid crystal display device 41. Further, when the sub-control CPU 800a receives the game stop command, it generates a command list for generating image data for displaying the game stop on the liquid crystal display device 41. And further, when the sub-control CPU 800a receives the suppression device inoperative state command, it generates a command list for generating image data for erasing the display related to the activation of the suppression device displayed on the liquid crystal display device 41. Note that within a predetermined period after receiving the suppression device activation notice command, even if the suppression device inoperative state command or the suppression device activation notice command is received, no command list corresponding to the command is generated.
[0383] On the other hand, when the suppression device activation notice commands 2, 3, 4, and 5 are received, command lists corresponding to each will be generated.
[0384] On the other hand, when the sub-control CPU 800a receives the pre-read command, before and after that, when the game stop is approaching, such as when receiving the suppression device activation command, the suppression device activation warning command, or when receiving the game stop command, it generates a command list for restricting the pre-read effect or the promotion effect according to the state, or stops the generation. Explaining with a specific example, when the sub-control CPU 800a receives the big win start fanfare command, it checks the content of the suppression device activation notice command that has already been received.
[0385] The sub-control CPU 800a checks whether the received jackpot start fanfare command is for a jackpot that can yield 1,000 or more bonus balls. Here, it is assumed that there are two types of jackpots: the 10R jackpot (a jackpot where the number of additional balls can increase by 1,300) and the 4R jackpot (a jackpot where the number of additional balls can increase by 400). The sub-control CPU 800a checks whether the received jackpot start fanfare command is for the 10R jackpot or the 4R jackpot.
[0386] Next, when the sub-control CPU 800a confirms that it is a 10R jackpot, since there is a possibility that the suppression device (saving function) may operate during the jackpot, when receiving the variation pattern command at the start of the variation that has become a jackpot, or when receiving the jackpot start fanfare command and it is confirmed that it is a 10R jackpot, the sub-control CPU 800a does not execute the ascending stage performance or the held consecutive performance during the jackpot, or does not conduct a lottery. As a result, the sub-control CPU 800a will perform normal performances during the jackpot round. Specifically, as shown in Fig. 9(b), instead of the characters "Jackpot!" (refer to image P30) on the liquid crystal display device 41, a character saying the line "You did it!" is displayed (refer to image P33), and at the upper left corner of the screen of the liquid crystal display device 41, a display saying "Round1" (refer to image P34) indicating the round of the jackpot game is shown. That is, by executing the normal round performance, it is set to a state where the suppression device (saving function) can operate at any time.
[0387] Next, when the sub-control CPU 800a receives the jackpot end ending command, it will perform an effect in line with the game stopping after the jackpot. For example, as shown in Fig. 9(d), the characters "Congratulation" will be displayed on the liquid crystal display device 41 (refer to image P36). Thus, in this way, the player can obtain a sense of satisfaction of having obtained all the benefits, and the interest of the game can be improved.
[0388] Thus, if the jackpot winning animation or the hold sequence animation is not executed in this way, the player is not informed of the profit that should have been obtained, so it is possible to eliminate a decrease in the player's interest in the game due to the non - obtained profit and the cause of trouble. Therefore, appropriate processing can be performed for the control until forced termination and the control after forced termination without affecting the control related to other games.
[0389] On the other hand, when the sub - control CPU 800a detects a player's illegal act on the illegal detection board 55 or when the game stop by the suppression device (saving function) is combined, the sub - control CPU 800a generates a command list for generating image data for causing the liquid crystal display device 41 to display both the error due to the illegality and the content indicating the game stop.
[0390] Next, the sub - control CPU 800a performs a process of generating a control signal related to light based on the determined effect pattern and storing it in the sub - control RAM 800c. At this time, when the game stops, the brightness of the decoration lamp can be lowered, or the decoration lamp can be completely turned off, or a part of the decoration lamp can be lit and the rest can be completely turned off. Thereby, power consumption can be suppressed.
[0391] Also, the sub - control CPU 800a determines the operation content of the upper, left, right, upper - left movable winning objects 43a to 43d based on the determined effect pattern, and generates motor data of a motor (not shown) of the movable winning object device 43 according to the determined operation content.
[0392] Furthermore, the sub-control CPU 800a generates a control signal related to sound based on the determined production pattern (step S1051). At this time, when an illegal act of the player is detected by the illegal detection board 55 or when the game stop by the suppression device (saving function) is combined, a control signal is generated to prioritize the error notification due to the illegal act. Then, the generated control signal related to sound is transmitted by the sub-control CPU 800a to the sound LSI 801. In response to this, the sound LSI 801 reads out sound data corresponding to the transmitted control signal from the game ROM 805 or the sound RAM 802 and outputs it to the speaker 17. As a result, the sound emitted from the speaker 17 will prioritize the error notification due to the illegal act.
[0393] Thus, until the sub-control CPU 800a finishes generating all the data based on the production pattern determined by lottery in step S1012 shown in FIG. 48 (step S1052: NO), the processes of step S1050 and step S1051 are repeatedly performed. When all the data are generated (step S1052: YES), the process proceeds to step S1053.
[0394] Next, the sub-control CPU 800a performs button valid-time processing based on the content stored in the sub-control RAM 800c in step S1051 and the input content of the setting button 15 or the production button device 13 processed in step S1013 shown in FIG. 30 (step S1053).
[0395] <Sub-control: Command reception interrupt processing> Subsequently, with reference to FIG. 32, the processing when the production control command DI_CMD and the interrupt signal are transmitted from the main control board 60 during the execution of such main processing will be described.
[0396] As shown in FIG. 32, when the sub-control CPU 800a receives the interrupt signal, it executes a save process of saving the contents of each register in the stack area in the sub-control RAM 800c (step S1100). After that, the sub-control CPU 800a reads the register of the input port that has received the effect control command DI_CMD (step S1101), and calculates a pointer indicating the address of the memory area for command transmission and reception in the sub-control RAM 800c (step S1102).
[0397] After that, the sub-control CPU 800a reads the register of the input port that has received the effect control command DI_CMD again (step S1103), and checks whether the value read in step S1101 matches the value read in step S1103. If they do not match (step S1104: NO), it proceeds to step S1107. If they match (step S1104: YES), it stores the effect control command DI_CMD received from the main control board 60 at the address corresponding to the calculated pointer (step S1105). Note that the stored effect control command DI_CMD will be read by the sub-control CPU 800a during the process of step S1012 shown in FIG. 30.
[0398] Next, the sub-control CPU 800a updates the pointer indicating the address of the memory area for command transmission and reception in the sub-control RAM 800c (step S1106), and restores the register saved in the process of step S1100 (step S1107). As a result, it returns to the main process shown in FIG. 30.
[0399] <Sub-control: Timer interrupt process> Subsequently, with reference to FIG. 33, the process when a 1-ms timer interrupt occurs, which is set in the process of step S1006 (see FIG. 30) of the main process, will be described.
[0400] As shown in FIG. 33, when a timer interrupt occurs every 1 ms, the sub-control CPU 800a executes a save process of saving the contents of each register in the stack area in the sub-control RAM 800c (step S1150).
[0401] Next, the sub-control CPU 800a acquires the data of the setting button 15, the data of the effect button device 13, the motor data of the movable prop device 43, etc. twice (step S1151), and checks whether the data acquired twice matches (step S1152). If the data does not match (step S1152: NO), the sub-control CPU 800a repeats the process of step S1151 until the data matches. If it matches (step S1152: YES), the matching data is stored in the sub-control RAM 800c (step S1153).
[0402] Next, the sub-control CPU 800a receives a signal from the setting button 15 or the effect button device 13 (step S1154). This received signal will be analyzed in the button analysis process of step S1013 shown in FIG. 30.
[0403] Next, the sub-control CPU 800a transmits the control signal related to light stored in the sub-control RAM 800c in step S1051 shown in FIG. 31 to the decoration lamp board 90 (see FIG. 4), and also transmits the control signal necessary to turn on or off the identification lamp device 51A (see FIG. 2) (step S1155). As a result, the decoration lamp will be turned on or off and the lamp effect will be executed.
[0404] Next, the sub-control CPU 800a restores the registers saved in the process of step S1150 (step S1156). As a result, the process returns to the main process shown in FIG. 30.
[0405] <Sub-control: Command list> Here, the command list generated in step S1050 shown in FIG. 31 will be described in detail with reference to FIG. 34.
[0406] This command list is a command sequence listing commands for the VDP803, but the description content and description order are slightly different between the case of instructing video drawing and the case of instructing still image drawing.
[0407] When instructing the VDP803 to draw a video, it consists of the initial command list in Fig. 34(a) and the steady command list in Fig. 34(b).
[0408] As shown in Fig. 34(a), the sub-control CPU 800a first generates a command for setting the memory area of the DDR2 SDRAM 804 where the frame buffer area is set and the memory area for storing the video data of the DDR2 SDRAM 804 (step S1200).
[0409] Next, it generates a command for instructing video decoding (step S1201). Specifically, it is an instruction on which video compression data to decode, and it is instructed together with the address of the CG data storage area of the game ROM 805 shown in Fig. 4 where the corresponding video is stored and the number of frames of that video.
[0410] Next, it fills in the end processing command and finishes generating the initial command list (step S1202).
[0411] Subsequently, the sub-control CPU 800a generates the steady command list shown in Fig. 34(b).
[0412] This steady command list is composed of video drawing instructions as shown in Fig. 34(b). In the above initial command list, for the decoded video data, it generates a command on which frame number of decoded data is to be drawn at which coordinate position on the liquid crystal display device 41 (step S1203). Next, it fills in the end processing command and finishes generating the steady command list (step S1204).
[0413] When instructing the VDP803 to draw a still image, as shown in FIG. 34(c), the sub-control CPU800a first generates a command for setting the memory area of the DDR2SDRAM804 in which the frame buffer area is set, as well as the memory area of the built-in VRAM (not shown) that stores the still image data (step S1210).
[0414] Next, a command for instructing the decoding of the still image is generated (step S1211). Specifically, it is an instruction as to which still image compression data is to be decoded, and it is instructed together with the address number and data size of the CG data storage area of the game ROM805 shown in FIG. 4 in which the corresponding still image is stored.
[0415] Next, a command for how to draw the decoded still image data at which coordinate position on the liquid crystal display device 41 and in what mode (rotation angle, reduction / enlargement, etc.) is generated (step S1212). Next, an end processing command is entered to finish generating the command list for the still image (step S1213).
[0416] Thus, such a command list for the moving image and the command list for the still image are transmitted to the VDP803 (see FIG. 4), appropriately processed, and then transmitted to the liquid crystal display device 41. As a result, a desired image is displayed on the liquid crystal display device 41. As a specific example, the display as shown in FIGS. 5 to 9 is to be performed.
[0417] Therefore, according to the present embodiment described above, even if the number of game value points acquired by the player reaches a certain level or more and the game is forcibly ended, appropriate processing can be performed for the control until the forced end and the control after the forced end without affecting the control related to other games.
[0418] In this embodiment, an example was shown in which 100,000 shots were set as the initial value for the difference ball counter. However, the present invention is not limited to this, and 0 may be set as the initial value for the difference ball counter. By doing so, since the difference balls described above are "the number of game balls paid out to the player" - "the number of game balls launched by the player into the game area 40 using the launch handle 16" = "the number of prize balls actually obtained by the player (the number of prize balls actually present in the player's hand)", it becomes the maximum number of difference balls actually obtained by the player. Even if the negative state continues, if the number of prize balls obtained by the player increases extremely, it becomes possible to stop the game.
[0419] Incidentally, when 0 is set as the initial value for the difference ball counter, when the difference ball counter is 0, even if there is a ball launched by the player into the game area 40 using the launch handle 16, the difference ball counter is not subtracted. That is, in step S184 shown in FIG. 20, when the difference ball counter is 0, the out count is not subtracted. Then, in step S185 shown in FIG. 20, the number of prize balls is added to the difference ball counter. Thus, when the difference ball counter reaches a value indicating that the difference balls have exceeded 95,000 shots (difference ball counter > 95,000), the game may be stopped.
[0420] Also, in this embodiment, an example was shown in which the sound LSI 801 and the VDP 803 are separately configured. However, they may be integrated as one chip.
[0421] Also, in this embodiment, an example was shown in which the sub-control CPU 800a is provided in the sub one-chip microcomputer 800. However, the present invention is not limited to this, and the sub-control CPU 800a may be provided in the VDP 803.
Explanation of Reference Numerals
[0422] 1 Pachinko gaming machine 44 Special symbol 1 start port (winning port) 44a Special symbol 1 start port switch (winning detection means) 45a Special symbol 2 start port (winning port) 45a1 Special symbol 2 start port switch (winning detection means) 46c Large winning port switch (winning detection means) 49a Upper right general winning port (winning port) 49b Upper left general winning port (winning port) 49c Middle left general winning port (winning port) 49d Lower left general winning port (winning port) 49a1 Upper right general winning port switch (winning detection means) 49b1 Upper left general winning port switch (winning detection means) 49c1 Middle left general winning port switch (winning detection means) 49d1 Lower left general winning port switch (winning detection means) 50 Out port 50a Out port switch (out detection means) 600a Main control CPU (command transmission means) 800a Sub control CPU (sub control means)
Claims
【Claim 1】 An out detection means for detecting a game ball that is launched into the game area or discharged from the game area to outside the game area, A winning detection means for detecting a game ball that has passed through a winning port, A counting counter that counts according to the number of outs based on the detection result of the out detection means and the number of game values based on the detection result of the winning detection means, A command transmission means for transmitting a specific command when the counting counter exceeds a predetermined value, A sub-control means for receiving the specific command transmitted by the command transmission means, A game stop means for setting the game to a game stop state when the counting counter exceeds the predetermined value, and Is configured to be able to shift to a plurality of game management states according to the value of the counting counter, Among the game management states, in the game management state where the counting counter is less than or equal to the predetermined value and the game does not stop, when power failure recovery occurs, it returns to the first game management state where the counting counter is initialized, while when the counting counter exceeds the predetermined value and the game state is in a special game state and power failure recovery occurs, by checking the operation flag for managing the game management state or not initializing the counting counter, it returns to the second game management state that shifts to the game stop state after the end of the special game state, The sub-control means has an error notification means for performing error notification, When an error notification corresponding to the occurrence of an error before receiving the specific command is performed by the error notification means, Among the errors, when a first error occurs before receiving the specific command and a first error notification is performed, by shifting to the game stop state, the first error notification is aborted, while Among the errors, when a second error occurs before receiving the specific command and a second error notification is performed, even if shifting to the game stop state, the second error notification is continued, A gaming machine that has not had the second error occur before the game stop state and performs the second error notification even when the second error newly occurs after the game stop state.
Citation Information
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