Gaming machine
The gaming machine addresses player dissatisfaction by implementing customizable settings and pre-read judgments to enhance game effects, offering diverse and engaging experiences.
Patent Information
- Application Number
- JP2023114138
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-12
- Publication Date
- 2025-07-01
- Estimated Expiration
- 2043-07-12
AI Technical Summary
Conventional gaming machines, such as pachinko machines, fail to sufficiently satisfy players with their customization functions and accompanying game effects.
The gaming machine incorporates a start hold mechanism that changes identification information upon a predetermined condition, with pre-read judgment and special effects, allowing players to set desired game states and expectations, including higher winning chances through customizable settings.
This enhances player satisfaction by providing diverse and engaging game content with adjustable winning probabilities and effects, increasing player engagement and enjoyment.
Smart Images

Figure 0007701415000001 
Figure 0007701415000002 
Figure 0007701415000003
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, by installing functions desired by players in the gaming machine, it becomes a game content that can satisfy the players, and thereby relates to a gaming machine that can provide a gaming machine with diverse effects.
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 enables customization related to game effects and makes it easy to recognize the customization status.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, although the above - mentioned gaming machine makes it easy to recognize the customization status, there is a problem that regarding the customization function itself, the customization function and the accompanying game effect content do not sufficiently satisfy the players.
[0005] Therefore, in view of the above problems, an object of the present invention is to install functions desired by players in the gaming machine, thereby providing game content that can satisfy the players, and thereby providing a gaming machine with diverse effects.
Means for Solving the Problems
[0006] The object of the present invention is achieved by the following means. The numbers in parentheses are reference numerals in 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, when a plurality of types of identification information are changed when a predetermined start condition is satisfied, a start hold means (for example, the main control RAM 600c shown in FIG. 4) that stores the start hold for changing the identification information that has satisfied the start condition but has not yet started up to a predetermined upper limit number, and preadjudgment means (for example, the main control CPU 600a shown in FIG. 4) that performs a pre-read judgment on the start hold before the change to the start hold is started, and a special effect (for example, a winning chance notification) that is started by a change before the change effect for the start hold subject to the pre-read judgment and is started at the timing when the start condition is satisfied, and a special effect (for example, a pre-read notice effect) that is started by a change before the change effect for the start hold subject to the pre-read judgment and is executed by a plurality of changes including the change effect for the start hold subject to the pre-read judgment, and an effect setting means (for example, the setting button 15 shown in FIG. 1) that performs settings related to a predetermined effect based on the operation of the player, and the effect setting means can set whether or not to enable the special effect to appear, and further, the effect setting means can set whether or not to change the expectation level for the winning game state in the special effect in the normal game state and in an advantageous state (for example, the RUSH state) advantageous to the player (for example, increasing the pre-read expectation level), Before When the effect setting means sets to change the expectation level for the winning game state in the special effect, the expectation level for the winning game state for the special effect in the advantageous state becomes higher than the expectation level for the winning game state for the special effect in the normal game state When the special effect is set to be possible to appear by the effect setting means, the ratio of selection of the special effect in a reach effect (for example, a strong SP reach (a win) in the winning chance notification lottery table SB_NH_TBL shown in FIG. 14) with a high expectation of a winning game state when it is a win is higher than the ratio of selection of the special effect in a reach effect (for example, a strong SP reach (a loss) in the winning chance notification lottery table SB_NH_TBL shown in FIG. 14) with a high expectation of a winning game state when it is a loss (for example, when the low-expectation winning chance notification in the winning chance notification lottery table SB_NH_TBL shown in FIG. 14 is "none"). (see, for example, the pre-read hold change table SB_SYH_TBL2 shown in FIG. 17(a) and the second pre-read hold change table SB_D2SYH_TBL shown in FIG. 19(b))、 There is. is characterized by
Figure 1
Advantages of the Invention
[0008] According to the present invention, by mounting the functions required by the player on the gaming machine, the game content that can satisfy the player can be obtained, and thus, a gaming machine with diverse effects can be provided.
Brief Description of the Drawings
[0009]
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17
Figure 18
Figure 19
Figure 20
Figure 21
Figure 22
Figure 23
Figure 24
Figure 25
Figure 26
Figure 27
Figure 28
Figure 29
Figure 30
Figure 31
Figure 32
Figure 33
Figure 34
Figure 35
Figure 36
Figure 37
Figure 38
Figure 39
Figure 40
Figure 41
Figure 42
Figure 43
Mode 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 drawings.
[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 attached to the front of a wooden outer frame 2 so as to be openable and closable, 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 that supports transparent glass is provided on the front side of the game area 40. Note that 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 one 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 saucer unit 8 is provided on the front operation panel 7, and an upper saucer 9 for storing discharged game balls is integrally formed on the upper saucer unit 8. Further, a ball lending button 11 and a prepaid card discharge button 12 (card return button 12) are provided on the front operation panel 7. On the upper surface portion of the upper saucer 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 saucer 9 downward is provided on the upper saucer 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 enter key 15a provided at the center, a triangular upper key 15b provided above the enter key 15a in the drawing, a triangular left key 15c provided on the left side of the enter key 15a in the drawing, a triangular right key 15d provided on the right side of the enter key 15a in the drawing, and a triangular lower key 15e provided below the enter 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 (SE), 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 through light decoration are arranged 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, a liquid crystal display device 41 made of an LCD (Liquid Crystal Display) or the like is arranged in the game area 40 of the gaming board 4 at approximately the center. This liquid crystal display device 41 divides the display area into three areas: left, middle, and right, and can independently display the variation of numbers, characters, letters (such as character conversations and lyric subtitles), or patterns (special patterns and ordinary patterns). Around such a liquid crystal display device 41, a decorative upper decoration 42a, left decoration 42b, and right decoration 42c are provided, and a movable accessory device 43 is arranged on the back side of the upper decoration 42a, left decoration 42b, and right decoration 42c. In addition, decorative lamps such as full-color LED lamps that exhibit an effect by light decoration are arranged on the upper decoration 42a, left decoration 42b, and right decoration 42c.
[0017] As shown in Fig. 2, this movable accessory device 43 is composed of a movable accessory 43a that performs a predetermined effect operation as the game progresses, a left movable accessory 43b, a right movable accessory 43c, an upper left movable accessory 43d, and further motors (not shown) such as two-phase stepping motors that drive the upper, left, right, and upper left movable accessories 43a to 43d respectively. In addition, decorative lamps such as full-color LED lamps that exhibit an effect by light decoration are arranged on these upper, left, right, and upper left movable accessories 43a to 43d.
[0018] On one side, 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 special symbols such as numbers, characters, or patterns (decorative patterns) starts. In addition, 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 side, 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 it cannot enter, an entrance guide part 45c that can change between a "guide state" in which the game ball YK is guided toward the special symbol 2 start port 45a and a "non-guide 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) that drives and controls 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 game ball YK from entering 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 game ball YK to enter 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 the ball guiding part 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 (to 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, decorative lamps such as full-color LED lamps that exhibit an effect through light decoration are arranged in the special symbol 2 starting device 45.
[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 game balls can enter the large winning port (not shown). Note that the game balls that enter the large winning port (not shown) are detected by a large winning port switch 46c (see Fig. 4) provided inside the large winning port (not shown) as winning balls.
[0026] On the other hand, when not winning the lottery of the special symbol, that is, when not in a 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 by 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. 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 achieved.
[0028] On the upper right part of the other party's liquid crystal display device 41, as shown in FIG. 2, a normal symbol start port 48 composed of gates is arranged, and inside it, a normal symbol start port switch 48a (see FIG. 4) for detecting the passage of game balls is provided. Also, on the right side of the above winning device 46 and on the left side of the above special symbol 1 start port 44, general winning ports 49 are respectively arranged. This general winning port 49 is composed of an upper right general winning port 49a arranged on the right side of the above winning device 46, an upper left general winning port 49b arranged on the left side of the above 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 game balls 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 game balls 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 game balls 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 game balls is provided. In addition, decorative lamps such as full-color LED lamps that exhibit an effect through 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 have entered 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-mentioned 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 balls enter the game area 40 from the ball guide rail 6 for counting.
[0030] On the other hand, at the lower right peripheral part of the game area 40 of the game board 4, three 7-segment displays are 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 hold balls of 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, a normal symbol display device 52 composed of one LED is provided. Further, a round lamp 53b for notifying the number of rounds of the big hit game and a right hit notification lamp 53c for notifying a right hit are provided.
[0031] Also, 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 fluctuation 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 fluctuation, 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 fluctuation, 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] Note that 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. It also mainly mounts a measurement / setting display device 610 composed of seven segments that doubles as a display of the content regarding the ratio of the number of prize balls awarded in a low-probability time (when the winning lottery probability is in the normal low-probability state) and the like (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 as described above is a payout / firing control board 70 that controls the payout motor M to payout game balls. Further, 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 switch 49a1, upper left general winning port switch 49b1, middle left general winning port switch 49c1, lower left general winning port switch 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 that can detect 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. Furthermore, a fraud detection board 55 that detects cheating by the player 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 win / loss information which is the lottery result, 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 guide 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-kind two-kind mixed type gaming machine, when in a small win gaming state, it is controlled to repeatedly open and close the big winning port (not shown) with the opening / closing door 46a. When a game ball enters the big winning port (not shown), the sorting device 47 is controlled so that the game ball is sorted to the V region 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 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 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". Therefore, 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 set and changed in six levels from "1" to "6" using 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 setting change content is displayed on the measurement / setting display device 610, and when the setting change content is finalized, a dot on the lower right side of the seven-segment display lights up to indicate that the setting content has been finalized.
[0042] On the other hand, when the RAM clear switch 620 is pressed other than 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 of the memory area.
[0043] On the other hand, when the main control board 60, that is, the main control CPU 600a, receives a fraud detection signal detected 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 game balls to the player. Furthermore, the payout and launch control board 70 performs a process of starting or stopping the operation of launching game balls in response to the player's operation based on a bonus ball count signal indicating the payout operation of the game balls and a status signal related to an abnormality of 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 the 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. Therefore, in this way, the payout / firing control board 70 performs the ball lending process for the player.
[0047] <Description of the Sub-Control Board> The sub-control board 80 is equipped with a sub one-chip microcomputer 800 composed of a sub-control CPU 800a that receives the effect control command DI_CMD from the above main control board 60 (main control CPU 600a) and executes and controls various effects, and also 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 an audio LSI 801 that generates desired BGM, sound effects, etc., an audio 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 instructions from the sub one-chip microcomputer 800, a DDR2 SDRAM 804 that is composed of 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, and a game ROM 805 in which still image compressed data, CG data of video compressed data, and audio data such as BGM and sound effects are pre-stored. Note that a still image is a so-called sprite image, which indicates a single image such as text data like characters, a background image, or a special symbol. Also, a video means a collection of a plurality of (for a plurality of frames) still images that change continuously, and a smooth operation 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 equipped with decorative lamps such as full-color LED lamps that exhibit a lamp effect. Further, a push-button type effect button device 13 that can change the effect by being pressed by the player when a built-in lamp (not shown) is lit is connected, and a speaker 17 that emits BGM, sound effects, etc. is connected. And further, a movable accessory device 43 that performs a predetermined effect operation as the game progresses is connected to the sub-control board 80, an identification lamp device 51A for notifying the player of information on whether the special symbol 1 and the special symbol 2 are in the process of changing or whether they are winning or losing is connected, a setting button 15 that enables various settings is connected, and the liquid crystal display device 41 is connected.
[0050] Thus, the sub-control board 80 configured as described above receives, at the sub-control CPU 800a, an effect control command DI_CMD including basic information necessary for a special symbol variation pattern, the current game state, the number of start-retained balls, a decorative symbol to be stopped based on a 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, an effect pattern corresponding to the received effect control command DI_CMD from among a number of effect patterns stored in advance in the sub-control ROM 800b, and temporarily stores, in the sub-control RAM 800c, a control signal for instructing execution of the determined effect 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 execution of the effect 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 effect pattern are emitted from the speaker 17.
[0052] Also, the sub-control CPU 800a transmits, to the decoration lamp board 90, a control signal related to light among the control signals for instructing execution of the effect pattern stored in the sub-control RAM 800c. As a result, the decoration lamp board 90 controls lighting or extinguishing of decoration lamps such as full-color LED lamps that exhibit a lamp effect, and thus a lamp effect corresponding to the determined effect pattern is executed.
[0053] Then, among the control signals for instructing the execution of the production patterns stored in the sub-control RAM 800c, the sub-control CPU 800a transmits a 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, whereby 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. In order for the sub-one-chip microcomputer 800 (sub-control CPU 800a) to recognize 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. Thereby, the sub-control CPU 800a can recognize 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, among the control signals for instructing the execution of the production patterns stored in the sub-control RAM 800c, the sub-control CPU 800a transmits a control signal related to the movable accessory to the movable accessory device 43. As a result, the movable accessory device 43 will move corresponding to the determined production pattern.
[0055] <Explanation of the power supply board> By the way, the power supply to each of the above-described boards is supplied from the power supply board 130 shown in FIG. 4. This power supply board 130 includes a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. This voltage generation unit 1300 receives an AC voltage of 24V, which is an external power supply supplied from a transformer (not shown) installed in the game arcade, and generates a plurality of types of DC voltages. The generated DC voltages are supplied to each board (not shown).
[0056] Also, the voltage monitoring unit 1310 monitors the voltage of the above AC voltage AC24V, and outputs a voltage abnormality signal ALARM to the main control board 60 when this voltage is interrupted or a power failure occurs and a voltage abnormality is detected. 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 power-on, and the generated system reset signal RST is output to each board.
[0058] <Explanation of production customization settings> Here, the production customization settings will be explained.
[0059] These days, it has become possible to make a customization setting that first notifies whether the first start hold ball has a high expectation of entering a winning game state at the timing when a game ball wins a prize at the special symbol 1 start port 44 (see Figure 2).
[0060] Specifically, when a waiting customer demo screen is being displayed on the liquid crystal display device 41 (see FIG. 2), if a player presses the effect button device 13 (see FIG. 1), as shown in FIG. 5(a), a menu screen (see image P1) is displayed on the liquid crystal display device 41. As shown in FIG. 5(a), this menu screen has a character display of "Effect Customization" (see image P1a) in the center of the upper part of the screen, and below it, customizable effect contents such as "Winning Chance Notification", "Improved Anticipation Degree of Prediction", "Premium Up", and "Auto Button" (see image P1b) are displayed. The winning chance notification relates to a high-anticipation prediction preview that, if it appears, increases the anticipation degree of the winning game state. Also, the improved anticipation degree of prediction is to adjust the allocation value so that the appearance rate of a prediction preview with a low anticipation degree of the winning game state (although there will be a reserved change, it is for fluctuations that end with a normal reach) is reduced and it appears when there is a reach with a high anticipation degree of the winning game state such as a strong SP reach. Furthermore, the premium up is to increase the appearance rate of the premium effect of the winning confirmation effect in the winning fluctuation. In other words, when the premium effect does not appear, the anticipation degree of winning will be lower than when the custom setting is OFF. On the other hand, the auto button is to determine that the player has pressed the effect button device 13 even if the player does not actually press it when an effect occurs when the effect button device 13 is pressed.
[0061] Thus, such customizable production content (see image P1b) can be selected with the cross keys (see image P1c) and determined with a button (see image P1d) as shown in Fig. 5(a). Specifically, when the player presses the up key 15b and the down key 15e shown in Fig. 1, the square frame W1 shown in Fig. 5(a) moves up and down, enabling the selection of customizable production content (see image P1b). After selecting the customizable production content (in Fig. 5(a), "winning chance notification" is selected), when the player presses the left key 15c and the right key 15d shown in Fig. 1, the ON / OFF of the selected customizable production content can be set. Thus, after making such settings, when the player presses the determination key 15a shown in Fig. 1, the set content is determined. When returning to the normal screen, the square frame W1 shown in Fig. 5(a) is moved to "return to normal screen" (see image P1e), and when the player presses the determination key 15a shown in Fig. 1, the screen returns to the normal screen. In this embodiment, an example where the set content is determined by pressing the determination key 15a shown in Fig. 1 is shown, but it is not limited to this. The ON / OFF setting of the customizable production content may be such that the set content is determined even without pressing the determination key 15a shown in Fig. 1 after setting the ON / OFF by pressing the left key 15c and the right key 15d shown in Fig. 1.
[0062] On the other hand, it is possible to set customizable effect contents not only when a customer-waiting demo screen is displayed on the liquid crystal display device 41 (see FIG. 2), but also during customer waiting or during the variation of special symbols. In the present embodiment, an example of setting customizable effect contents during the variation of special symbols will be described. Specifically, as shown in FIG. 5(b), on the liquid crystal display device 41, a decorative symbol fluctuates at high speed (see image P10), and in accordance with this, a resident symbol fluctuates at high speed (see image P11), and a state indicating that it is in the process of fluctuation is displayed. At this time, as shown in FIG. 5(b), customizable effect contents (see image P12) are displayed at the lower left corner of the screen, and the ON / OFF contents (see image P13) are also displayed. Further, it is displayed that it can be selected with the cross keys (see image P14) and determined with a button (see image P15). Specifically, when the player presses the up key 15b and the down key 15e shown in FIG. 1, the player can select customizable effect contents (see image P12). Then, after selecting the customizable effect contents (in FIG. 5(b), "winning chance notification" is selected), when the player presses the left key 15c and the right key 15d shown in FIG. 1, the ON / OFF of the selected customizable effect contents can be set (see image P13). Thus, after making such settings, when the player presses the determination key 15a shown in FIG. 1, the set contents are determined. Note that such a display of effect customization settings may be continuously displayed during the variation of special symbols. Also, at the time of a strong SP reach, the display of the customizable effect contents (see image P12) and the ON / OFF contents (see image P13) are made non-displayed, and only a display indicating that it can be selected with the cross keys (see image P14) is performed. By the player operating the setting button 15 shown in FIG. 1, the display of the customizable effect contents (see image P12) and the ON / OFF contents (see image P13) may be displayed.
[0063] <Explanation of winning chance notification> Next, the winning chance notification set as described above will be explained.
[0064] The winning chance notification is executed as follows.
[0065] That is, as shown in FIG. 6(a), on the liquid crystal display device 41, a video of a decorative pattern (refer to image P20) in which the left decorative pattern P20a, the middle decorative pattern P20b, and the right decorative pattern P20c are rapidly changing is displayed, and at the same time, a video in which the resident patterns (left resident pattern, middle resident pattern, right resident pattern) (refer to image P21) are rapidly changing is displayed. Then, as shown in FIG. 6(a), a variation icon indicating that it is currently changing is displayed at the lower left corner of the screen of the liquid crystal display device 41 (refer to image P22a), and to the right of it, a first hold image (refer to image P22b) indicating that one first start hold ball is being held is displayed. At this time, as shown in FIG. 6(a), the logo "Bakufu Shogun" on the upper decoration 42a is lit in yellow.
[0066] In this state, when a game ball wins the special symbol first start port 44 (refer to FIG. 2), as shown in FIGS. 6(b-1) and (b-2), on the liquid crystal display device 41, a second hold image (refer to image P22c) is displayed to the right of the first hold image (refer to image P22b). At this time, as a result of the main control CPU 600a performing a prediction determination for the second first start hold ball, in the case of a deviation variation such as a normal variation, a normal reach, or a weak reach with a low expectation of a winning game state, the sub-control CPU 800a controls the logo "Bakufu Shogun" on the upper decoration 42a to be lit in white as shown in FIG. 6(b-1). Then, afterwards, the sub-control CPU 800a controls the logo "Bakufu Shogun" on the upper decoration 42a to be lit in the original yellow as shown in FIG. 6(c-1).
[0067] Thus, when the expectation level for the winning game state is low, the winning chance notification is executed as described above. However, although only in part, in the case of a winning variation, the above-described winning chance notification may be executed. In this embodiment, when the expectation level for the winning game state is low, the winning chance notification is executed. However, when the expectation level for the winning game state is low, the winning chance notification may not be executed, that is, no effect may be produced. Or, when the expectation level for the winning game state is low, only sound or only lamp effects may be produced.
[0068] On the other hand, as a result of the main control CPU 600a performing a prediction determination for the second first start hold ball, in the case of a high expectation level for the winning game state, such as a losing strong SP reach or a winning variation, the sub-control CPU 800a controls the logo "Bakufu Shogun" of the upper decoration 42a to flash or light up brightly in red as shown in FIG. 6(b-2). At the same time, the sub-control CPU 800a controls the speaker 17 shown in FIG. 1 to emit the sound effect (SE) "Pipin!" (see SE1) shown in FIG. 6(b-2). Furthermore, the sub-control CPU 800a controls the upper left movable accessory 43d to repeatedly move from the back of the upper decoration 42a, which is the retracted position, to the front of the liquid crystal display device 41 and then return to its original position as shown in FIG. 6(b-2).
[0069] Thus, after executing the control as described above, until the variation for the second first start hold ball is started, the sub-control CPU 800a controls the logo "Bakufu Shogun" of the upper decoration 42a to continue lighting in red as shown in FIG. 6(c-2).
[0070] Therefore, as described above, the winning chance notification will be executed. Incidentally, when the winning chance notification is set to OFF, the effects as described with reference to FIG. 6 will not appear, and the effects as described with reference to FIG. 6 will appear only when the winning chance notification is set to ON. If the winning chance notification occurs on its own even though the player has not set anything, the degree of expectation for the variation of the first start hold ball that won before the variation started will be notified first, which will damage the player's expectation of maintaining the expectation until the latter half of the variation.
[0071] By the way, the winning chance notification can be executed together with other preview notification effects (preview hold change notification effect, preview zone effect). Therefore, when the player sets the winning chance notification to ON in the method described above, the appearance rate (allocation value) of other preview notification effects (preview hold change notification effect, preview zone effect) and preview effects during variation (step-up preview effect, conversation preview effect) is changed inside the gaming machine. This is because when it is determined that the degree of expectation for the winning game state is low (almost none) due to the winning chance notification, even if a preview notification effect for the first start hold ball or a preview effect when the first start hold ball varies to increase the degree of expectation appears, the player will not be able to have an expectation of winning. This will be described below using a specific example.
[0072] When the setting of the winning chance notification is OFF, as shown in FIG. 7(a), on the liquid crystal display device 41, a video of a decorative symbol (refer to image P20) that is rapidly changing is displayed, and a video of a resident symbol (left resident symbol, middle resident symbol, right resident symbol) (refer to image P21) that is rapidly changing is also displayed. Then, as shown in FIG. 7(a), a variation icon is displayed (refer to image P22a) in the lower left corner of the screen of the liquid crystal display device 41. At this time, as shown in FIG. 7(a), the logo of "Bouboushi" on the upper decoration 42a is lit in yellow.
[0073] In this state, when a game ball wins a prize at the special symbol 1 start opening 44 (see Fig. 2), as shown in Fig. 7(b), the first held image (see image P22b) is displayed on the liquid crystal display device 41. At this time, when the first held image (see image P22b) changes to blue, if the setting of the winning chance notification is OFF, the player can have an expectation of winning for this hold because of the change in the hold.
[0074] Thus, when the variation for this first held image is executed (see the image P22a shown in Fig. 7(c)), as shown in Fig. 7(c), on the liquid crystal display device 41, the left decorative symbol (see image P20a) and the right decorative symbol (image P20c) stop at the same symbol, and the middle decorative symbol (see image P20b) is in a state of variation, and a reach (tempai) state is displayed. Further, on the liquid crystal display device 41, a character image of "Reach" (see image P23) is displayed in the center of the screen, and further, in the lower right corner of the screen, a state where the resident symbol (see image P21) is in variation is displayed. This indicates the state of normal reach. Since the first held image (see image P22b) was blue, ultimately, as shown in Fig. 7(d), on the liquid crystal display device 41, the left decorative symbol (see image P20a), the middle decorative symbol (see image P20b), and the right decorative symbol (see image P20c) stop (stopping at "656" in the illustration), and a losing image where the resident symbol (see image P2A) also stops at the same number is to be displayed.
[0075] However, since the setting of the winning chance notification is OFF, the player can have an expectation of winning until the variation stops. That is, the degree of expectation for the winning game state for the first start-held ball that won a prize changes from various preview effects. So, until the variation stops, the player can have an expectation of winning, such as whether the color of the held image changes from blue to red, which has a high degree of expectation for the winning game state.
[0076] On the other hand, even when the winning chance notification setting is ON, if the appearance rate (allocation value) of the preview is the same as when the winning chance notification setting is OFF, the following state occurs. That is, as shown in FIG. 8(a), on the liquid crystal display device 41, a video of a rapidly changing decorative pattern (see image P20) is displayed, and a video in which the resident patterns (left resident pattern, middle resident pattern, right resident pattern) (see image P21) are rapidly changing is also displayed. Then, as shown in FIG. 8(a), a variable icon is displayed (see image P22a) in the lower left corner of the screen of the liquid crystal display device 41. At this time, as shown in FIG. 8(a), the logo "Bakufu Shogun" of the upper decoration 42a is lit in yellow.
[0077] In this state, when a game ball wins a prize in the special symbol 1 start port 44 (see FIG. 2), as shown in FIG. 8(b), a first hold image (see image P22b) is displayed on the liquid crystal display device 41. At this time, as a result of the main control CPU 600a executing a prediction determination for the first start hold ball, in the case of a deviation variation of a normal reach with a low expectation of a winning game state, the sub-control CPU 800a controls the logo "Bakufu Shogun" of the upper decoration 42a to be lit in white as shown in FIG. 8(b). And at this time, if the appearance rate (allocation value) of the preview is the same as when the winning chance notification setting is OFF, the sub-control CPU 800a controls the first hold image (see image P22b) to change to blue. Therefore, as shown in FIG. 8(b), the first hold image (see image P22b) that has changed to blue is displayed on the liquid crystal display device 41.
[0078] However, since the logo of "Bakufu Shogun" on the upper decoration 42a is lit in white, the first held image that has changed to blue (see image P22b) has a low expectation of hitting the winning game state (in this embodiment, as described with reference to FIG. 7, it is a deviation variation of a normal reach). Therefore, it suggests that there is almost no expectation of hitting the winning game state. Therefore, even if the first held image (see image P22b) changes to blue, the player cannot have an expectation of winning. That is, when the setting of the winning chance notification is ON, the player cannot have an expectation that the color of the held image will change from blue to red, which has a high expectation of hitting the winning game state. Therefore, the player's interest in the held change preview effect will decrease. Therefore, when the expectation of hitting the winning game state for the first start-held ball when the game ball wins the special symbol 1 start port 44 (see FIG. 2) is low, it is necessary to reduce the appearance rate (distribution value) such as the held change preview. The details of this appearance rate (distribution value) will be described later.
[0079] Therefore, as described above, just by that one effect of the winning chance notification, it is almost possible to determine whether or not one can have an expectation of hitting the winning game state with respect to the variation at the time of winning when the game ball wins the special symbol 1 start port 44 (see FIG. 2). Therefore, other preview effects when the setting of the winning chance notification is set to ON serve to further increase the expectation of hitting the winning game state in the notifications with a high expectation of hitting the winning game state as shown in FIGS. 6(b-2) and (c-2).
[0080] By the way, since the winning chance notification is an effect that occurs at the time of winning the held ball for the first start-held ball when the game ball wins the special symbol 1 start port 44 (see FIG. 2), the effect is executed even when the first start-held ball wins when the symbol variation stops or when the first start-held ball wins immediately before the symbol stops. Therefore, when the winning chance notification with a high expectation of hitting the winning game state as shown in FIGS. 6(b-2) and (c-2) occurs, it occurs across the variation of the special symbol and the variation of the special symbol. In this regard, this will be described below as cases 1 and 2 using specific examples.
[0081] <Explanation of Case 1> First, as Case 1, when the variation of the symbols ends and in the state where the symbol variation has stopped, when a game ball wins the special symbol 1 start port 44 (see Fig. 2), for the first start hold ball, the case where a winning chance notification with a high expectation of entering the winning game state occurs will be explained.
[0082] At timing T1 shown in Fig. 11(a), due to the variation of the middle decorative symbol among the varying decorative symbols stopping, as shown in Fig. 9(a), on the liquid crystal display device 41, the left decorative symbol (see image P20a), the middle decorative symbol (see image P20b), and the right decorative symbol (see image P20c) are displayed in a stopped state (shown as "656" in the illustration). At this time, as shown in Fig. 9(a), in the lower right corner of the screen of the liquid crystal display device 41, the resident symbol (see image P21) is still in a varying state, and further, a variation icon is displayed (see image P22a), and further, on its right side, the first hold image (see image P22b) indicating that 1 first start hold ball is held is displayed on the liquid crystal display device 41. Note that, as shown in Fig. 9(a), the logo of "Bouboushi Shogun" on the upper decoration 42a is lit in yellow.
[0083] Next, at timing T2 shown in Fig. 11(a), when the variation of the resident symbol stops, the sub-control CPU 800a controls the liquid crystal display device 41 to display the resident symbol (see image P21) in a state where it stops with the same number as the decorative symbol (shown as "656" in the illustration), as shown in Fig. 9(b), and further controls to erase the variation icon (see image P22a shown in Fig. 9(a)). Note that, as shown in Fig. 9(b), the logo of "Bouboushi Shogun" on the upper decoration 42a remains lit in yellow.
[0084] Next, at timing T3 shown in FIG. 11(a), when a game ball wins a prize at the special symbol 1 start port 44 (see FIG. 2) and a winning chance notification with a high expectation of a winning game state occurs, as shown in FIG. 9(c), the sub-control CPU 800a controls the liquid crystal display device 41 to display a second hold image (see image P22b) indicating that two first start hold balls are held. Then, further, as shown in FIGS. 9(c) to (d), the sub-control CPU 800a controls the logo "Bakufu Shogun" of the upper decoration 42a to blink or light up brightly in red. At the same time, the sub-control CPU 800a controls the speaker 17 shown in FIG. 1 to emit an effect sound (SE) of "Pipin!" (see SE1) as shown in FIGS. 9(c) to (d). At this time, as shown in FIG. 11(a), when the variation for the first hold image (see image P22b) starts at timing T4, as shown in FIG. 9(d), the sub-control CPU 800a controls the liquid crystal display device 41 to display an image of a rapidly varying decorative symbol (see image P20) and an image of rapidly varying resident symbols (left resident symbol, middle resident symbol, right resident symbol) (see image P21). Then, further, the sub-control CPU 800a controls the liquid crystal display device 41 to display a variation icon (see image P22a) and the first hold image (see image P22b). At this time, the winning chance notification with a high expectation of a winning game state does not stop the effect when the variation starts at timing T4 shown in FIG. 11(a), but is executed across the symbol stop state shown in FIG. 9(c). That is, basically, the effect executed in the previous variation will be terminated in the next variation, but the effect of the winning chance notification will not be terminated and will be executed.
[0085] The above is the explanation of Case 1.
[0086] <Explanation of Case 2> Next, as Case 2, the case where a winning chance notification with a high expectation of a winning game state occurs for the first start hold ball when a game ball wins a prize at the special symbol 1 start port 44 (see FIG. 2) immediately before the symbol stops (while still in the varying state) will be explained.
[0087] As shown in Fig. 10(a), the liquid crystal display device 41 displays a state in which the left decorative pattern (see image P20a) stops at "6", the right decorative pattern (image P20c) stops at "8", and the middle decorative pattern (see image P20b) fluctuates at high speed. Further, on the liquid crystal display device 41, in the lower right corner of the screen, a state in which the resident pattern (see image P21) fluctuates is displayed, a fluctuation icon is displayed (see image P22a), and further, to the right of it, the first hold image (see image P22b) is displayed. As shown in Fig. 10(a), the logo "Bakufu Shogun" on the upper decoration 42a remains lit in yellow.
[0088] In this state, at timing T5 shown in Fig. 11(b), when the fluctuation of the middle decorative pattern that has been fluctuating at high speed stops, as shown in Fig. 10(b), the liquid crystal display device 41 displays a state in which the left decorative pattern (see image P20a), the middle decorative pattern (see image P20b), and the right decorative pattern (see image P20c) have stopped (in the illustration, they stop at "658"). At this time, as shown in Fig. 10(b), in the lower right corner of the screen of the liquid crystal display device 41, a state in which the resident pattern (see image P21) is still fluctuating is displayed. As shown in Fig. 10(b), the logo "Bakufu Shogun" on the upper decoration 42a remains lit in yellow.
[0089] Next, when a game ball wins a prize at timing T6 shown in FIG. 11(b) and a winning chance notification with a high expectation of a winning game state occurs at the special symbol 1 start port 44 (see FIG. 2), the sub-control CPU 800a controls the liquid crystal display device 41 to display the second hold image (see image P22c) indicating that two first start hold balls are being held, as shown in FIG. 10(c). Then, further, the sub-control CPU 800a controls the logo "Bakufu Shogun" of the upper decoration 42a to blink or light up brightly in red, as shown in FIGS. 10(c) to (d). At the same time, the sub-control CPU 800a controls the speaker 17 shown in FIG. 1 to emit the sound effect (SE) of "Pipin!" (see SE1), as shown in FIGS. 10(c) to (d). At this time, as shown in FIG. 11(b), when the fluctuation of the resident symbol stops at timing T7, the sub-control CPU 800a controls the liquid crystal display device 41 to display the resident symbol (see image P21) stopped with the same number as the decorative symbol (in the illustration, "658"), as shown in FIG. 10(d), and further controls to erase the fluctuation icon (see image P22a shown in FIG. 10(c)). At this time, even when the winning chance notification with a high expectation of a winning game state occurs at timing T7 shown in FIG. 11(b) and the fluctuation of the resident symbol stops and the symbol stops state is reached, it will continue to be executed. That is, basically, in the symbol stop state, the effects executed during the fluctuation are ended, but the effects of the winning chance notification are not ended and are executed. Note that at timing T8 shown in FIG. 11(b), the fluctuation for the first hold image (see image P22b shown in FIG. 10(d)) will start.
[0090] The above is the explanation of Case 2.
[0091] Therefore, in this way, even when the first start hold ball wins a prize when the symbol fluctuation stops or when the first start hold ball wins a prize immediately before the symbol stops state, the effects of the winning chance notification are executed.
[0092] <Explanation of the volume and light quantity settings of the winning chance notification> Incidentally, for the winning chance notification, the adjustment of the volume and light intensity by the player is made different from other notice effects and variable effects. Specifically explaining this point, the volume and light intensity can be set by the player in, for example, five levels using the setting button 15 shown in FIG. 1. That is, as shown in FIG. 12(a), when the volume and light intensity are set to "5" of the five levels, the volume and light intensity of the variable effect remain the original volume and light intensity (100%), the volume and light intensity of the notice effect remain the original volume and light intensity (100%), and the volume and light intensity of the winning chance notification effect remain the original volume and light intensity (100%).
[0093] On the other hand, as shown in FIG. 12(a), when the volume and light intensity are set to "4" of the five levels, the volume and light intensity of the variable effect become the volume and light intensity suppressed to 80% from the original volume and light intensity, the volume and light intensity of the notice effect become the volume and light intensity suppressed to 80% from the original volume and light intensity, and the volume and light intensity of the winning chance notification effect become the volume and light intensity suppressed to 80% from the original volume and light intensity. Also, when the volume and light intensity are set to "3" of the five levels, the volume and light intensity of the variable effect become the volume and light intensity suppressed to 60% from the original volume and light intensity, and the volume and light intensity of the notice effect become the volume and light intensity suppressed to 60% from the original volume and light intensity. However, the volume and light intensity of the winning chance notification effect become the volume and light intensity suppressed to 80% from the original volume and light intensity, which is the same as when the volume and light intensity are set to "4" of the five levels.
[0094] On the other hand, as shown in Fig. 12(a), when the volume and light intensity are set to "2" on a five - level scale, the volume and light intensity of the variation effect are reduced to 40% of the original volume and light intensity, the volume and light intensity of the preview effect are reduced to 40% of the original volume and light intensity, and the volume and light intensity of the winning chance notification effect are reduced to 70% of the original volume and light intensity. Also, when the volume and light intensity are set to "1" on a five - level scale, the volume and light intensity of the variation effect are reduced to 20% of the original volume and light intensity, and the volume and light intensity of the preview effect are reduced to 20% of the original volume and light intensity. However, the volume and light intensity of the winning chance notification effect are reduced to 70% of the original volume and light intensity, which is the same as when the volume and light intensity are set to "2" on a five - level scale.
[0095] Therefore, the suppression rate of the volume and light intensity of the winning chance notification has a smaller variation range than other effects. This is to make the player notice that the winning chance notification has occurred even if the player has set a small value.
[0096] By the way, the original volume of the winning chance notification is higher than the original volume of the variation effect and the original volume of the preview effect. That is, when the volume set for the sound data used in the winning chance notification (for example, the sound effect (SE) "Pipin!" shown in Fig. 6(b - 2) (refer to SE1)) is "100", the volume set for the sound data used in the variation effect (BGM, sound effect (SE), etc.) and the preview effect (sound effect (SE), etc.) is less than "100" (for example, the BGM during variation is "60", the sound effect (SE) when the symbol stops is "70", the sound effect (SE) of the preview effect is "90", etc.). This makes the player more aware that the winning chance notification has occurred.
[0097] In addition, in this embodiment, an example of setting the volume and the amount of light simultaneously has been shown, but the volume and the amount of light may be set separately. At this time, as shown in Fig. 12(b), no matter which of the five levels from "1" to "5" the volume of the winning chance notification is set to, it can be set to remain at the original volume (100%). And for the amount of light of the winning chance notification, when it is set to "5" of the five levels, it remains at the original amount of light (100%), when it is set to "4" of the five levels, the amount of light is suppressed to 80% of the original amount of light, when it is set to "3" of the five levels, the amount of light is suppressed to 60% of the original amount of light, when it is set to "2" of the five levels, the amount of light is suppressed to 40% of the original amount of light, and when it is set to "1" of the five levels, the amount of light can be set to be suppressed to 20% of the original amount of light. Therefore, in this way, if the suppression rate of the volume of the winning chance notification is made smaller than the variation range of other effects, even if the player has set it to a small value, the player can be made aware that the winning chance notification has occurred.
[0098] <Explanation of the distribution value of the winning chance notification> Here, the distribution value of the winning chance notification will be explained.
[0099] First, when the special symbol starts to fluctuate, the main control CPU 600a performs a lottery with the jackpot probability shown in Fig. 13(a), and according to the lottery result, refers to the symbol distribution table M_ZF_TBL shown in Fig. 13(b) to perform the symbol lottery of the special symbol. Specifically, when the lottery result is a loss, it wins either a loss A or a loss B with the illustrated probability. Also, in the case of a win, it wins either a small payout (for example, 450 balls are paid out in 3 rounds) or a large payout (for example, 1500 balls are paid out in 10 rounds) with the illustrated probability.
[0100] On the other hand, according to the lottery result, a lottery for the variation pattern of the special symbol is conducted with reference to the variation pattern distribution table M_HP_TBL shown in FIG. 13(c). Specifically, when "Loss A" is selected by the lottery described above and 0 to 1 first start hold balls are held, it is designed to win either the normal variation of 12 - second variation (loss) or the failure of the channel range effect with the illustrated probabilities. Also, when "Loss A" is selected and 2 first start hold balls are held, it is designed to win either the normal variation of 8 - second variation (loss) or the failure of the channel range effect with the illustrated probabilities. Further, when "Loss A" is selected and 3 first start hold balls are held, it is designed to win either the normal variation of 3 - second variation (loss) or the failure of the channel range effect with the illustrated probabilities. On the other hand, when "Loss B" is selected by the lottery described above, it is designed to win either the normal reach (loss), weak SP reach (loss), normal reach ⇒ different route effect (loss), weak SP reach ⇒ different route effect (loss), weak SP ⇒ strong SP reach (loss) with the illustrated probabilities.
[0101] On the other hand, when "Small winning symbol" is selected by the lottery described above, it is designed to win either the normal reach (win), weak SP reach (win), normal reach ⇒ different route effect (win), weak SP reach ⇒ different route effect (win), weak SP ⇒ strong SP reach (win) with the illustrated probabilities. When "Large winning symbol" is selected by the lottery described above, it is designed to win either the normal reach (win), weak SP reach 1 (win), weak SP reach 2 (win), normal reach ⇒ different route effect (win), weak SP reach ⇒ different route effect (win), weak SP ⇒ strong SP reach (win), weak SP ⇒ strong SP reach ⇒ resurrection effect (win) with the illustrated probabilities.
[0102] On the other hand, before starting the variation of the special symbol corresponding to the first start hold ball generated according to the signal received from the special symbol 1 start port switch 44a, a lottery is performed in advance with the jackpot probability shown in FIG. 13(a) described above. According to the lottery result, a symbol lottery of the special symbol is performed with reference to the symbol distribution table M_ZF_TBL shown in FIG. 13(b). Then, according to these lottery results, a pre-lottery is performed in advance to determine whether the variation pattern of the special symbol is to be executed by referring to the variation pattern distribution table M_HP_TBL shown in FIG. 13(c). The main control CPU 600a transmits this lottery result as an effect control command DI_CMD to the sub-control board 80 (sub-control CPU 800a). The symbol distribution table M_ZF_TBL and the variation pattern distribution table M_MP_TBL are stored in the main control ROM 600b (see FIG. 4).
[0103] Thus, in response to the lottery result by such a pre-lottery (pre-determination), the sub-control CPU 800a refers to the winning chance notification lottery table SB_NH_TBL shown in FIG. 14 and executes a lottery for winning chance notification. However, this lottery is executed only when the setting of the winning chance notification is ON.
[0104] Specifically, the items arranged on the vertical axis of the winning chance notification lottery table SB_NH_TBL shown in FIG. 14 indicate the lottery result transmitted from the main control CPU 600a. The winning chance notification lottery table SB_NH_TBL is stored in the sub-control ROM 800b (see FIG. 4).
[0105] Thus, the sub-control CPU 800a refers to the winning chance notification lottery table SB_NH_TBL shown in FIG. 14 and conducts a lottery as follows.
[0106] That is, when the sub-control CPU 800a is in the normal variation (failure), challenge effect failure (failure), normal reach (failure), or weak SP reach (failure) state, it selects a winning chance notification with a low expectation of a winning gaming state. As a result, effects as shown in FIGS. 6(a) to 6(c-1) are executed.
[0107] On the other hand, when the sub-control CPU 800a is in the normal reach ⇒ alternative route effect (failure) or weak SP reach ⇒ alternative route effect (failure) state, it draws lots with the illustrated allocation values (probabilities) to win either a winning chance notification with a low expectation of a winning gaming state or a winning chance notification with a high expectation of a winning gaming state. At this time, when executing the alternative route effect (failure), basically, it is treated as a reach with a low expectation of a winning gaming state. However, in order to give the player at least a little expectation, it is made possible to generate a winning chance notification with a high expectation of a winning gaming state. When a winning chance notification with a high expectation of a winning gaming state occurs, effects as shown in FIGS. 6(a) to 6(c-2) are executed.
[0108] Also on the other hand, when the sub-control CPU 800a is in the weak SP ⇒ strong SP reach (failure) state, it selects a winning chance notification with a high expectation of a winning gaming state. This is because in order to make the player recognize that it is a sure win if a winning chance notification with a low expectation of a winning gaming state occurs and it becomes a strong SP reach, in the case of failure, a winning chance notification with a high expectation of a winning gaming state is always selected.
[0109] On the other hand, when the sub-control CPU 800a is in the normal reach (win) state, it selects a winning chance notification with a low expectation of a winning gaming state and does not select a winning chance notification with a high expectation of a winning gaming state.
[0110] Also, when it is a weak SP reach (win), the sub-control CPU 800a performs a lottery so as to select either a winning chance notification with a low expectation of entering a winning game state or a winning chance notification with a high expectation of entering a winning game state according to the illustrated allocation value (probability). At this time, since the weak SP reach is treated as a reach with a low expectation of entering a winning game state, it is ensured that a winning chance notification with a high expectation of entering a winning game state hardly occurs.
[0111] On the other hand, when it is a weak SP reach ⇒ different route effect (win), weak SP ⇒ strong SP reach (win), or weak SP ⇒ strong SP reach ⇒ resurrection effect (win), the sub-control CPU 800a performs a lottery so as to select either a winning chance notification with a low expectation of entering a winning game state or a winning chance notification with a high expectation of entering a winning game state according to the illustrated allocation value (probability). At this time, in the case of a different route effect or a strong SP reach, a winning chance notification with a low expectation of entering a winning game state may appear. This is because, even if a winning chance notification with a low expectation of entering a winning game state occurs, if a different route effect occurs, the player may enter a winning game state, so a winning chance notification with a low expectation of entering a winning game state may appear to give the player a high expectation. However, in the case of a different route effect, as described above, since there may be a losing case, it does not result in a confirmed win.
[0112] Thus, in the winning chance notification lottery table SB_NH_TBL shown in FIG. 14, regarding the strong SP reach, in the case of a miss, a winning chance notification with a high expectation of a winning game state always appears. On the other hand, in the case of a win, a winning chance notification with a low expectation of a winning game state may appear. Therefore, when a strong SP reach is executed, the proportion of winning chance notifications with a high expectation of a winning game state that appear is higher in the case of a miss in the strong SP reach than in the case of a win. This is because when a strong SP reach occurs in a situation where a winning chance notification with a high expectation of a winning game state does not appear, the player will recognize it as a production configuration with a confirmed win, which is said to be "breaking the law". Therefore, in the case of a miss, in order not to damage the player's expectations by becoming a strong SP reach in a situation where a winning chance notification with a high expectation of a winning game state does not occur, such a distribution value is set. Note that "breaking the law" means a production state that satisfies a specific condition such that, for a high-expectation reach with a high expectation of a winning game state, a winning chance notification with a high expectation of a winning game state should occur but does not occur.
[0113] Therefore, as described above, referring to the winning chance notification lottery table SB_NH_TBL shown in FIG. 14, the sub-control CPU 800a will execute the lottery for the winning chance notification.
[0114] In addition, when the expectation of a winning game state is low, it is also possible not to execute the production of the winning chance notification. In this case, as shown in FIG. 6(a), the logo "Bakufu Shogun" on the upper decoration 42a remains lit in yellow. Furthermore, in this case, the "low-expectation winning chance notification" in the winning chance notification lottery table SB_NH_TBL shown in FIG. 14 becomes "none".
[0115] <Explanation of advancing reading expectation increase> Next, the pre-read anticipation level increase described with reference to FIG. 5(a) will be explained. This pre-read anticipation level increase is different from the winning chance notification. Even when the setting is OFF, a pre-read preview appears. And by setting it to ON, when a pre-read preview appears, the anticipation level for the winning game state will increase. However, accordingly, the appearance rate of the pre-read preview will decrease. That is, since the appearance rate in the case of a loss decreases, although the appearance rate of the pre-read preview itself decreases, the anticipation level for the winning game state will increase. This point will be specifically explained below.
[0116] The pre-read hold change table SB_SYH_TBL1 shown in FIG. 15(a) is stored in the sub-control ROM 800b (see FIG. 4) and is used when the pre-read anticipation level increase is set to OFF.
[0117] More specifically, when the sub-control CPU 800a receives the lottery result (production control command DI_CMD) pre-read lottery by the main control CPU 600a with reference to the variation pattern distribution table M_HP_TBL shown in FIG. 13(c), it performs the following lottery with reference to the pre-read hold change table SB_SY_TBL1 shown in FIG. 15(a).
[0118] That is, when a game ball wins a prize at the special symbol 1 start port 44 (see FIG. 2), the sub-control CPU 800a refers to the pre-read hold change table SB_SYH_TBL1 shown in FIG. 15(a) and conducts a lottery on whether to make no change, change to blue, change to green, change to red, or change to rainbow for the hold image of the first start hold ball.
[0119] Specifically, in the case of normal variation (loss), challenge production failure (loss), and normal reach (loss), the sub-control CPU 800a conducts a lottery to win either making no change or changing to blue with the illustrated distribution value (probability).
[0120] Also, when there is a weak SP reach (miss), the sub-control CPU 800a makes a lottery to select one of the following: not change anything, change to blue, or change to green, according to the illustrated distribution value (probability).
[0121] On the other hand, when there is a normal reach ⇒ alternative route effect (miss) or a weak SP reach ⇒ alternative route effect (miss), the sub-control CPU 800a makes a lottery to select one of the following: not change anything, change to blue, change to green, or change to red, according to the illustrated distribution value (probability).
[0122] Also, when there is a weak SP ⇒ strong SP reach (miss), the sub-control CPU 800a makes a lottery to select one of the following: change to blue, change to green, or change to red, according to the illustrated distribution value (probability).
[0123] On the other hand, when there is a normal reach (hit), a weak SP reach (hit), a normal reach ⇒ alternative route effect (hit), a weak SP reach ⇒ alternative route effect (hit), a weak SP ⇒ strong SP reach (hit), or a weak SP ⇒ strong SP reach ⇒ resurrection effect (hit), the sub-control CPU 800a makes a lottery to select one of the following: not change anything, change to blue, change to green, change to red, or change to rainbow color, according to the illustrated distribution value (probability).
[0124] Thus, when the pre-reading anticipation level increase is set to OFF in this way, a lottery regarding the hold change is executed by referring to the pre-reading hold change table SB_SYH_TBL1 shown in FIG. 15(a). In such a pre-reading hold change table SB_SYH_TBL1, even for fluctuations that do not reach a reach such as normal fluctuations or challenge effects, the hold image may change to blue, so that the player does not get bored with the symbol fluctuations. However, if the hold image remains blue, since the anticipation level for the winning game state is low, the player expects the hold image to change to green or red. Note that the pre-reading hold change table SB_SYH_TBL1 shown in FIG. 15(a) is only the change of the hold image of the first start hold ball when the game ball wins the special symbol 1 start port 44 (see FIG. 2). Therefore, when the first start hold ball for which the pre-reading determination has been made fluctuates, a preview effect in which the hold image changes is separately executed.
[0125] The pre-reading zone effect table SB_SYZ_TBL1 shown in FIG. 15(b) is stored in the sub-control ROM 800b (see FIG. 4) and is used when the pre-reading anticipation level increase is set to OFF.
[0126] The pre-reading zone effect is a preview effect that starts from the fluctuation after the first start hold ball for which the pre-reading determination has been made wins. As this pre-reading zone effect, there are two types of zone effects: a weak zone effect and a strong zone effect. Among these, the strong zone effect has a high anticipation level for the winning game state. Note that the zone effect entry bluff is an effect for creating a commotion that appears to execute the zone effect but is not actually executed.
[0127] More specifically, when the sub-control CPU 800a receives the lottery result (production control command DI_CMD) pre-read lottery by the main control CPU 600a by referring to the variation pattern distribution table M_HP_TBL shown in FIG. 13(c), the sub-control CPU 800a refers to the pre-reading zone effect table SB_SYZ_TBL1 shown in FIG. 15(b) and conducts the following lottery.
[0128] That is, when a game ball wins a prize at the special symbol 1 start port 44 (see FIG. 2), the sub-control CPU 800a refers to the predictive zone effect table SB_SYZ_TBL1 shown in FIG. 15(b) for the first start hold ball, and performs a lottery on whether to perform no zone effect, execute a zone effect entry fake, execute a weak zone effect, or execute a strong zone effect.
[0129] Specifically, when it is a normal variation (loss), challenge effect failure (loss), or normal reach (loss), the sub-control CPU 800a performs a lottery to win either not to perform a zone effect or to execute a zone effect entry fake with the illustrated allocation value (probability).
[0130] Also, when it is a weak SP reach (loss), the sub-control CPU 800a performs a lottery to win either not to perform a zone effect, execute a zone effect entry fake, or execute a weak zone effect with the illustrated allocation value (probability).
[0131] On the other hand, when it is a normal reach ⇒ different route effect (loss) or a weak SP reach ⇒ different route effect (loss), the sub-control CPU 800a performs a lottery to win either not to perform a zone effect, execute a zone effect entry fake, execute a weak zone effect, or execute a strong zone effect with the illustrated allocation value (probability).
[0132] On the other hand, when it is a weak SP ⇒ strong SP reach (loss), the sub-control CPU 800a performs a lottery to win either not to perform a zone effect, execute a weak zone effect, or execute a strong zone effect with the illustrated allocation value (probability).
[0133] On the other hand, when it is a normal reach (win), the sub-control CPU 800a selects not to perform a zone effect.
[0134] Also, when the sub-control CPU 800a has a weak SP reach (win), it performs a lottery to select one of the following: whether to perform no zone production, execute a zone production intrusion gas, or execute a weak zone production, according to the illustrated allocation value (probability).
[0135] On the other hand, when the sub-control CPU 800a has a normal reach ⇒ different route production (win) or a weak SP reach ⇒ different route production (win), it performs a lottery to select one of the following: whether to perform no zone production, execute a zone production intrusion gas, execute a weak zone production, or execute a strong zone production, according to the illustrated allocation value (probability).
[0136] Also, when the sub-control CPU 800a has a weak SP ⇒ strong SP reach (win) or a weak SP ⇒ strong SP reach ⇒ resurrection production (win), it performs a lottery to select one of the following: whether to perform no zone production, execute a weak zone production, or execute a strong zone production, according to the illustrated allocation value (probability).
[0137] Thus, when the pre-reading expectation increase is set to OFF in this way, a lottery regarding zone production is executed with reference to the pre-reading zone production table SB_SYZ_TBL1 shown in Fig. 15(b).
[0138] Here, with reference to the pre-reading hold change table SB_SYH_TBL1 shown in Fig. 15(a) and the pre-reading zone production table SB_SYZ_TBL1 shown in Fig. 15(b), an example of the production executed when a lottery is performed will be described with reference to Fig. 16.
[0139] In Fig. 16, as a result of performing a pre-reading notice lottery for the hold that won in the second first start hold ball, it was selected that the hold image changes to red, and an example of the production when it is selected for the pre-reading zone production is shown.
[0140] Specifically, as shown in FIG. 16(a), on the liquid crystal display device 41, a video of a decorative pattern (refer to image P20) that is rapidly changing is displayed, and at the same time, a video in which the resident patterns (left resident pattern, middle resident pattern, right resident pattern) (refer to image P21) are rapidly changing is displayed. Then, as shown in FIG. 16(a), at the lower left corner of the screen of the liquid crystal display device 41, a variable icon is displayed (refer to image P22a), and to its right, the first hold image (refer to image P22b) is displayed, and the second hold image (refer to image P22c) is displayed. At this time, as a result of the sub-control CPU 800a performing a lottery with reference to the pre-read hold change table SB_SYH_TBL1 shown in FIG. 15(a), the second hold image (refer to image P22c) was selected to change to red. Therefore, on the liquid crystal display device 41 shown in FIG. 16(a), the second hold image (refer to image P22c) that has changed to red is displayed. Also, as a result of the sub-control CPU 800a performing a lottery with reference to the pre-read zone effect table SB_SYZ_TBL1 shown in FIG. 15(b), the second hold image (refer to image P22c) has been selected to execute a zone effect. However, at this point, the zone effect is not executed and starts from the next pattern change.
[0141] That is, when the pattern change stops from the state shown in FIG. 16(a), the sub-control CPU 800a controls the liquid crystal display device 41 shown in FIG. 16(b) to display the left decorative pattern (refer to image P20a), the middle decorative pattern (refer to image P20b), and the right decorative pattern (refer to image P20c) that have stopped (stopped at "658" in the illustration), and the resident pattern (refer to image P2A) also stops at the same number. At this time, as shown in FIG. 16(b), the display of the variable icon (refer to image P22a shown in FIG. 16(a)) is erased.
[0142] Subsequently, when the variation for the first held image is executed (refer to the image P22a shown in FIGS. 16(c-1) and (c-2)), the sub-control CPU 800a causes the liquid crystal display device 41 shown in FIGS. 16(c-1) and (c-2) to display the video of the fast-changing decorative pattern (refer to the image P20), and also causes the liquid crystal display device 41 to display the video in which the stationary patterns (left stationary pattern, middle stationary pattern, right stationary pattern) (refer to the image P21) are fast-changing. At this time, if the second held image (refer to the image P22c in FIGS. 16(a) and (b)) has been selected to execute the weak zone effect, the sub-control CPU 800a causes the liquid crystal display device 41 to display a strip-shaped telop of "Violent Zone" (refer to the image P30) as shown in FIG. 16(c-1). On the other hand, if the second held image (refer to the image P22c in FIGS. 16(a) and (b)) has been selected to execute the strong zone effect, the sub-control CPU 800a causes the liquid crystal display device 41 to display a strip-shaped telop of "Violent Zone Extreme" (refer to the image P31) as shown in FIG. 16(c-2). Thus, the zone effect is executed in this way. Note that this strip-shaped telop of "Violent Zone" (refer to the image P30) and the strip-shaped telop of "Violent Zone Extreme" (refer to the image P31) will be displayed on the liquid crystal display device 41 until the pattern variation for the second held image (refer to the image P22c in FIGS. 16(a) and (b)) starts. Also, when executing the zone effect entry gas, the strip-shaped telop of "Violent Zone" shown in FIG. 16(c-1) (refer to the image P30) and the strip-shaped telop of "Violent Zone Extreme" shown in FIG. 16(c-2) (refer to the image P31) will appear to be displayed on the liquid crystal display device 41 and then disappear.
[0143] Thus, when the pre-reading expectation increase described with reference to FIG. 5(a) is set to ON, instead of the pre-reading hold change table SB_SYH_TBL1 shown in FIG. 15(a) and the pre-reading zone production table SB_SYZ_TBL1 shown in FIG. 15(b), the pre-reading hold change table SB_SYH_TBL2 shown in FIG. 17(a) is used, and instead of the pre-reading zone production table SB_SYZ_TBL1 shown in FIG. 15(b), the pre-reading zone production table SB_SYZ_TBL2 shown in FIG. 17(b) is used. Note that the pre-reading hold change table SB_SYH_TBL2 shown in FIG. 17(a) and the pre-reading zone production table SB_SYZ_TBL2 shown in FIG. 17(b) are stored in the sub-control ROM 800b (see FIG. 4).
[0144] The sub-control CPU 800a makes a lottery as follows with reference to the pre-reading hold change table SB_SYH_TBL2 shown in FIG. 17(a).
[0145] When the sub-control CPU 800a is in the case of normal variation (outlier), challenge production failure (outlier), normal reach (outlier), weak SP reach (outlier), it selects not to change anything with the illustrated distribution value (probability).
[0146] Also, when the sub-control CPU 800a is in the case of normal reach ⇒ alternative route production (outlier), weak SP reach ⇒ alternative route production (outlier), it makes a lottery so as to select one of not changing anything, changing to blue, or changing to green with the illustrated distribution value (probability).
[0147] On the other hand, when the sub-control CPU 800a is in the case of weak SP ⇒ strong SP reach (outlier), it makes a lottery so as to select one of changing to green or changing to red with the illustrated distribution value (probability).
[0148] On the other hand, in the case of normal reach (win), weak SP reach (win), normal reach ⇒ different route effect (win), weak SP reach ⇒ different route effect (win), weak SP ⇒ strong SP reach (win), weak SP ⇒ strong SP reach ⇒ revival effect (win), the sub-control CPU 800a performs a lottery so as to select one of the following: not changing anything, changing to blue, changing to green, changing to red, or changing to rainbow, according to the illustrated allocation values (probabilities).
[0149] Thus, when the anticipation degree increase of pre-reading is set to ON in this way, a lottery regarding the hold change is executed with reference to the pre-reading hold change table SB_SYH_TBL2 shown in Fig. 17(a). Note that in the different route effect of a miss, in the pre-reading hold change table SB_SYH_TBL2 shown in Fig. 17(a), green and red, which have a high anticipation degree for the winning game state, are made less likely to appear. In the different route effect, since the winning chance notification with a high anticipation degree for the winning game state hardly appears, the pre-reading notice of the pattern with a high anticipation degree for the winning game state is made less likely to appear. Thereby, the expectations of the player are not impaired.
[0150] On the other hand, the sub-control CPU 800a performs a lottery regarding the zone effect as follows with reference to the pre-reading zone effect table SB_SYZ_TBL2 shown in Fig. 17(b).
[0151] The sub-control CPU 800a selects not to perform the zone effect in the case of normal variation (miss), challenge effect failure (miss), normal reach (miss), weak SP reach (miss), normal reach (win).
[0152] Also, in the case of normal reach ⇒ different route effect (miss), weak SP reach ⇒ different route effect (miss), weak SP reach (win), the sub-control CPU 800a performs a lottery so as to select one of the following: not performing the zone effect or executing a weak zone effect, according to the illustrated allocation values (probabilities).
[0153] On the other hand, when the sub-control CPU 800a is in the case of weak SP reach ⇒ strong SP reach (miss), it draws lots so as to select one of not performing zone production, performing weak zone production, or performing strong zone production with the illustrated distribution value (probability).
[0154] On the other hand, when the sub-control CPU 800a is in the case of normal reach ⇒ different route production (hit), weak SP reach ⇒ different route production (hit), weak SP ⇒ strong SP reach (hit), weak SP ⇒ strong SP reach ⇒ resurrection production (hit), it draws lots so as to select one of not performing zone production, performing weak zone production, or performing strong zone production with the illustrated distribution value (probability).
[0155] Thus, when the advance reading expectancy increase is set to ON in this way, a lottery regarding zone production is executed with reference to the advance reading zone production table SB_SYZ_TBL2 shown in FIG. 17(b).
[0156] Therefore, by setting the advance reading expectancy increase to ON in this way, in the case of normal variation or normal reach which are variations with a low expectancy for the hit gaming state, the advance reading notice production does not appear. Therefore, although the appearance rate of the advance reading notice production decreases when viewed as a whole for the variations, just by the advance reading notice production appearing, the player can expect the hit gaming state. Regarding the strong SP reach, in the advance reading hold change table SB_SYH_TBL2 shown in FIG. 17(a), patterns with a high expectancy for the hit gaming state (green or red) are likely to appear, but in the advance reading zone production table SB_SYZ_TBL2 shown in FIG. 17(b), patterns with a high expectancy for the hit gaming state (strong zone production) are less likely to appear. For the strong SP reach, the player expects the hit gaming state, but if in the case of a miss, both the advance reading hold change and the advance reading zone production show patterns with a high expectancy for the hit gaming state, it will disappoint the player, so while not damaging the player's expectations, it is ensured that the player does not have excessive expectations.
[0157] Incidentally, when the winning chance notification is turned on and the anticipation increase for preview is set to OFF, if a lottery regarding the change in hold is executed with reference to the preview hold change table SB_SYH_TBL1 shown in FIG. 15(a), a blue hold will occur where the hold image of the first start hold ball changes to blue in a normal reach or a weak SP reach with a low anticipation of hitting the winning game state. However, since the winning chance notification with a high anticipation of hitting the winning game state does not occur at the time of winning the hold of the first start hold ball when the game ball wins the special symbol 1 start port 44 (see FIG. 2), there is a problem that the player's anticipation for the blue hold almost disappears. Therefore, in the present embodiment, when the winning chance notification is turned on, even if the anticipation increase for preview is not set to ON, the preview notice effect is lottery-selected with reference to the preview hold change table SB_SYH_TBL2 shown in FIG. 17(a) and the preview zone effect table SB_SYZ_TBL2 shown in FIG. 17(b). In the present embodiment, when the winning chance notification is turned on, the preview hold change table SB_SYH_TBL2 shown in FIG. 17(a) and the preview zone effect table SB_SYZ_TBL2 shown in FIG. 17(b) are referred to. However, the present invention is not limited to this, and a preview hold change table or a preview zone effect table with a further reduced appearance rate in the case of a miss may be referred to. Also, in the present embodiment, when the winning chance notification is turned on, if the anticipation increase for preview is set to ON, it is automatically set to OFF. That is, it is set to OFF on the menu screen (see image P1) displayed on the liquid crystal display device 41 shown in FIG. 5(a). However, in the actual internal control, regardless of the setting made by the player for the anticipation increase for preview, the anticipation increase for preview is switched to the same state as ON.
[0158] <Explanation of Winning Chance Notification and Preview Effect During Variation> Next, the winning chance notification and the preview performance during variation will be explained. Regarding the preview performance during variation (the preview performance indicating the degree of expectation for the winning game state with respect to the variation), when the winning chance notification is set to ON, the allocation value is changed. That is, when it is a normal variation or a normal reach, since the winning chance notification with a high degree of expectation for the winning game state does not appear in the winning chance notification, the player will not be interested in the preview performance for that variation. Therefore, when the winning chance notification is set to ON, the appearance rate of the preview performance is reduced. Hereinafter, the step-up preview performance will be explained as an example.
[0159] The step-up preview table SB_STU_TBL1 shown in FIG. 18(a) is stored in the sub-control ROM 800b (see FIG. 4) and is used when the winning chance notification is set to OFF.
[0160] More specifically, when the sub-control CPU 800a receives the lottery result (performance control command DI_CMD) selected by the main control CPU 600a with reference to the variation pattern allocation table M_HP_TBL shown in FIG. 13(c), it refers to the step-up preview table SB_STU_TBL1 shown in FIG. 18(a) and conducts the following lottery for the step-up preview.
[0161] Specifically, in the case of normal variation 3-second variation (miss), normal variation 8-second variation (miss), the sub-control CPU 800a conducts a lottery to select whether to execute the step-up preview performance or to execute up to the first-stage step-up preview performance (SU1) at the illustrated allocation value (probability).
[0162] Also, in the case of normal variation 12-second variation (miss), challenge performance failure (miss), normal reach (miss), the sub-control CPU 800a conducts a lottery to select whether to execute the step-up preview performance, to execute up to the first-stage step-up preview performance (SU1), or to execute up to the second-stage step-up preview performance (SU2) at the illustrated allocation value (probability).
[0163] On the one hand, when the sub-control CPU 800a has a weak SP reach (miss), it randomly selects whether to execute no step-up preview effect, execute up to the first-stage step-up preview effect (SU1), execute up to the second-stage step-up preview effect (SU2), or execute up to the third-stage step-up preview effect (SU3) according to the illustrated allocation value (probability).
[0164] On the other hand, when the sub-control CPU 800a has a normal reach ⇒ alternative route effect (miss), weak SP reach ⇒ alternative route effect (miss), weak SP ⇒ strong SP reach (miss), normal reach (hit), weak SP reach (hit), normal reach ⇒ alternative route effect (hit), weak SP reach ⇒ alternative route effect (hit), weak SP ⇒ strong SP reach (hit), weak SP ⇒ strong SP reach ⇒ revival effect (hit), it randomly selects whether to execute no step-up preview effect, execute up to the first-stage step-up preview effect (SU1), execute up to the second-stage step-up preview effect (SU2), execute up to the third-stage step-up preview effect (SU3), or execute up to the fourth-stage step-up preview effect (SU4) according to the illustrated allocation value (probability).
[0165] Thus, when the winning chance notification is set to OFF, the step-up preview lottery is executed with reference to the step-up preview table SB_STU_TBL1 shown in Fig. 18(a).
[0166] On the one hand, when the winning chance notification is set to ON, the step-up preview table SB_STU_TBL2 shown in Fig. 18(b) is used. Note that the step-up preview table SB_STU_TBL2 shown in Fig. 18(b) is stored in the sub-control ROM 800b (see Fig. 4).
[0167] The sub-control CPU 800a refers to the step-up notice table SB_STU_TBL2 shown in Fig. 18(b) and conducts lottery for step-up notice as follows.
[0168] The sub-control CPU 800a selects not to execute the step-up notice effect in the cases of normal variation 3-second variation (off), normal variation 8-second variation (off).
[0169] Also, in the cases of normal variation 12-second variation (off), challenge effect failure (off), normal reach (off), the sub-control CPU 800a conducts lottery to win either not to execute the step-up notice effect or to execute up to the first-stage step-up notice effect (SU1) according to the illustrated allocation values (probabilities).
[0170] On the other hand, in the case of weak SP reach (off), the sub-control CPU 800a conducts lottery to win either not to execute the step-up notice effect or to execute up to the first-stage step-up notice effect (SU1) or to execute up to the second-stage step-up notice effect (SU2) according to the illustrated allocation values (probabilities).
[0171] On the other hand, in the cases of normal reach ⇒ different route effect (off), weak SP reach ⇒ different route effect (off), weak SP ⇒ strong SP reach (off), normal reach (hit), weak SP reach (hit), normal reach ⇒ different route effect (hit), weak SP reach ⇒ different route effect (hit), weak SP ⇒ strong SP reach (hit), weak SP ⇒ strong SP reach ⇒ revival effect (hit), the sub-control CPU 800a conducts lottery to win either not to execute the step-up notice effect or to execute up to the first-stage step-up notice effect (SU1) or to execute up to the second-stage step-up notice effect (SU2) or to execute up to the third-stage step-up notice effect (SU3) or to execute up to the fourth-stage step-up notice effect (SU4) according to the illustrated allocation values (probabilities).
[0172] Thus, when the winning chance notification is set to ON in this way, the lottery for the step-up notice is executed with reference to the step-up notice table SB_STU_TBL2 shown in FIG. 18(b).
[0173] Therefore, when the winning chance notification is set to ON, when a normal variation or a normal reach occurs, since a winning chance notification with a high expectation of a winning game state does not appear in the winning chance notification, the appearance rate of the preview effect is reduced as described above.
[0174] <Explanation of effect customization in the RUSH state (right hitting state)> Next, the effect customization in the RUSH state (right hitting state), which is a favorable state more advantageous to the player than the normal game state, will be explained. Even during the RUSH state, which is a state where it is easy to obtain the next jackpot after a big win, the effect customization explained with reference to FIG. 5 can be performed. For example, although the types and variations of the preview notices during the RUSH state are different from those in the normal game state, the point of customizing the expectation of the winning game state is the same. Specifically, during the RUSH state, when the preview expectation increase is set to ON, the expectation of the winning game state is higher than that when the preview expectation increase is set to ON in the normal game state. Since it is easier to win during the RUSH state, when the preview expectation increase is set to ON, if a preview notice effect appears, it is made to win with a high probability so as not to damage the player's sense of expectation. Hereinafter, the preview hold change effect and the preview chance eye notice effect will be explained as examples.
[0175] The first pre-reading hold change table SB_D1SYH_TBL shown in Fig. 19(a) is stored in the sub-control ROM 800b (see Fig. 4) and is used when the pre-reading expectancy increase is set to OFF. That is, when a game ball wins a prize at the special symbol 2 start port 45a (see Fig. 2), a lottery is conducted with reference to the first pre-reading hold change table SB_D1SYH_TBL shown in Fig. 19(a) to determine whether to make no change, change to blue, change to green, change to red, or change to rainbow for the hold image of the second start hold ball.
[0176] Specifically, the sub-control CPU 800a conducts a lottery with the illustrated allocation values (probabilities) so as to win either making no change or changing to blue in the case of normal variation (loss) or tempai sway production failure (loss).
[0177] Also, the sub-control CPU 800a conducts a lottery with the illustrated allocation values (probabilities) so as to win either making no change, changing to blue, or changing to green in the case of normal reach (loss).
[0178] On the other hand, the sub-control CPU 800a conducts a lottery with the illustrated allocation values (probabilities) so as to win either making no change, changing to blue, changing to green, or changing to red in the case of SP reach (loss).
[0179] On the other hand, the sub-control CPU 800a conducts a lottery with the illustrated allocation values (probabilities) so as to win either making no change, changing to blue, changing to green, changing to red, or changing to rainbow in the case of normal reach (win), SP reach (win), or sudden win (win).
[0180] Thus, in this way, during the RUSH state when the pre-reading expectancy increase is set to OFF, a lottery regarding hold change is executed with reference to the first pre-reading hold change table SB_D1SYH_TBL shown in Fig. 19(a).
[0181] On the other hand, when the anticipation degree increase for pre-reading is set to ON during the RUSH state, a lottery regarding reservation changes is executed by referring to the second pre-reading reservation change table SB_D2SYH_TBL shown in Fig. 19(b). Note that the second pre-reading reservation change table SB_D2SYH_TBL shown in Fig. 19(b) is stored in the sub-control ROM 800b (see Fig. 4).
[0182] The sub-control CPU 800a makes a lottery as follows by referring to the second pre-reading reservation change table SB_D2SYH_TBL shown in Fig. 19(b).
[0183] The sub-control CPU 800a selects not to make any changes when it is a normal variation (miss), a tempai upward performance failure (miss), or a normal reach (miss).
[0184] Also, when it is an SP reach (miss), the sub-control CPU 800a makes a lottery so as to win in any one of not making any changes, changing to blue, changing to green, or changing to red.
[0185] On the other hand, when it is a normal reach (hit), an SP reach (hit), or a sudden hit (hit), the sub-control CPU 800a makes a lottery so as to win in any one of not making any changes, changing to blue, changing to green, changing to red, or changing to rainbow color.
[0186] Thus, in this way, when the anticipation degree increase for pre-reading is set to ON during the RUSH state, a lottery regarding reservation changes is executed by referring to the second pre-reading reservation change table SB_D2SYH_TBL shown in Fig. 19(b).
[0187] Therefore, in this way, when the pre-reading preview performance appears during the RUSH state, it is made to hit with a high probability.
[0188] Next, the preview chance display notice will be described. This preview chance display notice is a notice that suggests the degree of expectation of a winning game state by adding an effect to the decorative symbol or displaying it superimposed when the decorative symbol at the time of variable stop is displayed, for example, in the order (123) or only even numbers (246). Note that this preview chance display notice is a preview effect that is executed only during variable operation.
[0189] The first preview chance display notice table SB_D1SYC_TBL shown in FIG. 20(a) is stored in the sub-control ROM 800b (see FIG. 4) and is used when the preview expectation increase is set to OFF. That is, with respect to the second start hold ball when a game ball wins the special symbol 2 start port 45a (see FIG. 2), referring to the first preview chance display notice table SB_D1SYC_TBL shown in FIG. 20(a), a lottery is conducted to determine whether to add an effect to the decorative symbol or display it superimposed, add a blue effect or display it superimposed, add a green effect or display it superimposed, or add a red effect or display it superimposed.
[0190] Specifically, in the case of normal variation (loss), the sub-control CPU 800a conducts a lottery to win either adding an effect to the decorative symbol or displaying it superimposed or adding a blue effect or displaying it superimposed with the illustrated allocation value (probability).
[0191] Also, in the case of a tempai upward effect failure (loss), a normal reach (loss), the sub-control CPU 800a conducts a lottery to win either adding an effect to the decorative symbol or displaying it superimposed, adding a blue effect or displaying it superimposed, adding a green effect or displaying it superimposed with the illustrated allocation value (probability).
[0192] On the other hand, when it comes to SP reach (miss), normal reach (hit), SP reach (hit), or sudden hit (hit), the sub-control CPU 800a will, with the illustrated allocation values (probabilities), randomly select whether to add an effect to the decorative pattern, or not to display it in overlay, or to add a blue effect, or to display it in overlay, or to add a green effect, or to display it in overlay, or to add a red effect, or to display it in overlay.
[0193] Thus, in this way, when the advance reading expectancy increase is set to OFF during the RUSH state, a lottery regarding the advance reading chance notice is executed by referring to the first advance reading chance notice table SB_D1SYC_TBL shown in FIG. 20(a).
[0194] On the other hand, when the advance reading expectancy increase is set to ON during the RUSH state, a lottery regarding the advance reading chance notice is executed by referring to the second advance reading chance notice table SB_D2SYC_TBL shown in FIG. 20(b). Note that the second advance reading chance notice table SB_D2SYC_TBL shown in this FIG. 20(b) is stored in the sub-control ROM 800b (refer to FIG. 4).
[0195] The sub-control CPU 800a will conduct a lottery as follows by referring to the second advance reading chance notice table SB_D2SYC_TBL shown in FIG. 20(b).
[0196] When it comes to normal variation (miss), tempai wave effect failure (miss), or normal reach (miss), the sub-control CPU 800a selects not to add an effect to the decorative pattern, or not to display it in overlay.
[0197] Also, when it comes to SP reach (miss), the sub-control CPU 800a will, with the illustrated allocation values (probabilities), randomly select whether to add an effect to the decorative pattern, or not to display it in overlay, or to add a blue effect, or to display it in overlay, or to add a green effect, or to display it in overlay.
[0198] On the one hand, in the case of normal reach (win), SP reach (win), or sudden win (win), the sub-control CPU 800a randomly selects one of the following options according to the illustrated distribution value (probability): adding an effect to the decorative symbol or not overlapping and displaying it, adding a blue effect or overlapping and displaying it, adding a green effect or overlapping and displaying it, or adding a red effect or overlapping and displaying it.
[0199] Thus, when the pre-reading anticipation level increase is set to ON during the RUSH state, a lottery regarding the pre-reading chance notice is executed by referring to the second pre-reading chance notice table SB_D2SYC_TBL shown in FIG. 20(b).
[0200] Therefore, when the pre-reading notice effect appears during the RUSH state in this way, it is made to win with a high probability.
[0201] <Explanation of the pre-reading notice effect in the RUSH state (right-handed state)> By the way, the pre-reading chance notice described above is also executed in the normal game state. However, in the normal game state, the high-speed variation time of the symbols is longer than that during the RUSH state, and the pre-reading chance notice is executed after the stop symbol of each decorative symbol is recognized. That is, during the RUSH state, since the variation time is short, the ratio of the time when the pre-reading notice effect is executed in the variation time is higher than that in the normal game state. This point will be specifically explained below.
[0202] First, the execution of the preview of the chance draw during the RUSH state (normal variation (1.5 seconds)) will be described. At timing T20 shown in FIG. 21(a), the variation of the symbols starts. As shown in FIG. 22(a), on the liquid crystal display device 41, a video of a decorative symbol (refer to image P20) that is rapidly varying is displayed, and at the same time, a video of the resident symbols (left resident symbol, middle resident symbol, right resident symbol) (refer to image P21) that are rapidly varying is displayed. Then, as shown in FIG. 22(a), a variation icon is displayed (refer to image P22a) at the lower left corner of the screen of the liquid crystal display device 41, and the first hold image (refer to image P22b) and the second hold image (refer to image P22c) are displayed. Furthermore, as shown in FIG. 22(a), on the liquid crystal display device 41, the character "Right Hit" (refer to image P40) that is small and prompts the player to hit right is displayed at the upper right end of the screen.
[0203] Next, at timing T21 shown in FIG. 21(a), when the decorative symbol stops, the sub-control CPU 800a controls the liquid crystal display device 41 to display the left decorative symbol (refer to image P20a), the middle decorative symbol (refer to image P20b), and the right decorative symbol (refer to image P20c) in a stopped state (shown as "246" in the illustration) as shown in FIG. 22(b). At this time, in order to notify that the stopped left decorative symbol (refer to image P20a), middle decorative symbol (refer to image P20b), and right decorative symbol (refer to image P20c) are chance draws, the sub-control CPU 800a controls to add, or superimpose and display on the liquid crystal display device 41, an effect P41 (in FIGS. 22(c) and (d), a blue effect is exemplified) to the left decorative symbol (refer to image P20a), the middle decorative symbol (refer to image P20b), and the right decorative symbol (refer to image P20c) as shown in FIGS. 22(c) to (d) (also refer to timing T21 to T22 shown in FIG. 21(a)).
[0204] Next, when the variation of the symbols stops at timing T22 shown in FIG. 21(a), the sub-control CPU 800a controls the liquid crystal display device 41 shown in FIG. 22(e) to display the left decorative symbol (see image P20a), the middle decorative symbol (see image P20b), and the right decorative symbol (see image P20c) that have stopped (stopped at "246" in the figure), and the resident symbol (see image P21) that has stopped with the same number. At this time, as shown in FIG. 22(e), the display of the variation icon (see image P22a shown in FIG. 22(f)) is erased.
[0205] Thus, in this way, the preview chance eye notice is executed so as to be within one variation.
[0206] Next, when the variation for the first held image is executed at timing T23 shown in FIG. 21(a) (see image P22b shown in FIG. 22(e)), the sub-control CPU 800a causes the liquid crystal display device 41 shown in FIG. 22(f) to display the video of the rapidly varying decorative symbol (see image P20), and also displays the video of the rapidly varying resident symbols (left resident symbol, middle resident symbol, right resident symbol) (see image P21). In addition, when the preview chance eye notice is executed within this one variation, at timing T24 shown in FIG. 21(a) as described above, the decorative symbol stops, and the left decorative symbol (see image P20a), the middle decorative symbol (see image P20b), and the right decorative symbol (see image P20c) effect P41 are added or overlaid and displayed on the liquid crystal display device 41, and at timing T25 shown in FIG. 21(a), the variation of the symbols stops.
[0207] Therefore, in this way, the preview chance eye notice is made to fit within one variation and does not extend to the next variation.
[0208] Furthermore, the execution of the preview chance eye notice during the RUSH state (normal variation (1.5 seconds)) is such that, per variation time, 1 / 2 (for example, 0.75 seconds), that is, 50% of the variation time is the production time of the preview chance eye notice.
[0209] Next, the execution of the preview chance result prediction in the normal game state (normal variation (12 seconds)) will be described. At timing T30 shown in FIG. 21(b), the symbol variation starts. As shown in FIG. 23(a), on the liquid crystal display device 41, a video of a decorative symbol (refer to image P20) that is rapidly varying is displayed, and at the same time, a video of the stationary symbols (left stationary symbol, middle stationary symbol, right stationary symbol) (refer to image P21) that are rapidly varying is displayed. Then, as shown in FIG. 23(a), at the lower left corner of the screen of the liquid crystal display device 41, a variation icon is displayed (refer to image P22a), and a first hold image (refer to image P22b) and a second hold image (refer to image P22c) are displayed.
[0210] Next, at timing T31 shown in FIG. 21(b), when the left decorative symbol stops, the sub-control CPU 800a controls the liquid crystal display device 41 to display the state in which the left decorative symbol (refer to image P20a) has stopped (in the illustration, it stops at "2") as shown in FIG. 23(b).
[0211] Next, at timing T32 shown in FIG. 21(b), when the right decorative symbol stops, the sub-control CPU 800a controls the liquid crystal display device 41 to display the state in which the right decorative symbol (refer to image P20c) has stopped (in the illustration, it stops at "6") as shown in FIG. 23(c).
[0212] Next, when the middle decorative symbol stops at timing T33 shown in FIG. 21(b), the sub-control CPU 800a controls the liquid crystal display device 41 as shown in FIG. 23(d) to display the state in which the middle decorative symbol (see image P20b) has stopped (in the drawing, it stops at "4"). At this time, in order to notify that the stopped left decorative symbol (see image P20a), middle decorative symbol (see image P20b), and right decorative symbol (see image P20c) are winning combinations, the sub-control CPU 800a adds an effect P41 (in FIGS. 23(e) and (f), a blue effect is exemplified) to or superimposes and controls to display on the liquid crystal display device 41 the left decorative symbol (see image P20a), middle decorative symbol (see image P20b), and right decorative symbol (see image P20c) as shown in FIGS. 23(e) to (f) (also refer to timing T33 to T34 shown in FIG. 21(b)).
[0213] Next, when the symbol variation stops at timing T34 shown in FIG. 21(b), the sub-control CPU 800a controls the liquid crystal display device 41 shown in FIG. 23(g) to display the left decorative symbol (see image P20a), middle decorative symbol (see image P20b), and right decorative symbol (see image P20c) that have stopped (in the drawing, they stop at "246"), and the static symbol (see image P21) that has stopped with the same numbers. At this time, as shown in FIG. 23(g), the display of the variation icon (see image P22a shown in FIG. 23(f)) is erased.
[0214] Thus, in this way, the preview of the winning combination is executed so that the normal game state is also contained within one variation.
[0215] Next, when the variation for the first held image is executed at timing T35 shown in FIG. 21(b) (see image P22b shown in FIG. 23(g)), the sub-control CPU 800a causes the liquid crystal display device 41 shown in FIG. 23(h) to display the video of the rapidly varying decorative symbols (see image P20) and the video of the static symbols (left static symbol, middle static symbol, right static symbol) (see image P21) that are rapidly varying.
[0216] Therefore, as described above, the preview of the winning chance is designed to be contained within one variation and not to span across the next variation.
[0217] Furthermore, the execution of the preview of the winning chance in the normal gaming state (normal variation (12 seconds)) is such that, per variation time, 1 / 16 (for example, 0.75 seconds), that is, 6% of the variation time is the production time for the preview of the winning chance.
[0218] Next, the execution of the preview of the winning chance in the normal gaming state (normal variation (3 seconds)) will be described. At timing T40 shown in FIG. 21(c), the symbol variation starts, and as shown in FIG. 23(a), on the liquid crystal display device 41, a video of a decorative symbol (refer to image P20) that is rapidly varying is displayed, and at the same time, a video of the resident symbols (left resident symbol, middle resident symbol, right resident symbol) (refer to image P21) that are rapidly varying is displayed. Then, as shown in FIG. 23(a), at the lower left corner of the screen of the liquid crystal display device 41, a variation icon is displayed (refer to image P22a), and at the same time, the first held image (refer to image P22b) and the second held image (refer to image P22c) are displayed.
[0219] Next, at timing T41 shown in FIG. 21(c), when the decorative symbol stops, the sub-control CPU 800a controls the liquid crystal display device 41 to display, as shown in FIG. 23(d), the left decorative symbol (refer to image P20a), the middle decorative symbol (refer to image P20b), and the right decorative symbol (refer to image P20c) in a stopped state (in the illustration, stopped at "246"). At this time, in order to notify that the stopped left decorative symbol (refer to image P20a), middle decorative symbol (refer to image P20b), and right decorative symbol (refer to image P20c) are winning chances, the sub-control CPU 800a controls to add, as shown in FIGS. 23(e) to (f) (also refer to timing T41 to T42 shown in FIG. 21(c)), an effect P41 (in FIGS. 23(e) and (f), a blue effect is exemplified) to the left decorative symbol (refer to image P20a), the middle decorative symbol (refer to image P20b), and the right decorative symbol (refer to image P20c), or to display it superimposed on the liquid crystal display device 41.
[0220] Next, when the variation of the symbols stops at timing T42 shown in FIG. 21(c), the sub-control CPU 800a controls the liquid crystal display device 41 shown in FIG. 23(g) to display the left decorative symbol (see image P20a), the middle decorative symbol (see image P20b), and the right decorative symbol (see image P20c) that have stopped (stopped at "246" in the drawing), and also the resident symbol (see image P21) that has stopped with the same number. At this time, as shown in FIG. 23(g), the display of the variation icon (see image P22a shown in FIG. 23(f)) is erased.
[0221] Thus, in this way, the advance chance symbol preview is executed so that the normal game state also fits within one variation.
[0222] Next, when the variation for the first held image is executed at timing T43 shown in FIG. 21(c) (see image P22b shown in FIG. 23(g)), the sub-control CPU 800a causes the liquid crystal display device 41 shown in FIG. 23(h) to display the video of the decorative symbol (see image P20) that is rapidly varying, and also the video of the resident symbols (left resident symbol, middle resident symbol, right resident symbol) (see image P21) that are rapidly varying.
[0223] Therefore, in this way, the advance chance symbol preview is designed to fit within one variation and not extend to the next variation.
[0224] Furthermore, the execution of the advance chance symbol preview in the normal game state (normal variation (3 seconds)) is such that, per variation time, 1 / 3 (for example, about 1.0 second), that is, 33% of the variation time is the production time of the advance chance symbol preview.
[0225] Therefore, as described above, in the normal game state, the high-speed variation time of the symbols is longer than during the RUSH state, and the advance chance symbol preview is executed after the stop symbols of each decorative symbol are recognized. Therefore, as described above, during the RUSH state, since the variation time is short, the ratio of the time during which the advance preview production is executed in one variation time is higher than in the normal game state.
[0226] Also, as described above, the winning chance notification is an effect that occurs at the time of reserved winning for the first reserved ball when a game ball wins in the special symbol 1 start port 44 (see FIG. 2). Regardless of the variable time executed at the time of reserved winning, it is an effect with a fixed performance time (at least an effect by a decorative lamp and sound). However, as described above, the preview chance eye prediction is designed to be contained within one variation and not to straddle the next variation. Although not described above, the preview performance due to the preview reservation change is also designed to be contained within one variation and not to straddle the next variation.
[0227] <Explanation of a modified example of the winning chance notification> Regarding the winning chance notification described above, the following can be done.
[0228] When setting the winning chance notification to ON, if the special symbol is in a variable state, display the custom setting, and set it to ON after a predetermined variation (for example, a variation corresponding to the number of reservations displayed when the setting is switched). Specifically, as shown in FIG. 24(a), on the liquid crystal display device 41, a state indicating that the special symbol in which the decorative symbol is rapidly varying (see image P10) and accordingly the resident symbol is rapidly varying (see image P11) is in a variable state is displayed. At this time, as shown in FIG. 24(a), the customizable effect content (see image P12) is displayed in the lower left corner of the screen, and the ON / OFF content (see image P13) is also displayed. Furthermore, it is displayed that it can be selected with the cross keys (see image P14) and determined with a button (see image P15).
[0229] At this time, when the player selects "Prize Chance Notification" using the setting button 15 shown in FIG. 1, the sub-control CPU 800a controls the liquid crystal display device 41 to display "Waiting for Prize Chance Notification Setting" (see image P45) as shown in FIG. 24(b). Then, when the setting of the prize chance notification is completed, the sub-control CPU 800a controls the liquid crystal display device 41 to display "Prize Chance Notification" (see image P46) as shown in FIG. 24(c). In this way, the player is notified that the "Prize Chance Notification" has been set.
[0230] By the way, when the display of "Waiting for Prize Chance Notification Setting" (see image P45) shown in FIG. 24(b) is being shown, for the first start hold ball when a game ball wins a prize in the special symbol start port 44 (see FIG. 2), it is not subject to the lottery for the prize chance notification, and after a predetermined variation (for example, a variation corresponding to the number of holds being displayed when the setting is switched), the ON setting of the prize chance notification is reflected. This is because when switching the setting of the prize chance notification to ON during the variation of the special symbol, if there is a first start hold ball, there may be something that becomes a strong SP reach in that first start hold ball. Therefore, the ON setting of the prize chance notification is reflected after the predetermined variation has ended.
[0231] On the other hand, the sound (such as sound effects) and lamp in the prize chance notification have a higher priority than the sound and lamp in other pre-announcement performances. That is, even when other pre-announcement performances are being executed, the sound (such as sound effects) and lamp in the prize chance notification are executed prior to the sound (such as sound effects) and lamp in other pre-announcement performances.
[0232] On the other hand, the winning chance notification can be executed even during the SP reach. Also, depending on the SP reach effect, only one of sound or lamp may be executed. Thus, in this way, even during the SP reach, if the winning chance notification is made to appear and the degree of expectation for the winning game state is notified, not only the ongoing SP reach but also the player can be made to have an expectation for the first start hold ball.
[0233] On the other hand, for the first start hold ball after the winning chance notification has appeared, when the first start hold ball with a high degree of expectation for the winning game state wins, the winning chance notification for that first start hold ball can be made to appear. To explain in more detail, in the case where the winning chance notification with a high degree of expectation for the winning game state has appeared for the previous first start hold ball but it has missed, and the subsequent first start hold ball also misses, if the winning chance notification is not made to appear, a situation will occur where a strong SP reach occurs even though the winning chance notification with a high degree of expectation for the winning game state does not appear. As a result, the player will have an expectation that they may enter the jackpot game state due to what is called "the breakdown of the rules". That is, as described with reference to the winning chance notification lottery table SB_NH_TBL shown in FIG. 14, in a strong SP reach, the winning chance notification with a low degree of expectation for the winning game state appears only when it is a win. Therefore, so that the player does not misunderstand that this pattern has occurred, in the case of a miss, even if the previous first start hold ball that was the target of the winning chance notification with a high degree of expectation for the winning game state has not yet changed, if the new first start hold ball wins the winning chance notification with a high degree of expectation for the winning game state, it shall be executed.
[0234] When the first held start ball on which a winning chance notification has appeared enters the jackpot gaming state by another party, for the first held start ball that wins later, even if it wins the winning chance notification with a high expectation of entering the winning gaming state, it is not necessary to cause the winning chance notification to appear. In this case, if it enters the jackpot gaming state, the first held start ball that wins later will be varied in the RUSH state after the jackpot, and since the variation pattern to be selected is also different, for the first held start ball that wins later, it is possible not to conduct the lottery itself by referring to the winning chance notification lottery table SB_NH_TBL shown in FIG. 14.
[0235] On the other hand, although the winning chance notification is executed when the first held start ball is about to win when a game ball wins the special symbol 1 start port 44 (see FIG. 2), it is not executed after the variation for the first held start ball that has won starts. The winning chance notification is merely an effect for notifying the expectation of entering the winning gaming state until the variation of the first held start ball that has won starts. Therefore, the winning chance notification is not executed while the variation is in progress and currently in the middle of the variation. This is because there are preview effects such as a step-up preview for the ongoing variation, and their roles are different.
[0236] <Explanation of the display time of the RUSH state> By the way, in the RUSH state described above, by displaying the stay time in the RUSH state and the obtained balls on the liquid crystal display device 41, it is possible to make the player feel the amount of obtained balls per unit time during the RUSH state. This will be explained below using a specific example.
[0237] As shown in FIG. 25(a), an image "RUSH entry!" (see image P50) is displayed in the center of the screen of the liquid crystal display device 41, and the character "Right hit" (see image P40), which is small and prompts the player to hit right, is displayed at the upper right end of the screen. That is, the RUSH entry screen is displayed.
[0238] Next, during the RUSH state, as shown in FIG. 25(b), the liquid crystal display device 41 displays a video of a decorative pattern (see image P20) that is rapidly changing, and also displays a video in which the resident patterns (left resident pattern, middle resident pattern, right resident pattern) (see image P21) are rapidly changing. At this time, the sub-control CPU 800a measures the stay time with a stay time timer that measures the RUSH stay time, and controls to display (see image P51) the measured stay time on the liquid crystal display device 41 as shown in FIG. 25(b). In addition, the sub-control CPU 800a controls to display (see image P52) on the liquid crystal display device 41 the number of winning balls obtained including the initial hit before the start of measurement by the stay time timer as shown in FIG. 25(b). Note that the sub-control CPU 800a starts the measurement by the stay time timer after entering RUSH, and does not measure the stay time with the stay time timer during the first jackpot (during the jackpot game state shifted from the normal game state). Also, when there is no first start-retained ball and / or second start-retained ball after entering the RUSH state (when there is at least no second start-retained ball for the special pattern 2 variation mainly in the RUSH state), the sub-control CPU 800a does not start the measurement by the stay time timer, and starts the measurement after the winning of the first start-retained ball or the second start-retained ball and the start of the variation.
[0239] Next, when the symbol variation stops, the sub-control CPU 800a controls the liquid crystal display device 41 shown in FIG. 25(c) to display the left decorative symbol (see image P20a), the middle decorative symbol (see image P20b), and the right decorative symbol (see image P20c) stopped (stopped at "777" in the drawing), and also displays the resident symbol (see image P21) stopped at the same number. At this time, as shown in FIG. 25(c), the display of the stay time (see image P51) continues to be displayed on the liquid crystal display device 41.
[0240] Next, the sub-control CPU 800a controls the liquid crystal display device 41 shown in FIG. 25(d) to execute a start interval effect before the start of a jackpot round game in which a display of "Jackpot!" (see image P53) is made. At this time, as shown in FIG. 25(d), the liquid crystal display device 41 continues to display the stay time (see image P51).
[0241] Next, during the jackpot round game, the sub-control CPU 800a causes the liquid crystal display device 41 shown in FIG. 25(e) to display (see image P54) the cumulative number of winning balls obtained from the first jackpot (shown as "Total 02490" in the figure) and to display (see image P55) the number of winning balls obtained in this jackpot game. At this time, as shown in FIG. 25(e), the liquid crystal display device 41 continues to display the stay time (see image P51).
[0242] Next, when RUSH continues, the sub-control CPU 800a controls the liquid crystal display device 41 shown in FIG. 25(e) to execute an end interval effect after the end of a jackpot round game in which an image of "RUSH Continued!" (see image P56) is displayed in the center of the screen of the liquid crystal display device 41. At this time, as shown in FIG. 25(f), the liquid crystal display device 41 does not continue to display the stay time (see image P51 shown in FIG. 25(e)). However, the sub-control CPU 800a continues to measure the stay time timer.
[0243] Next, during the RUSH state, as shown in FIG. 25(g), the liquid crystal display device 41 displays a video of a rapidly changing decorative pattern (see image P20) and also displays a video in which the stationary patterns (left stationary pattern, middle stationary pattern, right stationary pattern) (see image P21) are rapidly changing. At this time, the sub-control CPU 800a controls to display (see image P57) the cumulative number of winning balls obtained (shown as "05400" in the figure) and to display the stay time (see image P51).
[0244] Next, after RUSH ends, the sub-control CPU 800a controls the liquid crystal display device 41 to display a result screen. Specifically, as shown in FIG. 25(h), the sub-control CPU 800a controls the liquid crystal display device 41 to display the cumulative number of winning balls obtained (displayed as "Total 06930" in the figure) (see image P58) and to display the stay time (see image P51). Note that the measurement of the stay time timer stops when the final change in RUSH stops.
[0245] Therefore, in this way, by displaying the stay time during the RUSH state and the winning balls obtained on the liquid crystal display device 41, it is possible to make the player feel the amount of winning balls obtained per unit time during the RUSH state.
[0246] Note that even if the stay time is not displayed on the liquid crystal display device 41 during the jackpot game in the RUSH state, the sub-control CPU 800a continues to measure the stay time timer.
[0247] Also, even if the stay time is not displayed on the liquid crystal display device 41 at the start interval or end interval of the jackpot game in the RUSH state, the sub-control CPU 800a continues to measure the stay time timer.
[0248] Also, when it becomes the waiting-for-customer state (the number of second-start reserved balls is "0"), the sub-control CPU 800a stops measuring the stay time timer, but does not stop immediately. Instead, it stops measuring once after the variation stops and a predetermined time (for example, 5 seconds) has elapsed. Then, when a new variation is started, the sub-control CPU 800a resumes measuring the stay time timer.
[0249] Also, even when returning to the normal game state after the RUSH ends, the sub-control CPU 800a does not clear the stay time timer. If a jackpot game occurs within a predetermined number of fluctuations, from the start of the jackpot, the measurement of the stay time timer is restarted. As a result, from the start of the jackpot, the cumulative number of acquired balls shown in FIG. 25(h) (displayed as "Total 06930" in the figure) and the stay time for which the measurement has been restarted (see image P51) are displayed on the liquid crystal display device 41. Note that the predetermined number of fluctuations is, for example, 10 fluctuations during which a special stage effect that is different from the appearance effect of the normal game state is executed. If another jackpot occurs within this predetermined number of fluctuations, the measurement of the stay time timer is restarted as described above. However, if a jackpot game does not occur within this predetermined number of fluctuations, the stay time timer is cleared.
[0250] <Main control: Program description> Here, the processing methods of the above-described various contents will be described in detail below. First, by referring to FIGS. 26 to 38, 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.
[0251] <Main control: Explanation of main processing> First, when the pachinko game 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 (see FIG. 4) and performs the main control main processing shown in FIG. 26. At this time, the main control CPU 600a first sets itself to the interrupt prohibition state (step S1).
[0252] 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).
[0253] Next, the main control CPU 600a clears a WDT (not shown) (step S3), and clears the output port that outputs the emission control signal (step S4).
[0254] 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 WDT (not shown) (step S7).
[0255] 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.
[0256] Next, the main control CPU 600a acquires the voltage abnormality signal ALARM (see FIG. 4) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 4) twice, checks whether the levels of the voltage abnormality signals ALARM acquired twice match, and stores them in an internal register of the main control CPU 600a (not shown), and checks the level of the voltage abnormality signal ALARM (step S9). If the level of the voltage abnormality signal ALARM is at the "L" level (step S10: YES), the process returns to the process of step S9. If the level of the voltage abnormality signal ALARM is at the "H" level (step S10: NO), the process proceeds to the process of step S11. That is, the main control CPU 600a repeats the same process until the voltage abnormality signal ALARM changes to the normal level (that is, the "H" level) (steps S9 to S10). In this way, by acquiring the voltage abnormality signal ALARM twice, an accurate signal can be read.
[0257] Next, the main control CPU 600a permits data writing to the main control RAM 600c (step S11), and performs initial setting of 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.
[0258] 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).
[0259] Next, the main control CPU 600a clears the WDT (not shown) (step S14), and checks whether a signal (power-on signal) indicating that power has been turned on has come from the dispensing control board 70 (step S15). If the power-on signal has not come (step S15: OFF), the process returns to the process of step S14. If the power-on signal has come (step S15: ON), the process proceeds to the process of step S16.
[0260] Next, the main control CPU 600a acquires the level data of the RAM clear switch 620 and the setting key switch 630, and saves them in the working area of the normal-use RAM area of the main control RAM 600c (step S16).
[0261] Next, the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in FIG. 1 is open, a signal of the RAM clear switch 620 saved in the working area of the main control RAM 600c, and a signal of the setting key switch 630 (step S17), and checks whether all of them are ON (step S18). If all of them are ON (step S18: YES), the main control CPU 600a performs a setting switching process (step S19).
[0262] <Main control: Main process: Explanation regarding setting switching process> Here, this setting switching process will be specifically described with reference to FIG. 28.
[0263] First, the main control CPU 600a transmits a setting switch start command (production control command DI_CMD) indicating that setting is in progress to the sub-control board 80 (step S50).
[0264] 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 process shown in FIG. 29. Also, the reason for clearing this backup flag is to detect, in step S21 shown in FIG. 27 described later, the case where a power cut occurs for some reason during the setting switching process and the main control RAM 600c is not normally backed up.
[0265] 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 "00H" to "05H" and set in the W register.
[0266] 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 game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: YES), it is determined that it is an abnormal value, and 00H is set in the W register (step S56).
[0267] On the other hand, if the value set in the W register is smaller than the maximum set value of the probability of generating a game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: NO), it is determined that it is a normal value, and the process proceeds to the process of step S57.
[0268] Next, the main control CPU 600a sets the security signal output to the hall computer used for managing the game islands in the game arcade to ON, and outputs the security signal to the hall computer (step S57).
[0269] Next, the main control CPU 600a sets 00H to the LED common port (step S58).
[0270] Next, the main control CPU 600a outputs the value set in the W register to the LED data port (step S59).
[0271] Next, the main control CPU 600a sets the LED common port for displaying the set value to ON (step S60).
[0272] Next, the main control CPU 600a sets a predetermined value in the register in the main control CPU 600a so that a 4 ms wait is imposed, and performs a countdown process (step S61). Note that this process is to ensure that when checking the change in the level data of the RAM clear switch 620 (see FIG. 4) and the setting key switch 630 (see FIG. 4), at least 4 ms has elapsed since the acquisition of the previous switch level, so as to confirm that the change in the level data is not due to irregularities such as noise. Furthermore, when checking the change in the voltage abnormality signal in the subsequent power supply abnormality check process and counting the power supply abnormality confirmation counter, a 4 ms time is also imposed to confirm that the "L" level of the voltage abnormality signal is not level data due to irregularities such as noise.
[0273] Next, the main control CPU 600a performs a power supply abnormality check process (step S62). The power supply abnormality check process will be specifically described with reference to FIG. 29.
[0274] <Explanation regarding the main control: main process: power supply abnormality check process> As shown in FIG. 29, 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) 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). If they do not match (step S81: NO), the process returns to step S80.
[0275] 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.
[0276] 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.
[0277] 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 sends 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).
[0278] 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 for some reason during the setting switching process and the main control RAM 600c is not backed up normally, it can be detected in step S21 shown in FIG. 27 described later.
[0279] On the other hand, if the value of the system operation status is not 02H, it is determined that the setting change is not in progress (step S87: NO), and the backup flag is set to ON (step S88).
[0280] Next, the main control CPU 600a sets the data writing to the main control RAM 600c to the prohibited state (step S89), and clears the output data of all output ports (step S90). Then, the timer interrupt is prohibited (step S91), and an infinite loop process is repeated to wait for the voltage to drop.
[0281] <Main control: Main process: Explanation regarding setting switchover process> Thus, after completing the power failure check process (step S62) through the above-described process, the main control CPU 600a creates the switch edge data of the RAM clear switch 620 signal and the 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 time and this time (step S63). Note that the main control CPU 600a stores the created edge data in the main control RAM 600c.
[0282] 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 the process of step S65. If the setting key switch 630 is OFF (step S64: YES), the process proceeds to the process of step S67.
[0283] Next, if the RAM clear switch 620 is ON (step S65: NO), the main control CPU 600a increments the value of the W register (+1) (step S66) and returns to the process of step S54.
[0284] On the other hand, if the RAM clear switch 620 is OFF (step S65: NO), the process returns to the process of step S57.
[0285] Thus, the above process is repeated until the setting key switch 630 is turned off. When the setting key switch 630 is turned off, the main control CPU 600a overwrites the value in the W register with the set value of the probability (e.g., the set values of "00H" to "05H" corresponding to "1" to "6") for generating a game state advantageous to the player stored in the main control RAM 600c (see FIG. 4) and stores it (step S67).
[0286] Next, the main control CPU 600a outputs the setting confirmation display to the LED data port (step S68).
[0287] Next, the main control CPU 600a transmits a setting switch completion command (production control command DI_CMD) reflecting the set value to the sub-control board 80 (step S69).
[0288] <Main control: Explanation of main process> Thus, after going through the above process and finishing the setting switch process (step S19) shown in FIG. 26, the main control CPU 600a proceeds to the process of step S26 shown in FIG. 27.
[0289] 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. 27.
[0290] That is, the main control CPU 600a acquires the set value of the probability (e.g., the set value of "00H" to "05H" corresponding to "1" to "6") for generating a game state advantageous to the player stored in the main control RAM 600c (see FIG. 4) and checks whether it is less than or equal to the set maximum value (e.g., "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).
[0291] <Main control: Explanation of main processing: RAM error processing> If it is not less than the set maximum value (Step S20: NO), or if the backup flag is not set to ON (Step S21: NO), the main control CPU 600a sends a RAM error command (production control command DI_CMD) indicating that there is a RAM error to the sub-control board 80 (Step S22).
[0292] Next, the main control CPU 600a outputs an error display to the LED data port (Step S23).
[0293] Next, the main control CPU 600a performs a power supply abnormality check process (Step S24), returns to the process of Step S23, and repeats the process. Note that this power supply abnormality check process is the same as the power supply abnormality check process shown in FIG. 29.
[0294] <Main control: Explanation of main processing> On the other hand, if the backup flag is set to ON (Step S21: YES), the signal of the RAM clear switch 620 is confirmed (Step S25).
[0295] <Main control: Explanation of main processing: RAM clear processing> When the signal of the RAM clear switch 620 is ON (Step S25), or when the setting switching process (Step S19) shown in FIG. 26 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).
[0296] Next, the main control CPU 600a sets the RAM clear notification timer to 30 seconds (30s) (Step S27), and sets the timer for outputting a security signal output to the hall computer used for game island management in the game arcade to 30 seconds (30s) (Step S28).
[0297] Next, the main control CPU 600a performs initial value setting in a part of the main control RAM 600c (step S29), and proceeds to the process of step S41.
[0298] <Explanation of main control: Main process> 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 are ON (step S31: NO), the process proceeds to step S40.
[0299] <Explanation of main control: Main process: Explanation regarding setting confirmation process> On the other hand, if all are ON (step S31: YES), the main control CPU 600a transmits a set value command (production control command DI_CMD) reflecting the set value to the sub-control board 80 (step S32).
[0300] Next, the main control CPU 600a sets a timer for outputting a security signal to the hall computer used for game island management in the game hall to 30 seconds (30s) (step S33).
[0301] Next, the main control CPU 600a sets the security signal output to the hall computer used for game island management in the game hall to ON, and causes the hall computer to output the security signal for 30 seconds (30s) set by the above timer (step S34).
[0302] Next, the main control CPU 600a outputs the set value to the LED data port (step S35).
[0303] 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 process of counting down (step S36).
[0304] Next, the main control CPU 600a performs a power supply abnormality check process (step S37). This power supply abnormality check process is the same process as the power supply abnormality check process shown in FIG. 29.
[0305] 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). The main control CPU 600a stores the created edge data in the main control RAM 600c.
[0306] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c (step S39). If the setting key switch 630 is ON (step S39: NO), the process returns to the process of step S34.
[0307] <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).
[0308] Next, the main control CPU 600a transmits a command (production control command DI_CMD) indicating whether it is a power-off recovery by RAM clear or a power-off recovery by backup to the sub-control board 80 (step S41).
[0309] Next, the main control CPU 600a performs a game state notification information update process for updating the game state notification information (step S42).
[0310] Next, the main control CPU 600a sets the internal function registers (step S43). Specifically, it sets the emission control signal to ON and transmits it to the payout control board 70. As a result, the payout control board 70 controls to start the operation of the emission control board 71. Also, the main control CPU 600a sets the CTC having functions such as creating a pulse output with a fixed period and time measurement function provided inside itself. That is, the main control CPU 600a sets the time constant register of the CTC so that a timer interrupt occurs periodically every 4 ms.
[0311] Thus, the above processing up to this point is the initial processing in the main control main processing.
[0312] Next, the main control CPU 600a performs the process of the winning ball count management process 1 that calculates performance such as the total number of game balls launched into the game area 40 including the number of winning balls and non-winning balls in a state where interrupts to itself are set to the prohibited state (step S44) (step S45). Then, after the main control CPU 600a performs the update process of various random number counters (step S46), it returns to the interrupt enabled state (step S47), returns to step S44, and performs a loop process that repeatedly performs the processes of steps S44 to S47. Note that this loop process and the interrupt process described later are steady processes.
[0313] <Explanation of the main control: Timer interrupt process> Next, referring to FIG. 30, the main process described above is interrupted, and the timer interrupt program that starts every 4 ms will be described.
[0314] When this timer interrupt occurs, a save process is executed to save the contents of the register group in the main control CPU 600a to the stack area of the main control RAM 600c (step S100), and then a voltage abnormality check process is executed (step S101). This voltage abnormality check process is the same process as the power supply abnormality check process shown in FIG. 29.
[0315] Next, the main control CPU 600a receives ON / OFF signals from 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), and stores the ON / OFF signal levels and their rising states in the working area in the main control RAM 600c (step S102). At this time, if the big winning port switch 46c (see FIG. 4) is ON, a counter that counts the winning balls obtained by a big win is updated. Therefore, the liquid crystal display device 41 shown in FIG. 25(b) will display the number of winning balls obtained including the first win before the start of the measurement of the stay time timer.
[0316] Next, the main control CPU 600a performs a timer subtraction process on various timers (normal symbol variation timer, normal symbol accessory timer, etc.) that manage the time of each gaming operation (step S103).
[0317] Next, the main control CPU 600a performs a random number management process (step S104). Specifically, it performs a process of updating random numbers such as normal symbols and special symbols used for win / loss lottery.
[0318] Next, the main control CPU 600a performs error management processing (step S105). 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, a command (production control command DI_CMD) corresponding to the error is transmitted to the sub-control board 80.
[0319] Next, the main control CPU 600a executes prize ball management processing (step S106). This prize ball management processing outputs a payout control command PAY_CMD for causing the payout / firing control board 70 (see FIG. 4) to perform a payout operation. Also, a command (production control command DI_CMD) corresponding to the value of a counter that counts the winning balls obtained by a big win is transmitted to the sub-control board 80. As a result, the sub-control CPU 800a transmits a command list regarding an image (video) for displaying information corresponding to the received counter value 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, whereby the number of winning balls obtained as shown in FIGS. 25(b), (e), (g), (h) is displayed on the liquid crystal display device 41.
[0320] Next, the main control CPU 600a executes normal symbol processing (step S107). This normal symbol processing performs a winning or losing lottery for the normal symbol, and determines the variation pattern and the stop display state of the normal symbol based on the lottery result. The details of this processing will be described later.
[0321] Next, the main control CPU 600a executes the normal electric accessory management process (step S108). In this normal electric accessory management process, based on the lottery result of the normal symbol process (step S107), a signal related to the control of the normal electric accessory solenoid 45b2 (see FIG. 4), which is necessary for the occurrence of the normal electric accessory release game, is generated.
[0322] Next, the main control CPU 600a executes the special symbol process (step S109). In this special symbol process, a winning / losing lottery of the special symbol is executed, and based on the result of the lottery, the variation pattern of the special symbol and the stop display mode of the special symbol are determined. Also, processing of the winning ease flag indicating whether the game state is the time-saving game state and the normal symbol certain change flag is performed.
[0323] Next, the main control CPU 600a executes the special electric accessory management process (step S110). In this special electric accessory management process, 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.
[0324] Next, the main control CPU 600a performs the right strike notification information management process (step S111). In this right strike notification information management process, processing is performed to present a "launch position guidance effect (right strike notification effect)" that performs right strike instruction notification in a situation where right strike is advantageous, such as when the opening / closing member 45b opens a predetermined number of times within a predetermined time or when the opening / closing door 46a is opened and the large winning opening (not shown) is opened.
[0325] Next, the main control CPU 600a executes the LED management process (step S112).
[0326] Next, the main control CPU 600a executes external terminal management processing (step S113). In this external terminal management processing, predetermined game information such as the number of winning occurrences, the number of variations of special symbols, winning ball detection information for the winning opening, information during time-limited game state, and security information is output to the hall computer used for managing game islands in the game arcade during a winning game.
[0327] Next, the main control CPU 600a performs solenoid management processing (step S114). At this time, the main control CPU 600a confirms the signal related to the control of the normal electric accessory solenoid 45b2 (see FIG. 4) generated in the normal electric accessory management processing (step S108), and also confirms the signal related to the control of the special electric accessory solenoid 46b (see FIG. 4) generated in the special electric accessory management processing (step S110). Then, based on this signal, the operation / stop of the normal electric accessory solenoid 45b2 or the special electric accessory solenoid 46b is controlled, and the time when the opening / closing member 45b1 of the electric chute (normal electric accessory) is in the open state and the guide member 45c1 is in the guide state becomes the extended state / non-extended state, or the opening / closing door 46a (see FIG. 2) operates so that the large winning opening (not shown) opens or closes.
[0328] Next, the main control CPU 600a performs out-of-use area processing (step S115). In this processing, a process of causing the performance display value calculated in the winning ball winning number management process 1 of step S45 shown in FIG. 27 to be displayed on the measurement / setting display device 610 (see FIG. 4) is performed.
[0329] Next, the main control CPU 600a clears the WDT (not shown) (step S116), returns to the interrupt permission state (step S117), restores the contents of the registers saved in the stack area of the main control RAM 600c, and ends the timer interrupt (step S118). As a result, the process returns from the interrupt processing routine to the main process (see FIG. 27).
[0330] <Explanation of Main Control: Normal Symbol Processing> Next, with reference to FIG. 31, the above normal symbol processing will be described in detail.
[0331] As shown in FIG. 31, 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 the 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 S150). When the passage of the game ball is detected (step S150: YES), the main control CPU 600a checks the main control RAM 600c 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 S151). At this time, if the number of balls reserved for starting the normal symbol is less than 4 (step S151: ≠ MAX), the number of balls reserved for starting the normal symbol is incremented by 1 (step S152). After that, the main control CPU 600a stores the random number value for normal symbol win determination used in the normal symbol win / loss lottery in the main control RAM 600c in which the number of balls reserved for starting the normal symbol is stored (step S153), and then proceeds to the process of step S154.
[0332] On the other hand, if the passage of the game ball is not detected in step S150 (step S150: NO), or if it is determined in step S151 that the number of balls reserved for starting the normal symbol is 4 or more (step S151: = MAX), the processes of steps S152 to S153 are not performed, and the process proceeds to the process of step S154.
[0333] When the main control CPU 600a proceeds to the process of step S154, it checks whether the normal symbol win operation flag is set to ON, that is, whether 5AH is set in the normal symbol win operation flag (step S154). If 5AH is set in the normal symbol win operation flag (step S154: ON), it is determined that the normal symbol is a winning symbol. After updating the display data of the normal symbol (step S163), the normal symbol processing is terminated.
[0334] On the other hand, if 5AH is not set in the operation flag per normal symbol (step S154: 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 S155). If the normal symbol operation status flag is 00H, the main control CPU 600a determines that it is the state before the start of the variation of the normal symbol, proceeds to step S156, and checks whether the number of balls reserved for starting the normal symbol is 0 (step S156).
[0335] After checking the main control RAM 600c in which the number of balls reserved for starting the normal symbol is stored, if the main control CPU 600a determines that it is 0 (step S156: = 0), after updating the display data of the normal symbol (step S163), the normal symbol process ends. On the other hand, if it is determined that it is not 0 (step S156: ≠ 0), the number of balls reserved for starting the normal symbol is decremented by 1 (step S157).
[0336] Thereafter, the main control CPU 600a performs a hit determination of a random number value corresponding to the number of balls reserved for starting the normal symbol stored in the main control RAM 600c using the normal symbol hit determination table NPP_TBL shown in FIG. 38(a). That is, if the normal symbol probability variation flag indicating the game state is OFF, the main control CPU 600a determines whether the random number value is greater than or equal to the lower limit value (shown as 249 in the figure) and less than or equal to the upper limit value (shown as 250 in the figure) of the normal symbol hit determination table NPP_TBL (normal state) shown in FIG. 38(a). If it is greater than or equal to the lower limit value and less than or equal to the upper limit value, 5AH is set in the normal symbol hit determination flag to turn it ON. Otherwise, the normal symbol hit determination flag is turned OFF.
[0337] On the other hand, if the normal symbol probability variation flag indicating the game state is ON, the main control CPU 600a determines whether the random number value is greater than or equal to the lower limit value (shown as 4 in the figure) and less than or equal to the upper limit value (shown as 250 in the figure) of the normal symbol hit determination table NPP_TBL (probability variation state) shown in FIG. 38(a). If it is greater than or equal to the lower limit value and less than or equal to the upper limit value, 5AH is set in the normal symbol hit determination flag to turn it ON. Otherwise, the process of setting the normal symbol hit determination flag to OFF is performed (step S158).
[0338] Thus, 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 S159).
[0339] Next, the main control CPU 600a checks whether a normal symbol time shortening flag for shortening the variation time of the normal symbol is set to ON. If it is set to ON, it sets a corresponding variation time in the normal symbol variation timer. If it is set to OFF, it performs a process of setting a normal variation time in the normal symbol variation timer (step S160).
[0340] Next, the main control CPU 600a shifts the storage area of the main control RAM 600c in which the random number value used for the win / loss lottery of the normal symbol corresponding to the number of balls held at the start of the normal symbol is stored (step S161). 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 win / loss 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 in which the random number value used for the win / loss lottery of the normal symbol corresponding to 3 balls held at the start of the normal symbol was stored. The random number value used for the win / loss 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 in which the random number value used for the win / loss lottery of the normal symbol corresponding to 2 balls held at the start of the normal symbol was stored. The random number value used for the win / loss 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 in which the random number value used for the win / loss lottery of the normal symbol corresponding to 1 ball held at the start of the normal symbol was stored. Such a process is performed.
[0341] After this process, the main control CPU 600a sets 01H in the normal symbol operation status flag used in step S155 above, and sets 00H in the main control RAM 600c in which the random number value used for the win / loss lottery of the normal symbol corresponding to 4 balls held at the start of the normal symbol was stored (step S162).
[0342] Then, after finishing the process of step S162, the main control CPU 600a updates the display data of the normal symbol (step S163), and finishes the normal symbol process.
[0343] On the other hand, in step S155, if the value of the normal symbol operation status flag, that is, the processing state indicating the behavior of the normal symbol, is 01H, the main control CPU 600a determines that the normal symbol is changing, proceeds to step S164, and checks whether the normal symbol change timer is 0 (step S164). If the normal symbol change timer is not 0 (step S164: ≠ 0), the display data of the normal symbol is updated (step S163), and the normal symbol process is finished. If the normal symbol change timer is 0 (step S164: = 0), the main control CPU 600a sets 02H in the normal symbol operation status flag used in step S155, and sets, for example, about 600 ms in the normal symbol change timer in order to maintain the winning or losing lottery result of the normal symbol for a certain period of time (step S165).
[0344] After finishing the process of step S165, the main control CPU 600a updates the display data of the normal symbol (step S163), and finishes the normal symbol process.
[0345] On the other hand, in step S155, if the value of the normal symbol operation status flag, that is, the processing state indicating the behavior of the normal symbol, is 02H, the main control CPU 600a determines that the normal symbol is during the confirmation time (stopped after the change of the normal symbol), proceeds to step S166, and checks whether the normal symbol change timer is 0 (step S166). If the normal symbol change timer is not 0 (step S166: ≠ 0), the display data of the normal symbol is updated (step S163), and the normal symbol process is finished. If the normal symbol change timer is 0 (step S166: = 0), the main control CPU 600a sets 00H in the normal symbol operation status flag used in step S155 (step S167), and checks whether the normal symbol hit determination flag is set to ON (5AH is set) (step S168).
[0346] Accordingly, if the normal symbol hit determination flag is set to OFF (5AH is not set) (step S168: OFF), the main control CPU 600a updates the display data of the normal symbol (step S163) and ends the normal symbol process. And if the normal symbol hit determination flag is set to ON (5AH is set) (step S168: ON), the main control CPU 600a sets the normal symbol activation flag used in step S154 to ON (sets 5AH) (step S169) and then ends the normal symbol process.
[0347] <Main control: Explanation of special symbol process> Next, with reference to FIGS. 32 to 37, the above special symbol process will be described in detail.
[0348] As shown in FIG. 32, 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 S200), and 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 S201).
[0349] <Main control: Special symbol process: Explanation of start port check process> Regarding this process, when described in detail with reference to FIG. 33, 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, checks the level of the special symbol 1 start port switch 44a of the special symbol 1 start port 44 or the special symbol 2 start port switch 45a1 of the special symbol 2 start port 45a (step S250). Accordingly, if the entry (winning) of the game ball is not detected (step S250: NO), the special symbol process ends.
[0350] On the other hand, if the entry (winning) of a game ball is detected (step S250: YES), the main control CPU 600a checks whether the number of start-hold balls that triggers the variation of the special symbol is a predetermined number and is stored in the main control RAM 600c (step S251). If the number of start-hold balls is less than 4 (step S251: ≠ MAX), the number of start-hold balls is incremented by 1 (+1) (step S252).
[0351] 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 where the number of start-hold balls that triggers the variation of the special symbol is stored (step 253).
[0352] 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 a pre-reading prohibited state (step S254). If it is not in the pre-reading prohibited state (step S254: 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 in step S253 (step S255), and further obtains a start-port winning random number determination table (not shown) (step S256).
[0353] Next, the main control CPU 600a performs a lottery using the jackpot determination random number value obtained in step S255 and the start port winning random number determination table (not shown) obtained in step S256, and performs a symbol lottery for the special symbol with reference to the symbol allocation table M_ZF_TBL shown in FIG. 13(b) according to the lottery result. Further, using the special symbol random number value stored in the main control RAM 600c in step S253, the type of jackpot (such as a rank-up bonus win, a normal jackpot, etc.) is determined, and using the random number value for the variation pattern, the variation pattern is determined using the variation pattern allocation table M_HP_TBL shown in FIG. 13(c), and a special symbol start port winning command corresponding thereto is generated (step S257). At this time, not only the jackpot lottery but also the small win lottery is performed, and the type of small win 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 the variation pattern is determined using the random number value for the variation pattern, and a special symbol start port winning command corresponding thereto may be generated.
[0354] 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 S258).
[0355] On the other hand, the main control CPU 600a generates a start hold addition command for the upper byte corresponding to the increased start hold ball number when the process of step S258 is completed, or when the first start hold ball number or the second start hold ball number of the special symbol 1 or 2 in step S251 is 4 or more (step S251 := MAX), or if it is in the pre-reading prohibited state (step S254: YES) (step S259).
[0356] Next, the main control CPU 600a combines the start hold addition command for the lower byte generated in step S258 and the start hold addition command for the upper byte generated in step S259, and transmits it as a start hold addition command (production control command DI_CMD) to the sub-control board 80 (step S260).
[0357] <Main Control: Explanation of Special Symbol Processing> After thus finishing the processes of step S200 and step S201 shown in FIG. 32, 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 S202). If 5AH is set in the special symbol small hit operation flag (step S202: ON), it is determined that the special symbol is in the small hit state. After updating the display data of the special symbol (step S208), the special symbol processing is terminated.
[0358] On the other hand, if 5AH is not set in the special symbol small hit operation flag (step S202: OFF), it is checked 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 S203). If 5AH is set in the special symbol big hit operation flag (step S203: ON), it is determined that the special symbol is in the big hit state. After updating the display data of the special symbol (step S208), the special symbol processing is terminated.
[0359] On the other hand, if 5AH is not set in the special symbol big hit operation flag (step S203: OFF), the processing state indicating the behavior of the special symbol, that is, the value of the special symbol operation status flag is checked (step S204). More specifically explained, if the value of the special symbol operation status flag is 00H or 01H, the main control CPU 600a determines that the special symbol is in the variable waiting state (indicating that the special symbol has not changed and is in the waiting state for the next change), and performs the special symbol change start processing (step S205).
[0360] <Main Control: Special Symbol Processing: Explanation of Special Symbol Change Start Processing> Regarding this process, a detailed explanation will be given with reference to FIG. 34. The main control CPU 600a checks whether the number of start-holding balls that is the trigger for the special symbol variation is 0 or not (step S300). That is, the main control CPU 600a checks whether it is stored in the main control RAM 600c. If it is determined that the number of start-holding balls is 0 (step S300 := 0), the main control CPU 600a checks whether the value of the special symbol operation status flag is 00H or not (step S301). If the value of the special symbol operation status flag is 00H (step S301: YES), the special symbol variation start process is terminated.
[0361] On the other hand, if the value of the special symbol operation status flag is not 00H (step S301: NO), the main control CPU 600a transmits a customer waiting demo command as an effect control command DI_CMD to the sub-control board 80 (see FIG. 4) (step S302).
[0362] Next, the main control CPU 600a sets 00H in the special symbol operation status flag (step S303) and terminates the special symbol variation start process.
[0363] On the other hand, if the main control CPU 600a determines that the number of start-holding balls is not 0 (step S300: ≠ 0), it subtracts 1 (-1) from the number of start-holding balls (step S304) and transmits a start-holding subtraction command as an effect control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S305).
[0364] Next, the main control CPU 600a checks the value of the special symbol time shortening counter described later and transmits a time shortening count command as an effect control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S306).
[0365] Next, the main control CPU 600a shifts the storage area in the main control RAM 600c where the random number values used during special symbol stops, the random number values for variation patterns, and the random number values for jackpot determination (refer to step S253 in FIG. 33) are stored (step S307), and sets 0 in the area in the main control RAM 600c where the random number value used for the win / loss lottery of the special symbol corresponding to the start hold 4 was stored (step S308).
[0366] Next, the main control CPU 600a performs a winning determination process (step S309).
[0367] <Main control: Special symbol process: Explanation of winning determination process> Regarding this process, explaining in detail with reference to FIG. 35, the main control CPU 600a acquires the jackpot determination random number value from the main control RAM 600c where the jackpot determination random number value (refer to step S253 in FIG. 33) is stored (step S370).
[0368] Next, the main control CPU 600a acquires the address number of the winning determination table corresponding to the changing special symbol. That is, it acquires the address numbers of the special symbol jackpot determination table SDH_TBL shown in FIG. 38(b) and the special symbol small win determination table SDP_TBL shown in FIG. 38(c) (step S371).
[0369] Next, the main control CPU 600a changes the acquired address number to the address number where the determination value is stored (step S372).
[0370] Next, the main control CPU 600a acquires information on whether the determination values are different for each set value (step S373), and checks the value of the acquired information (step S374). If the acquired value is "0" (step S374 := 0), the process proceeds to the process of step S377. If the acquired value is not "0" (step S374 ≠ 0), 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 values of "00H" to "05H" corresponding to "1" to "6") (step S375).
[0371] Next, the main control CPU 600a changes to the address where the determination value corresponding to the acquired set value is stored (step S376).
[0372] Next, the main control CPU 600a acquires the determination value from the current address (step S377).
[0373] Next, the main control CPU 600a changes the address to the head address where the next determination value is stored (step S378), and compares the acquired jackpot determination random number value with the acquired determination value (step S379).
[0374] Next, if the acquired jackpot determination random number value is not smaller than the acquired determination value (step S380: NO), the process returns to the process of step S373, and the processes of steps S373 to S380 are repeated until the acquired jackpot determination random number value becomes smaller than the acquired determination value (step S380: YES).
[0375] Next, if the acquired jackpot determination random number value becomes smaller than the acquired determination value (step S380: YES), the main control CPU 600a acquires the special symbol jackpot determination flag and the special symbol minor jackpot determination flag corresponding to the game state (step S381), and ends the hit determination process.
[0376] <Main control: Special symbol processing: Explanation of special symbol variation start processing> Thus, after finishing the above-mentioned hit determination process (step S309), the main control CPU 600a uses the random number value for special symbol stop stored in the main control RAM 600c in step S253 of FIG. 33, refers to the symbol distribution table M_ZF_TBL shown in FIG. 13(b), conducts a lottery, and generates a stop symbol of the special symbol according to the lottery result (step S310).
[0377] Next, the main control CPU 600a prepares to shift to game states such as the normal state, time-saving state, latent probability variation state, and probability variation state (step S311). Here, among the normal symbol time-saving flag, normal symbol probability variation flag, special symbol time-saving flag, special symbol probability variation flag, and easy winning flag that are set after a big win when a big win occurs, flag data for turning on the flag corresponding to the game state after the shift is prepared in advance. Also, the time-saving count to be set in the special symbol time-saving count counter and the probability variation count to be set in the special symbol probability variation count counter are to be prepared. The easy winning flag is a flag indicating whether the game state is a time-saving game state.
[0378] Next, the main control CPU 600a uses the random number value for variation pattern stored in the main control RAM 600c in step S253 of FIG. 33, refers to the variation pattern distribution table M_HP_TBL shown in FIG. 13(c), conducts a lottery, generates a variation pattern of the special symbol according to the lottery result, 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 S312). In this step S312, the main control CPU 600a sets the variation time in the special symbol variation timer.
[0379] Next, the main control CPU 600a sets 5AH in the special symbol variation in progress flag to turn it on (step S313).
[0380] 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 S314), and performs a process of transmitting the generated symbol designation command as an effect control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S315).
[0381] Next, the main control CPU 600a sets 02H in the special symbol operation status flag (step S316), and ends the special symbol variation start process.
[0382] <Main control: Explanation of special symbol processing> On the other hand, as shown in FIG. 32, 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 S206).
[0383] <Main control: Special symbol processing: Explanation of processing during special symbol variation> Regarding this process, when explained in detail with reference to FIG. 36, the main control CPU 600a first checks whether the variation time set in the special symbol variation timer in step S312 of FIG. 34 has elapsed, that is, whether it has become 0 (step S400). If the special symbol variation timer is not 0 (step S400: NO), the main control CPU 600a ends the process during the special symbol variation.
[0384] On the other hand, if the special symbol variation timer is 0 (step S400: YES), the main control CPU 600a transmits a symbol determination command as an effect control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S401).
[0385] Next, the main control CPU 600a sets 03H in the special symbol operation status flag and 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 S402). After that, the main control CPU 600a ends the process during the special symbol variation.
[0386] <Main control: Explanation of special symbol processing> On the other hand, as shown in FIG. 32, when the value of the special symbol operation status flag is 03H, the main control CPU 600a determines that it is during the special symbol confirmation (indicating that the variation of the special symbol has ended and it is stopped), and performs the process during the special symbol confirmation time (step S207).
[0387] <Main control: Special symbol processing: Explanation of the process during the special symbol confirmation time> Regarding this process, explaining in detail with reference to FIG. 37, the main control CPU 600a first checks whether the variation time set in the special symbol variation timer at step S312 in FIG. 34 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.
[0388] 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 normal symbol time shortening flag, sets 00H in the normal symbol certain change flag, further sets 00H in the special symbol time shortening flag, sets 00H in the special symbol certain change flag, and sets 00H in the winning easy flag. Then, the main control CPU 600a performs the process of setting 0000H in the special symbol time shortening counter and 00H in the special symbol certain change counter, which will be described later (step S453), and ends the process during the special symbol confirmation time.
[0389] 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). At this time, the normal symbol time shortening flag, the special symbol time shortening flag, and the winning easy flag are set to ON (5AH is set), and the time shortening count is set in the special symbol time shortening counter.
[0390] 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 counter is 0 (step S456).
[0391] If the value of the special symbol short time counter is not 0 (step S456: NO), the value of the special symbol short time 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 counter is 0 (step S458). If the value of the special symbol short time counter is 0 (step S458: YES), 00H is set to the normal symbol short flag, 00H is set to the normal symbol probability variation flag, 00H is further set to the winning easy flag, and 00H is further set to the normal symbol short flag (step S459).
[0392] After finishing the process of step S459, or if the value of the special symbol short time counter is 0 (step S456: YES), or if the value of the special symbol short time counter is not 0 (step S458: NO), the main control CPU 600a checks whether the value of the special symbol probability variation counter is 0 (step S460). If the value of the special symbol probability variation counter is 0 (step S460: YES), the process during the special symbol confirmation time ends.
[0393] On the other hand, if the value of the special symbol probability variation counter is not 0 (step S460: NO), the main control CPU 600a decrements the value of the special symbol probability variation counter by 1 (-1) (step S461) and checks again whether the value of the special symbol probability variation counter is 0 (step S462). If the value of the special symbol probability variation counter is not 0 (step S462: NO), the process during the special symbol confirmation time ends.
[0394] On the other hand, if the value of the special symbol probability variation counter is 0 (step S462: YES), the main control CPU 600a sets 00H to the normal symbol short flag, sets 00H to the normal symbol probability variation flag, sets 00H to the winning easy flag, sets 00H to the special symbol short flag, and sets 00H to the special symbol probability variation flag (step S463), and ends the process during the special symbol confirmation time.
[0395] <Main control: Explanation of special symbol processing> Thus, when any one of the processes of step S205, step S206, and step S207 shown in FIG. 32 is completed, the main control CPU 600a finishes the special symbol process after updating the display data of the special symbol (step S208).
[0396] <Description of the processing content of the sub-control board> Next, with reference to FIGS. 39 to 43, the processing method of the effect content described with reference to FIGS. 6 to 12 and FIGS. 14 to 25 will be specifically described with reference to the processing content (outline of the program) of the sub-control board 80.
[0397] First, when the pachinko game machine 1 is powered on, 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. 39.
[0398] <Sub-control: Description of the main process> As shown in FIG. 39, first, the sub-control CPU 800a initializes the registers provided inside 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 is serial transfer (step S1000).
[0399] Next, the sub-control CPU 800a initializes the memory area in the sub-control RAM 800c that stores the effect 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).
[0400] 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 inside it (step S1004).
[0401] Next, the sub-control CPU 800a checks whether an abnormality has occurred in a motor (not shown) that operates the upper, left, right, and upper-left movable members 43a to 43d (see FIG. 2), and checks the memory area in the sub-control RAM 800c where motor data for operating the motor (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 (retracted position). As a result, the upper, left, right, and upper-left movable members 43a to 43d return to the initial positions (step S1005).
[0402] Next, the sub-control CPU 800a configures a CTC (Counter Timer Circuit) having functions such as creating a pulse output with a fixed period and measuring time provided therein. That is, the sub-control CPU 800a configures the time constant register of the CTC so that a timer interrupt occurs periodically every 1 ms (step S1006).
[0403] Next, the sub-control CPU 800a performs a checksum operation, which is an 8-bit addition operation on the working area of the sub-control RAM 800c (step S1007), compares the checksum operation value with the checksum operation value calculated by a memory backup (see step S1015) and stored in the sub-control RAM 800c, and checks 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).
[0404] On the other hand, if 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 executes a refresh of the hardware such as the sub-control CPU 800a and the VDP 803 (step S1011).
[0405] 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, by lottery, an effect pattern corresponding to the content from among a number of effect patterns pre-stored in the sub-control ROM 800b (step S1012). At this time, when the winning chance notification is set to ON, the sub-control CPU 800a refers to the winning chance notification lottery table SB_NH_TBL shown in FIG. 14 and conducts a lottery for the winning chance notification.
[0406] Also, when the winning chance notification is set to OFF and the anticipation level increase for preview is set to OFF, the sub-control CPU 800a refers to the preview hold change table SB_SYH_TBL1 shown in FIG. 15(a) and conducts a lottery regarding hold change. Further, the sub-control CPU 800a refers to the preview zone effect table SB_SYZ_TBL1 shown in FIG. 15(b) and conducts a lottery regarding zone effect.
[0407] On the other hand, when the winning chance notification is set to ON, or when the winning chance notification is set to OFF and the anticipation level increase for preview is set to ON, the sub-control CPU 800a refers to the preview hold change table SB_SYH_TBL2 shown in FIG. 17(a) and conducts a lottery regarding hold change. Further, the sub-control CPU 800a refers to the preview zone effect table SB_SYZ_TBL2 shown in FIG. 17(b) and conducts a lottery regarding zone effect.
[0408] On the other hand, when the winning chance notification is set to OFF, the sub-control CPU 800a refers to the step-up notice table SB_STU_TBL1 shown in FIG. 18(a) and conducts a lottery for the step-up notice. On the other hand, when the winning chance notification is set to ON, the sub-control CPU 800a refers to the step-up notice table SB_STU_TBL2 shown in FIG. 18(b) and conducts a lottery for the step-up notice.
[0409] On the one hand, when the prefetch anticipation increase is set to OFF during the RUSH state, the sub-control CPU 800a refers to the first prefetch hold change table SB_D1SYH_TBL shown in FIG. 19(a) and performs a lottery regarding the hold change.
[0410] On the other hand, when the prefetch anticipation increase is set to ON during the RUSH state, the sub-control CPU 800a refers to the second prefetch hold change table SB_D2SYH_TBL shown in FIG. 19(b) and performs a lottery regarding the hold change.
[0411] On the other hand, when the prefetch anticipation increase is set to OFF during the RUSH state, the sub-control CPU 800a refers to the first prefetch chance notice table SB_D1SYC_TBL shown in FIG. 20(a) and performs a lottery regarding the prefetch chance notice.
[0412] On the one hand, when the prefetch anticipation increase is set to ON during the RUSH state, the sub-control CPU 800a refers to the second prefetch chance notice table SB_D2SYC_TBL shown in FIG. 20(b) and performs a lottery regarding the prefetch chance notice.
[0413] Thus, in step S1012 in this way, lotteries for various effects are performed.
[0414] 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 acquired in the timer interrupt process described later (step S1013). Specifically, it analyzes whether the setting button 15 or the effect button device 13 is pressed, released, or held by the player at the moment.
[0415] Next, the sub-control CPU 800a performs operation control of the upper, left, right, and upper-left movable props 43a to 43d (see FIG. 2), control of lighting or extinguishing of decorative lamps such as LED lamps which are the light-emitting means 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 production pattern determined by lottery in the above step S1012 (step S1014). As a result, the sound effect (SE) "Pipin!" (see SE1) shown in FIGS. 6(b-2), 9(c) to (d), and 10(c) to (d) is emitted from the speaker 17 shown in FIG. 1. Also, in this step S1014, processing for starting, stopping, or continuing the measurement of the stay time timer is performed. As a result, the sub-control CPU 800a transmits a command list regarding an image (video) for displaying information according to the value of the stay time timer 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, whereby the stay time as shown in FIGS. 25(b) to (e), (g), and (h) is displayed on the liquid crystal display device 41.
[0416] 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 performs a memory backup process of storing the checksum operation value in the sub-control RAM 800c (step S1015).
[0417] Next, the sub-control CPU 800a checks whether a VSYNC interrupt signal has been sent from the VDP 803 to the sub-control CPU 800a (step S1016). If the VSYNC interrupt signal has not been sent (step S1016: NO), the sub-control CPU 800a repeatedly executes the process of step S1016 until the VSYNC interrupt signal is sent. When the VSYNC interrupt signal is sent (step S1016: YES), the process returns to step S1007 again, and the processes of steps S1007 to S1016 are repeated.
[0418] <Sub-control: Data analysis process> Subsequently, with reference to FIG. 40, it will be described in detail in the data analysis process of step S1014 of the main process. 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 production scenario data corresponding to the production pattern determined by lottery in step S1012 (step S1050).
[0419] Next, when the sub-control CPU 800a stores data indicating that the press production of the production button device 13 or data indicating that the continuous press production of the setting button 15 is valid in the above production scenario data, the sub-control CPU 800a stores the data in the memory area in the sub-control RAM 800c.
[0420] Furthermore, the sub-control CPU 800a generates a control signal related to light based on the data content of the lamp data stored in the above production scenario data and stores it in the sub-control RAM 800c. At this time, the light amount setting described with reference to FIG. 12 is also taken into consideration.
[0421] In addition, the sub-control CPU 800a determines the operation contents of the upper, left, right, and upper left movable props 43a to 43d based on the data content of the movable prop data stored in the above production scenario data, and generates motor data of a motor (not shown) of the movable prop device 43 according to the determined operation contents.
[0422] Furthermore, the sub-control CPU 800a generates a control signal related to sound based on the data content of the sound data stored in the above-described production scenario data (step S1051). At this time, the volume setting described with reference to FIG. 12 is also taken into consideration.
[0423] Thus, the sub-control CPU 800a repeats the processes of step S1050 and step S1051 until all the data based on the production pattern determined by lottery in step S1012 shown in FIG. 40 is generated (step S1052: NO). When all the data is generated (step S1052: YES), the process proceeds to step S1053.
[0424] 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. 39 (step S1053). At this time, the production customization setting described with reference to FIGS. 5 and 24 is performed.
[0425] <Sub-control: Command reception interrupt processing> Subsequently, with reference to FIG. 41, 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.
[0426] As shown in FIG. 41, when the sub-control CPU 800a receives the above interrupt signal, it executes a save process of saving the content 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 production 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).
[0427] Then, 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 this stored effect control command DI_CMD will be read by the sub-control CPU 800a during the process of step S1012 shown in FIG. 39.
[0428] Next, the sub-control CPU 800a updates the pointer indicating the address of the command transmission / reception memory area in the sub-control RAM 800c (step S1106), and restores the register saved in the process of step S1100 (step S1107). Thereby, it returns to the main process shown in FIG. 39.
[0429] <Sub-control: Timer interrupt process> Subsequently, with reference to FIG. 42, the process when a 1-ms timer interrupt occurs, which is set in the process of step S1006 (see FIG. 39) of the main process, will be described.
[0430] As shown in FIG. 42, when a 1-ms timer interrupt occurs, 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).
[0431] 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 matched data is stored in the sub-control RAM 800c (step S1153).
[0432] 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 by the button analysis process of step S1013 shown in FIG. 39.
[0433] 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. 40 to the decoration lamp board 90 (see FIG. 4) (step S1155). As a result, the lighting of the logo "Bakufu Shogun" of the upper decoration 42a shown in FIGS. 6 to 10 and FIG. 16 will be executed. Also, at this time, the control signal necessary to turn on or off the identification lamp device 51A (see FIG. 2) will also be transmitted.
[0434] Next, the sub-control CPU 800a restores the register saved in the process of step S1150 (step S1156). As a result, the process returns to the main process shown in FIG. 39.
[0435] <Sub-control: Command list> Here, the command list generated in step S1050 shown in FIG. 40 will be described in detail with reference to FIG. 43.
[0436] This command list is a command sequence listing the commands for the VDP803 (command parser 8035), but the description content and order are slightly different between when instructing video drawing and when instructing still image drawing.
[0437] When instructing the VDP803 to draw a video, it consists of the initial command list in Fig. 43(a) and the steady command list in Fig. 43(b).
[0438] As shown in Fig. 43(a), the sub-control CPU 800a first generates a command to set the memory area of the DDR2 SDRAM 804 where the frame buffer area is set, as well as the memory area for storing the video data of the DDR2 SDRAM 804 (step S1200).
[0439] Next, it generates a command to instruct 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 where the corresponding video is stored and the number of frames of that video.
[0440] Next, it fills in the end processing command to complete the generation of the initial command list (step S1202).
[0441] Subsequently, the sub-control CPU 800a generates the steady command list shown in Fig. 43(b).
[0442] This steady command list is composed of video drawing instructions as shown in Fig. 43(b). In the above initial command list, for the decoded video data, it generates a command on which frame number of the decoded data to draw at which coordinate position on the liquid crystal display device 41 (step S1203). Next, it fills in the end processing command to complete the generation of the steady command list (step S1204).
[0443] On the one hand, when instructing the VDP803 to draw a still image, as shown in FIG. 43(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 (step S1210).
[0444] Next, a command for instructing the decoding of the still image is generated (step S1211). Specifically, it is an instruction on which still image compression data to decode, and it is instructed together with the address number and data size of the CG data storage area of the game ROM805 in which the corresponding still image is stored.
[0445] Next, a command is generated for how to draw the decoded still image data at which coordinate position on the liquid crystal display device 41 and in what manner (rotation angle, reduction / enlargement, etc.) (step S1212). Next, an end processing command is entered to complete the generation of the command list regarding the still image (step S1213).
[0446] Thus, such a command list regarding the moving image and the command list regarding the still image are transmitted to the VDP803 (see FIG. 4), and after being appropriately processed, they are transmitted to the liquid crystal display device 41. As a result, the images shown in FIGS. 5 to 10, FIG. 16, and FIGS. 22 to 25 are displayed on the liquid crystal display device 41.
[0447] Therefore, through the above-described processing, the production contents described with reference to FIGS. 6 to 12 and FIGS. 14 to 25 are executed.
[0448] According to the present embodiment described above, by mounting the functions required by the player on the gaming machine, the game content that can satisfy the player is obtained, and thereby, a gaming machine with diverse productions can be provided.
[0449] <Description of Modification Example> In addition, in the present embodiment, an example in which the audio LSI801 and the VDP803 are configured separately is shown, but they may be integrated as one chip.
[0450] Also, in this embodiment, an example in which the sub-control CPU 800a is provided in the sub-one-chip microcomputer 800 is shown. However, the present invention is not limited thereto, and the sub-control CPU 800a may be provided in the VDP 803.
Explanation of Signs
[0451] 1 Pachinko gaming machine 15 Setting button (production setting means) 600a Main control CPU (pre-reading determination means) 600c Main control RAM (suspension storage means) 800a Sub-control CPU (changing means) SB_SYH_TBL2 Pre-reading suspension change table SB_D2SYH_TBL Second pre-reading suspension change table
Claims
[Claim 1] a reservation storage means for storing, when a plurality of types of identification information are changed when a predetermined start condition is satisfied, a start reservation for changing the identification information for which the start condition is satisfied but has not yet been started up to a predetermined upper limit number; A look-ahead determination means for performing a look-ahead determination on the start-up hold before a change to the start-up hold is started; A special effect that is started with a change prior to the change effect for the start hold of the pre-reading judgment target and is started when the start condition is established; A special performance that is started with a change prior to the change performance for the start hold of the pre-reading judgment target and is executed with a plurality of changes including the change performance for the start hold of the pre-reading judgment target; A performance setting means for setting a predetermined performance based on an operation by a player, The effect setting means is capable of setting whether or not the special effect is to be made to appear, and further The effect setting means is capable of setting whether or not to change the expectation level for a winning game state in the special effect in a normal game state and in an advantageous state advantageous to a player, When the effect setting means is set to change the expectation level for a winning game state in the special effect, the expectation level for a winning game state for the special effect in the advantageous state is higher than the expectation level for a winning game state for the special effect in the normal game state, When the special effect is set to be able to appear by the effect setting means, the rate at which the special effect is selected in a reach effect with a high expectation of a winning game state in the case of a win is higher than the rate at which the special effect is selected in a reach effect with a high expectation of a winning game state in the case of a win.
Citation Information
Patent Citations
Game machine
JP2014136028A
Game machine
JP2018088986A
Game machine
JP2022137445A
Game machine
JP2022173598A
Game machine
JP2023095520A